Might & Magic 9
Submitted by: conner54
When entering the locked door on the Isle of Ashes, open the chest to
the right, just inside the door. Do not click on the book -- this will
take you to the next part of the game. Instead, go back through the
door and enter the Verhoffin Ruins. Do not enter the doors. You are
not strong enough to kill the skeletons in there. While in here, go
down the hall and around the corner to the end and open the chest.
Take everything and leave. Go back to the now opened door and look at
the chest. It should now be closed. Re-open it and take everything.
Go back to the ruins, leave ruins, go back to chest, and the chest
will be closed again. Keep going backwards and forwards collecting
items from same chest.
Note: This was done with the v1.2 patch of the game.
Go to Thjorgard Training Hall. Fall down the chandelier and go west.
Break the crate where the black chest is located and get the artifact.
Leave through the door with all the lizards and return. A different
powerful artifact will be there every time.
This is hex cheat so use a hex editor. First save the game and open your
saved game using hex editor. There are two files for saves, you need to
open one with extension of HDR (i.e. joker.hdr)
1. Health & Mana: If your max health is 40, then look for e8 00 00 28.
Now, if you want max health to be 296, change it to e8 00 00 28 01. Your
current health is after 3 pairs of 00s after your health. That is, if
your spell point is 40, then it's e8 00 00 28 00 00 00 28 and last 28
is your mana. Your max mana is again located after 3 pairs of 00s from
your current mana.
2. Your Stats: If your first two stats are 1 1 then look for
01 00 00 00 00 01. Other stats are located after 4 pairs of 00s.
3. Weapons: It's located right after your stats. The order of weapons
are blade, cudgel, bow, spear, thrown, unarmed combat. The space between
weapons are 3 pairs of 00s. For example, if your weapons are blade &
cudgel, then hex would be the first 01 00 00 00 01 after your stat. If
your weapon is cudgel & bow then your hex would be
00 00 00 00 01 00 00 00 01
4. Defense: It's right after weapons and it's located after 3 pairs of
00s from last weapon (unarmed combat) The order is armor, dodge & shield.
The spacing between them is 3 pairs of 00s. (i.e., if your armor and
dodge are 1 & 1, then hex is 01 00 00 00 01)
5. Magic: It's located after 3 pairs of 00s from last defense (shield).
The order is Elemental, Dark, Light & Spirit. The spacing between them
is 3 pairs of 00s.
6. Specialty: Again it's located after 3 pairs of 00s from last magic
(spirit). The order is ArmsMaster, DisarmTrap, Merchant, Perception,
Item Repair, Identify Item, Identify Monster, Body Building, Learning
& Meditation. The spacing between them is 3 pairs of 00s.
First, enter the house through the broken window after the climbing the
stairs. Open the door and go forward. Ignore the sleeping guards. Open
door directly in front Keep on going forward until you see the baron, then
run right, then forward. Next, turn left and jump down on top of the books
helf. Once there, you are invincible unless you go down or duck. Use your
ranged attacks on the baron and all his guards that are in sight. They
have no ranged weapons and you can keep attacking the baron until he dies.
This may take at least five minutes, as you are still relatively weak when
compared to him. After you have killed all the alarmed guards, go down and
get all the goods (sacks). Finally, exit this room through the door to the
left of the bookshelf. Shoot the single guard there and kill him. Escape
the house through the front door.
Relieve the late gurad in Guberland:
Use the following trick when in Guberland and you are stuck with a mission to
become mercenaries and must relieve the late guard. If you have already killed
him and he disappeared, jump into the ocean and swim to the right until you
cannot go any farther. A live guard should be stuck in the corner, walking
nowhere. Kill him, use the town portal, and return outside. He should be back
at the dock. Note: Sometimes he has very good armor; kill him as much as you
Exploit - Starter's Chest:
When you are at the first area when you need to find a way off the island, you
can exploit the game to get infinite items.
There is a chest in the room were you touch a book to escape the Island. Before
you touch that book, take all items, spells, skill books etc. in the treasure
chest and go in to the dungeon ruins. Leave the ruins and go back to the chest.
The items inside it should have respawned.
You can repeat this feat as many times as you desire to get a slight head start
early in the game.
In the Dragon's Lair in Lindisfarne, there are two Black Chests behind the King
Dragon. Run past him and collect the chests without killing him. Leave, and they
will be refilled again if you return. The Dragon King hits hard. It is recommended
that you buff your party with spells and saving every time before you go in.
This is faster than the Training Hall method, because there are two chests and
they are easier to find.
There are two chests in the area where the old woman will give you the Dragonfly
quest. One is at the end of the Dragonfly Cave and the other is inside the keep
(door which could not open). Go inside the ruin castle and exit to get to the
loading screen. Those chests will now be reset and filled with items, spells,
skills, and items. This can be repeated as many times as needed.
Note: This was done with v1.0 of the game.