(version note: This version lists most quests through the end of thegame. I am still missing a few minor quests, but real world responsibilitieshave curtailed my MM6 time. If you have a burning desire to write up oneof these missed quests, like the Fire Lord quest, email me and we can talkabout including your description. I will give you credit, of course. )
The following is a list of quests subjectively ranked from easiest tohardest, in a suggested order of completion. As it stands now, this listshould not spoil the game insofar as it doesnt tell you where everythingis. The chief aim is to give you a rough idea of what quests to do when.Quests in boldface type are required.
My party was composed of a paladin, an archer, a cleric and a sorcerer,all with bows. If you have one of the strange but bold parties (e.g. allknights or all druids), you may skate through some of the hard quests whilegetting mired down in the easier ones.
One final note: One of the key features of MM6 is its nonlinear setup.Even though I spent time writing this, I would discourage anyone from usingthis list as an express train to finishing the game in record time. To paraphrasethe Cliffs Notes disclaimer, this guide is for educational use onlyand is not intended to replace the original, nonlinear adventure.
Description: Walk to Castle Ironfist and deliver the letter toHumphrey in the castle. He will give you the first of the high council quests(noted later). Before you leave New Sorpigal, you may want to get the remainingNS quests (received in New Sorpigal but taking place in Castle Ironfist.See below). Note: For many of these early cross country adventures youmay choose to use the various stables across the land. See the website forstable schedules.
Description: It is possible to find the code quickly and leavemost of the dungeon virtually unexplored. For experience, weapons and money,however, explore every nook and cranny including what lies beyond thekeypad doors (see webpage for goblinwatch code hints). If you take the timeto rid this place of all critters, you will be in good shape for the nextquest. Otherwise, beware. The next one is tougher.
Description: 1) Your goal (if you talked to all four people) isto find the candelabra, kill the spider queen (and take her heart), collectthe cobra eggs and save the girl. This dungeon is nasty for beginners becauseall critters fight with disease or poison attacks and the cobras strikeparticularly hard. Watch out in particular for the red queen cobra. 2) Youcan choose to do just one quest at a time, but there really is no pointin doing so. 3) In the spider heart quest, as in many others, you will notsee a final fantasy style Boss that you must fight to get the heart. Thequeen is just a big spider surrounded by other big spiders, so be sure youhave her heart when you leave the dungeon. 4) Finally, if you bring thecandelabra back to Potbello, you will lose reputation points; part of themoney you made on the quest, however, if donated to the temple, will bringyour rep back up with considerable gold left over. It is worth it.
Description: Have ALL of your characters drink from the magicfountain, NE of Harecksburg in Bootleg Bay. Here, as everywhere else, besure to receive the quest first and return to the quest giver afterwards.
Description: At this point, you should easily annihilate the assortedcobras and headhunters in this dungeon. If not, either slug your way throughcarefully, try another quest or rethink your gaming strategy. Another optioninvolves roaming the countryside killing everything in site (with bows)to raise your experience. Inside the temple, do not pick up the bones unlessyou want your rep to drop. If you do pick them up, sell them in Rockhamfor a finders fee (and watch your rep drop even more).
Description: This quest is fairly easy, but two master monks inthe temple have an incredible armor class. I took a level 45 party in there(ok, so I missed this quest earlier) and it took my normally agile partyfive or six tries to even hit the darn things. But all in all, this dungeonis really a piece of cake because it is very small and mainly full of rats.
Description: This is one of the smallest dungeons in the game.If you have a bow, you can mess up most of the enemies before they get anywherenear you. A good basic (if cowardly) strategy: run in a room, run out anddown the long hall. As they approach you, pump them full of arrows. Repeat.
Description: Make sure at least two of your characters are ableto hurt the oozes, otherwise you are in for a long night. The green oozespoison you and the other oozes destroy your armor and weapons. Oozes dontcause much physical damage, but they are devilishly hard to kill and theylove destroying all your hard-earned possessions. This dungeon is the mostfrustrating of all the early dungeons. Be patient. Note: Other playershave correctly noted that you can avoid the oozes because the treasure beyondthem hardly warrants the task of taking the slimies out. Duly noted. Thanksgoes to Mark.
