
Outward Definitive Edition | Raining Gold Bars
Shadow Guild Hideout is one of those dungeons that are quick to run which is saying something for Might & Magic VI that is known for some long dungeons. It is also one I’ve never worked out the best time to attempt it.
The layout of the dungeon is quite simple. It’s more or less a square taking you right back to the entrance once you are almost done with the dungeon. I rather like this kind of dungeon loadout with how effective it is to run.
At some point, such things won’t matter much anymore once I get enough gold and find some spells that will allow me to teleport my group back to towns or saved locations. For now, not having to run a long distance to get out of a dungeon once you are done is a plus.
Inside that room is a lever you pull that brings unblocks the path forward. While it’s not super hidden it can be easy to miss as you don’t see that kind of game mechanic often in Might & Magic VI.
I was also quickly reminded the next room up is locked till the end when I find a key for it. Attempting to open it like I did caused damage to my party. A mistake I was not going to make a second time as I moved forward in the dungeon.
There is also a letter I looted about the Price of Thieves plans. I’ll admit I don’t quite recall who was looking for the letter. It will sit in my inventory till I happened to run into the NPC that finds such information to be worthy of rewarding for.
In between the two long hallways in this dungeon is a single room connecting them. It had quite a few things in it to clear out. I managed to do so only getting hit once or twice.
After that, I’d have to clear out the short entry into the next hallways. While it was not as easy as I’ve had it with long hallways to clear from. It was a lot easier than the entryway of the dungeon.
Along the way I also found another lever to pull. It then opened up another section of the dungeon so I could keep clearing.
After I left the dungeon on my way to New Sorpigal to bring Sharry Carneige to the town hall. I stopped at the sword that was stuck in a stone in Ironfist. My knight had gained a couple of might and sure enough, he was able to pull the sword out. Another junk one that I sold later at a shop.
Screenshots were taken and content was written by @Enjar about Might & Magic 6.