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Читы для Magic & Mayhem

Чит-файл для Magic & Mayhem

Magic & Mayhem

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Альтернативное название:Duel: The Mage Wars
Разработчик:Mythos Games
Издатель:Virgin Interactive Entertainment/Bethesda Softworks
Модель распространения:розничная продажа
ISO статус:релиз состоялся 4 декабря 1998 года
Жанры:Strategy (Real-time) / Isometric
Похожие игры:Invictus: In the Shadow of Olympus
Multiplayer:(4) модем, нуль-модем, LAN, Internet

Даты выхода игры

вышла в сентябре 1999 г.

FAQ [ENG]

Информация актуальна для
P D Tari's

                                  Guide to

                               Magic & Mayhem

                                 VERSION 0.2

                        Last updated: 9 May 2001

                      AN RPG/STRATEGY GAME FOR THE IBM PC
                          Email: PDTari@hotmail.com


The latest version of this guide can be found at www.gamefaqs.com


========
WELCOME
========

Welcome to my guide for Magic & Mayhem (known as "Duel - The Mage Wars" in
US) I've played this game and have really enjoyed it, so I thought I'd write
a guide for it! So why, you might ask, I decided to write a guide for the
game that was released two years ago (about 40 in game-years)? Few reasons...
Firstly and foremost it is a great game that is fun to play. Secondly it is
freely available for download from freeloader.com site (first 14 episodes
last time I checked - could be more by the time you're reading this). Thirdly
if you are keep getting beaten in all those multi-player RTS games (or just
need to polish your RTS skills) Magic & Mayhem will be the perfect tutor for
you since it has some elements of RTS (but you can pause it any time). And
finally, a full 3D sequel called "Art of Magic: Magic & Mayhem 2" comes out
soon so we better get ready.

I hope you enjoy it as much as I enjoyed writing it! Have fun!


==============
GUIDE HISTORY
==============

Version 0.1
   Began the guide.

Version 0.2
   Continued walkthrough.
   Edited most of the sections
      (see My Thoughts section)
   Started Spells list
   ...


======================
WHAT'S IN THIS GUIDE?
======================

   Introduction
   Walkthrough
   Shortcuts
   Battle Tactics
   Spells
   Frequently Asked Questions
   Feedback
   My Thoughts
   Thanks
   Disclaimer


=============
INTRODUCTION
=============

This guide was not designed to restate Grimoire (which worth reading) or the
manual but rather provide you with useful information about the game.

The game has four levels of difficulty: Initiate, Apprentice, Adept and
Wizard. The main differences are the number of hostile creatures you meet and
extend of enemy wizards using AI.

If you played recently released "Sacrifice" you should feel pretty
comfortable playing this game (in one of the missions you even get to
sacrifice one of your creatures). The main differences between those two are:

1. Might & Magic uses overhead view (Diablo style) so it is easier to get
into (no camera rotating required) and more fun to play.

2. You don't need souls to summon creatures so you can have as many as your
Control Limit allows (which can be increased between the mission).

3. You can change your set of spells any time between the mission by
rearranging the ingredients in your talismans.

4. You get to summon familiar creatures (like Zombie, Faun, Elf and so on).

5. If your wizard killed you fail the level.

A thing to note about creatures in the game is that they get an experience
and can gain status of Lord - denoted by the silver halo over the creature
head or King denoted by the golden crown. Lords gain 50% increase in all
their stats and Kings gain 100% increase and can subvert enemy creatures of
the same type by attacking them. The amount of experience a creature gets
depends on the creature it is attacking. The highest experience is received
when attacking enemy wizard.

Mana Sprites are randomly generated starting from the third mission.


============
WALKTHROUGH
============

FIRST ISLAND


Forest of Pain

Achievement                    Experience Points

Talked to Camulos.                            10
Defeated Camulos.                             40

       Total Experience Points Gained: 50  /  50

Notes: If you play this level on Initiate Hermes The Crow will give you
mini-tutorial. Follow the brown-brick-road to the Place of Power and occupy
it (by any means necessary). Cross the bridge (with a few Zombies / Brownies
to keep you company), continue to follow the road, find the wizard and send
him into the next level. Here's the tricky part - it is so easy to just send
your creatures to deal with the enemy wizard, but this way you'd lose 10
point. You have to talk to him first by getting your character close enough
to him. Finally enter the portal and be on your way.


