Might and magic 10 lighthouse. Walkthrough of the game Might & Magic X Legacy. Flowers for fallen heroes


To make it faster and easier to complete the game, gather a squad of four characters, do not forget to distribute their skills and other necessary attributes. A special feature of this game is the division of the screen into cells that have their own coordinates on the map. Further, some places will be indicated using these coordinates.

Act 1

A colorful video that briefly tells you about the plot of the game and your goal. You can, of course, safely skip it. Next, your journey will begin from the harbor. Don't turn anywhere and you will see a guy who will offer you a job. Don't refuse! After listening to his advice, go to the general. On the way you will come across an arch, immediately after which enter the door on the right. You receive your first task: destroying spiders.
Nasty spiders want to ruin people's lives in the city. To get rid of them, go to the town hall, which is a large building. On the left side of it there is a well (15.8). You go down the well and find yourself in a cave. In addition to completing the main task - killing spiders, carefully inspect and study everything in this cave. Then head back.

Bestiary of Yassad

The next tasks of the same plan are to kill all sorts of different creatures. However, do not forget to visit Yassad after killing every tenth monster to receive a bonus.

Bandit Bay

The guard needs one treasure. But thanks to your diligence, you have already found it in the well. Give the item you found to the guard. Now you have the opportunity to go to the lighthouse to continue completing new tasks.
But don't rush to go there, do others, Additional tasks, for example, just kill the creatures that are nearby.

The thieves

Now go to the bandits. Look around carefully, killing everyone you meet on the way, as well as collecting treasures. Look into the corners, maybe there is something interesting for you.
Next, go to the cave at 31, 26. The cave consists of two levels with enemies that, of course, need to be killed. But the main thing is to defeat the leader, take the sword and take it to the one who asked.

Flowers for the fallen

Move to coordinates 108, 43. There you need to put flowers.

Lighthouse

The lighthouse is located in the south, next to the water (113, 22). Kill the enemies at the entrance and rise to the 4th level. Of course, you can’t do without enemies, who will be not only monsters, but also soldiers. Don't forget to kill them.
On the fourth level you will have a difficult boss fight. Don't go close to the edge, otherwise you'll just end up at the bottom. It's better to use a ranged attack.
If you didn’t think of taking such a character initially, then use the strongest character in this battle. After the battle, use the teleport to go to Maxim.

Path to Portmeyron

Now look for the governor's house. In the last room there will be a lever; use it to open the passage. Follow this passage only forward. When you kill everyone, go back and then west. Using the lever, go to the eastern rooms. Then walk through them to the ruins. Don't forget to kill your enemies. Now there will be a lever on the left and a spearman.
Go up to the second level. And again look for the lever - it will be on the wall (0, 15). Again the lever and new enemies. Then on the way you will meet a door (8, 11). Now you have a choice. You can try all the options, but there will be many different creatures and people who will need to fight back. As soon as the battles are over, pull the two levers towards you and the gate will open, which will open the way to the third level.
Then you also kill enemies. Search open door, there you will be given a golden key. Then you will need to find another key, which is located in the east. Then go towards the southeast. After you open the door, you will come face to face with Ivan. In order to defeat him, you need to move quickly and better use an archer or knight. After the fight, you will have a conversation with the guard, and then go to the forge.



Act 2

Elemental Discontent

The forge consists of three levels, each of which will need to be completed. Apart from a lot of enemies, you shouldn't have any other difficulties.
Don't forget to collect the trophies and go to Morgan.

Eyes and ears

Visit Horse Paradise and go to another city. At coordinates 60, 66, talk to the guy.

Hunt for Mandbat

If your location coincides with the place where the task was taken, then you will find a free passage at coordinates 75, 75. Before going there, purchase potions. Don't always kill enemies; if you can't, retreat.
You will take the door key from one of the dead soldiers. Then you can safely go to new level, where you will also have to kill enemies. But ahead of you there is a closed door. To open it, go to the harbor, then up. Open the door with a bronze key.
And there will be many opponents. Go to the end, where you will have a fight with Mandbat, use magic to win.

Last wish

Go to the first city, look for the church.

