Subject: ++ THE COMPLETE MM6 HINT FILE ++
From: "R. McPherson" <[email protected]>
Date: Thu, 21 May 1998 12:38:32 -0700
Newsgroups: comp.sys.ibm.pc.games.rpg

++ THE COMPLETE MM6 HINT FILE ++
Compiled from newsgroup posts and personal experience.

My thanks to all the people who have contributed the collective
information available here.  -Ron McPherson
(see http://mamba.bio.uci.edu/~rmcphers/mm6maps.html)

[List of training locations, dragon towers, promotion quests, stables,
shrines, and potions plus a bunch of hints and riddles and the obelisk
message, and a few bugs and secrets I added at the bottom]

All EXPERT teachers require skill level 4
(see additional training requirements below also)
For Master:
All Weapons require 8 skill points
All Armor requires 10 points
All Magic skills require 12
And Misc. skills only need 7
(all masters require additionally that you have a certain level
of a statistic or be a certain promotion rank, I need more details)

>New Sorpigal:
[Dragon Tower, 1 stable]
Earth Magic expert
Fire Magic expert
Air Magic expert (Above bank, get fly scroll from bank's S. wall)
Water Magic expert (Island off E. coast)
Body Magic expert
Mind Magic expert
Spirit Magic expert
Learning expert (above self guild)
Bodybuilding expert
Meditation expert
Perception expert (above tavern)
Identify expert (above tavern)
Staff expert (South of town on mainland)
Ancient Weapons expert (N.E. of town on mainland)

>Castle Ironfist: (Outside of Castle Walls)
[stable]
[the Seer in a hut up a mountain path]
Shield expert
Leather Armor expert
Chain Mail expert
Plate Mail expert
Dagger expert (Behind tavern)
Bow expert

>Castle Ironfist: (Inside Castle Walls)
{Paladin promotion}
Axe expert
Sword expert
Disarm Traps expert
Identify expert
Diplomacy expert
Spirit Magic Master (requires High Priest)

>Mist:
{Sorceror promotion}
Repair expert
Staff expert
Spear expert
Leather expert
Fire Magic Master
Water Magic Master
Air Magic Master (requires Arch Mage)
Meditation Master

>Bootleg Bay:
[fountain of magic]
Perception expert
Chain expert

>Darkmoor (Mire of the Damned)
[stable]
Mace expert
Chain Master
Perception Master
Axe Master (after killing Snergle)
Spear Master

>Free Haven:
[Dragon Tower, 2 stables]
[Council, Oracle]
{Knight promotion}
Sword expert
Dagger expert
Merchant expert
Earth Magic expert
Fire Magic expert
Air Magic expert
Water Magic expert
Body Building Master
Plate Master (above Castle Temper) (requires Hero)

>Silver Cove:
[Dragon Tower, stable]
{Druid promotion}
Repair expert
Light Magic expert
Merchant Master
Body Magic Master
Mind Magic Master
Earth Magic Master
Learning Master

>Castle Stone:
{Cleric promotion}
Repair Master
Leather Master
Dagger Master
Disarm Master

>Kreigspire:
[Dragon Tower, stable]
Bow Master (above the castle)
Light Magic expert (in town)

>White Cap:
[Dragon Tower, stable]
{Archer promotion}
Bow expert
Mace expert
Dark Magic expert
Diplomacy Master (above Castle)

>Blackshire:
[Dragon Tower, stable]
Dark Magic expert
Sword Master
Mace Master
Shield Master

>Castle Alamos (by boat from Silver Cove)
Ancient Weapons expert
Staff Master
Light Magic Master (requires "Saintly" rep.) (behind inn on S. island)

>Paradise Valley (sometimes called Pleasant Valley by the game)
Ancient Weapons Master
Dark Magic Master (requires "Notorious" rep.)

>Sweet Water (abandoned town with devils)
[fountain of youth]
[the Hive]

----------------------------------------------------------------------

General hint about using many crucial items: The character who has
possession of the item (like a key, parchment, pedestal statue, etc.)
must be the active highlighted character when clicking on the place
that the item is used.  If you can't get through a door that you think
you have the key for, make sure that it is in possession of the active
party member.  Many people just starting out miss this.

