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Re: Might & Magic 6, 7, and/or 8? #37285
02/18/07 09:26 AM
02/18/07 09:26 AM
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The correct head for the golem is up on the cliffs above the stables. You need Jump to get up there. You'll have to be a Master in Air magic to learn Invisibility and Fly. You can learn that from Greenstorm in Avlee. You're on the Light path, aren't you? When your golem is complete, Thomas Grey will promote your sorcerer to Wizard & tell you how to get your next promotion.


"Christof, do not play with thy food. 'tis unseemly".
Re: Might & Magic 6, 7, and/or 8? #37286
02/18/07 09:39 AM
02/18/07 09:39 AM
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Body in California/Heart in Ha...
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lol

Edit ------------------

Hi Barb - well I guess now I know what I'm doing with the golem if and when I get all the pieces. I must have a wrong head then because I got mine in a chest by the mines.

Update Edit -----------------------

Rescued all those pesky dwarves and sabotaged the lift. I also found a fly scroll and used that to get the correct golem head and while I was up there went to the School of Sorcerey and got the quest on what I'm supposed to do with the parts. Now I'm off to Avlee to get promoted and see what other trouble I can get into laugh


Dark Side : Risen
Light Side:

I can only please one person a day. Today isn't your day. Tomorrow's not looking good either.
Re: Might & Magic 6, 7, and/or 8? #37287
02/18/07 01:13 PM
02/18/07 01:13 PM
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California
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I have a fly scroll to get the head. It must have been in the chest with the bad head. I bought the invisibility spell but still need to get air master and promoted to wizard--and then on to the walls of mist.

I didn't see much in armor in Celeste but need to check out the Pit in Deyja. I figured I'd go back later when I am stronger. Nice to know there is a place to heal in the Walls of Mist.

Maybe I better check out the mine carts. I have 50K now, don't know how I accumulated so much.

Re: Might & Magic 6, 7, and/or 8? #37288
02/18/07 01:33 PM
02/18/07 01:33 PM
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Just throwing in two cents - I found the jump spell really invaluable in the Pit, if you're on the light path. Lets you leap frog instead of trying to fight your way through the hordes.


"How could drops of water know themselves to be a river? Yet the river flows on."
- Antoine de Saint-Exupéry
Re: Might & Magic 6, 7, and/or 8? #37289
02/18/07 02:40 PM
02/18/07 02:40 PM
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Body in California/Heart in Ha...
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I seem to be in a delima. I have two heads of state asking me to do two different things for them - I'm talking about the rescue the prisoner or bring back the imposter quest. I'm right now getting the snot kicked out of me in the Tularean Caves - mostly by the elven rangers. I thought I'd cleaned them out earlier and as soon as I got in there remembered that I ran like heck to get out when those flying critters started attacking me. I also saw a chest sitting on a ledge in the caves. Is there something in there I'm going to need and if so - can you use Jump on the inside?


Dark Side : Risen
Light Side:

I can only please one person a day. Today isn't your day. Tomorrow's not looking good either.
Re: Might & Magic 6, 7, and/or 8? #37290
02/19/07 04:22 AM
02/19/07 04:22 AM
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California
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I've been doing a lot or running around. Sometimes I get lucky and catch a ship. Travel in this game is tiring. I got promoted to wizard, bought some armor and cleaned out some underground areas I wasn't able to do before. Now I'm back at the Wall of Mist preparing for the assault and armed with invisibility.

Syd, I used Jump in the White Cliffs Cave to get up on a ledge.

Re: Might & Magic 6, 7, and/or 8? #37291
02/19/07 05:26 AM
02/19/07 05:26 AM
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Leavenworth, KS
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Sounds like everyone is doing great. Syd, you should do both quests for Queen Catherine and King Parson. Parson's is much easier - get the Fort Riverstride plans. You can run in & get them, & run out. Catherine's quest to rescue Loren Steel in the Tularean Caves is harder. Both quests are worth 5,000 gold, so I do them both. Yes, you can use Jump inside, but there isn't anything in the chests you have to have. As for being paralyzed, any temple should be able to cure you. That painting you found is part of a set of 3 that Visconti in Tatalia wants you to find for him. It's worth 50,000 gold.