Morgan's spy

Next, head towards the harbor, and then south, you will encounter a forest on the way. Go right and look for the entrance (71, 32). Talk to the girl and go kill everyone again. Eventually you will end up in a cottage. Talk to Ripley and use the levers (4, 7; 12, 0), and then go to the door (3, 3). The ashes should rest only in the church.

Naga tea

In each city, you need to buy several types of tea from each seller, and then take them to the store (4, 23).

Archdruid

Look for the guy who is in the slums (7, 26), and take the book from him, which you then need to take to Minho (40, 53).

Fallen star

Go to the abandoned lands: you can find an artifact there (45, 19). Head to the harbor and look for the blade shop. Wait. And now you have a rare sword.

Master of the Art of War

Just kill everyone.

Great Salvation

Head to the witch who is waiting for you in the tavern, and then to Hamza (14, 31).

Sewer key

The tavern again (17, 23). Give water to the tramp, for which you will receive a key.

Accomplices

Now go to the Kartal area (3, 23) - there will be a shelter there. Then go to the forge to receive a blessing. Give the blacksmith the water that is in the chest. Look for the key under the cabinet. Door made of fire, plates and levers. The death of the leader and the flight to the sunken ship. Killing the guards, talking to the person. Next, go to the fang’s home along the place where the water used to be.

Master of Archery

In the cave of skulls, kill the mermaid and go back.

Truce with pirates

In the west, in the empty lands, look for the Greek, to whom you need to give the letter.

Dunstan

In Kartal, talk to the bartender who is waiting at the tavern, then head east, braving the jungle. Look for a tent and a girl.

Rank leader

Swamps, jungle, mountains, nest. Kill the dragon and talk to the leader.

Rank Guardian

In the northeast, behind the sea harbour, across the river, go into the cave where you will need to kill the Cyclops and chat with the gnome. Then move on to the Nevean plains.



Act 3
Dive into horror

Stock up on the store and kill everyone until the fourth level. There, walk on the yellow slabs. Then go down to destroy the eye of fear. Chat with the locals and go to Morgan.

Battle for Kartal

After talking with the Greek in the pirate city, go to Kartal. Look for the necromancer. Mercury is sold by a merchant, sulfur can be found in the harbor. Heal the Greek and go to the pier. Don't forget to empty the magazine. At coordinates 13, 21 and 2, 20, look for details. Well, then kill the enemies, explore the rooms in search of fragments. Defeat Erebos by moving all the time.
Collect an object from the fragments and place it in the center of the bridges. The general's name is Mikhail.
Finally, victory awaits you!

Back in 2014, the next game “Might and Magic 10” was released, which became the last in the series. It was expected that old ideas would be resurrected, gameplay would be rethought, and graphics would be updated. However, everything turned out the other way around. A lot of dissatisfied reviews, disappointed fans and the final death of a once great epic. But there were heroes who completed this creation to the end. It is thanks to them that people can now familiarize themselves with the passage of Might and Magic 10. In order not to spoil the impression of the game, only group selection, Act 1, as well as the most difficult dungeons with which players usually have problems will be considered.

Birth of Heroes

There are only 4 races in the game, but they affect the available leveling options. People, dwarves, elves and orcs. The player can choose 1 of 3 classes for each - warrior, mage, hybrid. However, most players do not recommend using “pure” classes and shooters, since they are “useless”. So what should the ideal party be?

  1. Human Crusader (hybrid). Is an excellent tank with a heal. Can become a Grandmaster of Heavy Armor, Sword, Arcane Discipline (Magic Defense) and Light Magic.
  2. Orc hunter (hybrid). Can become a giant in stamina, evasion and magical defense. Masterfully wields air magic and maces. Unfortunately, he only uses light armor and shields at a basic level. The basis of his survival is a large supply of health and evasion. If desired, you can replace it with a gnome defender (warrior). Can become a grand axe, heavy armor, shield, and martial artist.
  3. Magician man. The only one capable of learning black magic. He uses spells of any school, but is especially successful in the spells of earth, darkness and primordial ones. He is not able to use armor, and his “passive” skills do not even reach the master level. If you need survivability, you can replace it with an elf druid. But this way the party will lose the spells of the dark school and fire. And that means “Whispering Shadows”, showing secret passages.
  4. The last slot should be used at discretion. Can be left for any gnome (warrior or hybrid).

