This is a sub-page of Might and Magic VI: The Mandate of Heaven.
Unused Map Events & Lines#
New Sorpigal#
Tossing Coins Into Well
A simple script that isn't used by any of wells; it takes gold from player until he has empty pockets and gives nothing in exchange:
event 210
Hint = str[10] -- "Well"
0: Cmp {"Gold", Value = 10000, jump = 8}
1: Cmp {"Gold", Value = 5000, jump = 12}
2: Cmp {"Gold", Value = 1000, jump = 16}
3: Cmp {"Gold", Value = 500, jump = 20}
4: Cmp {"Gold", Value = 100, jump = 24}
5: Cmp {"Gold", Value = 50, jump = 28}
6: Cmp {"Gold", Value = 40, jump = 31}
7: Exit {}
8: Subtract {"Gold", Value = 1000}
9: SetMessage {Str = 9} -- "Your purse feels much lighter as you foolishly throw your money into the well."
10: SimpleMessage {}
11: Exit {}
12: Subtract {"Gold", Value = 500}
13: SetMessage {Str = 9} -- "Your purse feels much lighter as you foolishly throw your money into the well."
14: SimpleMessage {}
15: Exit {}
16: Subtract {"Gold", Value = 100}
17: SetMessage {Str = 9} -- "Your purse feels much lighter as you foolishly throw your money into the well."
18: SimpleMessage {}
19: Exit {}
20: Subtract {"Gold", Value = 50}
21: SetMessage {Str = 9} -- "Your purse feels much lighter as you foolishly throw your money into the well."
22: SimpleMessage {}
23: Exit {}
24: Subtract {"Gold", Value = 10}
25: SetMessage {Str = 9} -- "Your purse feels much lighter as you foolishly throw your money into the well."
26: SimpleMessage {}
27: Exit {}
28: Subtract {"Gold", Value = 5}
29: SetMessage {Str = 9} -- "Your purse feels much lighter as you foolishly throw your money into the well."
30: SimpleMessage {}
31: Exit {}
end
Unused Lines
"Abbey of the Sun"
An old name of a New Sorpigal Temple, unused Guild of Light or another dungeon? Who knows.
"There doesn't seem to be anymore apples."
After picking an apple trees don't react anymore
"New Sorpigal Temple"
Unused line that could appear on temple's signboard; however none of the temples in the game have a signboard
Castle Ironfist#
Armageddon Bridge!

This event was triggered when the party stepped on a tile before the bridge in Castle Ironfist. The order of events was: 1. Armageddon spell was cast on limited area (above the party head?) to the right and to the left of the bridge. However for some reason this specific spell can't be triggered by event.
2. Player was asked to pay 100 gold for passing and:
- if agreed, he could pass and event deactivated
- if he disagreed, another question was asked:
a) if he agreed a group of 5 Lizardmen Archers was summoned instead and after defeating them player could pass and event deactivated
b) if he disagreed, a player would be teleported before and over the bridge and after falling on the ground event would be still there
event 210
0: Cmp {"MapVar4", Value = 0, jump = 13}
1: CastSpell {Spell = 98, Mastery = const.Novice, Skill = 1, FromX = 5784, FromY = 11584, FromZ = 512, ToX = 5784, ToY = 11584, ToZ = 0} -- "Armageddon"
2: CastSpell {Spell = 98, Mastery = const.Novice, Skill = 1, FromX = 4312, FromY = 11600, FromZ = 512, ToX = 4312, ToY = 11600, ToZ = 0} -- "Armageddon"
3: SetMessage {Str = 7}
4: SimpleMessage {}
5: SetMessage {Str = 12}
6: SimpleMessage {}
7: Question {Question = 8, Answer1 = 9, Answer2 = 9, jump(ok) = 9}
8: Question {Question = 8, Answer1 = 10, Answer2 = 10, jump(ok) = 14}
9: Cmp {"Gold", Value = 100, jump = 17}
10: SetMessage {Str = 11} -- "Well"
11: SimpleMessage {}
12: MoveToMap {X = 4856, Y = 10288, Z = 0, Direction = 500, LookAngle = 0, SpeedZ = 0, HouseId = 0, Icon = 0, Name = "0"}
13: Exit {}
14: SummonMonsters {TypeIndexInMapStats = 1, Level = 2, Count = 5, X = 4920, Y = 12976, Z = 0}
15: GoTo {jump = 18}
16: Exit {}
17: Subtract {"Gold", Value = 100}
18: Set {"MapVar4", Value = 0}
end
NPCData.txt contains this unused NPC, most probably he was asking a player on the bridge to pay a trewage. He used the same portrait as The Hermit on the Mountain.
Arius Peleth Toll bridge NPC
Hidden Wall
Part of the wall of the Ironfist Castle would become invisible and untouchable, but there is no further information why.
event 220
0: Cmp {"MapVar9", Value = 1, jump = 4}
1: Set {"MapVar9", Value = 1}
2: SetFacetBitOutdoors {Model = 1, Facet = -1, Bit = const.FacetBits.Invisible, On = true}
3: Exit {}
4: Set {"MapVar9", Value = 0}
5: SetFacetBitOutdoors {Model = 1, Facet = -1, Bit = const.FacetBits.Invisible, On = false}
end
event 221
0: Cmp {"MapVar14", Value = 1, jump = 4}
1: Set {"MapVar14", Value = 1}
2: SetFacetBitOutdoors {Model = 1, Facet = -1, Bit = const.FacetBits.Untouchable, On = true}
3: Exit {}
4: Set {"MapVar14", Value = 0}
5: SetFacetBitOutdoors {Model = 1, Facet = -1, Bit = const.FacetBits.Untouchable, On = false}
end