"Christof, do not play with thy food. 'tis unseemly".
Re: Might & Magic 6, 7, and/or 8? #37292
02/19/07 03:01 PM
02/19/07 03:01 PM
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California
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How does an item with a +1 skill increase affect your character? I can see that items that raise resistances or stats show up immediately when worn. Does a skill +1 mean that you need one less skill point when you do increase your skill rating?

Re: Might & Magic 6, 7, and/or 8? #37293
02/20/07 01:52 AM
02/20/07 01:52 AM
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I finished the Walls of Mist and got all the keys and used them but the last chest by the exit was empty. Did I do something wrong?

Later--I did some checking and I guess I don't need this for the light side.

Re: Might & Magic 6, 7, and/or 8? #37294
02/20/07 08:48 AM
02/20/07 08:48 AM
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Nope, you didn't do anything wrong Pokey. That chest will contain the Lich jars when you do the quest to turn your sorcerer into a Lich

Re: Might & Magic 6, 7, and/or 8? #37295
02/20/07 10:45 AM
02/20/07 10:45 AM
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She can't be a lich - she's on the Light side. Her next sorcerer promotion is archmage.

Where are you, Smiley? I just finished the arcomage tournament. Got 100,000g for it. I'm going after Xenofex next.

The obelisks are worth 100,000 also, but MUCH easier getting to them than in M&M6! Except for the one in the Land of the Giants, that is!

Barb


"Christof, do not play with thy food. 'tis unseemly".
Re: Might & Magic 6, 7, and/or 8? #37296
02/21/07 01:27 PM
02/21/07 01:27 PM
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California
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Well, I am bogged down in the wine cellar against these necromancers. Looks like I may have to acquire some other type of magic because what I have isn't working. Weapons don't seem to do it.

Re: Might & Magic 6, 7, and/or 8? #37297
02/21/07 01:29 PM
02/21/07 01:29 PM
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Well, I am bogged down in the wine cellar against these necromancers. Looks like I may have to acquire some other type of magic because what I have isn't working. Weapons don't seem to do it.

Maybe I should try the other two lightside quests first. Are they any easier?

Re: Might & Magic 6, 7, and/or 8? #37298
02/21/07 04:59 PM
02/21/07 04:59 PM
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Leavenworth, KS
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Actually, Pokey, the wine cellar is the easiest of the three, but if you have Invisibility, you can do the Light & Dark altar pieces and get the soul jars without too much trouble. In the wine cellar, you only have to kill the head vampire to complete the quest. The necromancers shouldn't be too hard if you have acid burst. Have you been increasing your wizard's water magic? The more points you put into it the more powerful her spells are.


"Christof, do not play with thy food. 'tis unseemly".
Re: Might & Magic 6, 7, and/or 8? #37299
02/21/07 05:07 PM
02/21/07 05:07 PM
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California
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I have Water Magic up to 7 and can't go any further till I can get to a Water Magic master and I don"t believe I can get to that location. I have acid burst. Too bad we can't get the Portal spell until late in the game.

I'm done to one speaker and queen of the dead and they are casting some nasty spell that kills my whole party in one shot. How do I combat that?

Re: Might & Magic 6, 7, and/or 8? #37300
02/21/07 07:31 PM
02/21/07 07:31 PM
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You can get to the water master teacher, and learn TP. Go through the troglodyte caves in Stone City. There's a door that leads to the Nighon tunnels. Run through there until you reach a passage to Thunderfist Mountain. From there, run past the behemoths & flying eyes & you'll come to an exit to Mt. Nighon. Rainshield there will teach you Master water magic. I think it costs about 2,000g. If you already have Town Portal, you can then learn it. You are already an expert, aren't you? You'll have to be promoted to archmage before you can grandmaster water.

As for the wine cellar, the only thing I can suggest is higher levels & more potent magic. Maybe do some minor quests first.

I finished the game this morning. Now I have to find something to play!

Barb


"Christof, do not play with thy food. 'tis unseemly".
Re: Might & Magic 6, 7, and/or 8? #37301
02/21/07 08:08 PM
02/21/07 08:08 PM
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Body in California/Heart in Ha...
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Well I certainly won't be finished any time soon - I'm in Fort Riverstride right now. I seem to be running around in circles. If I go down one stairway I get blown up - the other stairway just sends me in circles.

Pokey I met some necromancers in Deja - did not do well against them so I left. Not sure I'm in a better place however.


