++ THE COMPLETE MM6 HINT FILE ++ By rjmcpher@uci.edu with thanks from many other contributors, available at http://mamba.bio.uci.edu/~rmcphers/mm6maps.html along with maps. Note: there is an addendum with more mm6 secrets available also. [List of training locations, dragon towers, promotion quests, stables, shrines, and potions plus a bunch of hints and riddles and the obelisk message, and the unlimited experience secret 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] {Devils outpost west near mountains} {Superior Temple of Baa north of town} {Castle Kreigspire SW corner up mountain or teleport via well in town} {Dragon's Caves northern half, west along mountains, full of treasures} {Hermit is up in the center of the mountains in a hut -you must fly} 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 wierd requirements (depending on what you call wierd). If you mean wierd 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 wierd 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 (rjmcpher@uci.edu): 1. get ++ THE COMPLETE MM6 HINT FILE ++ and print it out. (see http://mamba.bio.uci.edu/~rmcphers/mm6maps.html and other sites) 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! [unlimited experience 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. Read the addendum file to learn about the unlimited gold bug so that you can afford to train to level 200 after you get unlimited experience. Those are enough tips now. [THE COMPLETE MM6 HINTS ADDENDUM #1] Addendum to accompany the COMPLETE MM6 HINT FILE by rjmcpher@uci.edu and available at http://mamba.bio.uci.edu/~rmcphers/mm6maps.html (Shrine of the Gods & the NWC dungeon, plus "Q" and the Horn of Ros, and free gold) Based on newsgroup discussions I went and found some secrets that I will now describe. ---- [Shrine of the Gods and NWC dungeon] I think all beginners should attempt to reach the Shrine of the Gods and enter the secret New World Computing (NWC) dungeon at the very beginning of the game. I think this is the intent of the design. In New Sorpigal, there is a secret fly scroll hidden on the south wall of the bank. If you get that scroll and then go to Buccaneer's Lair just behind the bank, and walk around to the north side, you can cast fly and fly up to the roof of Buccaneer's Lair and click on the steeple (north face) and you will be teleported to the Shrine of the Gods. The Shrine of the Gods is in the SE corner of Dragonsand and it is surrounded by 20 or more dragons and lizards who begin blasting you immediately. Run run run into the shrine, face the obelisk, and click for each member of your party to get a permanent +20 bonus added to all your statistics. This is worth dying for at level one in my opinion. Dying would be the only way to get back home to New Sorpigal that I can think of at level one. In addition, the entrance to the secret NWC dungeon is right there if you click on the NW wall. On the map, the NW wall would be the wall towards the hilt of the sword going through the planet (NWC logo). When you enter the NWC dungeon, I believe you are in a representation of the companies offices. There are two goblin bad guy characters. One has about 60 hit points and the other only 36 hit points. The smaller of the two is the producer Jon Van Caneghem. He casts fear into the heart of the party as soon as you get near him. His desk makes a ringing noise but I could not discern any effect or benefit to repeatedly clicking on his desk. I cast feeblemind and charm on him and he wandered away harmlessly. The NWC dungeon has a few goodies for a beginning party. It has some royal chain mail, some armor boots, a bunch of clubs, 5 phantom cloaks, about $1000 or so in gold scattered around, an endless supply of food and empty potion bottles (pantry), a desk full of reagents (herbs), a long bow, a staff, and maybe a few things I overlooked. There are employees everywhere but they are under a non-disclosure agreement and are unwilling to discuss the game with you. If their is a secret way to teleport back to New Sorpigal, I couldn't find it. I am still recommending that at the beginning of the game, before doing much of anything, a party should try to survive the dragons and teleport to the shrine, get +20, go into the NWC dungeon, stock up on unlimited food and reagents and get the cloaks and armor and bow and clubs, then go outside and die to get back home. Then begin questing with +20 to all your stats! {more Shrine of Gods info from M. Scheel}: From: Michael Scheel Two additional items regarding the shrine of gods/NWC dungeon: 1) There is a chest that will give you +500 gold if you have <10,000 total. (keep clicking until it stops) 2) #1 is really useless unless you can get out of there alive! I did this. My characters (2 Druids, 2 Sorcerors) were all level 3. {directions to survive shrine of gods/nwc dungeon at level 3} In New Sorpigal, get and use the fly scroll. Fly up to the Buc. Lair, and save the game ;) Go to turn-based mode. Hit the N side of the tower to transport. When you arrive in Dragonsands, almost always one of two things happened: a) all the