Let's Play Might and Magic VI! Part 69 - They Slice and they Dice
Recorded on 8/7/2021
So, in order to put off going to Superior Temple of Baa as long as possible, I spend some time mixing potions to finally clean up my inventory somewhat. In this case, making Black Essence potions which permanently raise our stats. This leads to a bit of a reagent hunt on the Castle Ironfist map. Next, I drop my keys in the fountain and decide to offload my amber, which is just taking up space and is no longer needed as I'm never returning to Hall of the Fire Lord.
Anyways, still procrastinating, I head back to Gharik's Forge to finish cleaning up the Fire Elementals and looting the place. As I mentioned previously, Rock Blast is an MVP spell, as it deals Physical damage, and very little resists Physical (besides Oozes that are completely immune to Physical). Also I guess I confused this dungeon with Temple of the Snake, as that's where I know I found this "Alchemists Chest" full of potion bottles and reagents. There is a room in the upper part of the dungeon that is no longer open, though. No clue why that is. Or was it ever open to begin with? Does anybody remember that even being open?
Oh yeah, there's a switch in that little room off the side early on that extends that bridge. I miss this every time and always just cast Jump to get me across.
Of course, why continue the plot when there's at least a couple more promotion quests left to do? Warlord's Fortress is arguably one of the deadlier and more annoying dungeons, full of incredibly strong enemies. What's crazy is that you don't have to clear this dungeon to complete the quest, just find a scroll with this guy's discharge papers and return it to Osric Temper. Still clear the place, though.
Oh, and those chests that say "you are unable to pick the lock"? That's a translation bug in GrayFace Patch. Those chests are supposed to be linked chests, as in, each chest could be opened from multiple locations; rather than leave it like that, the duplicated chests now refuse to open and display that message, instead. It's puzzling, for sure, but I got the answers to that after the fact and hopefully I won't be so confused the next time I feel like playing this.
Pause break in the middle of this dungeon to run over the Temple of the Moon to finally complete the Arch Druid promotion quest, and then to train an additional four levels. Oh, and grabbing at least Merchant Expert on everybody else, since training costs are just so dang high. Also, grabbing the pilgramige for the Speed Shrine in Mire of the Damned.
Enchanting and inventory management to finish out this video. I badly needed to make the space, so it's just as well. Making bank, too. Oh, and items that just spawn on the ground in dungeons will persist when you leave the map, but items you drop yourself will not. So put things in chests if you must leave things behind!
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