Dark Side : Risen
Light Side:

I can only please one person a day. Today isn't your day. Tomorrow's not looking good either.
Re: Might & Magic 6, 7, and/or 8? #37302
02/21/07 08:40 PM
02/21/07 08:40 PM
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Syd, at Fort Riverstride, if you go down the stairway on your right, there is a trap at the bottom. Just slide around the corner and stay next to the wall for a bit. I only needed to kill one guard in that area. When I went down the other stairway, it was pretty deserted till I went through the secret door. Then I just ran and got what I needed and got out. There is a secret entrance on the river if you have fly.

I'll either go through the Nighon tunnels or take on the other two quests with invisibility.

Re: Might & Magic 6, 7, and/or 8? #37303
02/22/07 02:33 AM
02/22/07 02:33 AM
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Stuck again. I got to the Thunderfist Mountain tunnels but can go no further. We die before we get to the end. There is no place to heal and once I got through with only one dead party member and found more enemies waiting outside.

Re: Might & Magic 6, 7, and/or 8? #37304
02/22/07 09:17 AM
02/22/07 09:17 AM
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That is a tough area, Pokey. It usually takes me several tries to get through it. When you enter Thunderfist Mtn., there's a behemoth waiting right there, run past him & go forward. Take the first left & run like heck. Bear to the right & keep running. You'll be going up a long tunnel to the northwest. There's an exit to Mount Nighon at the end. There shouldn't be any monsters there when you come out. Cross the bridge & go down the hill to the right & you'll be in Mt. Nighon. Keep trying - you'll get there!

How are you doing in Ft. Riverstride, Syd?


"Christof, do not play with thy food. 'tis unseemly".
Re: Might & Magic 6, 7, and/or 8? #37305
02/22/07 01:01 PM
02/22/07 01:01 PM
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California
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Sounds like the route I took but there were a bunch of things that looked like white trees shooting at me when I left the tunnels. I better check for another exit. I'm running into Minotaurs, sometimes two or three at a time blocking the tunnel.

Edit--I checked the map and I was going the long way across a bridge. I missed that first left turn. Thanks for the directions. When you said northwest, it was obvious I was going the wrong direction. I got through on the second try.

I couldn't find the Town Portal spell. Any idea where it might be?

Re: Might & Magic 6, 7, and/or 8? #37306
02/22/07 06:45 PM
02/22/07 06:45 PM
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I usually find TP in the Tularean Forest. You may have to go to the Paramount water guild on Evenmorn Island, and the water guild in Bracada has it sometimes. I almost always have to go to Evenmorn to get Lloyd's Beacon.


"Christof, do not play with thy food. 'tis unseemly".
Re: Might & Magic 6, 7, and/or 8? #37307
02/22/07 08:09 PM
02/22/07 08:09 PM
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Body in California/Heart in Ha...
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Syd here laugh I got the plans thumbsup - thanks for the tip Pokey - I found the secret door and by-passed the bomb trap.

Now to deliver it and figure out what to do next. When do you choose the light or dark path? Also please tell me I haven't messed up. I have three body parts for the golem - I have assembled what I have and now the only one showing in my inventory is the torso. Should I have waited until I had all the parts before attempting to assemble it?


Dark Side : Risen
Light Side:

I can only please one person a day. Today isn't your day. Tomorrow's not looking good either.
Re: Might & Magic 6, 7, and/or 8? #37308
02/22/07 11:04 PM
02/22/07 11:04 PM
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Syd, you will know when you reach the part where you decide. It is a while after you rescue the dwarves. You will start getting notices to return to Harmondale. So keep on with the quests until you hear. I got all the parts of the golem before assembling but I doubt you will have any problem. If you lose something, I believe the arbiter may return it to you. I had a chance to say I lost something when I saw him.

Re: Might & Magic 6, 7, and/or 8? #37309
02/23/07 05:22 AM
02/23/07 05:22 AM
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Great, Syd. It doesn't matter how you assemble the golem parts. You can do them one at a time or all together. The golem will tell you when he is complete & you can go back to the School of Sorcery.

Shortly after doing the quests for Catherine and/or Parson, you'll get a note saying the arbiter has died & YOU have to choose his successor. If you choose Judge Fairweather you choose the light side & if you choose Judge Sleen, you choose the dark side.


"Christof, do not play with thy food. 'tis unseemly".
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