"Sword and Magic 10": the passage, plot, description and characters characters, graphics and system requirements

Back in 2014, the next game “Sword and Magic 10” was released, which became the last in the series. It was expected the resurrection of old ideas, a rethinking of gameplay and updated graphics. However, it turned out the opposite. Many dissatisfied reviews, disappointed fans and the final death of the once great epic. But there were heroes who went through this creation to the end. It is thanks to them that people can now familiarize themselves with the passage of "Might and Magic 10". In order not to spoil the impression of the game, only group selection, 1 act, as well as the most difficult dungeons with which players usually have problems, will be considered.

Character selection

The birth of heroes

The game features only 4 races, but they affect the available pumping options. People, gnomes, elves and orcs. The player can choose for each 1 of 3 classes - warrior, mage, hybrid. However, in this case, most players do not recommend the use of "clean" classes and shooters, since they are "useless." So what should be the perfect party?

  1. Crusader Man (hybrid). It is an excellent tank with a hem. May become a grandmaster of heavy armor, sword, secret discipline (magic defense) and light magic.
  2. Orc hunter (hybrid). It can become a grandeur of stamina, evasion, and magical defense. Mastery of air magic and maces. Unfortunately, it uses only light armor and shields at a basic level. The basis of his survival is a large stock of health and evasion. If desired, can be replaced by a gnome-protector (warrior). It can become a grand ax, heavy armor, shield and military affairs.
  3. The magician man. The only one able to learn black magic. He uses the spells of any school, but is particularly successful in the spell of earth, darkness and the primordial. Not able to use armor, and “passive” skills do not even reach the master level. If you need survival, you can replace it with an elf-druid. But so the party will lose the dark school spells and fire. And that means “Whispering Shadows”, showing secret passages.
  4. The last slot should be used at will. Can be left under any gnome (warrior or hybrid).

However, it is definitely not worth taking classes specializing in shooting - an elf (warrior or hybrid). In this game, the most important part is the heroes. The passage of “Might and Magic 10” is such that at some point the group risks being in the middle of the plot incapable of resistance.

Sorpigal

This city has nothing to do with its "twin" of 6 parts. In addition, the passage of "Might and Magic 10" begins here. You need to do the same thing here as when you first visited any city:

  • go around all the buildings for quests and information about teachers;
  • search the back streets for chests and barrels;
  • Sell ​​unnecessary trash from inventory;
  • purchase potions;
  • pass the assignment.

If you go around the whole town, then the following entries should appear in the list of tasks:

  1. Lost Sheep.
  2. Flowers for the fallen heroes.
  3. The robbers.
  4. Bestiary of Yassad.
  5. Smugglers Cove.
  6. Spiders in the well.
    Sorpigal Walk

Having finished sightseeing, the party advances to its first dungeon - “The Well with Spiders”. It belongs to the corresponding task. Also in the dungeon will be found "Smugglers' Bay." After opening the quest chest, the monsters will attack the heroes. The dungeon itself is not too complex and linear, but it is worth remembering that spiders are very poisonous. Before the campaign, you should buy green potions, or try to shoot monsters from afar. Upon returning to the city, it will be necessary to pass both tasks and get the quest "Extinguished Lighthouse".

Aegin Peninsula

You can go here from the starting city. But do not rush to tasks. One of the main tasks in completing “Might and Magic 10” is to level the group. This location is ideal for this. The stripping procedure is as follows:

  1. The plain between the entrance to the city and the bay.
  2. The den of thieves in the west.
  3. Ash Hills (in the center of the map is the quest altar).
  4. The valley around the castle in the north.

It is advisable not to miss a single chest. For restoration, it is worth using either fountains (once a day) or supplies. In "Dangerous Caves" is not necessary to go. But you can visit another location.

The passage of the "Mysterious Crypt" in "Sword and Magic 10" is not considered very difficult. This is just a little mystery. It is enough for the player to turn all torches in the center of the room, pressing tiles on the floor. To do this, "enter" the following combination:

  1. Click on the right tile once.
  2. Two times to the left.
  3. And three times to the far.

After completing the passage of the “Mysterious Crypt” in “Sword and Magic 10”, the player receives the first artifact in the game - “Sacred Sandals” (Titan Gaiters).

