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I've played in the past but I've lost my save (60 hour), but I notice the problem of aging that I not realize between MM3-5. Is mandatory that you sleep so you don't take penaltys, and the travels take more time. I see in some site that you have chance to use a fountain in some location on the map to rejuvenate your age, but is just magical age or you really gain more time? How to cheat time in this game?
Mostly you don't have to worry about time. Just don't walk between outdoor map areas constantly for minor errands if you want to save some days. Once you get Town Portal and Lloyd's Beacon, you can spend even fewer days on simple travel.

The de-aging fountain reverses magical aging, which some monsters can inflict on you with their attacks. I believe you can also make a potion which will de-age you, but I might be mixing that up with the top tier healing potions.

You'll need to sleep at least once every 3-5 days or you'll start taking health penalties. Walking from one map area to another will count for sleeping, as will using a stable or boat to travel.
AARGH - trying to make a second post has over-written my first. So now to edit it back in.

MM6 gives a score for how few in-game days-weeks-months we take to finish the main mission. Some people after finishing once then take on the challenge of trying for a higher score, i.e. a shorter run. Three main ways to do this are to ignore side quests and avoidable monsters, to teleport (by hiring a gatemaster) instead of travelling, and to delay levelling up in training centres.

Training takes a week, or rather 8 nights (no point starting much before 6pm) regardless of whether training for one level or many. (Doesn't MM7 change this?) Remember to finish training all four characters before exiting the training hall. Early on I recommend training whenever you can do two levels at once, because that gives enough skill points to raise one skill to 4, enough to become expert.

After getting our score, we can continue playing to tackle whatever quests and monsters we'd skipped.

Magical ageing and rejuvenation has nothing to do with this. Magical ageing makes characters old before their time, it does not make years pass on the calendar.

The de-ageing fountain is in a high level area. There is a potion recipe for de-ageing, at the cost of reducing each of the drinker's seven stats by 1 (Might, Intellect etc) (so it says). There are top tier potions for healing and for replenishing spell points that are ten times as effective as the basic red and blue potions (so still not worth much to high level characters). Drinking one of these magically adds one year to age. Casting the Divine Intervention spell adds ten years to the caster's age. I cannot imagine ever needing this spell.

Sleeping outdoors or in a dungeon makes 8 hours pass (if not interrupted). Sleeping in an inn advances the clock to 6am. The room can be hired after midnight, 1 am or even 2 (or does that mean up to 1:59?) so full benefit can be gained from little more than half a night's sleep.

Enroth's year has 12 monhs of 28 days each. This means the 1st of every month is a Monday, and so on.

Stables and ships offer travel to different places on different days of the week. They ought to reveal their full schedule when asked, but do not, so to learn it we have to keep going back each day (or turn to internet guides). None go anywhere on Sundays, except the one coach to the Arena, which is an optional digression.

Stable and ship services out of the early areas (New Sorpigal, Castle Ironfist, Mist and Bootleg Bay) to the rest of the country only start running after we have been to Free Haven first time the hard way, on foot. (Or been teleported?) First time I played, an NPC's remark about travel seasons misled me into thinking I only had to wait for the right month. This is not true.

One class promotion quest - worth doing for experience points even without that class of character - can only be done one day in each three months (equinox and solstice days). Something else we are meant to do can only be done one month in four. There are twelve shrines each giving a different benefit - not essential, but nice - in its own specific month. So keeping track of the in-game date, and how long it will take to reach places, is part of the game.

More about sleeping - it cures the bad statuses of being weak or afraid, but none of the others, and the passage of time makes them harder to heal. Do poison and disease continue to worsen, even kill characters on a several-days' journey or a week's training? Cure them first (at a temple if needs be).

GENERAL TIPS - which you may already know from the earlier MMs. (I've not played them yet.)

We are not meant to do everything in an area, including all dungeons, in one go. Different dungeons are designed for different levels of party.

The game does sneaky things, we might even call them unfair, for us to learn about by trial and error.

Many of the dungeons contain an item to be retrieved or a person to be rescued to fulfill a quest. Going in before receiving the quest risks ending up with something or someone you don't know what to do with, so my rule of thumb was to wait for a quest before entering its dungeon. Sometimes the quest giver is in quite another map area. Finding the quest giver, though, doesn't always mean the party is ready for the quest. Against that, there is one dungeon where the quest giver is inside the dungeon, another where the quest giver is in an area of higher level enemies than in the dungeon itself, and some dungeons with no quest at all. Usually locals can tell us the dungeon inhabitants are enemies, which will justify going in, but those are NPC remarks the game assigns at random.

At the beginning there is a chain of secrets - you can find out about them on the internet - that if followed gives a big advantage early on. My opinion is, DON'T DO IT - it is too much of a short cut for first time through, and would spoil the early game experience.

Minor spoiler - one of the quests in the starter area is to look for a missing child. If role playing, that is obviously the most urgent one to do first. It is about the easiest and has the smallest reward so in my opinion really was designed to be done first. No need to look behind closed doors when a wandering child is more likely to have followed open passages.

Though people argue other parties can be better, I found the default starter party fun and to have answers for everything the game throws up. Further, I believe that if you cannot win through with the default party, that means the game has beaten you.

FINAL TIP - INSTALL GREYFACE PATCH for the sake of dual wielding weapons to full effect, e.g spear (halberd or maybe trident) in right hand and sword in left.
Post edited April 23, 2019 by RSimpkinuk57