dragons have thrown fire and you're dead. b) none have, and you have a chance to do something. So, you still have the fly scroll, and vertical movement is "free" in turn mode, so hover a little. (1, there's a stair you have to go up, and 2, you are faster when flying) You are already facing the shrine, so hold down shift, hit return, and fly fly fly to the left side of the little obelisk and reenter turn based mode. Hopefully none of your characters will die in this process (I made it after 3-4 tries) In turn based mode, have each character get the +20 and then pass. The last one should turn to the NW wall and enter the NWC dungeon. Make sure not to exhaust the Fly spell in the dungeon, you will need it again. When done with the dungeon, save it again... Go to turn based mode, hit the door. Again, you will probably die instantly or be fine. Still in turn mode, fly as high up as you can. Exit turn mode, and fly fly fly to the NE corner of the map, and lower yourself to the ground and head N to Blackshire. In Blackshire, Save it for peace of mind. Head slowly directly N as far as you can, and then East into FreeHaven. There will be a lot of mage-types and archer-types, just run for the NE and try to avoid who you can. Cross a bridge into Free Haven, and you're home free. If you can, make sure to hit the Water and/or Air experts here, since it might be a while before you come back. Try to leave by boat towards Mist and get everyone in your party the Learning Skill from one of the Elemental guilds... I managed to get everyone +20 skills _and_ walk out with my 10,000 gold with everyone alive. Hope this helps, -ekim ------ ["Q"] "Q" is the secret enemy guarding the chest with both Lloyd's Beacon and Town Portal magic books. Q is hidden inside the Temple of Snakes in the middle of the lake in Blackshire. Q is behind a secret wall in the room farthest from the gold dragon. You have to kill the dragon to get to Q. Q is harder to kill than just about any monster in the game. He probably has 5000 or 10,000 hit points and he casts finger of death and eradicates people while he yells "DIE". In the Temple of Snakes, there is a long hallway and at the end of the hall a ramp goes down toward a doorway. But a teleport trap prevents you from ever entering the room at the bottom of that ramp. That is the room with the secret wall Q is behind. To get there, I had to kill the gold dragon and drop down into the pit and then kill everything and approach that room from the other side of the doorway/teleport trap. More importantly, Q holds a special item THE HORN OF ROS and once you get this item, you can then see how many actual hit points every character/monster has by right-clicking on them. Instead of just a green bar indicating how much life they have, you now get a text display of the exact hit point values. From then on you can choose which monster to target with which spell carefully calculated to precisely eliminate that monster with maximum efficiency. Q is tough. He will eradicate everyone unless you can deliver about 5000 points of damage in just a few rounds. I used incinerate. Good luck. {updated info about Q} Someone reported that Q is not that tough if you charge right up close to him and hit him with weapons in real-time so quickly that he never gets a chance to eradicate anyone. Apparently you have to hit him for 5 minutes (real-life 5 minutes of pressing the A key). ----- [unlimited gold bug] When you visit all 15 obelisks, you can then go open the big rock in the NE corner of the Dragonsand map (where the red arrow is on my Dragonsand map) and the rock will open as a chest and give you 250,000 gold. If you keep opening the rock, it will keep giving you gold. So combine the unlimited experience bug from the firelord quest with the unlimited gold bug from the obelisks and I think everyone can train to level 200 right away. Visit all 15 obelisks first. [ADDENDUM#2: MM6 HINTS] Addendum 2 to accompany THE COMPLETE MM6 HINTS FILE available at http://mamba.bio.uci.edu/~rmcphers/mm6maps.html [wells that boost your stats] This addendum begins with an interesting discussion about maximizing the stat point bonuses awarded by certain wells. In the MM6 hint file I recommended that people create characters without putting any points into the luck stat because the well in New Sorpigal will allow someone to boost up to +15 because it regenerates every month or so. Now more info was posted to the newsgroup. Newsgroups: comp.sys.ibm.pc.games.rpg Subject: Re: MM6: Permanent Stats Fountain List? The well is good for 8 drinks per month. In effect, you have 16 points of luck to spread around. Also, all the +2 stat wells are good as long as your stat is 14 or below. If you exhaust the 8 drinks per month limit and still your char's stat is 14 or below. Come back next month, you can have another 8 drinks. This is the same for all +2 stat wells. The +5/+10 special wells/springs/fountains are good only once per character. I don't know if they might work again when the area is reset. My game hasn't lasted long enough for any of the area with these places to reset yet.