Lair of thieves

The second serious dungeon. Here, the player will need even more antidote potions, as local opponents can shoot poisoned shells. You will also need the Whispering Shadows spell, studied by adepts of fiery magic. It will allow you to see the hidden doors. The location itself is not too confusing.

Spiders under the city

Important: all directions are indicated when looking at the map:

  1. Immediately to the left of the entrance is a room with a chest.
  2. Symmetrically from her room with a quest key.
  3. Next you need to move down.
  4. First, turn right. On the left hand there should be a secret move with a chest.
  5. Passing straight, the player will be taken to the room with the teleport book to the "Remote Star".
  6. Returning to the place with a cache, you need to go down. At the end of the corridor is a treasure room.
  7. Then you can go to the left side of the dungeon. On the right hand is another cache with a lever. By clicking it, you can safely go down.
  8. On the left is a room with a chest. Opens with a lever in the cache.
  9. To the right is a chest and a transition to the lower floor.

The second floor is much simpler:

  1. To the right of the entrance is a room with a barrel.
  2. A little further to the left - 2 chests.
  3. Having walked along the “linear” corridor, at the fork first you should look to the right to the next treasure.
  4. Return to the fork and continue in a straight line up to the end. Do not miss the lever. At the end there will be a chest.
  5. Return to the bend and move left.
  6. At the end there will be a room with a boss and a quest chest.

On this passage of the “Lair of Thieves” in “Sword and Magic 10” can be considered completed.

Lighthouse

Having pumped "in the field", passing the assignment, you can go to the lighthouse along the storyline. If a player’s group has raised several levels earlier, then difficulties should not arise.

  1. On the ground floor you can find a chest and a barrel. If you go from the exit from the floor down, the party will stumble upon a quest NPC, next to which there is a cache.
  2. On the second floor there is also a chest and a barrel.
  3. The third stage will require pressing two tiles at different ends of the location. There is a secret passage in the left corridor.
  4. On the top floor, the group will meet with the boss. You must stay away from the edge of the site, otherwise the monster will throw off the heroes. In addition, it deals damage to all characters at once, so it’s worth using massive protective spells.

Next, the "party" returns to Sorpigal for restoration and delivery of tasks.

Mysterious crypt

Portmeiron

Continuing the passage of the game "Sword and Magic 10", the group goes to the local governor, but even such a trivial task turns into a test.

  1. There will be few forks on the ground floor. It is recommended that you first visit the tunnel left of the entrance, then the right one. Be careful, there will be a secret move near the lever.
  2. The second floor is simply huge. It is recommended that you simply go around it, collecting all the treasures. Do not miss the secret room. Use Whispering Shadows. In it will be the key to the locked door with a book. At the end of the dungeon is a room with levers. There are three of them, so choosing a combination is not difficult.
  3. On the third floor without surprises. 3 chests, a barrel, a book and a boss.

Thus ends the first act of the game. After talking with Morgan, complexity will increase exponentially.

Door splinters

The first quest that the player will have to face in Act 2 is "The Forge of the Elements." Passing "Might and Magic 10" as a whole will allow you not only to complete the story quest, but also to receive the blessing of Shalasy, which gives you the opportunity to walk on water and get to some interesting points in the game world. Therefore, it is initially recommended to visit some places and collect all the "keys".

  1. Shard of the Earth. The group will receive it in the story quest when they first move to the Forge.
  2. The Water Shard must be sought in the Abandoned city at level 4.
  3. The Shard of Light is stored in the Falagar mansion on the 2nd floor.
  4. Shard of the Wind in a skull cave at level 2.
  5. The Shard of Fire, again, in the Abandoned City is only at stage 3.
  6. Shard of Darkness in Kartal Prison.

Having collected all the items, you can safely go to fulfill the plot.