However, you should definitely not take classes that specialize in shooting - elf (warrior or hybrid). In this game, the most important part is the heroes. The passage of "Might and Magic 10" is such that in certain moment the group risks finding themselves in the middle of the plot, unable to resist.

Sorpigal

This city has nothing in common with its “sister city” from part 6. In addition, the passage of Might and Magic 10 begins here. Here you need to do the same thing as when you first visit any city:

  • go around all the buildings to get quests and information about teachers;
  • search the nooks and crannies for chests and barrels;
  • sell unnecessary junk from inventory;
  • buy potions;
  • hand in assignments.

If you walk around the entire town, the following entries should appear in the list of tasks:


Having finished sightseeing, the party advances to their first dungeon - “The Well with Spiders”. It refers to the corresponding task. Also in the dungeon you will find “Smugglers’ Cove”. After opening the quest chest, monsters will attack the heroes. The dungeon itself is not too difficult and linear, but it is worth remembering that spiders are very poisonous. Before going on a hike, you should buy “green” potions, or try to shoot monsters from afar. Upon returning to the city, you will need to pass both tasks and receive the quest “The Extinguished Lighthouse”.

Aegina Peninsula

You can go here from the starting city. But don't rush through the tasks. One of the main tasks when completing Might and Magic 10 is leveling up the group. This location is ideal for this. The cleaning procedure is as follows:

  1. The plain between the entrance to the city and the bay.
  2. Den of thieves in the west.
  3. Ash Hills (in the center of the map there is an altar for the quest).
  4. The valley around the castle in the north.

It is advisable not to miss a single chest. To restore, you should use either fountains (once a day) or supplies. There is no need to go to the "Dangerous Caves" yet. But you can visit another location.

Passing the "Mysterious Crypt" in "Might and Magic 10" is not considered very difficult. It's just a little mystery. The player just needs to turn all the torches to the center of the room by pressing the tiles on the floor. To do this, enter the following combination:

  1. Click on the right tile once.
  2. Twice to the left.
  3. And three times to the far one.

After completing the "Mysterious Crypt" in "Might and Magic 10", the player receives the first artifact in the game - "Sacred Sandals" (Titan Gaiters).

Den of Thieves

The second serious dungeon. Here the player will need even more antidote potions, as local enemies can shoot poisoned projectiles. You will also need the “Whispering Shadows” spell, studied by adepts of fire magic. It will allow you to see hidden doors. The location itself is not too confusing.

Important: all directions are indicated if you look at the map:

  1. Immediately to the left of the entrance is a room with a chest.
  2. Symmetrical to it is the room with the quest key.
  3. Next you need to move down.
  4. First you should turn right. On the left hand there should be a secret passage with a chest.
  5. After going straight, the player will find himself in a room with a teleport book to the “Remote Star”.
  6. Returning to the place with the cache, you need to go down. At the end of the corridor is a room with a treasure.
  7. Then you can go to the left side of the dungeon. On the right hand is another cache with a lever. By pressing it, you can safely go down.
  8. On the left is a room with a chest. Opens with a lever in the hiding place.
  9. To the right is a chest and a transition to the lower floor.

The second floor is much simpler:

  1. To the right of the entrance is a room with a barrel.
  2. A little further to the left are 2 chests.
  3. Having walked along the “linear” corridor, at the fork, you should first look to the right to the next treasure.
  4. Return to the fork and continue straight up to the end. Don't miss the lever. At the end there will be a chest.
  5. Return to the turn and go left.
  6. At the end there will be a room with a boss and a quest chest.

At this point, the passage of “Den of Thieves” in “Might and Magic 10” can be considered complete.

Lighthouse

After leveling up "in the field" and passing tasks, you can go to the lighthouse by storyline. If the player's group has raised several levels previously, then there should not be any difficulties.

