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Might & Magic: Heroes VI Game Guide by gamepressure.com

Might & Magic: Heroes VI Game Guide

Table of Contents

4th mission - The Marriage of Heaven and Hell - Maps M&M: Heroes VI Guide

Last update: 01 February 2017

M11 - storyline map: surface

1 - darkness elementals (In the Shadow of the Light) - 4th mission - The Marriage of Heaven and Hell - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - darkness elementals (In the Shadow of the Light)

2 - neutral cities (Heaven and Hell)

3 - Port Meyron (The Last Farewell)

X - exit from the undergrounds (look at M12,X)

X2 - entrance to the undergrounds (look at M12,X2)

X3 - exit from the undergrounds (look at M12,X3)

X4 - portal (look at X12,X4)

M12 - storyline map: undergrounds

1 - beginning - 4th mission - The Marriage of Heaven and Hell - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - beginning

2 - Inferno city (Payback)

3 - Invisible library (In the Shadof of the Light)

X - exit from the undergrounds (look at M12,X)

X2 - entrance to the undergrounds (look at M12,X2)

X3 - exit from the undergrounds (look at M12,X3)

X4 - portal (look at X12,X4)

M13 - objects map: surface

1 - city - 4th mission - The Marriage of Heaven and Hell - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - city

2 - dwelling (increase creature's population)

3 - fort (lets you take control on the nearest area)

4 - sawmill (2 wood per turn)

5 - stone mine (2 stone per turn)

6 - crystal mine (1 crystal per turn)

7 - gold mine (1000 gold per turn)

8 - Conflux Orb (You can sent messages to the other players)

9 - stone of enlightment (gives 2500 XP. Hero can use it only once)

10 - armoursmith (permanent +1 to the might defence. Only one-shot for hero)

11 - weaponsmith (gives permanent +1 to hero's might attack. One-shot for a hero)

12 - Hell Forge (+5 to might power and magic power for a week. Hero can use it once per week.)

13 - war ancient (increases hero's fate and Charismatic Leader about 5 for next battle, additionally, he gains 5 movement points. Can be used only one time per battle)

14 - ruins (Guarded by group of creatures - when you win a battle, you get some precious item or troop of friendly units joins you.)

15 - stable (increases hero's movement points by 5. Hero can use it once per week)

16 - centaur's monument ( +5 movement points of an army and +10% to ranged damages. Once per week. )

17 - Crystal of Power (Gives permanent +1 to hero's magic power. Only one-shot for hero)

18 - Knight Shrine (+1 to unit's movement radius and +5 to the morale for a week. Hero can use it once per seven turns.)

19 - Dragon vein (regenerate hero's mana completely. Can be used once per week)

20 - blind maiden (increase hero's destiny by 5. Only once per fight)

21 - arcane library (Gives hero + 1-3 magic power or + 1-3 to magic defence. Number of points depend from hero's level (1-10: 1, 11-20: 2, 21-30: 3). Hero can use it only once)

22 - mother earth shrine (increase hit points of all unit about 10%. Once per every fight)

23 - observatory (discover nearest area)

24 - artifact merchant (Here you can buy and sell items)

25 - pyramid (undeads guarding prisoners or treasures)

26 - griffin monument (all flying units gain +20% to HP. Once per week)

27 - dead field (during the next battle living creatures in enemy's army get -10% to HP and attack. Only once per battle)

28 - barbarian camp (Guarded by barbarians - when you win a battle, you get some precious item or troop of friendly units joins you)

29 - Water Elemental Shrine (If friendly units get damaged, they will obtain ice armor spell)

30 - shipyard (you can buy ships here)

31 - Chorus (+5 to Leadership and magic power to the next battle. You can use it once per battle.)

32 - Angels Shrine (+5 to magic power and Leadership do the end of current week. One use per a week.)

33 - Revelation Crystal (Gives +1 to magic defence permanently. Only one-shot for hero)

34 - Dragon Nexus (doubles hero's maximum mana points. Can be used once per week)

35 - arena (After defeating guards it gives +2 to might power or might defence permanently. After fight all lost troops are resurrected)

36 - demons shrine (+5 to might power and luck for a week. You can use it once per week.)

37 - lighthouse (doubles the movement points on the sea of all your heroes)

38 - lighthouse (increase's army morale. Hero can use it once per week. )

39 - ice pearl shrine (+10 to army's initiative. Once per week)

40 - Sigil of Arkath (+5 to magic defence for a week. Hero can use it once per week.)

41 - Shrine of the Seventh Dragon (Level up a hero for a sufficient payment. Hero can use it only once)

X - exit from the undergrounds (look at M12,X)

X2 - entrance to the undergrounds (look at M12,X2)

X3 - exit from the undergrounds (look at M12,X3)

X4 - portal (look at X12,X4)

M14 - objects map: undergrounds

1 - stone of enlightment (gives 2500 XP - 4th mission - The Marriage of Heaven and Hell - Maps - Campaign - Might & Magic: Heroes VI Game Guide

1 - stone of enlightment (gives 2500 XP. Hero can use it only once)

2 - Dragon vein (regenerate hero's mana completely. Can be used once per week)

3 - demons shrine (+5 to might power and luck for a week. You can use it once per week.)

4 - blind maiden (increase hero's destiny by 5. Only once per fight)

5 - dwelling (increases creature's population)

6 - Crystal of Power (Gives permanent +1 to hero's magic power. Only one-shot for hero)

7 - mother earth shrine (increase hit points of all unit about 10%. Once per every fight)

8 - city

9 - Shrine of the Seventh Dragon (Level up a hero for a sufficient payment. Hero can use it only once)

10 - Revelation Crystal (Gives +1 to magic defence permanently. Only one-shot for hero)

11 - artifact merchant (Here you can buy and sell items)

12 - Dragon Nexus (doubles hero's maximum mana points. Can be used once per week)

X - exit from the undergrounds (look at M12,X)

X2 - entrance to the undergrounds (look at M12,X2)

X3 - exit from the undergrounds (look at M12,X3)

X4 - portal (look at X12,X4)

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