Nagi in the lighthouse

Elemental Forge

The passage of the forge is not too confusing. The group will appear at level 3 of the catacombs. With each transition of enemies there will be more and more, so you should prepare for serious resistance. Since most corridors are straightforward, it’s enough to give only a list of caches at each level so that the player knows what to find:

  1. On the 3rd floor you should look for 2 chests, a barrel, a book and a key. Another chest can be found in the "Area of ​​Light".
  2. The second floor is a bit larger. It has 3 secret moves. Behind the first one is a master teacher of Strengthening Magic. 2 move close by, and a chest behind it. The third move near the door to the "Water Area".
  3. On the ground floor you can take a book and a chest. In the "Field of Darkness" hidden chest. Also in the "Area of ​​the Earth" there is a barrel and a treasure.

That's all. Opening the quest door, the party will face the golem boss. He hits one target, but can put the whole group to sleep. For battle, you should stock up on scrolls to remove spells. You can find them right there as you progress through the dungeon.

"Unknown Peninsula"

One of the most unpleasant quests for "superficial" players. If a person does not like to read books and notes in the game, or simply inattentive, then he is unlikely to be able to answer all the questions of this quiz himself. Also, the game does not have a detailed study of the world. So here is a list of answers:

  1. The name of the bay is Tyria Bay.
  2. The river in Kartal is "Navia".
  3. The name of the lake on the island is "Eye."
  4. The rocky coast is Mentil.
  5. North Sea - "Iris".
  6. The old name of the land is Malin.
  7. East Forest - Shady Forests.
  8. Songs of the Wind - Weisslin.

The heroes will be rewarded with 1,500 experience and an artifact. Thus, in “Sword and Magic 10” the passage of the “Unknown Peninsula” is nothing serious.

Extinct dragons

Questions and answers

Another unpleasant moment is the Tower of Riddles. The passage of "Might and Magic 10" may come to a standstill if you do not answer some rather interesting questions. The group gets into this dungeon on two quests - "Promotion to the Archmages" and "Forbidden Saga". The player should not expect strong resistance in the face of monsters, however, most caches and chests can be opened only by solving puzzles:

  1. The first floor has the shape of a square. In each corner are parts of the code from the door to the second floor. Chests can be found behind three secret doors. The answers to the riddles are the following: "Cloud", "Death", "Nothing." Near the exit you can find the quest book "Night of the Destroyer". The answer is "Age."
  2. In the second stage, the corridors are "linear". The first test will be pressure plates. The order of passage, if you face them, is the following - WDAWAWDDA. In front of this room you need to visit the cache with a chest. Then there will be a room with traps. Entering the room, you need to turn left and go along the wall, but do not become right at the corners. In the last passage in the cache is another mystery. The answer is "Coin."
  3. Bypassing 3 floors can be done in a straight line. From the entrance you need to go straight to the stop, not forgetting the barrel along the way. Then to the left and to the end to the statue on the quest. She needs to answer - "Fear." Then go up the map. The group will run into a cache with a chest and a flute. Then you need to leave the cache and to the right to the stop - on the left there will be another cache with the answer to the riddle - "Mushroom". Immediately you can find a grandee teaching "Primordial Magic". You should leave through the upper corridor, in which you can find the relic.

System requirements

If the player is worried about whether he starts the “Sword and Magic 10”, then he should calm down. Despite the year of release, it is very difficult to find a PC that does not pull the game. Below is the required configuration.

System requirements

General tips

This completes the description of the passage of "Might and Magic 10. Legacy". Yeroys can survive and complete their journey only with the help of the player and careful pumping. In order not to discourage interest in the plot and the game, to enable people to independently explore the new world, only general tips for passing will be given below:

  1. Carefully inspect each area. It is never known in advance where to find a treasure or a cache.
  2. Kill everything that moves. The flow of experience is severely limited, monsters are not restored. Therefore, the player is forced to get every grain.
  3. If during the first act there is a feeling that the party is too weak, then perhaps you should start again with other game classes.
  4. You should not climb headlong. If the first monster in the dungeon is too strong, it is better to leave and return later.
  5. Elixirs are life. In the previous parts of the game they did not play such an important role.
  6. Carefully consider pumping. What skills are needed now, which ones later.
  7. Learn spells. More than half of them will never come in handy. It's a shame to spend money on unnecessary things.

Source: https://habr.com/ru/post/E6905/


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