  1. On the ground floor you can find a chest and a barrel. If you go down from the exit from the floor, the party will come across a quest NPC, next to whom there is a cache.
  2. There is also a chest and a barrel on the second floor.
  3. The third stage will require pressing two tiles at different ends of the location. There is a secret passage in the left corridor.
  4. On the last floor the group will meet the boss. You must stay away from the edge of the area, otherwise the monster will throw off the heroes. In addition, it deals damage to all characters at once, so it is worth using massive defensive spells.

Portmeyron

Continuing the passage of the game "Might and Magic 10", the group goes to the local governor, but even such a trivial task turns into a test.

  1. There will be few forks on the first floor. It is recommended to first visit the tunnel to the left of the entrance, then the right. Be careful, there will be a secret passage near the lever.
  2. The second floor is simply huge. It is recommended to simply go around it completely, collecting all the treasures. Don't miss the secret room. Use Whispering Shadows. It will contain the key to the locked door with a book. At the end of the dungeon there is a room with levers. There are three of them, so choosing a combination is not difficult.
  3. There are no surprises on the third floor. 3 chests, a barrel, a book and a boss.

This is how the first act of the game ends. After talking to Morgan, the difficulty will increase exponentially.

Door fragments

The first quest that the player will have to face in Act 2 is “Forge of the Elements”. Completing Might and Magic 10 in its entirety will allow you not only to complete the story quest, but also to receive Shalasa's blessing, which allows you to walk on water and get to some interesting points in game world. Therefore, it is initially recommended to visit some places and collect all the “keys”.

  1. A fragment of the Earth. The group will receive it by story quest when you first move to the Forge.
  2. The Water Shard must be found in the Abandoned City at level 4.
  3. The Shard of Light is kept in Falagar's mansion on the 2nd floor.
  4. Wind Shard in the skull cave on level 2.
  5. The Shard of Fire, again, is in the Abandoned City only at stage 3.
  6. A Shard of Darkness in Kartal prison.

Having collected all the items, you can safely go to complete the plot.

Elemental Forge

The passage of the forge itself is not too confusing. The group will appear on the 3rd level of the catacombs. With each transition there will be more and more enemies, so you should prepare for serious resistance. Since most corridors are straight, it is enough to provide only a list of caches on each level so that the player knows what to find:

  1. On the 3rd floor you should look for 2 chests, a barrel, a book and a key. Another chest can be found in the "Area of ​​Light".
  2. The second floor is a little larger. It has 3 secret passages. Hidden behind the first one is the master teacher of "Enhancing Magic". Turn 2 is nearby, and behind it is a chest. The third move is next to the door to the "Area of ​​Water".
  3. On the first floor you can take a book and a chest. There is a chest hidden in the "Area of ​​Darkness". There is also a barrel and treasure in the "Earth Area".

That's all. After opening the quest door, the party will face a golem boss. It hits one target, but can put the entire group to sleep. For battle, you should stock up on spell removal scrolls. You can find them immediately as you progress through the dungeon.

"Unknown Peninsula"

One of the most unpleasant quests for "superficial" players. If a person does not like to read books and notes in the game, or is simply inattentive, then he is unlikely to be able to answer all the questions of this quiz himself. The game also doesn’t encourage detailed exploration of the world. So here is a list of answers:

  1. The name of the bay is "Tyria Bay".
  2. The river in Kartal is "Navea".
  3. The name of the lake on the island is "Eye".
  4. Rocky coast - "Mentil".
  5. North Sea - "Iris".
  6. The old name of the land is "Malin".
  7. Eastern forest - "Shady forests".
  8. Songs of the wind - "Vaislin".

The heroes will be rewarded with 1500 experience and an artifact. Thus, in "Might and Magic 10" the passage of the "Unknown Peninsula" does not represent anything serious.

