Dark messiah of might and magic chapters. Cheats Dark Messiah of Might and Magic. Combat and magic


Chapter 1 - Stonehelm Gate

All secrets begin at the end of the first chapter, that is, after the battle with the cyclops. You go to the city...

After you go outside, go a little forward and to the right into the alley between the houses. Look up. On the balcony of one of the houses, a combat staff is leaning (+2 attack). It can only be taken with telekinesis.

In the square at the gate to Menelag's mansion, where Lilla is waiting for you, a ladder is leaning against the roof of one of the buildings. Climb up it and go along the roof of this house, then along the plank, and then climb into the windows of the next house. There, in a box with a drawing of a dragon, there is a potion of full healing.

Inside the rich house, go up to the second floor. There is a candlestick at the end of the room.

Pull on it and a hatch with a rope will open. Rise upward.

There is a chest in the attic, inside of which is a potion of full healing and daggers "Ripper" that are magnificent at first (+4 attack, + 4% critical hit)

Chapter 2 - Shine of Cold Steel

1 - Barrel Ring

To get to Menelag's house, you need to go through the basement, going around the house in a circle. In the basement itself, as soon as the loading screen disappears, go through the door on the right. There will be a small wine cellar. In the far part of it, next to a huge wine barrel, there are barrels.

Throw or destroy these barrels with weapons and behind them there is a swordsman's ring (+2% to critical hits).

2 - Cache in the basement

Move on up the level. You will exit to another part of the basement, where two soldiers are talking about their necromancer master.
Climb down and near the far wall, click on the pebble. The wall nearby will drop down, opening the way to the abandoned part of the basement. Watch out, there are three little spiders in there. Don't get your shoes dirty ;)

In three dragon boxes you will find: a stone skin potion, an antidote, a healing potion.
At the end of the cache you will see a chest. ATTENTION! There is a trap in front of the chest.

The chest itself contains a potion of full healing.

3 - Fireplace

Leaving the basement into the large hall (where you can still untie the chandelier), do not go upstairs, but go straight through the half-open large doors. There Personal Area Menelag. Look closely at the fireplace.

Take the candlestick on the left (it will be added to inventory) and place it to the right of the fireplace (see screenshot).

This secret will give you +1 skill points. Go inside the fireplace and find in the chest: a potion of full healing, two scrolls of fireball and a ring of the sage (+10 to mana).
By the way, a hint of this secret is in the library. This is a love note from a servant to his wife, telling that a rogue has found this hiding place and is slowly stealing the owner's money from it.

From the library, climb the stairs to the area covered with destructible boards. There is a small hatch in the wall.

Open it and walk along the ceiling beam to a small area in the distance. There is a small chest with two mana potions.

In one of the corners of the library (opposite the entrance to the stairs of the previous secret) shelves with books are arranged so that they form a small secret office. You can get into it from above. At the other end of the room, there is a lever that opens a hatch with a rope. Climb up and after going to the far end along the beams, jump along the bookshelves into this room.

There you will find an intriguing setting and a Ton Manuscript book about a dragon skull. This is a small clue to Menelag's true calling. Useful items include a Fireball Scroll, an Enchantment Scroll, and a Stoneskin Potion.
By the way, you can get to the top if you pull the lamp at the end of the level.

The key to the next secret is in the second part, and the secret itself is in the third part of the chapter.

6 - Tower of Menelag
Climbing the spiral staircase that leads to the library, to the very top you will find a note from Menelag to the maid that she would clean up in his head and the key to this very tower.
Exit the level. In the third part of the chapter, you will find yourself on the roof. Use the key to open the door to the tower.

This place is not considered a secret, but it will not be superfluous to mention it. Upstairs, in the chest are a scroll of complete weakening, a scroll of enchantment and a potion of complete healing.

Chapter 3 - In the footsteps of the dead

There are no secrets as such in this chapter, because the whole first part will not be up to you for secrets. However, there are a couple of interesting places (all of them in the second part of your adventures, that is, in the shed and its environs).

In front of the shed where the ghoul fled, there will be an area where enemies walk (one has the key to this very shed). There you will see an open annex. You need to go to the second floor. This can be done from inside the barn through the door, or by jumping onto the well, jump onto the chain, and from it to the second floor of the extension.
There are many boxes inside. Don't break them! Look up. There, on the beams, lies the corpse of a woman, pull it off for the convenience of visibility of trophies. The body closes the ring.
Place three indestructible small crates as shown in the screenshot.

To lower them normally, press the right mouse button. In order to drag the boxes onto the big box in this way, one more small box must be substituted for it. Jump on it and after that you can put your burden back in place. Climb onto the pyramid of boxes, then onto the beam on the wall, and there it is already easy to reach the trophies. You will find the short sword that killed the woman, the ring of the phoenix, the potion of full healing, and the potion of stone skin.