----------------------------------------------------------------------

[Solstice/Equinox dates for druids]: (not saved in autonotes)
March 20
June 21
Sept. 23
Dec. 21

[Circus dates]: (They stay for only a month)
April - Blackshire
December - Bootleg Bay
August - Mire of the Damned
(the circus is where prince Nicolai can be found after he skips out)

[Goblin Keep password]: N I L B O G
("goblin" backwards but there are others that will work)
(to complete the quest you need the parchment with the clues)

----

[Temple of Baa]
central door sequence: north, east, west, south
(you'll get a "click" when each door unlocks instead of a shock)

----

[Shadow Guild (S. of Castle Stone) riddle answers]:
fish
time
dark
arrow

----

[Shrine pilgrimage list]:
(Visit the Seer each month to find the current active shrine.
You'll receive a permanent +10 to your stats or resistances.
Subsequent visits the next year will give you +3 more)

January   - Might - Bootleg Bay NW corner.
February  - Intellect - Mist
March     - Personality - Silver Cove NW corner
April     - Endurance - Castle WhiteCap
May       - Accuracy - FreeHaven (just west of town)
June      - Speed - Mire of the Damned (center west)
July      - Luck - New Sorpigal off the East coast of town
August    - Fire - Kriegspire down near castle in mountain
September - Electricity - center west in Castle Ironfist
October   - Cold - Kriegspire north half center along mountains
November  - Poison - Eel-infested waters/Alamos
December  - Magic - Blackshire visible just northeast of town

____

[Castle Alamos] orb password: JBARD
 (visit the trees to solve this password)
----

[Temple of VARN] codes: (requires the parchments to work)
aruhu
yttocs
ulus
yoccm
kcops
krik
(NWC loves that Star Trek stuff)

-----

[Obelisk Messages]: (written top to bottom)
In_the_land_of_
the_dragon_to_n
orth_by_far_nor
thwest,_lies_th
e_cache_of_the_
captain_'neath_
the_weight_of_t
he_least._Hid_f
or_the_ship_of_
the_sun_before_
her_functions_c
eased,_lift_the
stone_and_you_h
ave_won;_this_r
iddle's_puzzle_
pieced.________
(this cache will not show up unless you've visited all obelisks)

------

[Potion mixing guide:]
#   Name                    Type    Mix     Effect
-------------------------------------------------------------
First Generation
1   magic                   blue    PhRt    +10 spell points
2   energy                  yellow  Popy    +10 primary statistics (t)
3   cure wounds             red     WdoW    +10 hit points

Second Generation
4   resistance              green   1+2     +10 all resistances (t)
5   cure poison             purple  1+3     cures poison condition
6   protection              orange  2+3     +10 armor class (t)

Third Generation
7   super resistance        white   1+4     +20 all resistances (t)
8   bless                   white   1+5     blessed for 6 hours
9   stone skin              white   1+6     stone skinned for 6 hours
10  haste                   white   2+4     hastened for 6 hours
11  extreme energy          white   2+6     +20 primary statistics (t)
12  heroism                 white   3+6     heroism for 6 hours
13  restoration             white   4+5     cures all conditions but
stoned and dead
14  supreme protection      white   4+6     +20 armor class (t)

Fourth Generation
15  essence of intellect    black   1+9     +15 intellect, -5 might (p)
16  essence of personality  black   1+13    +15 personality, -5 speed(p)
17  essence of accuracy     black   2+8     +15 accuracy, -5 luck (p)
18  essence of endurance    black   2+14    +15 endurance, -1 others(p)
19  essence of speed        black   3+10    +15 speed, -5 persnlty (p)
20  essence of might        black   3+12    +15 might, -5 intellect (p)
21  divine magic            black   4+7     +100 spell points, +1 age(t)
22  rejuvenation            black   4+11   cures aging, -1 to 7  stats(p)
23  essence of luck         black   5+7     +15 luck, -5 accuracy
24  divine power            black   5+11    +20 level, +1 age (t)
25  divine cure             black   13+6    Cures everything

(t) is temporary, (p) is permanent.  All age effects are magical aging.

Types are only used in mixing: you can't mix like type with like type.
There are 216 possible combinations, so obviously most combinations just
blow up.  Damage is proportional to the power of the reactants.  If you
explode a third and fourth generation potion, your character is
ERADICATED!

Potion pairs 15 and 20, 16 and 19, and 17 and 23 are complimentary.  If
you feed the same character both, he'll get +10 to each stat.

--
__________________________________
GinRummy Shareware Card Game Page:
http://www.netcom.com/~d.teach/

___

[hints about additional training requirements]

Lots of weird requirements (depending on what you call weird).  If you
mean weird by requiring one of the "titles" then there are only 7,
although ironically there is no skill related to Great Druid or ArchDruid
that I'm aware of.
The weird seven are:

1. Sword master requires 8 skill points in sword and Cavalier title
2. Spear master requires 8 skill points in spear and Cavalier title
3. Bow master requires 8 skill points in bow and Battle Mage title
4. Chain master requires 10 skill points in chain and Crusader title
5. Plate master only requires Hero title
6. Air master only requires ARchmage title
7. Spirit master only requires High Priest title

Of course, all title requirements work for honorary titles as well (eg.
High Priest or Honorary High Priest).  There are some other strange
requirements...

Axe master requires completion of the "Snergle" quest.  Light master
requires a "Saintly" reputation.  Dark master requires a "Notorious"
reputation (one armageddon spell and your notorious).  and quite a few of
the other Masters require a minimum in a stat (eg.  Merchant Master
requires 30+ Personality) as well as the normal skill point requirements.
These are easier since the game doesn't differentiate between temporary
and permanent stat levels.  By the time you want to be a master in
something, you should be able to get enough magic items (or potions) to
magic yourself up to the minimum stat requirement for any skill.