The Plains of Greenhenge

Achievement                    Experience Points

Talked to Regus.                              10
Killed Camulos.                               60
Found Tincal.                                 40

       Total Experience Points Gained: 110 / 110

As the mission starts grab the Mana Sprite and follow the road the Hermes
showed you as fast as you can. Talk to the unicorn (I am serious) and when
you get to the enclosure with two huts and Place of Power in the middle
summon as many creatures as you can. Send them to clear the place. You can
use the huts to hide from the Storm (at least until the roof holds). When
done - put one of your creatures on the Place of Power and couple to guard
it. And don't forget to pick up any goodies you find inside the huts.

Near the entrance to the enclosure you'll see a sign - follow it and you
should arrive to the Stonehedge. Capture the Place of Power in the middle of
it. Camulos (never say "die") should be nearby - finish him and pick up the
Tincal he drops. When you enter the portal the level will end.


Fiddler's Green

Achievement                    Experience Points

Received the Syrinx Pipes.                    10
Stole the Clover.                             30
Killed Yeoric.                                60

       Total Experience Points Gained: 100 / 100

In this mission your mage seems to be unusually evil (correct me if I'm
wrong). Here's a rundown... You meet Yeoric who runs a tavern - a kind of
safe-heaven where all creatures big and small can live in peace. Apparently
your uncle passed this tavern and gave Yeoric a Clover as a present. You ask
him to give the Clover to you, but receive Syrinx Pipes instead. :( So what
do you do? You steal the Clover and kill everyone in the tavern (and the area
for that matter) including Yeoric. Poor Yeoric...

You start this mission with a bunch of Redcaps attacking you. Summon some
fighters to dispatch the attackers and pick up the goodies in the huts. Next
go to the tavern as Hermes showed you and talk to Yeoric. After he gives you
Syrinx Pipes leave the tavern (don't attempt to occupy his Place of Power or
he will attack you) go around the back and summon a creature with hands
inside the storage area to pick up the goodies. Next stop - the big bridge.
As you pass two parallel bridges you can send some of your creatures to
occupy an undiscovered Place of Power. Fight your way through the bridge open
both chest and occupy the Place of Power. Now it is Yeoric-killing-time - I
recommend a bunch of bats because they are fast and flying.


The Village of Joseph of Arimathea

Achievement                    Experience Points

Summoned grail knights.                       10
Allied with Twigkindle.                       10
Found campaniform bell.                       10
Killed Urfang.                                10
Defeated Lutheron.                            40

       Total Experience Points Gained:  80 /  80

I recommend bringing a Unicorn summon for this mission - simply because they
work so well against undead. As the mission starts you find yourself in the
Zombie village - leave it by any means necessary.

Next you can go to the Brownie village and ally yourself with their king
Twigkindle (which is done automatically as you enter the village), occupy his
place of power and get the bell from the chest in one of the huts - as the
game intended. At this point Hermes will inform you about an old church with
a Place of Power and a scroll go there to get your grail knights.

Alternatively you can summon grail knights first since Urfang - the evil
hellhound lord will be released not long after your alliance.

A word on grail knights (who basically a really tough Skeletons with a bad
attitude). To summon them cast one of your creatures on the altar next to the
scroll and kill it. And don't use the bell since it will paralyze your grail
knights or Zombies too.

By now you should be all set for an Urfang hunting trip (don't forget to
leave some bodyguards for Twigkindle - if he dies you fail the mission). When
the hellhound done for - seek and destroy Lutheron.