Not exactly a secret. However, you can only enter this door if you have upgraded the Lockpicking skill.

This house is to the right of the windows you'll have to jump out of at the start of the level.
Hack the door with master keys (no other way) and go in. In the chest you will find another Phoenix Ring and a Potion of Full Healing.

Chapter 4 - Blood Sea

Small but rich chapter. Therefore, there are no secrets in it. Just be careful. Although there is one place that is very easy to miss.

After you enter the ship and clear it of enemies, do not rush to lower the ladder. Look around. There is a hatch on the bow of the ship that cannot be opened.

Leave the hatch and lower the ladder. Lilla will run up to you and ask you to protect the approaches to the ship from enemies. The young sorceress herself will say that she will go to free the team. It's just about the locked hatch.
After you kill all the enemies, do not rush to follow Liana into the room. Climb up and go down the helpfully open hatch. There you will find a ring of the phoenix, and in a dragon box, a mana potion and a potion of full healing.

©Kay Owald

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DARK MESSIAH OF MIGHT & MAGIC

Start the game, go to options, go to the Keyboard tab, click on the Advanced button and check the Enable Developer Console box. Press the tilde (~) and enter the master code sv_cheats 1 to activate the cheat mode. Now enter any of the following codes:

god - immortality;

notarget - enemies ignore you;

noclip - passing through walls;

mm_player_add_skillpoints X - gives X skill points;

mm_player_add_adrenaline 100 - full adrenaline pants;

mm_player_add_gold X - gives X gold coins;

mm_player_time_to_add_mana_0 - infinite mana;

arrows_unlimited 1 - endless arrows;

give X - gives an item with the name X;

map X - loads a map named X.

List of items that can be obtained using the give X cheat:

item_loot_bar_gold

item_loot_bar_silver

item_loot_brace_gold

item_loot_brace_silver

item_loot_emerald

item_loot_emerald_big

item_loot_emerald_small

item_loot_goblet_gold

item_loot_goblet_slver

item_loot_necklace_amethyst

item_loot_necklace_emerald

item_loot_necklace_onyx

item_loot_necklace_sapphire

item_loot_ring_copper

item_loot_ring_gold

item_loot_ring_silver

item_loot_ruby_big

item_loot_ruby_small

item_loot_sapphire

item_loot_sapphire_big

item_loot_sapphire_small

item_loot_scroll_charm

item_loot_scroll_cure

item_loot_scroll_empty

item_loot_scroll_fire_trap

item_loot_scroll_fireball

item_loot_scroll_flame_arrow

item_loot_scroll_freeze

item_loot_scroll_inferno

item_loot_scroll_lightning

item_loot_scroll_magic_reflection

item_loot_scroll_shrink

item_loot_scroll_telekynesis

item_loot_scroll_wizard_eye

item_potion_cure_poison

item_potion_empty

item_potion_full_life

item_potion_life

item_potion_mana

item_potion_stone

spell_ELECTRIC_BREATH

spell_fire1_missile

spell_invisibility

spell_missileshot_5

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Walkthrough Dark Messiah of Might and Magic:

Prologue

At the end of the corridor, go left. Take the key from the stove and use it to open the door with the spider sign. In the adjacent corridor, press the lever located in the left wall, then quickly run through the opened door at the end of the corridor. Next, go down into the pit, there, with a kick, break the wooden support. Then climb up the chain and jump from it to the ledge. From there, go up to the platform and go left to the wall. There, disassemble the blockage from the boxes, and then break the boards that block the passage to the next room. To "see the light", use the spell of the cat's eye (key 1 by default), and then jump down and leave the hall through the hole in the right wall. After getting out into the corridor, take the sword from the box, with which you must cut the rope holding the coffin suspended from the ceiling. Breaking off, he will break the boards that close the passage to the far part of the corridor. There you will meet a zombie that you need to kick with your foot so that it falls into the hole. After that, jump down and finish him off. Next, you will have to practice a little more in the ability to handle the sword, after which your mentor will open the door leading to the large hall.
After killing the Black Guards, go through the raised grating into the next room. Once there, you will receive 1 skill point, which you can use at your discretion. You can also break the box with the eagle painted on its wall, from where you will take the health potions. Having done all this, climb up the chain and go to the hall where the crystal is stored.