Interlude 1: At this point, your characters should be fairlybeefy and ready to take on the rest of the world. You should now seriouslyconsider promoting one of your characters to Water Master for the followingreasons: 1) when you go to Free Haven, you can buy decent items and enchantthem, selling them for a profit (if you have a high merchant skill); 2)Soon you will be fighting some resilient critters, and the low-level poisonspell, when used at point blank range, can be devastatingly effective; 3)Water walk is one of the essentials of this game; 4) Town Portal and LloydsBeacon, at master level, make traveling a cinch. Some of the high councilquests are ludicrously easy if you have these spells.
You also want one character to have the Air Magic Fly spell. And,while my goal is not to give tips on spell use, it is strongly encouragedyou develop some powerful cure spells, mass damage spells and a few otheroffensive juggernauts.
Finally, a word on reputation. Other than any special role playingelements you may impose on yourself, reputation only has two uses. One,a low or high reputation may require you to beg or bribe certain NPCs. Two,and most importantly, the master level of light magic can only be gainedby someone with a saintly reputation. Since, in general, the major questsboost your reputation more substantially than the minor quests, I highlyrecommend boosting your rep level to respectable by donating at a temple.Then, complete several of the major, but simple high council quests andpromotion quests. You should receive Saintly status in no time at all. Assoon as you reach saintly status, go ahead and boost your light magic userto master. It only requires expert level, 4 skill levels and a saintly rep,so it is fairly easy to get. This way, you won't have to worry about yourrep ever again. You do not want to be in the position of needing light masteryonly to discover that you don't have any quests left to boost your rep.
Description: Temper tells you to get a nomination from ChadwickBlackpoole in Rockham. Rockham is the western village of Free Haven. BTW,while you are in Temper, go ahead and receive his High Council Quest. Note:you can do this promotion quest earlier in the game, but some of the randomcritters in Free Haven are mildly potent for beginners.
Special Problems: Depending on which circus you go to, you mayrun into anything from headhunters to werewolves. I suggest using the BootlegBay circus. The Bootleg Bay critters are relatively weak.
Difficulty: super easy, in and of itself; but, receiving the questrequires you to fly over mountains swarming with harpies. Also, watch outfor the fire archers casually standing around with the citizens.
Description: If you fly away from the harpies (on the way to Hargraeve),this quest is a cakewalk. See the Free Haven map on this web page for thelocation of the stonecutter, the carpenter, and the abandoned temple.
Description: If you fly away from the harpies (on the way to Hargraeve),this quest is fairly easy. In truth, you could have cleaned out the sewersnear the beginning of the game; but I doubt you could have flown and withstooda few pommels from harpies near the beginning of the game.
Description: Basically, just portal to the towns appearing onthe portal map and run to all the others. Some of the towns are surroundedby nasty critters, including minotaurs (run, man, run). Darkmoor is overrunby the undead, but none of them are particularly lethal. Note: Doingthis quest lowers your rep one full level. Keep this in mind when questingfor Saintly status. Thanks to Stefan for the tip.
Description: Stromgard Castle is E of White Cap. Icewind Keepis SW of White Cap. Along the way to Icewind (flying if possible), you willsee hordes of Magyars and Fire Archers surrounding the entrance. You mayalso see a few Harpies. However, if you have fly spell and meteor shower,you can clean out the area with ease. Just hover and let fly with the meteors.The dungeon itself is well populated with guards and ogres but they shouldbe easy to defeat at this point. Note: Star shower works really wellalso. In fact, between star shower and meteor shower, the air magic spellseems to be the better of the two. Thanks to Mark.
Description: You must have the fly spell. At this early levelin the game, fly like hell straight to the hermit hut. Talk to the hermit.Fly like hell out of the area. If the drakes start swarming around you,you are lizard fodder. Save before you do this quest. The first time I triedit, I was decimated by a swarm of drakes. The second time, however, I usedWizards Eye to effectively avoid all the firebreathers.
Description: It's possible to do this quest early on, especiallyif you have druids in your party, but gargoyles are a complete pain in theneck and in good supply. The Diamond Gargoyle ranks very high on the irritationscale because they are either immune to physical attack or very close toit. The diamonds also enjoy paralyzing your party members. If you are flyingand your air magi is paralyzed, your party will become a messy imprint onthe terrain below.
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