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Re: Might & Magic 6, 7, and/or 8? #37335
02/27/07 05:48 AM
02/27/07 05:48 AM
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Scanian Provinces
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Quote:
Originally posted by syd:
Hi Smilley - I somehow wound up with right around 120,000 gold. Not sure how that happened. I'm sure a lot of it will be used up when I get my group up to master level. I did buy the Town Portal spell - 8000 gold thank you very much. Now I need to get past these dratted Minatours so I can level up and use it.
That's lots of money lol

My party has about 12000 and as soon as I get my cleric to expert in merchant it'll be quite a bit cheaper when it comes to buying spell books laugh

Re: Might & Magic 6, 7, and/or 8? #37336
02/27/07 01:17 PM
02/27/07 01:17 PM
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Quote:
Originally posted by Barb:
That's impressive, Pokey. bravo I rarely make it out of there alive! Town Portal doesn't work there because you can't use it when there are monsters nearby until you make grandmaster. Now that you have the book, you can get promoted to archmage and learn GM in water.

Narb
Actually, I let them die when my money was safely deposited. I could have made it out alive from that point by casting invisiblity in the nearby tunnel. I was so relieved to get out of there. I'm checking out Evermorn now and will do a couple progression quests.

Re: Might & Magic 6, 7, and/or 8? #37337
02/27/07 03:49 PM
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I'm trying to become Priest of the Light, but when I click on the altar in Temple of the Moon, nothing happens. I have Lloyd's Beacon, so I set one and used Town Portal to go to Celeste to check the quest giver. Now my beacon is gone because 70 days have elapsed. How do I use the beacon and shouldn't I be able to change the altar?

Re: Might & Magic 6, 7, and/or 8? #37338
02/27/07 06:01 PM
02/27/07 06:01 PM
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You should be able to just click on the altar in the Temple of the Moon to purify it. I think you will get a message saying you purified it.

Your Lloyd's Beacon won't last very long until you make GM in water. The more skill points you put into water magic, the longer it will last.


"Christof, do not play with thy food. 'tis unseemly".
Re: Might & Magic 6, 7, and/or 8? #37339
02/27/07 06:58 PM
02/27/07 06:58 PM
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Thanks, I did solve my problem. I have Grandmaster Water but I was clicking on set instead of recall and resetting my beacon. I had to actually get the quest before it would work. Quest done and I have two of the statuettes for another.

Re: Might & Magic 6, 7, and/or 8? #37340
02/28/07 05:19 AM
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Good deal, Pokey. I've done that with the beacons, too - hit set instead of recall. Do you have grandmaster in Air? Invisibility lasts a LONG time with it - like about 13 hours. Good luck with the statuettes. The one in the Maze is the hardest, but you can do it with Invisibility.

I'm playing M&M6 right now. I sure wish I had Invisibility in that game!

Barb


"Christof, do not play with thy food. 'tis unseemly".
Re: Might & Magic 6, 7, and/or 8? #37341
02/28/07 09:31 PM
02/28/07 09:31 PM
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It was a long battle, but we finally defeated Wromthrax. He was a tough old bird. My Paladine is now Crusader. Now to get him to Hero.

Re: Might & Magic 6, 7, and/or 8? #37342
03/02/07 10:02 PM
03/02/07 10:02 PM
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Pokey I got 'ole Wormthrax the other day - took lots of blue potions but finally acid blasted him into oblivion. You're right he was tough. That's one battle I'm glad is over. I also visited all three stonehenges and I have two statues. I need the one that's in the Maze at Mount Nighon. How hard is the Maze?


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Re: Might & Magic 6, 7, and/or 8? #37343
03/02/07 11:24 PM
03/02/07 11:24 PM
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Syd, it isn't hard. It helps to have quite a few points in Air Magic so your invisibility lasts long enough. I had 9 and I just got past three behemoths that were blocking the tunnel about half way in when I lost mine and had to run the rest of the way. It is pretty wide open from there, so no problem. I also picked up the remains for another quest and used Town Portal to leave.

The Knights in Deyja are giving me a tougher time than Wromthrax.

Re: Might & Magic 6, 7, and/or 8? #37344
03/03/07 12:32 AM
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I am so lost in the Erathian sewers. I found the levers but don't have a bridge to get to my quest giver.

Re: Might & Magic 6, 7, and/or 8? #37345
03/03/07 05:32 AM
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Hi Pokey, are you talking about the quest from Anthony Stone to find the Prince of Thieves? I don't know of any other quest in the sewers. The prince is as far west as you can go in the sewers.

Syd, when I first played M&M7, I killed all the minotaurs in the Maze. Now THAT is hard! Now I wouldn't even attempt it without grandmaster in air magic. I takes a lot of points in air and a lot of patience.

Barb


"Christof, do not play with thy food. 'tis unseemly".
Re: Might & Magic 6, 7, and/or 8? #37346
03/03/07 08:52 AM
03/03/07 08:52 AM
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Thanks for the info Pokey and Barb. I'm not sure what my Air rating is - better check. I think I have invisibility but as I recall I can't use it yet - I need to get my Archer up another level I believe. Which mean I have to brave the Titans Stronghold and I don't know if I'm ready for that yet. At any rate, it sounds like it'll be awhile before I can get that third statue.


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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? #37347
03/03/07 09:45 AM
03/03/07 09:45 AM
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Syd, doesn't your sorcerer have air magic? She can grandmaster it, but your archer can't. I don't recommend trying the Titan Stronghold without invisibility!