Chapter 1

Having risen to your feet, go out into the courtyard and run towards the rising bridge. Then turn right and run down the street to the house, from the window of which a citizen is waving to you. Climbing up the chain, run after the guy to the attic. From there, jump over to the platform of the bastion with the hanging rope. After landing, run to the right to the doorway. To the left of it there is a lever that must be pressed to block the road for the ghouls that have broken into the fortress. Next, follow the guard to the ballista. With it, you can deal with the Cyclops. Three successful shots will be enough to defeat the monster.
After the fight, take the note from the table and pick up the bread lying on the bench near the ballista and on the far table, and then go down the stairs to the back room. Take away a book from the table from which you can learn about the creatures that inhabit the world and how to deal with them, then break the box to get a healing potion, and leave the room, lifting the grate with the wheel. In the second room, pick up the staff leaning against the wall, if you need it, then go down to the floor below. There you will find a shield, a bow, a short sword, daggers (in the chest) and food (from the chest).
After leaving the street, move to the left to the stone wall. There, under the archway, is the entrance to the tavern, where you can get hold of food. Turn left from the tavern, go up the stairs, turn right and move forward. In the dark passage you will find two boxes from which you can also extract food. Going further, turn right into the passage and exit to the next street. From there, go left to go inside the house located opposite the large gate. Go up there to the second floor. In a chest on the floor near the railing you will find a "healing potion", in a wardrobe there is a "mana potion", and on a table opposite the cabinet you will find a "freeze scroll". After that, go outside and go to the large gate, where the sorcerer's niece will meet you. But before that, go to the last house on the right down the street and climb to its roof along the stairs leaning against the wall. From there, go to the roof of the adjacent house and climb into the attic through the window. From the box standing there you can extract the "Potion of Complete Healing".

Chapter 2

After jumping out of bed, run up the stairs to meet the Black Guardian trying to attack you. After "showdowns" with him, take food and a bottle of mana from the chest of drawers, then go downstairs. In the room one floor below, grab the food from the cupboard and the wooden staff from the wall (if needed), then exit through the door to the courtyard.
After dealing with the guards, search the boxes and go through the courtyard around the corner of the castle to exit to the backyard of the building. There, go to the left, destroying the Black Guards, and go under the archway. Next, climb the stairs and go along the wall of the building to the door leading to the basement.
After going downstairs, go through the door to the right of the stairs. Inside the small room, break two crates to get food and an antidote. After that, leave the room and go along the corridor to the large hall, where a couple of guards are talking. You have two options: either kill them or sneak quietly to the locked door located in the left corner. You can open it using the lever located next to the wall. Climbing up the stairs, deal with a couple of marauders, then search the room and, finally, exit it into the dining room through the door in the far right corner. There you will find another couple of villains who must be destroyed, and then exit the room into the main hall of the castle, where the door located in the left wall leads.
Climb the ladder to the pillar and cut the rope attached to it. Then join the battle with the Black Guardians. After finishing the battle, go through the first door on the left and go left to go through the passage, near which there is an enemy archer. Next, go up the stairs to the end. On the top platform you will find the key to the sorcerer's room, which is located in the tower. Next, go down to the library and deal with the soldiers guarding the area. Then go to the left of the entrance to the wall and you will see a lever, after pressing which a rope will fall from the ceiling. Climb up it and jump down to the beam. Next, go along it to the wall, then jump down to bookshelf, from where you can go down to the secret closet, where you will find scrolls with spells, a potion and a manuscript. Having collected things, leave the nook and go to the railing. On the floor next to them you will find a love letter from which you will learn how to open Menegal's cache. Next, return to throne room, go down the stairs and go through open door. So you will find yourself in the sorcerer's office. Inside it you will see a hearth. To the left of it is a candelabra, take it and move it to the other side to open a secret door. Inside the hearth, you'll find a chest containing the "Ring of the Sage", several spell scrolls, and a "Potion of Full Healing". Also in the study, you can pick up the wizard's robe and the restoration potion from the shelves by opening the chest by the door.
Returning to the library, climb the stairs to the roof, located opposite the entrance. When will you go out to Fresh air, kick the guard down from the wall, and then go into the tower - you have the key to the door. In Menegal's room, there is a chest containing two spell scrolls and a large vial of health. Next, go back down, go left along the roof canopy to the next building and jump down to the window through which you will get inside the attic. There, throw a barrel at the guards talking near the wall, then go downstairs and go along the corridor. When you reach the room where the Black Guardian stands near the window, kick the villain out of the window with a kick. After the soldier who flew out, climb out the window yourself and walk along the wall to the platform in the far right corner of the courtyard. From there, climb the stairs to the window, because of which voices are heard and climb inside the room. You will not be able to intervene in what is happening inside the room, because. the necromancer will have time to freeze you, and you will only have to watch the death of Menegal. After the frost releases you, run across the rooftops after the vampire who stole the crystal.

