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Progress report (Oops! I didn't see that massive roadblock before.)
07/26/2019, 20:14:26

    The Elf Herself writes:

    I finally decided on PCSS for the party, and they're now up to level 22. G. P., I took your advice to go slo-o-o-wly, and it's working. Sort of.

    As you know, you have to reach Archmage status before you can really hammer out those higher spells. (A lowly sorcerer trying to cast Shrapmetal at level 4 is just pathetic.) My Sorcerers are both Wizards now, but just aren't hacking it in the Archmage promotion quest. I know I've done Corlagon's Estate numerous times in the past, and I never used Telekinesis, AFAIK. But that one switch has me stumped. It's the one that's in a short passage off a main corridor, behind a waist-high wall. The wall is unjumpable, invulnerable, and a blasted pain in the neck! There are no Levitation spells in MM6, so that's out. (The switch in question opens a secret door to the Lich who holds the Crystal needed to advance to Archmage.) Does anyone know of a way around this? Or do I just bite the bullet and buy a very expensive Telekinesis spell? Thank you all.





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You don't need to flip that for the Terrax Crystal...
07/27/2019, 06:57:12

    Ramillies writes:

    if I remember it correctly. At least I can't remember having any problems with retrieving the Crystal, and definitely no telekinesis has been ever involved in that.

    However (and I gather that only from what has been said here in the Tavern, I haven't tried it myself) flipping that switch with Telekinesis should yield some goodies, perhaps an artifact or a relic (can't remember what it was).





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Thanks, Ramillies, (and is my face ever red!) *somewhat spoiler-ish*
07/27/2019, 12:34:35

    The Elf Herself writes:

    While I was ranting about getting an expensive Telekinesis spell, I failed to notice that one of the spell scrolls I picked up in that room with the "trash" piles was a TK scroll. Oops! (And now my two former Sorcerers are Archmages.)

    P. S.: I'd read that Corlagon's Lich was a real toughie to fight, but I discovered that Liches, Ghosts, and all sorts of Oozes are very susceptible to electric spells. Who knew? It was amusing to see poor ol' Corlagon cowering in his boots, trying to flee, while both Wizards attacked him with Lightning Bolt. He couldn't get a single attack in.





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Glass canon
07/27/2019, 15:16:43

    Greate Pier the Worse writes:

    That's essentially what you're playing as SSDC... PCSS does give some extra sturdiness I suppose, but I do feel it also requires you spread the skillpoints a bit more on your two Sorcerors... or Archmages (well done btw!), which may somewhat decrease the canon-ness of your team as well.
    But 22 is quite early of course... you'll soon get the power to slaughter all that stand in your way




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Can it be only two days ago?
07/29/2019, 16:39:52

    The Elf Herself writes:

    G. P., my stout little troop is now level 32, but Shrapmetal is still pretty weak. (My Archmages are now at Expert level, but that's still pretty lame.)

    You have a soul mate in the Elf clan: my niece, Sister Elf's daughter, had a ball with MM6 a few years ago when she was only about 10 or 11. As soon as she got Dark Expert, she immediately bought Shrinking Ray, and shrank all the townsfolk in New Sorpigal. "Blasted peasants!" she exclaimed, "that'll teach them to get in my way all the time!"





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P. S. to G. P.:
07/29/2019, 20:04:58

    The Elf Herself writes:

    Niece Elf is now of drinking age (which in most of the U. S. is 21 or over. Some states allow 18-year-olds to drink beer or wine, but no spirits.




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Good... excellent *rubs hands*
08/01/2019, 14:04:29

    Greate Pier the Worse writes:

    She sounds like a girl after mine own black heart...
    Though I'm barely old enough to potentially be her father I still feel that pride lol

    I find her creativity quite innovating... even if it's a somewhat temporary solution to the problem of New Sorpigal's population





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Solving Corlagon's Estate without TK *** maxi-spoiler***
07/28/2019, 20:25:06

    Peter2 writes:

    You don’t need TK to get through Corlagon’s Estate, but the road through the dungeon is complex and requires a fair amount to-ing and fro-ing. The reason for this is that you have a number of buttons to push in the correct sequence, and they are in widely separated locations.

    Button 1
    Enter the dungeon, go to the back of the entrance hall, and turn right at the T-junction, going east. Enter the room you will find there, and leave it via the door in the north wall. Enter the room you will find at the end of the corridor, and leave through the door in the east wall. Follow the corridor through 2 left turns (you should now be travelling west) and turn right at the first intersection. Follow the passageway as it turns right, and enter a room with some trash heaps in it. Leave that room via the door in the east wall, and follow the corridor through 2 right-hand turns until you come to a door. (I would recommend that you save your game at this point – you’ll find out why when you open the door.) You enter a large room to go along a narrow walkway high above the cavern floor below, and a second recommendation is that your party does not fall off the walkway! (This is where you find that inaccessible chest which you need TK to get at.) Follow the walkway through two left-hand turns, and enter a corridor. Shortly after it turns right you go through a teleporter, but all it does is send you to the end of the corridor, which is where you want to be anyway. Follow the corridor to the end (you can safely ignore all the side-passages unless you want to clear the place out) through a series of turns to a door . You should now be facing north. Go through the door, and leave it through a door in the west wall. Passing through this door leads you into a very short corridor with a left-hand turn in it, taking you to a final room where you press Button 1 on the south wall. This opens a door giving you access to the second half of the dungeon. I hope you remembered all that, because you now have to go right the way back to that T-junction at the back of the entrance hall.

