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Cure for pesky peasants--who knew?
09/09/2019, 22:35:08

    The Elf writes:

    I've been peeved at peasants for over 20 years now--the way they invariably get in your way, block passages between buildings and doorways, and in general being pains in the neck. Then I read the Prima Guide (it's for MM7, but it works in 6, also.) Press "Y" for "Yell" The obnoxious peasant quickly scoots out of the way, and all is well. Now why doesn't the guide for MM6 tell us that, too?




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I always wondered what y (yell) was good for!
09/10/2019, 01:31:37

    ragwort writes:

    v1.0 readme.txt says b, y & s keys were added after manuals were printed.

    v1.1 readme.txt says, "If you cast Guardian Angel, you will not be returned to the last temple you visited, you will instead be returned to the main gate of New Sorpigal." I always wondered why that occurred.

    I always assumed Prima Guides were written by game players without any input from game designers who didn't discover y value.





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AFAIK: Prima Guides. . .
09/10/2019, 11:27:38

    The Elf writes:

    . . .were/are written in house, using the "almost-final" beta versions of the games. Of course, this in itself led to corrections, as the Prima staff were more thorough in playtesting than the volunteers usually used. I don't know where I got this info/theory--probably from some long-ago publication like "Computer Gaming World" or "Computer Games, Strategy Plus."

    As for beta-testing in itself: Papa Elf and I beta-tested the old AOL (America OnLine, for you youngsters.) It was a painful affair, using a ve-e-e-r-y slo-o-o-w dial-up modem. Of course, anyone attempting to make a call from one of the phone extensions (we had three) would knock you offline immediately. The kids were adolescents then, just at the stage where they just HAD to talk to their friends at all hours. (Cell? What is this cell of which you speak?) We loved AOL back then, despite the inconvenience.





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Hmmm... I guess one can't argue with the results... but...
09/18/2019, 16:21:08

    Greate Pier the Worse writes:

    A liberal application of Armageddon will not only solve it there and then, but also for the coming months ;p




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My Limited Edition MM6 came with a small folding card which was in effect a quick reference guide (although it's not called that).
09/10/2019, 10:56:48

    Peter2 writes:

    If you still have one, and you open it out, there's a depiction of a keyboard inside, and the Y key is marked "Yell". However, I don't remember making any use of this until I got into the tunnels below Stone City in MM7, where a loitering dwarf could block a passage completely.

    I bought this game as soon as it became available in the UK, so this use of the Y key was implemented pretty quickly after the game was first released.





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Alas! My original, vanilla copy of MM6. . .
09/10/2019, 11:38:32

    The Elf writes:

    . . .is in that vast CD jewel case in the sky. (I gave it to my sister when I got the bundled MM3 through MM7 collection. She had a subsequent home invasion robbery, in which the thieves took ALL her game CD's, plus a lot of things considered valuable like my mother's Indian head penny collection, my father's rare stamp collection, and any loose cash.) I remember the guide that came with the game, but here in the U. S. there wasn't a fold-out card. It was a glossy little booklet, with the last chapter giving a complete walk-through of the first day in New Sorpigal, complete with a map of NS showing all the trainers, shops, etc. I don't remember any reference to the "Y" key, but that may just be my aged memory.




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You're referring to the User Manual.
09/10/2019, 13:32:25

    Peter2 writes:

    There was the quick reference card, the User Manual, and the Strategy Guide, all of which I still have.

    The Strategy Guide is ostensibly written by "Old Klavis". The first 3 pages teach how to mix potions, giving full details of all potions up to and including the white ones, but there is no mention of the black potions. There are also maps of Mist and Ironfist, but the teleporters to and from Mist main island to the archipelago north of it are omitted. Also there is no sign of the Shrines, and various other things carry labels that do not correspond with the maps in the final game – for example, Albert Newton's residence is called the "Mayor's House". Dragoons' Caverns are named in the right place in Ironfist, but there is a "Mansion" where Corlagon's Estate was eventually put, the Seer appears as a "Store", and the entrance to Snergle's Caverns is marked only by an unlabelled diagram of another mansion.

    Next comes a near-complete rundown of the Temple of Baa which fits pretty well with the version in the game. Following that are walkthroughs of the Silver Helm Outpost, the Shadow Guild Outpost, and Dragoons' Caverns, which again correspond very well with the versions in the game as released.

    To my mind, this Guide was written fairly late on in the game's development, and I would infer from it that most if not all the dungeons were designed and coded before it was decided where to put them and the layouts of the different areas were finally settled.





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Oh, my! That must have been an edition exclusive to the U.K. and possibly Europe.
09/10/2019, 16:21:58

    The Elf writes:

    The version I had had the standard card with directions for installation that came with every game I've ever purchased that came in a box. Just about every RPG came with a little manual, allegedly written by some old, wise person, that told how to start a game, create characters (for games with variable characters--some were entirely pre-cast,) and what keyboard/mouse commands did what, plus a few charts, possibly with a list of spells, another list of monsters, and ones for armor and weapons. I don't recall directions for potion-making in MM6, except possibly for the basic 3. I know the only map included was the one for New Sorpigal, which was quite complete.

    I believe the truncated directions were possibly a sweetheart deal with Prima--a sort of You scratch my back, I scratch yours. The Prima manuals contain ads for other games in whatever that developer's library. I can imagine the developer then refraining from giving away too many free hints, so that players would then buy the Prima book (and see ads for other 3DO games, in the case of MM6. There was at least one postcard-size ad for a 3DO wargame--Plastic Soldiers, perhaps?)

    Your description of the Strategy Guide sounds intriguing.

    Incidentally, the only discrepancy I found in the MM6 Prima Guide was the inn in Mire of the Damned mislabeled as The Haunt, instead of The Rusted Shield Inn





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Taverns in Mire of the Damned
09/11/2019, 09:24:42

    Peter2 writes:

    In my game, there are two taverns in area C3. The Haunt is the one in Darkmoor Village, and The Rusted Shield is the one in the open country near the tents of the Circus in the NE of the area. Does that not fit with your Prima guide?




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That's the way it is in the game, all right
09/11/2019, 12:39:02

    The Elf writes:

    But the Prima guide shows the inn near the circus as being The Haunt. It shows no reference to The Rusted Shield, at all.




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