For those of you who don't know, the following is the minimum skill points
required to be a master by grouping (please note exception above):
7 skill points to master a miscellaenous skill (merchant, identify,
etc...)
8 skill points to master a weapon
10 skill points to master an armor type
12 skill points to master a magic

Anyone can be an "honorary" something.  Archmage, Great Druid, Hero,
etc...  Michael P. Smith

____

Ron's secrets/hints/bugs

Here is my advice ([email protected]):

1. get ++ THE COMPLETE MM6 HINT FILE ++ and print it out.

2. think about using one of the trainer/cheater character editors
and set all your skills to +4 to begin otherwise the game is very slow to
start (see avault.com for a trainer)

3. Archers and Druids are good,elemental magic wins the game.

4. Don't put any points in your luck stat because there is a well in the
first city that can boost luck up to +15 with repeated use (once/week/+2
at a time).

5. Search for horseshoes and herbs all the time.  Horseshoes raise your
skill points.  Everything respawns, the rate of respawn varies, New
Sorpigal respawns in 6 months. Potions and horseshoes are vital.
Castle Kriegspire is full of horseshoes and full of minotaurs.

6.  Watch the calendar all the time and plan your training carefully.
Time passes and you miss the opportunity to get shrine pilgrimages from
the Seer in castle ironfist.  Get to the seer as soon as possible and
start getting pilgrimage assignments every month.  Training takes a week
and so if you go to the trainer and go up more than one level in a single
visit you save yourself weeks of game time.

7. Get a banker to join your party and a merchant right away because money
makes the world go around.  Plan on getting high perception (to buy things
at cost)  and high merchant skill (to sell things at max).  Think about
money right away or you'll be broke later in the game.

8. Don't try to satisfy each quest as you get it, plan on having a book
full of unsatisfied quests.  That way you can coordinate training,
questing, travel, etc... and increase your experience faster and reduce
return trips.

9. Make the "essence of" 4th generation potions right away and get +10
added to all your stats permanently.

10. Go everywhere, get everything (except bones), kill everything (except
peasants).  Killing peasants and getting bones and selling bones lowers
your reputation.

11.  The game is pseudo-linear.  You can go into a dungeon and explore and
kill any time you want but if you have not been sent to find a person,
then they may not be there yet.  You can usually find quest items ahead
of schedule, but not all the quest people.  So the master thief is not in
the sewer until you get the promotion quest, but the little girl is in the
spider dungeon/abandoned temple whether you've talked to her father in New
Sorpigal or not.

12.  Save often.  The Save/Reload spell is the best magic spell in the
game.

13. There is a bug or two to exploit.  One in particular is in the fire
lord quest dungeon (see below).  You can get unlimited experience here.
This is also a chance to get your reputation to "Saintly"  since you also
get reputation bonuses.  But reputation is a different story.

In short, just don't plan on mastering in Dark Magic because your
reputation will be ruined. Elemental magic and the spells SPARKS,
FIREBALL,  ACID BURST,  POISON SPRAY,  are the most succesful spells all
game long and at higher levels you can cast FLY and drop METEOR SHOWERS on
everything and just enjoy the carnage.

[winning routine]
Once you have LLOYD's BEACON and TOWN PORTAL you can employ the following
strategy:
First, visit a +levels fountain (castle stone +10 or kriegspire +30) and
set a beacon, then drink from the fountain, then town portal to Blackshire
and cast POWER CURE, HOUR OF POWER, DAY OF THE GODS, FLY, WATER WALK, and
DAY OF PROTECTION, then drink from the Blackshire fountain and get all
your magic mana restored, then save.  If you need magic resistance also,
run down to the other fountain and drink and cast STONE TO FLESH then run
back and drink to restore mana again.  Now go defeat dragons.  Especially
the dragons in the SouthEastern most corner of Dragonsand that are
surrounding the wonderful little shrine that gives a permanent +20 to all
statistics!

[bug]
The Firelord quest in dungeon in bootleg bay (SE near obelisk) is solved
by carrying amber and finding more amber in the dungeon and repeatedly
dropping into the center platform and then dropping down into each of the
8 or so directions and clearing the route.  Teleport back and when you've
killed the anubis-looking monster and cleared all the paths you will have
solved the quest.  Now when you return to the face at the dungeon's
entrance (the fire lord) and click on "quest" you will be awarded
experience and reputation bonuses.  IF YOU STAY IN THAT CONVERSATION AND
KEEP CLICKING ON "QUEST" YOU WILL GET MORE BONUS ADDED.  You can then
train to any level you like (if you have the money).  I recommend level 15
or 20 to begin this dungeon.

Those are enough tips now.

(see http://mamba.bio.uci.edu/~rmcphers/mm6maps.html)