"Christof, do not play with thy food. 'tis unseemly".
Re: Might & Magic 6, 7, and/or 8? #37348
03/03/07 01:03 PM
03/03/07 01:03 PM
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Barb, it is the promotion from Thief to Rogue given by Wm Lasker. I can see where he is on the map, but can't find the way there.

Later--I found the rooms with the three levers but still haven't got a bridge across. Will start over from the beginning of the sewer.

I didn't have Grandmaster Air when I did the maze, just Master, though I could have used another point in it. I thought Grandmaster Water was more important so you could use Town Portal to leave even when enemies are around. But to get that you have to do the Pit.

Re: Might & Magic 6, 7, and/or 8? #37349
03/03/07 04:16 PM
03/03/07 04:16 PM
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Barb she didn't when I first read your post - she does now and has Invisibility lol We have the three keys from the Walls of Mist - now my question is how the heck do you get them to work in the pillars? The one on the left goes in simple - the other two just fall to the ground. Do they have to go into the correct pillar? And if so how do you tell which is which? So far all three will work just fine in the left hand pillar - none work in the center and right. Very frustrating.


Dark Side : Risen
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Re: Might & Magic 6, 7, and/or 8? #37350
03/03/07 04:46 PM
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Syd, have one character holding all keys and highlight him. Then just press the space bar in front of each pillar. Worked for me.

Re: Might & Magic 6, 7, and/or 8? #37351
03/03/07 05:06 PM
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Thanks for the tip Pokey - I'll try that.

Update : got the keys to work - I had to go back and get the third one because for some reason the wall wouldn't work - good thing I knew where I was going. I also made it through those Titans - thank goodness for Invisibility laugh I am now going to either get my knight up to snuff or work on my sorcerer. I'm also going to try and find those other two paintings. Both my archer and cleric are at their highest. I bought spiffy new armor for my group in Celeste and we're looking good thumbsup


Dark Side : Risen
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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? #37352
03/03/07 07:16 PM
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I finally got the bridge to Lasker done. Had to go back and fiddle with the levers till I could see the bridge was done. My thief is now rogue.

Re: Might & Magic 6, 7, and/or 8? #37353
03/04/07 07:46 AM
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Pokey, I forgot about the sewers in Erathia - I thought you were talking about the sewers in Free Haven! I don't think I've ever figured out the levers for the bridge in the erathian sewers - I just use Jump to get across.

IMO, GM Water is the most important skill, not only for TP & Lloyd's Beacon, but it makes your Ice Bolt and Acid Burst much more powerful. I like GM in Air because it makes Invisibility last a LONG time.

You can get to the Breeding Zone in the Pit to get the book for the sorcerer promotion with Invisibility, then kill all the fire monsters in there. They're not too hard to kill with water magic.

Sounds like everyone is having fun. I'm now doing the Tomb of VARN in M&M6 - definitely NOT fun! smile


"Christof, do not play with thy food. 'tis unseemly".
Re: Might & Magic 6, 7, and/or 8? #37354
03/04/07 08:18 AM
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I haven't even found The Pit yet. That's my next stop. I tried to do battle in the Arena last night - that was a whole lot of fun [not]. There's no way I'm ever going to be able to kill all those enemies that are thrown at you. My Knight will just have to be content with the Cavalier status and her nifty new armor. My gold is also on the endangered species list thumbsup


Dark Side : Risen
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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? #37355
03/04/07 11:51 AM
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lol That's a good one, Syd. I never bother to clean my castle. I don't imagine it smells too good with all those rotting bats & rats!

I have NEVER been able to win in the arena! Even at level 60, there are just too many high-powered enemies. Don't worry, you'll be fine without that promotion.


"Christof, do not play with thy food. 'tis unseemly".
Re: Might & Magic 6, 7, and/or 8? #37356
03/04/07 12:28 PM
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Any tips on doing the Crusader to Hero promotion? Those knights are tough. I got the first one downstairs but didn't come close to beating the second. Wm Seatag is not hard if I can fight him alone. I once got the tough knight to come downstairs and then took the elevator up and fought Seatag alone and almost had him. I haven't been able to get him alone since. The Hero promotion is the last one I need to do. My party doesn't seem to do much damage in close range fighting and these guys always stay close.

Where can I find a good mace? I had one early in the game and then lost it. Haven't seen one since. My sorceress is now GM Air. That will help in the Pit.

Re: Might & Magic 6, 7, and/or 8? #37357
03/04/07 06:07 PM
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Use Invisibility to go into Seatag's house, ride the elevator up, then you can fight him alone. Guess the other guys aren't smart enough to take the elevator!


"Christof, do not play with thy food. 'tis unseemly".
Re: Might & Magic 6, 7, and/or 8? #37358
03/04/07 07:14 PM
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That worked! I only had the Master Knight upstairs to worry about and I thought he would show up as he always has, but he didn't until I killed Seatag, so I was able to rescue Alice and TP out of there.

Argh! I just wiped out my third beacon point by using set instead of recall. I need a big blinking sign to warn me.

Re: Might & Magic 6, 7, and/or 8? #37359
03/05/07 07:57 PM
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Hi all - well my little group is cowering in The Breeding Zone. We have the book and are now trying to find a way out without casualties. This has not been fun.

I also have, according to my notes, beat all 13 taverns in Acromage - unfortunately the game does not recognize my achievements and I have no clue which tavern it lost or even how many it lost. I am not a happy card player.

Well back to the Zone and let's hope I can make it out of the Pit alive.

Edit - how the heck do you get out of this place (the Breeding Zone that is)? The only way I can see is to jump down from the bridge but as soon as I do that I'm dead. Please tell me there's another way.


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