Passage of "Heroes of the sword and Magic 6": "The Edge of Darkness", "Light Alliance", "Dance of Death", "Sanctuary"
Every gamer who has ever been fond ofstep-by-step strategies, knows a series of "Heroes of Might and Magic" - this is the most famous project that ever existed. Many developers have tried to overtake the "Heroes" in popularity, but it was simply impossible. Immediately it is worth saying that in fact the epic was the third episode, which is still incredibly popular. On the wave of his fame, a reissue was released in the HD version, so that even old-school fans can now feel the grandeur of this project. Even those parts that were published later could not bypass the third episode - it remained the standard of turn-based strategy. However, do not underestimate the other episodes - they are just different, but at the same time deserve no less attention. Particularly it is worth noting the sixth part, because it has already turned into a completely different project. It is the passage of the "Heroes of Might and Magic 6" that will be considered later in the article.
Bleed the character
What is so different about the sixth episode fromthe third? In fact, very many, because the passage of "Heroes of Might and Magic 6" reminds more role-playing game in a step-by-step mode, while the third episode was the purest turn-based strategy. The pumping of the character was important, but still remained secondary against the background of strategic actions on the battlefield. Now the main emphasis is on making your character (and his partners) as strong as possible, and the development of castles, the accumulation of armies and other strategic chips go to the background. Thus, the skills that you pump to your character become incredibly important. There are a lot of them, and you can choose in which direction to rock the hero, but you should definitely pay attention to a few abilities that you in any case should be pumped to the maximum. First, it's "Reinforcement" - with this skill you can call up new troops. Secondly, "Education" - you will receive more experience and, accordingly, will be able to pump faster and choose more skills.
"Training", it would seem, should not be different from"Education", but in fact the differences are very large. With this ability, other characters get even more experience for your achievements - accordingly, you can quickly pump several characters at once. Also there are two skills that are worth pumping together - "Theft" and "Logistics". The first allows you to collect resources from adjacent cells, and the second adds additional movement during one turn, which will allow you to gather even more resources from adjacent cells. With these abilities, the passage of the "Heroes of Might and Magic 6" will become noticeably easier and more enjoyable, regardless of in which direction you will pump your hero.
The buildings
Even if the locks do not play such a decisiverole, as in the third "Heroes", in the sixth you still need to take care of what exactly is happening in your stronghold. The passage of "Heroes of Might and Magic 6" in many respects will depend on what exactly you build and when. Any mistakes can be corrected with the help of a powerful hero, but it is always more pleasant not to be mistaken and to know that you have built the right building at the appropriate time. Naturally, there can be various deviations in construction, depending on how you develop. However, it should be noted that some buildings may not be useful to you at all, and you should not spend time and money on them. For example, you should not build improved buildings for your creatures, when you have reached a high level - it's just useless. You can not build improvements for buildings that increase the skills of your character within the castle - it's better to focus on properly wielding the hero.
It is also worth noting that you do not need to buildtavern in each of the cities, because you will be able to acquire new heroes in your own capital. They are updated every week, so you will even have a full choice. Moreover, you do not need to have an entire army of heroes - depending on the size of the map and the complexity of the mission, their number may vary, but it will never be too large. In the game "Heroes of the Sword of Magic 6" the passage is built more on pumping existing heroes, rather than buying a large number of new ones.
Artifacts of dynasties
Feature of this game against the background of othersmodern projects is the fact that you can safely play it offline, that is without connecting to the Internet for verification, downloading tables and other data and so on. However, in this case it will be much more difficult for you to play this game. The fact is that there is such a thing as the Dynasty Artifacts, and they are completely tied up online. Only in the official version with the Internet connected you can find such artifacts, collect their collections, share them with other players or trade among themselves.
These artifacts give you an impressiveadvantage over those who play without connecting to the network. Naturally, there are other features - for example, for daily visits you will be given certain prizes. Therefore, it is recommended that the passage is more enjoyable, activate this game through the Internet and play with an active connection.
Walkthrough
So, what is required of you in the processpassing? There is no point in describing each individual mission, since they all have approximately one goal - to capture all the locks and destroy all the enemies. Naturally, the conditions may differ - sometimes you will need to capture a particular castle, sometimes - to defend your capital, sometimes - to meet within a certain period of time. But the result should almost always be one. The campaign will take a very long time for you for one simple reason - it's very big. It contains a narration from five races, respectively, the campaign is divided into five parts. Each of them includes four chapters, and each of the chapters consists of four missions.
Accordingly, there are more than 80 missions in the game, andthey all take quite a long time, so you have to seriously tackle this game if you want to go through it. Naturally, if you use the data previously provided by the advice, then the passage will become much easier.
"The Edge of Darkness"
Given the fact that all missions are similar to each otheranother, it is worth considering only a few of them, which are most prominent. For example, "Shadows of Darkness" is one of the two final missions of the game that you will need to go through if you choose the dark side during the game. The passage of "Heroes of Might and Magic 6: The Edge of Darkness" differs from the others in that you will need to pass several powerful gatekeepers, and then fight with the final boss.
"Alliance of Light"
Separately it is worth highlighting the passage of "Heroes of the Sword"and Magic 6: Alliance of Light, "because the missions of this campaign really impress.This is the most popular campaign, because gamers mostly like to play for the human race, not only in the series of" Heroes. "
"Dance of Death"
Another very interesting mission, "DanceDeath "is the final in the campaign" Sanctuary. "The passage of the" Heroes of Might and Magic 6: Dance of Death "is different because you do not really need to develop your creatures here - it's better to find the island on a map as soon as possible, where a large number of creatures with pleasure will join your army.
"Sanctuary"
Since it's about this campaign, it's worth it.mark the passage of "Heroes of Might and Magic 6: Sanctuary" separately. Here you have to play for the dark magician Irina, you will go along the path of blood and you will end up on the "Boundaries of Darkness", which we already talked about earlier.