Questions and answers

Another unpleasant moment is the “Tower of Mysteries”. The passage of "Might and Magic 10" can reach a dead end if you do not answer several rather interesting questions. The group enters this dungeon through two quests - “Advancement to Archmages” and “Forbidden Saga”. The player should not expect strong resistance from monsters, however, most caches and chests can only be opened by solving riddles:

  1. The first floor has a square shape. In each corner there are parts of the code for the door to the second floor. Behind three secret doors you can find chests. The answers to the riddles are as follows: “Cloud”, “Death”, “Nothing”. Near the exit you can find the quest book “Night of the Destroyer”. The answer is "Age".
  2. At the second stage, the corridors are “linear”. The first test will be the pressure plates. The order of passage, if you are facing them, is as follows - WDAWAWDDA. In front of this room you need to visit a cache with a chest. Then there will be a room with traps. Upon entering the room, you need to turn left and walk along the wall, but do not stand right in the corners. In the last passage in the cache there is another riddle. The answer is "Coin".
  3. You can walk around the 3rd floor in a straight line. From the entrance you need to go straight all the way, not forgetting the barrel along the way. Then go left and all the way to the statue for the quest. She needs to answer - “Fear”. Then up the map. The group will run straight into a cache with a chest and a flute. Then you need to leave the cache and go all the way to the right - on the left there will be another cache with the answer to the riddle - “Mushroom”. Here you can also find a grandee teaching “Primordial Magic”. You should exit through the upper corridor, in which you can find a relic.

If a player is worried about whether Might and Magic 10 will launch for him, then he should calm down. Despite the year of release, it is very difficult to find a PC that will not run the game. Below is the required configuration.

This concludes the descriptions of the passage of Might and Magic 10. Legacy. Heroes will be able to survive and complete their journey only with the help of the player and careful leveling. In order not to discourage interest in the plot and game, give people the opportunity to independently explore new world, below only general tips by passing:

  1. Carefully examine each area. You never know in advance where you can find a treasure or hiding place.
  2. Kill everything that moves. The flow of experience is severely limited, monsters do not recover. Therefore, the player is forced to extract every grain.
  3. If during the first act you get the feeling that the party is too weak, then perhaps you should start over with other playable classes.
  4. You shouldn't go headlong. If the first monster in the dungeon is too strong, it is better to leave and come back later.
  5. Elixirs are life. In previous parts of the game they did not play such an important role.
  6. Think carefully about pumping. What skills are needed now, what later.
  7. Learn spells. More than half of them will never be useful. It's a shame to spend money on unnecessary things.

Sorpigal by the sea

Arriving in the small town of Sorpigal-by-the-Sea, you, adventurers, a team consisting of four characters, found out that the gates of Kartal, large city Aegina Peninsula, closed. Having met mentor Dustan on the shore, you received your first task -. To do this, you need to find Maxim, the captain of the local garrison. Take Dustan with you. However, before you go into town, turn right and look in the barrel. Barrels are broken using the space button. Chests also open. The barrels contain different colored liquids that increase the characteristics of your characters (magic, defense, spirit, etc.). But sometimes a monster can jump out of the barrel. By the way, all useful places, as well as names of houses, a list of teachers, chests, and tasks can be found on our maps.

Let's go to the city. In the nearest building City garrison”, right outside the city gates and you can turn in the task. There will be a knight sitting at the entrance. You can go straight to the house, or walk around the city and listen to Dustan's stories about local attractions. However, if you decide to immediately complete this task, you will have to kick out Dustan.

I advise you to first take a walk, listening to Dustan’s stories at the same time.

If you go around the city garrison, you can find a book and a chest. Nearby there are shops where you can buy weapons, armor, and shields. But I think you don’t have enough money yet. And to begin with, what you already have will be enough for you.

In the upper left part of the city you can take tasks:

And also kill your first creature - a spider, and clean out another chest and a barrel.

In the store “Amulets and Talismans of Dzhokhara” you can buy potions, magic items or spells. You will need:

  • red potions- restore health
  • blue potions- restore mana
  • green potions- remove the antidote, this is especially important, since spiders will soon poison you.

In the city center stands “ Chapel of Elrath”.


In such religious institutions you can resurrect characters who died in battle, restore health and mana. In the Chapel of Elrath, talk to Rosalyn (at the top of the screen is the tab for switching characters in this building). Rosalyn will give you the task “”. Take it with you. There is also a teacher here who is an expert in light magic. All teachers are marked on the map. To develop your character you need to receive experience points (given for killing monsters and completing tasks), thereby increasing your level. For each new level you are given 3 skill points. You spend skill points on developing skills (for example, light magic). There are 3 stages of skills: expert, master and master. Each stage has its own teacher, teachers are scattered throughout the cities. In general, you better read in more detail. To the right of the entrance to the chapel, take the book.