Chapter 3

After running out of the tower to the roof, climb into the attic through the window and run to the right to see the fleeing ghoul. Then run after him, jumping from rooftop to rooftop. When the thief starts climbing up the inside of the wall, run out onto the balcony, break the boards nailed to the racks and get over to the edge of the roof, along which you need to run to the right to the end and jump onto the roof of the neighboring house. From there you need to go along the boards to a dilapidated area. While there, you will see a vampire that has reached the attic of a nearby house. Follow him without losing sight. When you get out through the window to the roof, be careful, because. its surface is very slippery, and you can fall down. Then again jump over to the nearest roof and climb through the window to the attic. After passing through it to the other side of the house, jump onto the chain, climb it up, and then jump onto the wooden walkways. On them you will come out to a stone platform, on which you need to jump over and go to the left in order to jump from its edge to the second chain. From there, it will not be difficult for you to jump to the edge of the roof of a nearby house and reach the construction "scaffolding". They will lead you to the wall where you will have to climb up the ledges and reach the corner platform from where you can go inside the tower.
After going down the stairs, go straight to the small room. There, climb out through the window to the ledge that runs along the wall. Walk along it to the right to the end and jump onto the box that stands by the fence. Next, you should break the boards in the fence and go through the hole into the alley. Having reached the end of it, climb into the sewer through the hatch located on the ground. The dungeon will take you inside a large warehouse that houses several necromantic henchmen. When you get out of the hatch, go through the door, finish off the guard sitting at the table, and then go out into the large hall. There you will have to deal with a couple of soldiers. Three more Black Guardians will come running from the street to the noise of your battle, and you will have to defend your right to life. After the battle, take the key to the Arsenal and the key to the hatch from the corpses, which is located right there in the warehouse. But do not rush to climb there, but go out into the yard. There, climb the long ladder leaning against the wall to the balcony. After killing the archer standing at the stairs, go to the left. At the end of the balcony there is a small room where you will find a longbow and "assassin's clothes" which can add armor to you. Having collected the necessary things, return to the warehouse and climb into the hatch.
When you get to the place where there are two large barrels against the wall, turn left and exit into the cave. After killing two soldiers, go through the door located on the left. In a small room, you will find a swordsman's ring, chainmail and Naga's silk sword, plus a chest with quivers of arrows and an antidote. Next, exit the room and go left along the wall. Behind the second door is a wine cellar, where you will find poisoned daggers and potions, which are in a chest. After collecting things, return to the barrels and go through the door located to the right of them. You will find yourself in a forge, where you can make your own sword. To do this, you need to pick up a hammer from the anvil, you will find a steel bar on the table that stands against the right wall. There you will also find the Dragon Forge book, from which you will learn how to forge a sword. So put the block in the cauldron and turn the wheel to position it over the coals. Next, use the bellows to fan the fire and melt the metal. When this happens, turn the wheel again and the steel will flow into the mold. Now you need to cool the workpiece, to do this, pull the lever located in the wall. Then take the received part and put it on the coals in order to heat it red hot. Having brought the workpiece to the desired state, transfer it to the anvil and, armed with a hammer, forge a sword. After that, it remains only to make the handle. Everything you need for this you will find on the table near the wall.
After receiving the long sword, dismantle the blockage to the right of the door. Behind it you will find a secret passage through which you will reach a large tunnel. Continue to the right and you will reach a large cavern where Aranthir is performing his ritual. To distract the guards from the place where the crystal is installed, open the cells in which the townspeople are kept. When the crystal is in your hands, return to the tunnel from which you came and go to the place where the order for the guards is attached to the counter. The grates blocking the entrance to the sewers will be open, and you can go into the tunnel.

Game: Platform: PC Genre: action Release date: October 24, 2006 Developer: Arkane Studios, Kuju Entertainment Publisher: Ubisoft Entertainment Publisher in Russia: Buka Entertainment / Hunt Might and Magic publisher Ubisoft began to restore the popularity of a somewhat forgotten universe. This year, our hard drives were visited for the fifth Heroes of Might and Magic from Russian developers from Nival, and while you are reading this text, there should be an add-on for this amazing game on the shelves of stores. And this project was not enough for the publisher. Studio Arcane instead of continuing your Arx Fatalis, by order Ubisoft began to create a new principal in that Might and Magic universe. Dark Messiah seemed like a flawless project. Good graphics thanks to the power of the Source engine, the widespread introduction of physics, an intuitive pumping system, a smart and sophisticated combat system with an abundance of tricks - in general, we were promised almost everything, and the media increased even more. How sad it was to see instead of a masterpiece and the main nominee for the “game of the year” an ordinary action game exclusively in a fantasy universe with all the ensuing consequences. But we will not open all the cards and tell about everything in order.