    Button 2
    Where you turned right to go east at the T-junction at the rear of the entrance hall, you now go west through a door into a room. Leave the room via the door in the north wall (this is the door that pressing button 1 unlocks), and follow the corridor you find to its end via a whole series of left-hand turns – I lost count of how many but there’s certainly more than 8. You end up at a door; open it, and jump into the well in the room you will find. It’s not deep enough to hurt you. Click on the west wall to open it and enter a corridor which soon turns right to go north, and later turns right again to go east. Look for a short cul-de-sac on your left; enter it, and press the button at the end. (This drops a low wall elsewhere in the dungeon so you can reach another button – Button 3, the one you’d otherwise need TK to press).

    Button 3
    Go south to leave the cul-de-sac, and turn left to continue east, the way you were going before. There is a T-junction at the end of this section of corridor, where you turn left. (Turning right takes you eventually to the big room with the U-shaped walkway in a the air above you, which you traversed earlier – you can clear it out if you feel like it, but it’s not essential). This leads you via 2 right-hand turns to a corridor running south. Following it leads you to a room where you’ve been before, leave it via the opened door in the west wall, and you find yourself at the T-junction at the rear of the entrance hall again. Follow exactly the same route you followed for button 2 until you reach the room with the well. This time, you don’t jump down the well, but instead, you turn left and leave via a door in the south. Follow the passageway south, but take a short diversion up a cul-de-sac on your right to press button 3. This opens the passageway to Corlagon’s Lair, nearly the last room in the game.

    Button 4
    Leave the cul-de-sac and continue heading south to an oval room at the end of the corridor. Turn left and leave the oval room via the door in the east wall. Go east along this passageway and take the first turn left up a short corridor into a room, where you press a button (Button 4) on the north wall. (This opens up the exit route from the dungeon so you can leave).

    Completing the dungeon
    Leave this room by the way you entered, go back south, and turn left to continue east along the corridor you were following before. This corridor turns north to deposit you in a room which has exits on the NW and the NE. Take the NE exit, which is the route to Corlagon’s Lair. (Again, I would recommend you save your game at this point, Power Liches can do a lot to damage very quickly given half a chance). Do what is necessary to clear the Lair, retrace your steps to the room with the 2 northern exits, and this time leave via the NW exit. This will very quickly lead you to the room just east of the by now familiar T-junction at the rear of the entrance hall, from where finding you way out into the open air shouldn’t be a problem.

    You will, of course find plenty of undead opposition to cope with, and good luck with that. In the game I’ve got going just at present, I’ve taken the time to get Master Bow for all my party before I started this, and it’s been a lot easier in consequence.

    Enjoy!





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Thank you, Peter2
07/29/2019, 12:58:27

    The Elf Herself writes:

    I did get through it, but I think maybe Steam has allowed a bug to get in. When I press the button you describe, the west door in the "entry hall" becomes blocked again. But I did have the scroll, so all is well.

    I didn't remember Snergle's Caverns as having quite so many dwarves when you finally reach his private quarters. Holy cow! There must have been over 100, all crowding in closely, preventing Fireball or bow skill. (I hadn't yet gotten Shrapmetal--which doesn't work very well at skill level 1 anyway!) I managed by repeated (and repeated, and repeated) combinations of Town Portal and Lloyd's Beacon, both at skill level 1. Of course, I had to make sure that I had gone to New Sorpigal immediately before coming to Ironfist. And of course, at one point I got so excited I SET a beacon instead of returning to it, which meant I had to get that straightened out before I could FINALLY complete the dungeon. But it allowed my party to go up two levels. Too bad nobody has axe skill, so I could take advantage of Snergle's Axe.

    And now it's off to Castle Stone, so that I can show ol' Lord Stone that I have indeed cleared away the Temple of the Sun -- that Minotaur Lord was REALLY tough!





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Thank you for reminding me!
07/29/2019, 14:05:28

    Peter2 writes:

    I'd been earlier to Temple of the Sun to retrieve the chalice and restore the Free Haven Temple, but there was no way I could tackle the minotaur king at the level I was then, so I left him, and the fact I had done so compleetely slipped my mind. However, I've just managed to dispose of the golden dragon in the Temple of the Snake (it gave me Morgan! ) so I now ought to be able to take the minotaur king.

    I've gone back to the laptop I had in the late 1990's, so I'm still playing the v1.0 game off my original discs. However, it's not installed perfectly. The Easter Egg in the Silver Helm Outpost on Mist didn't show up





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Must be the version
07/29/2019, 16:32:53

    The Elf Herself writes:

    I'm playing on (gr-r-r-r) Steam, and there's no Easter egg in this version, either. (I gave up on disk when I had to reboot every half hour.) The disk I have isn't the original, either. It's from the bundle that includes the complete Xeen, 6, and 7. I gave my sister the originals to those games. Since MM6 is an add-on to MM10, it technically isn't a real Steam game. (You can't access the various Steam forums from within the game, for example.) At any rate, unlike other Steam games, you can't click on "properties" to find out which version of the game you have.




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I found over the years that as processsors got faster the Easter Eggs in the chapel changed or became fewer. Used to be two or three items.
07/30/2019, 13:31:50

    ragwort writes:





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Yes, I found the same, . . .
08/02/2019, 12:15:47

    Peter2 writes:

    . . . but I'm playing the game on a laptop I bought in the late 1990's which is running Windows 98, so it definitely shouldn't apply to that one!




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