Opposite the chapel is Goblin Watchtower Tavern. Ailos stands near it; you can hire him, but he is not particularly useful. In places like this you can rest (8 hours), buy supplies. Your group needs rest every 20 hours (game time), otherwise the characters weaken and lose strength until they eventually go crazy. You can rest either in a tavern or in a field, spending supplies. In the tavern you can take the task “”, hire a cook. However, there is also no particular point in having a cook.

We leave the tavern and turn the corner. There you will see Zeil, who will give the task “”. After completing this task, you must return to Zale to receive your reward (gold and experience points). Behind Zale is a chest. Next to it is the “Training Hall”, where there are quite a lot of different teachers (see map).

If you go around the Training Hall, then in the lower right corner of the map you can find the place “Horse Paradise”, from here in the future you will be able to get to Kartal and the Sea Harbor, but for now the road there is closed to you. You can also hire a Horse here. In this case, you will have an additional bag for items. A very useful character, especially when you walk through different dungeons - over time you will not have enough space in your bag.

At the very bottom of the city there is a guard at the exit. He will not let you in until you receive a task from Maxim “”.

At the bottom you can also find the “Library of Secret Knowledge”, where you can buy spells and find teachers. There is a chest next to the building. If you go around the Library, you can kill another spider.

So, you are ready - return to Maxim to receive the task “”. Maxim will go with you.

Well with spiders

To complete the task with spiders, go to the well (it is marked on the map). We stock up on antidote and buy uniforms with the money we saved. The passage of this task is described here " “. Also in the well you will find the smugglers' cove from the task " “. Do not forget to turn in this task to Zeil.

Maksim

After you kill all the spiders, go to Maxim, he will give you the next task - ““. South of Sorpigal there is an old lighthouse where strange nagas were seen before it went out. Maxim wants to make sure that these nagas do not belong to the Flooder Cult. After receiving this task, you will be able to leave the city. Well, let's get out of here!

Aegina Peninsula

We leave the city and find ourselves on the Aegina Peninsula. The map is enlarged.


Our strategy in this part of the world is as follows: first we clear the entire plain near the Gulf of Tyria. We collect books, open chests. You can periodically encounter crystals that will provide additional protection from different schools of magic and fountains that fully restore health and mana once a day for the entire team. We are not in a hurry to go to the Lighthouse, since there are quite strong enemies there and it is better to level up the characters first. I recommend first visiting the Den of Thieves (on the left side of the map) and clearing the Ash Hills and the area around Portmeiron Castle (above) from monsters. Entrance to the Castle will only be available after receiving the corresponding quest.

Ash Hills

In the center of the map on the Ash Hills, you can complete the task " " by placing them on the altar. In the center of the Ash Hills there is also a traveling merchant's cart that sells potions, supplies and there are teachers. Crossing the bridge to the right side of the map you can find an obelisk. Read the inscription on it and you will have a task with inscriptions on the obelisks that will need to be collected. Obelisks are located throughout the peninsula.

We open a couple of chests and do not enter the dangerous caves that are located here and near Tiria Bay. You won't be able to defeat these monsters yet.

Mysterious crypt


At the top of the map you can find the entrance to the Mysterious Crypt. In it you need to press the plates on the floor so that all the torches light up and turn to the center. I think that by poking several times in different orders, you will be able to install them in the desired position. Usually this does not cause problems for anyone.

Cursed ruins

They are located on the left side of the map. We are not going there yet (and not for a while yet). However, there is a chest and a barrel with a spider nearby. If you go around the Cursed Ruins, you can find another obelisk and a chest with a riddle; if you don’t guess it yourself, then you can find the answers to all the riddles.

There is also a guard at the top of the map who will only let you out after completing the task with the lion and the elemental forge.

You may also come across a place that will require Ilat's blessing from you. You don't have it yet, you can get it much later.

Den of Thieves

So, let's go to the Lair. Stock up on antidote, as there are many shooters there who shoot poisoned arrows. To get there, you need to go through the Shadowy Forests, there we also clear the chests and kill the monsters, of which there are enough there. Having reached the entrance, we listen to Rosalyn’s confession and go inside.