What you wanted, you didn't get

The first bummer that lies in wait for a hopeful player is the RPG component Dark Messiah. Yes, we were promised meat and aggressive action, but the fact that pumping would be specifically such, not enough people thought of. It would be more correct to say not “leveling”, but “lack of leveling”, because experience points are distributed only after the completion of a certain task and nothing else. In other words, it seems that you didn’t try and didn’t groan, but you simply won’t be able to make the character stronger than the other player.

The combat system is depressing. It seemed that here it is, specifically the one that the players expected after the release of the famous Blade of Darkness but this is an illusion. Yes, the controls are comfortable. Yes, the animation is good. But there are not enough criminal strikes, and no one has heard of all sorts of supercombos here. Apart from the standard attack, strong attack, "prick" and block, there is adrenaline and proper strikes. After chopping up enough monsters, your protagonist's "adrenaline" parameter increases; having typed the highest value thereof, the protagonist begins to create branded atrocities. Here, the player will see the appetizing chopping off of the adversary's head and other hanging parts of the body, but it is not likely to perform such special moves without adrenaline. It is curious that, having sank to the ground, the corpse loses the possibility of amputating something, no matter how you cut it with the most massive blade.
In general, playing a specifically one-sidedly developed warrior turns out to be the most boring task: just know that wave the blade. Of the pluses, it should be noted the sufficient intensity of the battles. It’s just that you can’t swing your saber right and left (you can quickly attack), so you have to constantly put blocks and take advantage of the mistakes of enemies.

Three in Auchan, not counting Xana

Three classes of characters are featured on the player's tribunal. Having chosen the path of the warriors, you will have to rock life and various power properties. Huge blades and relatively heavy armor are welcome. The shield, by the way, is also available.
sorcerers in Dark Messiah almost look like superheroes. A huge number of fiery spells, freezing, telekinesis, reducing the enemy to the size of a rat - this is just an incomplete list of witchcraft skills. In addition, sorcerers act with staves, which in turn turn out to be not such a weak weapon. One problem with our sorcerers is a short life (everything depends on the buildup), so the main thing is not to let the opponents get to a sufficient distance to attack and quietly and peacefully pour fire on them from afar. But the sorcerer also has many disadvantages. So the last fiery mysticism (worth as much as 10 points) turns out to be a complete misunderstanding. The damage spreads over a tiny distance, and this infection eats a lot of mana.
Freezing is also not particularly useful. The spell continues for a small gap of time, which in a battle with several adversaries leads to virtually zero results. You can freeze not only living creatures, but also, for example, cover the floor with ice, thereby creating a traumatic situation for opponents. Imperfections, but, there are here. It is impossible to freeze or at least put out a fire with the help of magic.
The thief prefers quick sabotage attacks. For this, special pumping and the corresponding tool are provided. The choice of a thief is long daggers and "silent armor". There are many hidden places on the levels, so it's a pleasure to cut down lone enemies a la Sam Fisher. Even getting into a real meat grinder of 3 or even 5 enemies, a thief can simply defeat them with daggers alone. Another fascinating ability of this "profession" is the ability to open locks: appropriate chests are scattered across the levels, in which things necessary for the household are hidden.
By the way, no one forbids making an explosive mixture of several character classes. A sorcerer at heart, but a warrior in reality? Please. A thieving sorcerer? Naturally. The main thing is to know what exactly you need to pump - no one will give you extra points to create a killer tank, as mentioned above.
The most putrid, it turns out, is that the goal of the player is practically the same - destroy everything that moves. In other words, no matter what character you play, non-linearity is only in what method to destroy enemies. Speaking of methods. It is not at all necessary to swing a blade or make barbecue out of opponents. You can famously kick the enemy on a blazing fire, or on sharp spikes, or you can stupidly throw him into the abyss. There are various items on the levels that can be knocked over on unsuspecting opponents. A chandelier, for example, or several barrels fixed at the top. Somewhat overpowering is the fact that these most additional methods of killing are cheekily scattered around the level in industrial quantities - very intrusive.

The artificial mind leaves two kinds of memories. In battle, opponents deftly dodge massive blows, lock themselves with shields, impudently storm with a friendly mass, and, having received a severe wound, try to slip away. But this is a fight. In everyday situations, enemies are simply impenetrably stupid. On one of the original levels, I crept up to the next knight standing near the edge of the stairs. There was no need to choose, and under the force of a valiant kick in the ass, the brave warrior flew down with a noise, breaking through the weak wooden boards under him. After landing, the knight got up, yelled something and began to climb towards me. Without thinking twice, I gave our dunce one more kick. Flight, crackling wood, hitting the floor, again the sound of footsteps on the stairs, a kick. The 3rd attempt to conquer the stairs ended, just like the last two. Out of pity, I just finished off the already lame enemy with a bow. It is not clear why, even from the third test, the warrior did not undertake at least something new, but stupidly went ahead.