Apple Tree Orchard

Achievement                    Experience Points

Disabled trap.                                10
Freed Percival.                               20
Killed Lutheron.                              50

       Total Experience Points Gained:  80 /  80

As the level starts you find yourself in a trap. Get close to the fence and
summon creature outside it. Tell it to stand on the trigger - this should
remove the inner fence. If you approach the door you will be told that it can
only be opened from outside. Go to the window and summon some creatures on
the outside (preferably with the hand so they can pick up the goodies) and
send them to free Percival by standing on a trigger near his hut - Hermes
will show you were it is.

Occupy the Place of Power, pick up the goodies in the nearby huts and wait
for Percival to get a grasp on his sanity and free you. The rest of the
mission comes down to finding and destroying Lutheron, capturing Places of
Power as you go and keeping Percival alive. And don't forget to leave some
Mana Spirits and food for Percival - he has some useful spells of his own.
Also Brownies in this area are your allies so use it to your advantage.

When Lutheron done for have a little chat with Percival and enter the portal.


The Misty Marshes

Achievement                    Experience Points

Freed Twigkindle.                             10
Received Seven League Boots.                  10
Found Grail.                                  30
Killed Dagda.                                 50
Found Hemlock.                                30

       Total Experience Points Gained: 130 / 130

Grab a Mana Sprite, summon some creatures and follow Percival. Collect fish
and attack anyone who gets in your way as you go. Once you get to the island
with a Place of Power occupy it, while fighting off enemies nearby. When
Twigkindle asks you to free him walk to the switch and stand on it yourself.
He will give you Seven League Boots as a reward - you can use them three
times and you'll need one use for the Levitate trap, but you better save
other two for later missions.

Leave some of the creatures to guard Twigkindle (you won't be able to take
them trough Levitate trap anyway) and follow Percival to the big
bridge-system. Percival will show you where the first trap is (by getting in
it himself) and then he'll return to the Place of Power to guard it and
Twigkindle that comes with it. Fighting creatures on the bridge is a waist of
time and mana so just get to the trap as fast as you can. Stop not too far
away from it, activate Seven League Boots and run through. Summon few undead
creatures (since they are immune to Pestilence) right before the second trap
and send them to occupy the Place of Power nearby. Continue running until you
reach two chests. You are likely to be infected by Pestilence totems you
passed by (indicated by flies around an infected creature), so just cast Cure
on yourself. Open the right chest to get the Grail (DO NOT OPEN THE LEFT
CHEST!).

Now just finish Dagda, occupy his two Places of Power and pick up Hemlock he
drops (either yourself or send a creature with hands to pick it up for you).
As soon as Dagda done for, a timed portal will open - hurry to it before the
clock runs out.


The Forest of Woodman's Hall

Coming soon.


==========
SHORTCUTS
==========

Here are some of the useful shortcuts from the manual.

Note: For the right mouse button command the creature you want to give the
command to has to be already selected with left mouse button.


"SHIFT" + Left mouse button = Toggle selection (add a creature to the group
or remove it from the selection).

Mini-map + Left mouse button = Center on the selected location.


"CTRL" + Right mouse button = Force attack.

"ALT" + Right mouse button = Guard and follow.

"SHIFT" + Right mouse button = Add waypoint (double right click for flying
waypoint).

"CTRL" + 0 to 9 = Create a team from currently selected creatures.

0 to 9 = Select pre-created team.

"ALT" + 0 to 9 = Select team and center on it.


===============
BATTLE TACTICS
===============

Almost in every mission there is something that can give you "almost an
unfair advantage" - try to find that "something" (or just read my walkthrough
section).

Try to save "transferable" items for future missions whenever possible.

Where possible try to attack enemy wizard rather than his/her creatures.

Try not to get your mage in the middle of hand-to hand battle - keep him at
the distance just close enough to cast spells or summon creatures.

First time you get into the new area - scout it with bats. When you know
where all the things are - reload the game and play for real.

Try to occupy all the Places of Power you come across (unless stated
otherwise) and leaving at least one creature to guard it, since the creature
on the Place of Power will be too busy to fight.

There are many ways to clear Place of Power - you can either quickly run to
it, cast Earthbind on yourself and Tornado on the Place of Power; or cast
Storm on it from afar.