For the first time in the entire game, I couldn’t complete the puzzle myself and looked for a solution on the Internet, and so I’m starting to add it here as a souvenir for others to find useful.

Firstly, the air fragment must be found in the Skull Cave (Abandoned Lands), it will be on the second level, near the Blackfang chest.

After that, go to look for a balcony. Kill the monsters that are on the right. They are strong, but quite defeatable. Further in the room there are flying platforms and movable slabs on the floor. You need to click on the plates in the following order.

  1. Stand facing the flying platforms in the middle, without stepping on any of the plates (except for the one at the entrance, which by the way resets the entire combination, as I understand it).
  2. There are 4 slabs on the floor: in front of you, behind you, to the right and to the left.
  3. Press the plate in front of you 3 times.
  4. Press the left plate once.
  5. Press the right plate twice.
  6. Press the back plate 4 times.

After that, you go up the slabs and at the end you will have a battle with a monster. Get ready.

After the battle, find the teleport in the corner; there will be a lot of interesting things in the chest below! Good luck.

ABOUT Might & Magic X We already - at the end of August last year, the game was released to the public in early access in order to bring it to its best form using the “open development” method. Almost For six months, the developers patched up the game, finalized the content and made changes based on the requests and wishes of the players, and finally the result came out. We collect four heroes - and forward. See if the classic has returned or remains where it was buried .

Big heroes...

Over the nine parts of the series, the heroes set out on many worlds - the non-space stations “Varn-4” (in the first Might & Magic) and “Kron” (II), broken into elemental islands of Terra (III), cloudy gloomy Xin (IV, V), two continents and the archipelago of colorful Enroth (VI, VII, VIII) and nondescript Axeot (IX). The worlds were a decent size, with plenty of cities, abandoned castles, caves, secrets and treasures - and a sci-fi backdrop that was sure to reveal itself towards the end. In the tenth part, it was not the continent or the whole planet that was given to the farm, but only a piece of Ashan, familiar from the fifth and sixth “Heroes” - the Aegin Peninsula in the southwest of the Falcon Empire. Blasters, robots and entertaining Ancients are alien to this world, so what we have here is pure fantasy.

Instead of the Ancients, the role of “gods ex machina” was taken on by the Shantiri civilization, which had previously been briefly mentioned in games based on Ashan. Their ruins and sun disks are found everywhere.

The plot of the game begins after the events of the sixth “Heroes”, and there are plenty of references, familiar characters and old conflicts here. Some of the Griffin family, some heroes of might and magic, and even Craig Hack, this time a retired pirate, all ended up on Aegina. Meanwhile, a “frantic quartet” of adventurers - our squad - arrives in the small port town of Sorpigal.

We will have to start, as usual, with the creation of this very detachment. Four races (humans, elves, gnomes and orcs) with three classes each and a scanty set of skills - compared to what was in the previous parts of the series, the role-playing system is rather poor, but there is still something to think about. You can choose a balance: take a “tank” warrior, a marksman and two magicians - a combat and a healer. You can experiment and recruit, for example, four magicians - it’s not a fact that such a party will be able to survive some battles, but since there is room for creativity, it would be a sin not to use it.



Governor John Morgan is our main employer in the main story. At the same time, he teaches everyone to wield a sword. A more or less universal composition - there is a strong warrior, a sharp shooter and a pair of sorcerers that complement each other. Should work like a clock.

Such an important part of the series as the development and growth of controlled characters did not suffer in the tenth part. As before, with each level we train skills, look for teachers and move to new levels of mastery - from beginners to masters. Watching how the four adventurers transform from a team of green crooked hands into legendary heroes is a great pleasure. The new developers managed to transfer this element of M&M as expected.

...V small world

Aegin is a small province. It only fits four cities and a couple dozen dungeons, and you can go through it from end to end in ten minutes of real time. The question “why so ma?!” suggests itself, but here you have to face the truth. Limbic, with their means and experience, could go two ways - to make either a huge, but empty and meaningless world, or a tiny, but extremely rich one. They chose the second road, and, as it turns out as they get into the game, it was not in vain.

