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PRIMA Official Game Guide
Written by Michael Searle
The Prima Games logo is a registered trademark of
Random House, Inc., registered in the United States and
other countries. Primagames.com is a registered trademark
of Random House, Inc., registered in the United States.
Contents
In Our Darkest Hour ––––––––––––––––––––––2
Combat and Tactics ––––––––––––––––––––––––4
Skills ––––––––––––––––––––––––––––––––––––10
Weapons & Armor ––––––––––––––––––––––––15
Magic Items ––––––––––––––––––––––––––––20
Monster Handbook ––––––––––––––––––––––23
Prologue ––––––––––––––––––––––––––––––––32
The Gates of Stonehelm ––––––––––––––––––37
The Gleam of a Cold Knife ––––––––––––––––43
Dead Man's Trail ––––––––––––––––––––––––––53
Across the Sea of Blood ––––––––––––––––––62
The Temple of the Spider ––––––––––––––––69
The Altar of the Skull ––––––––––––––––––––85
Fire in the Blood ––––––––––––––––––––––––94
In the House of Ashes ––––––––––––––––––104
City of Flames ––––––––––––––––––––––––––111
Epilogue ––––––––––––––––––––––––––––––––118
Multiplayer Messiah ––––––––––––––––––––128
The Archer ––––––––––––––––––––––––––––––134
The Assassin ––––––––––––––––––––––––––––140
The Warrior ––––––––––––––––––––––––––––146
The Priestess ––––––––––––––––––––––––––152
The Mage ––––––––––––––––––––––––––––––159
Stonehelm––––––––––––––––––––––––––––––166
Vradek’s Crossing ––––––––––––––––––––––172
Border Keep ––––––––––––––––––––––––––––177
Nelsham’s Scar ––––––––––––––––––––––––183
Nar-Heresh––––––––––––––––––––––––––––––189
© 2006 by Prima Games. All rights reserved. No part of
this book may be reproduced or transmitted in any form or
by any means, electronic or mechanical, including photo-
copying, recording, or by any information storage or
retrieval system without written permission from Prima
Games. Prima Games is a division of Random House, Inc.
Product Manager: Todd Manning
Editor: Christy Seifert
Editor: Amanda Peckham
Design: Kim Tran
© 2006 Ubisoft Entertainment. All Rights Reserved. Dark Messiah Might and
Magic, Might and Magic, Ubisoft, and the Ubisoft logo are trademarks of Ubisoft
Entertainment in the U.S. and/or other countries. Developed by Arkane Studios.
Valve, Half-Life, and Source are trademarks or registered trademarks of Valve
Corporation in the United States and/or other countries. Online mode developed
by Kuju.
All products and characters mentioned in this book are trademarks of their
respective companies.
Please be advised that the ESRB Ratings icons, "EC," "E," “E10+,” "T," "M," "AO,"
and "RP" are trademarks owned by the Entertainment Software Association, and
may only be used with their permission and authority. For information
regarding whether a product has been rated by the ESRB, please visit
www.esrb.org. For permission to use the Ratings icons, please contact the ESA
at esrblicenseinfo.com.
Important:
Prima Games has made every effort to determine that the information contained
in this book is accurate. However, the publisher makes no warranty, either
expressed or implied, as to the accuracy, effectiveness, or completeness of the
material in this book; nor does the publisher assume liability for damages, either
incidental or consequential, that may result from using the information in this
book. The publisher cannot provide any additional information or support
regarding gameplay, hints and strategies, or problems with hardware or software.
Such questions should be directed to the support numbers provided by the game
and/or device manufacturers as set forth in their documentation. Some game
tricks require precise timing and may require repeated attempts before the
desired result is achieved.
Acknowledgements
Joseph "Ulkaur" Boatman Glenn "Baene" White
Brian "Taeeren" Lentz
ISBN: 0-7615-5436-3
Library of Congress Catalog Card Number: 2006929729
Jon "Wuntvore" Fortner
Miki "Trelisha" Gain
Sean "Dragons" Stalzer
Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court, Suite 100
Roseville, CA 95661
1-800-733-3000
www.primagames.com
In Our Darkest Hour
You creep down the rickety stairs without the sound
of step or scuffle. Hidden behind your invisible
cloak, you quickly
slide past the open
door pouring out
torchlight and guttural
voices. Down the dark
hall, a burly orc
adjusts the rusted
sword hanging from
his leather armor.
Sneaking up behind
him, you slip your
dagger through the
back of his neck with
an assassin’s ease.
Your free hand catches his chin but fails to slam his
jaw shut. The orc’s death rattle echoes down the
hallways and the voices in the room beyond slow,
then stop. A sharp command ruptures the silence and
you hear clinking armor as five of the dead orc’s
comrades charge out the door and down the corridor
at you.
Visit strange places and otherworldly lairs after leaving Stonehelm.
You will face enemies beyond your
wildest nightmares.
White powder billows around the fallen orcs like a
morning mist. The gurgling liquid from one fractured
cask spills on an orc’s neck.
Too late you remember the orc you threw into the
shadows behind you. It sinks jagged teeth into your
shoulder and slaps aside your sword. A second attack
smashes into your head and sends you reeling to the
ground.