=======
SPELLS
=======

Note: All Creature Summon spells have range of 7.

          Mana Cost   Spell Range     Comments

Fireball          6            15            1
Magic Sphere      8            15            2
Tangle Vine      10            12            3
Cure             10            16            4
Levitate         12            16            5
Gorgon Stare     15            16            6
Iron Skin        16            16            7
Storm            16            24            8
Raise Dead       25            11            9
Lightning        30             9           10
Pestilence       30            12           11

Comments:

 1 - Can be used as your wizard's main weapon due to its low mana cost.
 2 - Bounces off the walls and can hurt your creatures or your wizard.
 3 - Use it to divide or block enemy forces.
 4 - A "must have" spell for most of the missions.
 5 - Use it to temporarily disable a strong enemy creature.
 6 - Perfect against flying creatures.
 7 - Impermanent increase in defense.
 8 - Perfect for clearing open spaces and hurt everyone in the area.
 9 - Gives resurrected creature "undead" status.
10 - Stronger than Fireball but can only be used in open areas.
11 - Poison-like effect on all living creatures.


===========================
FREQUENTLY ASKED QUESTIONS
===========================

Q: What are the best creatures to use in the game?

A: Kai Hortmann gives an interesting answer in his mini-FAQ. Here's an
extract:

"At the start you can only summon weak creatures that cost little mana. The
spell components you find later allow you to summon stronger creatures but of
course cost more mana. You need creatures for different tasks:

- Hand-to-hand combat: In this category you have the widest choice. I like
Skeletons in the first world, but I recommend experimenting until you find
your personal favorite.
- Archers: In the first world there are only Redcaps and Elves. The Elves are
easier to kill but are better archers.
- Scouts: For this you better use fast, flying creatures. Bats are very good
and cheap, later you could try Phoenix. Note that you can (and should)
capture undefended Places of Power with a single Bat and get some mana before
the enemy finds it.
- Defenders: Once you capture a POP you will need to defend it against
counterattacks. Tough and slow monsters are good for that.
- Mage killers: When you kill the enemy mage the level is more or less won.

Controlling more Places of Power than the enemy helps a lot, especially if
you want your mage to battle the enemy mage with spells at close range. But
you could also use the sneak attack approach. Large groups of weak but fast
monsters can take down a mage! I killed Bertilak, the mage of the last level
of the first world with a stack of 10 Bats before even entering the castle
(which then became rather easy). Other good mage killers are Phoenix because
they tend to "grill" the enemy and Basilisk because they poison him."

Generally speaking, Unicorns have advantage over undead creatures and undead
creatures have advantage over living creatures (except Unicorns).


=========
FEEDBACK
=========
I would really like to know what you think of my guide, as well as what you
think of the game. If you would like to give me suggestions, comments, battle
tactics etc. or if you have found an error you can e-mail me at
PDTari@hotmail.com and I will get back to you as soon as possible.


Well, I look forward to hearing from you!


============
MY THOUGHTS
============

I though, since I have this section, I might as well make it useful. Here are
some unconfirmed rumors - contact me if you can clarify any of those:

Creatures with Excalibur or the Bow can't become lords or kings.

You can only have one king of each creature type at a time.

Creature's allegiance (Law, Neutral, Chaos) can give it advantage when
fighting with a creature of another allegiance.


Interesting Information:

Some creatures have very humorous animations, like for example Zombie, who
uses its left hand for attacking by ripping it out with the right hand and
sticking it back afterwards. See if you can find any more.


=======
THANKS
=======

Kai Hortmann - for his/her mini-FAQ

...to me.


===========
DISCLAIMER
===========

I have written this guide for your personal use only. You can copy and
distribute it online to your friends if you keep it AS IS. Do not use this
guide for profitable reasons (e.g. games magazine, a book or any other
publication) without my prior knowledge and consent.

This is the work of me and nobody else, so please don't steal ideas from this
guide, think of your own. If you see this guide on somebody else's page
please e-mail me the URL of that site, so I can create of list of the
availability of this guide.

(c) P D Tari 2001

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