Travel across the peninsula takes place in real time, but discretely - cell by cell, as in M&M from the first to the fifth. A lot of people didn’t like this - for some reason everyone was waiting for the rebirth of later games in the series, although the guidelines were established from the very beginning of development. There is nothing wrong with discreteness to this day, LegendofGrimrock recently proved this successfully. Despite the apparent slowness of the process, the compactness of Aegina compensates for this, and for the impatient, ships and crews sail between the four cities - Sorpigal, the cosmopolitan Sea Harbor, the metropolis of Kartal and the pirate Crag.

But you have to wander around Aegina, looking under every pebble and meticulously studying every corner of the map. Limbic filled every nook and cranny with at least something worth looking there for, be it a chest of trophies, someone’s house, a monster wasting away over gold, or another fragment of the history of Ashan, set out in someone’s handwritten work.

A worthy compensation for the size of the peninsula was another mandatory attribute of any “first-person party RPG” - dungeons. Multi-level caves, castles and ruins are bursting with secret doors and switches, puzzles and weighty trophies. The very spirit of Might and Magic, expressed in “where else would you go in search of adventure, treasure and experience points,” was conveyed impeccably by Limbic.



Scattered across the world are nine heretical poems about long-forgotten worlds. Remember Love.

Legacy is “concentrated” - and it’s a pity that it’s still very small. Solving the riddle of the Obelisks, finding all the master teachers and exploring the world up and down is quite possible, almost at once. There could also be more quests - especially those that do not come down to come-kill-report or clearing out another castle full of bandits.

Dance of Death

As soon as the party stumbles upon enemies, the game switches to turn-based mode. Here parallels with Legend of Grimrock are immediately dismissed - there is much more from our own ancestors, and even from WizardryVII With LandsofLore. Considering that you will have to fight almost as much as wander around the world, it is worth remembering as early as possible that even at a moderate level of difficulty, enemies do not stand on ceremony with the squad.

There are plenty of varieties of enemies - from poisonous spiders to fire elementals that explode upon death - and almost everyone has some interesting abilities that complicate our lives. We can contrast a wide selection of spells (seven schools, eleven sorceries each) and military techniques, a supply of potions and our own ingenuity. The latter helps track imbalances in the arsenal. Some skills are clearly more useful than others - like the “armor of God”, which saves you from most of the incoming damage, or the “hour of power”, which turns the squad into four all-crushing terminators.

But even with this you can’t figure out the fight head-on - it’s necessary think, what to do with the heroes during their turn: defend, heal, give maximum damage, or take the enemy out of the battle for a while, so as not to take risks. Battles with bosses that can knock out a strong knight with one blow are a good test of what you have learned so far.

The battles begin to gradually become boring as the party's strength grows. When more powerful magic appears and the heroes begin to compete in strength with dragons, the enchanting prospect of “becoming cooler and then showing them” disappears. They begin to throw almost dozens of enemies at the squad, alternating warriors, shooters and magicians, adding giants like minotaurs and cyclops. But a careful approach and patience wear down even such divisions. One mistake, however, can still cost you a victory.

What kind of dungeon would it be without a giant shell-shaped spider, which with one bite will send even a knight clad in armor to the next world?

* * *

While talking about the early version, we predicted that the graphics would remain weakest point games. And so it became, from an aesthetic point of view, the tenth M&M is helpless. There are few portraits for the heroes; the “doll” of the hero, memorable from the Enroth trilogy, which displays the equipment he was wearing, is gone. The game world is a mishmash of styles and motifs, with a fair share of NPCs and monsters coming from the fifth and sixth Heroes and Dark Messiah. Get ready to watch dwarven kings working their backs in the forge, dark elves dyed green to pass for forest, and cloned townspeople... which we have also seen somewhere before.




Three screenshots, three models from three different sources. All three are in fundamentally different styles.

There are also too many simplifications and oversights in Legacy compared to older games. The death of heroes is no longer a burden, many auxiliary skills like repair and identification of objects have disappeared... in the end, now you can even set up a camp right in the middle of an enemy crowd, and nothing will happen to you for it.



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