The room spins. You have no sword. No dagger. The
orc splits a grin that says he’ll enjoy chewing on your
bone marrow and sharing your entrails with his
friends.
Concentrating just enough to remember the
incantations, you fire a magical Flame Arrow between
the orc’s eyes. It kills him before the stunned eyes
truly understand that they’ve been beaten by a
“defenseless” human.
Some of the largest foes dwarf you in size, but not in spirit.
You barely have time to taste the musky sweat in the
air and see the gritted teeth when you drop your
dagger for a warrior’s sword and cut a gut-spewing
swath through the first two.
More come at you. Heaving the closest one—his
yellow nails claw at your shoulder looking for a hold—
you send him back into the shadows to the rear, then
swing upward over the head of the next orc. You have
no hope of finishing them all in a fair fight, so you
slash at the wooden plank supporting a line of shelves
above their heads. The shelves splinter and crumple
under the weight of the casks and moldy flour sacks
tumbling to the stone ground.
Expect support from human guards and wizards.
That’s just a small taste of what it’s like to be the all-
in-one fantasy hero in Dark Messiah: Might and Magic.
From the warrior’s skills of sword-swinging combat to
the stealthy reconnaissance of an assassin to the big-
bang effects of the spell-casting mage, you play each
fantasy class at once, unlike most other games where
you are forced to choose and master a single class.
Prepare to journey into the exciting story of the
Might and Magic universe, where Vampire Lords meet
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In Our Darkest Hour
necromancers and the fate of the world rests on one
man’s shoulders. When evil threatens to plunge life as
we know it into darkness, a champion will emerge to
fight for the light: you.
Beginning with “The Tutorial,” you receive a
complete walkthrough of each game level. What’s the
best route through the chapter? Which objectives
unlock skill points? Where are all the magic items
hidden? Everything you need to ace each story chapter
falls in these info-packed pages.
You or the enemy will take wounds; there’s no way around that.
How to Use This Guide
From dark corridors to dawning skies, you will be called upon to use
everything at your disposal to stop the threats to Ashan.
Finally, our extensive multiplayer section begins
with the “Multiplayer Messiah” chapter. Deathmatch,
Team Deathmatch, and Campaign modes are vastly
different from the single-player game, and here you’ll
find all the secrets to precision multiplayer action. You
get dedicated chapters on each
of the five multiplayer
classes—archer, assassin,
warrior, priestess, and mage,
with tips from the Frag Dolls
on playing as each—plus full,
location-by-location map
tours of each of the game’s
five multiplayer zones.
Don’t log into a giant free-
for-all without it.
Beat dungeon monsters and you can expect treasure.
The first part of this guide provides you with the basic
strategies for combat, spell casting, and adventuring.
In “Combat and Tactics” you’ll discover what to do,
and not do, in the heat of battle, and the next chapter,
“Skills,” showcases the ultimate skill progression for
certain play styles and class packages. The remainder
of the early chapters give you detailed lists of
weapons, armor, magic items, and the monsters in the
world of Ashan.
Your spirit guide Xana sometimes clashes with your other allies in
the game.
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Combat and Tactics
A heavy burden has fallen on your shoulders. Master
Phenrig has entrusted you with the Shantiri Crystal,
an object that many powerful adversaries want in
their hands. Getting the Shantiri Crystal to the wizard
Menelag in Stonehelm is but the first part of a long
quest that will ultimately save or damn the world.
That’s both good and
bad. On the negative side,
you have to become profi-
cient in many different
abilities. That means
practice, practice, and
practice some more. Don’t
get frustrated if you don’t
master a skill immedi-
ately—as the game
progresses, you have a lot
of abilities to develop! The
good news is that you can overcome any challenge
with your adaptable talents, especially if you keep a
few skill points in reserve to spend on a skill you really
need. For example, if you gain the Bow of Winter’s
Breath and want to wield its power, spend the points
for Archery 2 and suddenly you can fire those freeze
arrows. Hitting your target is another matter altogether.
You can never predict what
situations you’ll be in and what
skills you will need.
Phenrig sends you out into a world of deadly peril.
It’s not every day that you control the fate of the
world. And not every adventurer is up for the
challenge. Before you die to a spider bite or roll over
to a black guard sword, you had better bone up on
your combat maneuvers and battle tactics. Put in a
few minutes of studying here and it will last you a
lifetime in Ashan.
Move Those Legs
All-in-One Adventurer
From zombies to goblins, be prepared for a workout.
You must prepare for all sorts of exotic challenges as an adventurer.
Zombies move about as quickly as a statue. You can
almost stand still and dodge them. That’s not true for
the rest of the monster field. Unless you want to watch
your health meter drop and drop, you need to learn
how to dance.
Dark Messiah encourages you to pick and choose skills
that are simultaneously fun to play and help you
overcome your current challenges in the game. Forget
about being just a warrior or a mage or an assassin.
No matter how much you specialize, you will always
have skill points left over to spend on talents outside
of your area of expertise.
Think of combat as a marathon, not a sprint. Don’t
rush to inflict damage on a monster if it means
receiving damage back. Preventing damage is your
first priority.
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