Snow Falls
There is only one type of snow in M&M6 (EffectId = 0), however this event would stop a second type of snow from falling (EffectId = 1, probably snow falls in different lands had assigned different Id's). It's bound with teleport in the middle of Arena with Lizardmen.
event 203
Hint = str[3] -- "Keep Off!"
0: SetSnow {EffectId = 1, On = false}
1: MoveToMap {X = 17920, Y = 14344, Z = 2080, Direction = 1024, LookAngle = 0, SpeedZ = 0, HouseId = 0, Icon = 0, Name = "0"}
end
Unused Houses and Locations
There are 2 events bound to 3 unused houses: event 83 with empty house 257 assigned to Blackshire. Event 71 leads to two separate houses: of Roxina Smolenska (house 427) and Peter Ivanovich (house 432).


There are also unused events leading to Castle Newton (which is located on Misty Islands) and Initiate Guild of Fire.
Unused Trade Signs
"Fine Blades", "Metalweave Armory", "Eye of Newt", "Royal Gymnasium" and "The Eagle's Eye" shops have events made specifically for displaying shop's name when hoovering cursor over trade sign.
Temple of Baa#
Haunted Souls
Activating this event should cast Mass Curse spell on the party. It could be avoided with just 1 point in Perception skill.
event 26
0: ForPlayer ("All")
1: Cmp {"PerceptionSkill", Value = 1, jump = 5}
2: Cmp {"Cursed", Value = 1, jump = 5}
3: CastSpell {Spell = 91, Mastery = const.Novice, Skill = 10, FromX = 0, FromY = 0, FromZ = 0, ToX = 0, ToY = 0, ToZ = 0} -- "Mass Curse"
4: StatusText {Str = 19} -- "The haunted sounds of tortured souls assail your ears."
5: Exit {}
end
Unused Lines
"You scoop away a handful of someone's hopes and dreams."
"You toss a few coins into the fountain."
Shadow Guild Hideout and Temple of the Fist Drinks#
Unused strings of text
Scripts for these dungeons contain a bunch of strings with a note "removed". Seems like only a few barrels were going to have a positive effect, and drinking from too many barrels was goin to end bad:
str[5] = "(removed) White Wine"
str[6] = "(removed) +1 Luck Permanent"
str[7] = "(removed) +4 Endurance Temporary"
str[8] = "(removed) Hic"
str[10] = "(removed) Suspicious Floor"
str[11] = "(removed) Deleted"
str[12] = "(removed) +10 Hit Points Temporary"
str[13] = "(removed) Stout Malt Ale"
str[14] = "(removed) You're too drunk to find the barrel!"
The same applies for the non-interactive kegs in Temple of the Fist:
str[12] = "(removed) The keg is empty"
str[14] = "(removed) Keg"

An event 11 is assigned to the kegs, however it looks like it's just early, unfinished event for the Evil Crystal.
Bootleg Bay#
Places to look for Prince of Thieves#
In Bootleg Bay's scripts there is this string:
str[3] = "Place Holder for Prince of Thieves. Paul needs to provide this."
It looks like looking for a Prince of Thieves was going to be a more complex mission and Prince of Thieves was running from player all around Enroth.
Free Heaven#
Removed Entrances Event 153 suggests that there was possibility to open Oracle's conversation directly from Free Heaven, without entering dungeon.
There is additional entrance to Castle Temper's Throne Room (event 48), however it doesn't open conversation with Osric Temper, it only shows transition screen of Throne Room's door.
"Enterprise"#
In the middle of a lake South from Free Heaven there is an empty dock. 2DEvents reveals name of a ship, that could be found here - "Enterprise" and that it could transport a party to all of the lands of Enroth:
Any outdoor area,"Where to?", set to start location,1 (name of map to teleport)
Free Heaven events do contain entering Enterprise event No 52, however it has rather normal travel schedule: on Mondays, Wednesdays and Fridays it could let the player sail in 2 days to New Sorpigal or Castle Ironfist and on Sunday it allows visiting Volcano (Gharik's Laboratory) after 14 days journey.
Silver Cove#
Invisible House in Silver Cove#
There is an unused invisible poor house in the southern part of Silver Cove. However it's resident isn't very important nor mysterious.


