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Submitted by System on 09/03/2006, 09:50. Print file.
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P D Tari's

Guide to

Magic & Mayhem

VERSION 0.3

Last updated: 22 October 2001

AN RPG/STRATEGY GAME FOR THE IBM PC
Email: PDTari@hotmail.com


The latest version of this guide can be found at www.gamefaqs.com


========
WELCOME
========

Welcome to my guide for Magic & Mayhem (known as "Duel - The Mage Wars" in
US) I've played this game and have really enjoyed it, so I thought I'd
write a guide for it! So why, you might ask, I decided to write a guide
for the game that was released two years ago (about 40 in game-years)? Few
reasons... Firstly and foremost it is a great game that is fun to play.
Secondly it is freely available for download from freeloader.com site
(first 14 episodes last time I checked - could be more by the time you're
reading this). Thirdly if you are keep getting beaten in all those
multi-player RTS games (or just need to polish your RTS skills) Magic &
Mayhem will be the perfect tutor for you since it has some elements of RTS
(but you can pause it any time). And finally, a full 3D sequel called "Art
of Magic: Magic & Mayhem 2" comes out soon so we better get ready.

I hope you enjoy it as much as I enjoyed writing it! Have fun!


==============
GUIDE HISTORY
==============

Version 0.1
Began the guide.

Version 0.2
Continued walkthrough.
Edited most of the sections
(see My Thoughts section)
Started Spells list

Version 0.3
Completed the first island.
Updated most of the sections.
Added Creatures section.


======================
WHAT'S IN THIS GUIDE?
======================

Introduction
Walkthrough
Shortcuts
Battle Tactics
Spells
Creatures
Frequently Asked Questions
Feedback
My Thoughts
Thanks
Disclaimer


=============
INTRODUCTION
=============

This guide was not designed to restate Grimoire (which worth reading) or
the manual but rather provide you with useful information about the game.

The game has four levels of difficulty: Initiate, Apprentice, Adept and
Wizard. The main differences are the number of hostile creatures you meet
and extend of enemy wizards using AI.

If you played recently released "Sacrifice" you should feel pretty
comfortable playing this game (in one of the missions you even get to
sacrifice one of your creatures). The main differences between those two
are:

1. Might & Magic uses overhead view (Diablo style) so it is easier to get
into (no camera rotating required) and more fun to play.

2. You don't need souls to summon creatures so you can have as many as
your Control Limit allows (which can be increased between the mission).

3. You can change your set of spells any time between the mission by
rearranging the ingredients in your talismans.

4. You get to summon familiar creatures (like Zombie, Faun, Elf and so
on).

5. If your wizard killed you fail the level.

A thing to note about creatures in the game is that they get an experience
and can gain status of Lord - denoted by the silver halo over the creature
head or King denoted by the golden crown. Lords gain 50% increase in all
their stats and Kings gain 100% increase and can subvert enemy creatures
of the same type by attacking them. The amount of experience a creature
gets depends on the creature it is attacking. The highest experience is
received when attacking enemy wizard.

Mana Sprites are randomly generated starting from the third mission.


============
WALKTHROUGH
============

FIRST ISLAND


Forest of Pain

Achievement Experience Points

Talked to Camulos. 10
Defeated Camulos. 40

Total Experience Points Gained: 50 / 50

Notes: If you play this level on Initiate Hermes The Crow will give you
mini-tutorial. Follow the brown-brick-road to the Place of Power and
occupy it (by any means necessary). Cross the bridge (with a few Zombies /
Brownies to keep you company), continue to follow the road, find the
wizard and send him into the next level. Here's the tricky part - it is so
easy to just send your creatures to deal with the enemy wizard, but this
way you'd lose 10 point. You have to talk to him first by getting your
character close enough to him. Finally enter the portal and be on your
way.