Messiah in Ashan, not counting Xana

Plenty of describing the local gameplay, you need to say a couple of printed ones about the plot. How would he be connected to the universe Might and Magic, but the action of the game takes place on the mainland of the unknown mainland of Ashan, which reduces all the enthusiasm of the fans of the Heroes series to nothing. We play the role of Saref, an orphan who became a student of the powerful sorcerer Fenrig. The sorcerer taught the growing youth various arts for the sake of some majestic purpose. Having received all the necessary knowledge and skills, our hero sets off on an ordinary task, which, as you already guessed, will be decisive for Auchan. It's all the fault of that Black Messiah (Dark Messiah) who is going to lower the world into impenetrable darkness.
Our protagonist will be accompanied by two lovely (any in their own way) creations. The first number is Leana - a good and conscientious sorceress, who, by the way, has good external data. The 2nd heroine is the demoness Xana, who lives ... in the body of our hero. The devil often makes vulgar and very shameless comments about what is happening (especially goes to the beautiful Leana), but from time to time she gives Sareth and useful tips. In general, Ksana brightens up her stay in Ashan, because without her prickly chatter it would be really sad.

The local world is full of various unsafe creatures, well, just nasty personalities and rogues. The dead, orcs, ordinary warriors, evil sorcerers, spiders, every now and then striving to poison Saref, big cyclops, dragons blazing with fire and many other inhabitants of Ashan simply dream of annihilating the valiant protagonist. Little goblins deserve a separate line. Annoying creatures are hilariously animated, and their behavior, apart from smirking, does not cause. Between their attacks, a simple “pleaaaz” (can be translated as “with your permission” or “please”) is heard every now and then, and, having received solid damage, the goblins lose their weapon and hide in a corner, asking for mercy.

But with something, so with graphics Dark Messiah everything is fine. The Source engine from Valve works with a bang: yes, the picture is not next-gen, but this is not important. The character models do not suffer from the lack of polygons, the textures of the levels are perfectly matched, and the local effects are worthy of a long standing ovation. When your hero casts a freeze spell, his hands become naturally icy, which looks amazing. Well, if you use "fireballs", then you just can't take your eyes off. Smallness spoils the HDR picture - some levels are simply filled with tons of syrup. AT Dark Messiah it’s not even the number of hard-to-pronounce technologies that amuses, but the attention to detail. Here and there birds take off into the air, and fish swim in the water. Without your intervention, most of the opponents go about their business.

Together with that Dark Messiah full of bugs, nasty bugs and just shortcomings. Optimization is also not fun. The game likes to slow down even on the most modern machines and crash when loading a save to the main menu. Owners of graphics adapters without support for third-party shaders will admire various strange effects while using magic. Of the shortcomings, I would like to note the crookedly working night vision mode. For example, while in the water, he simply does not want to turn off, which is quite annoying.

Final comments:

After you pass Dark Messiah you start to realize why Valve always delays the release date. Yes, yes, specifically the same zeal to bring the project to the impeccable state of Arcane Studios. Hence the following result: many good thoughts and ideas have not found a proper implementation. The balance of spells still needs to be brought to reason, combat system significantly expand, and dilute the gameplay with a huge number of non-linear parts. If the developers from Arcane Studios had spent an extra seven months behind their creation, maybe a masterpiece would have come out, and it’s just a good action game in the well-known universe of Might and Magic.

Gameplay: Action with RPG elements. Three professions and a thousand and one method of eliminating the enemy.
Graphics: The Source engine is capable of just about everything. Scenic levels, excellent detail and wonderful effects.
Sound: Good quality epic music and high quality voice acting. Is there anything else needed?
Is it forever?: It doesn’t sound absurd, it’s interesting to play for various professions, so going through Dark Messiah again is not such a shameful thing.

Game: Platform: PC Genre: action Release date: October 24, 2006 Developer: Arkane Studios, Kuju Entertainment Publisher: Ubisoft Entertainment Publisher in Russia: Buka Entertainment / Hunt Walkthrough Dark Messiah of Might and Magic:

Prologue

At the end of the corridor, go left. Take the key from the stove and use it to open the door with the spider sign. In the adjoining corridor, press the lever located in the left wall, then quickly run through the opened door at the end of the corridor. Then go down into the pit, there, with a kick, break the wooden support. Later, climb up the chain and jump from it to the ledge. From there, climb up to the platform and go left to the wall. There, disassemble the blockage from the boxes, then break the boards that close the passage to the adjoining room. To "see the light", use the spell of the cat's eye (button 1 by default), and later jump down and leave the hall through the hole in the right wall. Having got out into the corridor, take the blade from the box, with which you must cut the rope holding the coffin suspended from the ceiling. Breaking off, he will break the boards that close the passage to the far part of the corridor. There you will meet a zombie, which you need to kick with your foot so that it falls into the hole. Then jump down and finish him off. Then you will have to practice a little more in the ability to handle the blade, after which your mentor will open the door leading to the large hall.
After killing the Dark Guardians, go through the raised grating into the adjoining room. Once there, you will receive 1 skill point, which you can use at your discretion. You can also break the box with a falcon painted on its wall, from where you can take health potions. Having done all this, climb up the chain and go to the hall where the crystal is stored.

Chapter 1

Having risen to your feet, go out into the courtyard and run towards the rising bridge. Later, turn right and run down the street to the house, from the window of which a city dweller is waving his hand. Climbing up the chain, run straight after the guy to the attic. From there, jump over to the platform of the bastion with the hanging rope. After landing, run to the right to the doorway. To the left of it there is a lever that must be pressed in order to block the way for the vampires who have broken into the fortress. Then follow the guard to the ballista. With it, you can deal with the Cyclops. 3 successful shots will be enough to defeat the monster.
After the fight, take the note from the table and pick up the bread lying on the bench near the ballista and on the far table, and then go down the stairs to the back room. Take a book from the table there, from which you can find out about the creatures that inhabit the world, and how to fight with them, later break the box to get a healing potion, and leave the room, lifting the grate with the wheel. In the 2nd room, take the staff leaning against the wall, if you need it, later go down to the floor below. There you will find a shield, a bow, a small blade, daggers (in the chest) and food (from the box).
Once outside, move left to the stone wall. There, under the archway, is the entrance to the tavern, where you can get hold of food. Turn left from the tavern, go up the stairs, turn right and move forward. In the black passage, find two boxes from which you can also extract food. Going further, turn right into the passage and exit to the next street. From there, go to the left to go inside the house, located opposite the huge gate. Climb up there to the 2nd floor. In the chest, which stands on the floor near the railing, you will find the "healing potion", in the wardrobe is the "mana potion", and on the table opposite the cabinet, find the "freeze scroll". After that, go outside and go to the huge gate, where the niece of the warlock will meet you. But before that, go to the last house, standing on the right along the street and climb onto its roof along the stairs leaning against the wall. From there, go to the roof of the adjacent house and climb into the attic through the window. From the box standing there you can extract the "Potion of Complete Healing". Chapter 2

After jumping out of bed, run up to the stairs to meet the Dark Guard, who is trying to destroy you. After "showdowns" with him, take food and a bottle of mana from the chest, then go downstairs. In the room located one floor below, grab the food from the closet and the wooden staff standing against the wall (if needed), then exit through the door to the courtyard.
After dealing with the guards, search the boxes and go through the courtyard around the corner of the castle to go to the backyard of the building. There, go to the left, destroying the Dark Guardians, and go under the archway. Then go up the stairs and go along the wall of the building to the door leading to the basement.
After going downstairs, go through the door to the right of the stairs. Inside the small room, break two crates to get food and an antidote. After that, leave the room and go along the corridor to the large hall, where a couple of guards are discussing. You have two options: either destroy them, or quietly sneak to the locked door located in the left corner. You can open it with the lever located next to the wall. Climbing up the stairs, deal with a couple of marauders, later search the room and, in the end, exit it into the dining room through the door in the far right corner. There you will find another couple of villains who must be killed, then exit the room into the main hall of the castle, where the door located in the left wall leads.
Climb up the ladder to the pillar and cut the rope attached to it. Later, engage in combat with the Dark Guardians. After finishing the fight, go through the first door on the left and go to the left to go through the passage, near which the enemy archer is standing. Then go up the stairs to the end. On the upper platform you will find the key to the warlock's room, which is located in the tower. Then go down to the library and deal with the soldiers guarding the area. Later, go to the left of the entrance to the wall and see a lever, after pressing which a rope will fall from the ceiling. Climb up it and jump down to the support. Then go along it to the wall, then jump down to the bookcase, from where you can go down into the hidden kennel, where you will find scrolls with spells, a potion and a manuscript. Having collected things, leave the nook and go to the railing. On the floor next to them you will find a love letter from which you will learn how to open Menegal's cache. Then return to the throne room, go down the stairs and go through the open door. So you will find yourself in the office of the warlock. Inside it you will see a hearth. There is a candlestick to the left of it, take it and rearrange it to the other side so that the secret door opens. Inside the hearth, you will find a chest containing the "sage's ring", several spell scrolls, and a "full healing potion". Also in the office, you can pick up the wizard's robe and the restoration potion from the shelves by opening the chest by the door.
Returning to the library, climb the stairs to the roof, located opposite the entrance. When you go out into the freshest air, kick the guard down from the wall with a kick, and later go into the tower - you have the key to the door. In Menegal's room, there is a chest containing two spell scrolls and a large vial of health. Then go back down, go left along the roof canopy to the adjoining building and jump down to the window through which you will get inside the attic. There, throw a barrel at the guards talking at the wall, then go down and go along the corridor. When you reach the room where the Dark Guardian stands near the window, kick the villain out of the window with a kick. After the fighter who flew out, get out the window yourself and go along the wall to the platform in the far right corner of the courtyard. From there, climb the stairs to the window, because of which voices are heard and climb inside the room. You will not be able to intervene in what is happening inside the room, because. the necromancer will have time to freeze you, and you just have to watch the death of Menegal. After the frost releases you, run across the rooftops right after the ghoul who stole the crystal.