Houses For Sale#
There is strong evidence that NWC prepared at least two houses for sell in the world of Enroth:
- NPCData.txt contains this string, pointing to an unused NPC. House owner has a portrait that is unused elsewhere:
Kent Williams Person who sells house in Free Haven
- Moreover there are empty houses in Free Haven and Silver Cove
- There are two unused dungeons that are simply single rooms with events restoring health and adding food to the backpacks (zddb02.blv and zddb03.blv).
Primary Circus Localisations#
Once again 2DEvents shows that there were plans for two additional Circuses in Silver Cove and Free Haven, but they were replaced by circus in Mire of the Damned eventually, that wasn't planned. This event can be found in Silver Cove scripts:
event 33
Hint = str[166]
0: EnterHouse {Id = 166} -- "Circus"
end
Mire of the Damned#
Invisible Bridge
Bridge to Castle Darkmoor can be passed through, however it never becomes visible. This event was used in 100% for a change.

Removed Temples#
2DEvents.txt. reveals, that there were plans to add two temples called "House of Healing" in Kriegspire and Mire of the Damned.
Castle Darkmoor#
Invisible Crimson Wall
This wall in Castle Darkmoor is normally invisible throughout the whole game, however underneath it has a crimson texture. It's also impassable unless the player will click the proper button. Maybe developers didn't think of making it invisible at first, but it was hard to find out how to proceed at this point and they decided to show the player the hidden room that lie behind?

Unused string of text
Dungeon code reveals this unused piece of text:
str[6] = "There is a hissing sound coming from the wall"
Unused bonus
This event would give an active hero an additional 20 skill points, however none of facets is assigned to it.
event 64
0: Cmp {"MapVar12", Value = 1, jump = 5}
1: ForPlayer ("Current")
2: Set {"MapVar12", Value = 1}
3: Add {"SkillPoints", Value = 20}
4: StatusText {Str = 19} -- "How Clever! +20 Skill points"
5: Exit {}
end
Blackshire#
Peasants Turned to Stone#
Two peasants from The Temple of the Snake are mentioned in NPCData.txt:
192 Kevin Watch Peasant turned to stone in t8
198 Fletcher Tormengast Peasant turned to stone in t8
Looks like players could have brought them from the stone to flash and talk to them; they've got unique, unused portraits, however their topics are only random news.


Eel Infested Waters#
Castle Alamos#
The northern part of Castle Alamos contains unused, unreachable room, that floats in the emptiness. A short dead end leads to the room, however it's too low for a party and causes graphical glitches.

Sweet Water#
There are two undamaged houses in Sweet Water. It makes sense that they're non-interactable since Devils devastated the land, however their doors have assigned empty events (50 and 51), pointing that at some stage of development there were plans for putting there homes. Moreover in Sweet Water there are also scripts leading to two other unused houses (event 204 and 205 is connected with houses 204 and 205 in 2DEvents.txt). Their inhabitants are Brian Telemere (1 story house) and Slovang Arcanos (2 story house) - Unused NPCs.



NPCNews.txt contains rumours exclusively for Sweet Water inhabitants:
Topic Name |
Text of a Rumour |
|---|---|
Hive |
The devils seem to swarm around a strange building near the remains of Sweet Water. |
Sweet Water |
Although the ruins of the buildings are still there, the town is completely destroyed. No one lives there anymore. |
Blackwoode |
The forest of Blackwoode has been wiped out completely since the night of Shooting Stars. |
Devils |
The devils seem to prefer fire attacks and enjoy attacking in large groups. Some of the most powerful can cast spells from the fire school. |
Hera |
This odd amulet will grant its wearer extra vitality, spell points, and luck. |
The Hive#
Unused Doors
This door has assigned event number 30, however it's non-intercatable because this event was completely removed from the map and there is no clue what it was meant for.

Hermit's Isle#
Houses and Rumours in Hermit's Isle#
There are two unused houses in 2DEvents.txt appointed to Hermit's Isle, but without further info. However NPCNews.txt contains rumours exclusively for Hermit's Isle inhabitants:
Topic Name |
Text of a Rumour |
|---|---|
Titan |
Titans are second in power only to the mighty dragons. Not only do titans possess an incredible electric attack, they are skilled in mind magic and favor the Psychic Shock spell. |
Fire Elemental |
Fire elementals seem to like Hermit's Isle, though who would summon them there is a mystery. |
Odin |
Although this crown reduces the reaction time of its wearer, it also makes the wearer incredibly resistant to elemental magic. |
Hermit's Isle |
Hermit's Island has recently become home to the Supreme Temple of Baa. They have found an ancient installation to put their temple in, and are no doubt performing dark experiments as we speak. |
Dragonsand |
Dragonsand, the great desert of Enroth, is home to all the worst monsters in the world. Dragons, titans, and other oversized killer monsters roam the sands freely on whatever errands such creatures find important. Humans foolish enough to travel the desert learn to run and hide very quickly, or they don't last long. |