The Plains of Greenhenge

Achievement Experience Points

Talked to Regus. 10
Killed Camulos. 60
Found Tincal. 40

Total Experience Points Gained: 110 / 110

As the mission starts grab the Mana Sprite and follow the road the Hermes
showed you as fast as you can. Talk to the unicorn (I am serious) and when
you get to the enclosure with two huts and Place of Power in the middle
summon as many creatures as you can. Send them to clear the place. You can
use the huts to hide from the Storm (at least until the roof holds). When
done - put one of your creatures on the Place of Power and couple to guard
it. And don't forget to pick up any goodies you find inside the huts.

Near the entrance to the enclosure you'll see a sign - follow it and you
should arrive to the Stonehedge. Capture the Place of Power in the middle
of it. Camulos (never say "die") should be nearby - finish him and pick up
the Tincal he drops. When you enter the portal the level will end.


Fiddler's Green

Achievement Experience Points

Received the Syrinx Pipes. 10
Stole the Clover. 30
Killed Yeoric. 60

Total Experience Points Gained: 100 / 100

In this mission your mage seems to be unusually evil (correct me if I'm
wrong). Here's a rundown... You meet Yeoric who runs a tavern - a kind of
safe-heaven where all creatures big and small can live in peace.
Apparently your uncle passed this tavern and gave Yeoric a Clover as a
present. You ask him to give the Clover to you, but receive Syrinx Pipes
instead. :( So what do you do? You steal the Clover and kill everyone in
the tavern (and the area for that matter) including Yeoric. Poor Yeoric...

You start this mission with a bunch of Redcaps attacking you. Summon some
fighters to dispatch the attackers and pick up the goodies in the huts.
Next go to the tavern as Hermes showed you and talk to Yeoric. After he
gives you Syrinx Pipes leave the tavern (don't attempt to occupy his Place
of Power or he will attack you) go around the back and summon a creature
with hands inside the storage area to pick up the goodies. Next stop - the
big bridge. As you pass two parallel bridges you can send some of your
creatures to occupy an undiscovered Place of Power. Fight your way through
the bridge open both chest and occupy the Place of Power. Now it is
Yeoric-killing-time - I recommend a bunch of bats because they are fast
and flying.


The Village of Joseph of Arimathea

Achievement Experience Points

Summoned grail knights. 10
Allied with Twigkindle. 10
Found campaniform bell. 10
Killed Urfang. 10
Defeated Lutheron. 40

Total Experience Points Gained: 80 / 80

I recommend bringing a Unicorn summon for this mission - simply because
they work so well against undead. As the mission starts you find yourself
in the Zombie village - leave it by any means necessary.

Next you can go to the Brownie village and ally yourself with their king
Twigkindle (which is done automatically as you enter the village), occupy
his place of power and get the bell from the chest in one of the huts - as
the game intended. At this point Hermes will inform you about an old
church with a Place of Power and a scroll go there to get your grail
knights.

Alternatively you can summon grail knights first since Urfang - the evil
hellhound lord will be released not long after your alliance.

A word on grail knights (who basically a really tough Skeletons with a bad
attitude). To summon them cast one of your creatures on the altar next to
the scroll and kill it. And don't use the bell since it will paralyze your
grail knights or Zombies too.

By now you should be all set for an Urfang hunting trip (don't forget to
leave some bodyguards for Twigkindle - if he dies you fail the mission).
When the hellhound done for - seek and destroy Lutheron.


Apple Tree Orchard

Achievement Experience Points

Disabled trap. 10
Freed Percival. 20
Killed Lutheron. 50

Total Experience Points Gained: 80 / 80

As the level starts you find yourself in a trap. Get close to the fence
and summon creature outside it. Tell it to stand on the trigger - this
should remove the inner fence. If you approach the door you will be told
that it can only be opened from outside. Go to the window and summon some
creatures on the outside (preferably with the hand so they can pick up the
goodies) and send them to free Percival by standing on a trigger near his
hut - Hermes will show you were it is.
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Other files from this game:
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  2. Magic & Mayhem FAQ by System on 09/03/2006, 09:50
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