Chapter 3

After running out of the tower to the roof, climb into the attic through the window and run to the right to see the fleeing vampire. Then run after him, jumping from rooftop to rooftop. When the thief starts climbing up the inside of the wall, run out onto the balcony, break the boards nailed to the racks and get over to the edge of the roof, along which you need to run to the right to the end and jump onto the roof of the adjoining house. From there, you need to go along the boards to a dilapidated area. While there, you will see a ghoul that has reached the attic of a house nearby. Follow him without losing sight. When you get out through the window to the roof, be careful, because. its surface is very slippery, and you can fall down. Then again jump over to the nearest roof and climb through the window to the attic. After passing along it to the other side of the house, jump onto the chain, climb it up, and then jump onto the wooden walkways. On them you will come out to a stone platform, on which you need to jump over and go to the left in order to jump from its edge to the second chain. From there, it will not be difficult for you to jump to the edge of the roof of a nearby house and reach the "scaffolding" system. Follow them to reach the wall, where you have to climb up the ledges and reach the corner platform, from where you can go inside the tower.
After going down the stairs, go straight to the small room. There, get out through the window to the ledge that runs along the wall. Follow it to the right to the end and jump onto the box that stands by the fence. Next, you should break the boards in the fence and go out into the alley through the hole that has formed. Having reached the end of it, climb into the gutter through the hatch located on the ground. The dungeon will take you inside a huge warehouse that houses several necromantic henchmen. When you get out of the hatch, go through the door, finish off the guard sitting at the table, and then go out into the large hall. There you will have to deal with a couple of fighters. Three more Dark Guardians will come running from the street to the noise of your battle, and you will have to defend your right to life. After the battle, take the key to the Arsenal and the key to the hatch from the corpses, which is located here in the warehouse. But do not rush to climb there, but go out into the yard. There, climb up the long stairs leaning against the wall to the balcony. After killing the archer standing at the stairs, go to the left. At the end of the balcony, there is a small room where you will find a longbow and an "assassin's outfit" that can add armor to you. Having collected the necessary things, return to the warehouse and climb into the hatch.
When you get to the place where there are two huge barrels against the wall, turn left and exit into the cave. After killing 2 fighters, go through the door located on the left. In a small room, you will find a swordsman's ring, chain mail and Naga's silk blade, plus a chest with quivers of arrows and an antidote. Then leave the room and go to the left along the wall. Behind the 2nd door is a wine cellar, where you will find poisoned daggers and potions that are in the chest. After collecting things, return to the barrels and go through the door located to the right of them. You will find yourself in a forge, where you can make a blade for yourself. To do this, you need to pick up a hammer from the anvil, you will find a metal bar on the table that stands at the right wall. There you will also find the book of the Dragon Forge, from which you will learn how to forge a blade. So put the block in the cauldron and turn the wheel to position it over the coals. Then use the bellows to fan the fire and melt the metal. When this happens, turn the wheel again and the steel will flow into the mold. Now you need to cool the workpiece, to do this, pull the lever located in the wall. Later, take the received part and put it on the coals to make it red-hot. Having brought the workpiece to a suitable state, transfer it to the anvil and, armed with a hammer, forge a blade. After that, it remains only to make a pen. You will find everything you need for this on the table near the wall.
Having received a long blade, disassemble the blockage to the right of the door. Behind it you will find a secret passage through which you will reach a huge tunnel. Continue to the right and you will reach a large cave where Aranthir holds his own rite. To distract the guards from the place where the crystal is installed, open the cells that contain the townspeople. When the crystal is in your hands, return to the tunnel from which you came and go to the place where the order for the watchmen is attached to the counter. The grates blocking the entrance to the sewer will be open, and you can go into the tunnel.