--------------------------------------------------------------- Might and Magic VIII - Quick Victory Strategy --------------------------------------------------------------- ==================================== = Author: DG Dobrev = = E-mail: iron_feather@mail.bg = = Date: 28.06.2002 = = Version: 1.0 = ==================================== ---------------- COPYRIGHT NOTICE ---------------- 1. What you can do with this guide: - Make a copy for pesonal use 2. WHAT YOU CANNOT DO! - Sell this FAQ for money. - Post it on your website without my permision. - Use parts of this FAQ as your own. - Plagiarize this FAQ in any imaginable way. 3. FOR ANY COMMENTS, additions, questions about the game etc. regarding this FAQ feel free to e-mail me. My personal mailbox is: iron_feather@mail.bg =============================================================== I. Introduction. Might and Magic VIII is the eighth episode of the award winning Might and Magic series. It is also the third oldest going RPG type game in the World, with only Wizardry and Ultima being older than it. Might and Magic VIII made some kind of a revolution in the Might and Magic series. You may no longer pick a party of four or more adventurers in the beginning. You can only pick one! to compensate for this, the number of available characters was reduced to 7 (it was 9 in Might and Magic VII) and the races are "eliminated" - each character represents a specific race. We'll talk about the races and their descriptions later on. Why trying to beat the game for a short time? Well, for me, it was a challenge of strategy, correct planning of movement between the maps, careful distributing of skill points, correct way of fighting, recruiting allies (hirelings) and of course, since Might and Magic VI can be won with your entire party on lvl 1, why shouldn't Might and Magic VIII be the same? I don't think this is possible in Might and Magic VII but it sure is in this part. I will try to do anything possible to show you my way of thinking and planning, and hope it'll be most useful when you play this game the next time - even if you're not aiming to beat your best score and just trying it out for fun! =============================================================== II. Picking up a starting character. I would like to note that for this special short-time victory, perhaps not all characters will prove to be most useful. So, I'll give their availability, since you'll need that promotion to increase your main character's Hit points and spell points (if he has!) totals. However, I would like to note too, that we'll be passing all areas in the game, so be sure that almost no character will prove to be useless here :-) OK, let's start. 1. Troll. Availability: High Challenge: Low Promotion: Go to Murmurwoods, explore the area while flying and discover the Ancient Troll Homeland. Just enter it and leave before being attacked by the basilisks. That's all! Then just talk to the Troll that makes the promotion to War Troll in Ironsand Desert the second time you're visiting this place and you're promoted (and your HP make nice big boost!) Analysis: This is one of the best classes to start this game. Since you're visiting Ironsand Desert twice early in the game, you'll be able to complete the promotion without problems, and on the top of all, the promotion is very, very easy. Stat point distribution: -2 from Intellect, Personality and Luck Make Endurance 34 Make Might 32 Leave all other stats as they are! Pick Bow and either Leather or Body Building as additional skills. 2. Knight. Availability: Somewhat High Challenge: Somewhat Low Promotion: Go to Mad Necromancer's Lab in Shadowspire, head for the second floor, talk to Blazen Stormlance found behind the door, then return to the main room, turn left and take the stairways leading down. Scout the area for a room with 4 chests guarded by lots of enemies. In one of the chests lies the spear Ebonest. Give it to Blazen Stormlance and when you return to Garrote Gorge while doing the Alliance quest, talk to Leane Stormlance (Blazen should be highlighted, and should wear the spear Ebonest) about her father. Then enter Quixote's fortress and and get your promotion to Champion! Analysis: The Knight has lots of HP and may wield very powerful weapons - just buy him the Sword and Spear skills and give him a weapon, corresponding to the specific skill you've chosen. He will most certainly influct more damage than the Troll, but will have less HP. Stat point distribution: - from Intellect, Personality and Luck +9 to Might +4 to Endurance, Accuracy and Speed Pick Bow and Shield as additional skills 3. Minotaur. Availability: High Challenge: Somewhat Low Promotion: Near Alvar you can find the Dark Dwarf Compound. Enter it and kill the Boulders from afar. You don't need to venture very far in this dungeon - the chest containing the Balthazar's Axe is near the entrance, before the appearance of the Dark Dwarfs. So, get the Axe and warp to Dagger Wound Island. Talk to Dadeross and ask him to identify the axe you found as Balthazar's Axe. He'll give you a certificate of authentication. Now, warp to Balthazar's Lair in Ravage Roaming area and receive your promotion! Analysis: The Minotaur may wield the strongest armor and is great with his axe, but don't gorget he's unable to wear any headgear or boots, meaning he'll be a little short on Armor Class in his totals. This ain't good, and means you'll take more damage than usual. Since you'll remain at level 1, this is a MAJOR problem. On the positive side, axes are one of the best weapons for this style of play! Stat point distribution: We are not going to use any magic with this character, so: -2 from Intellect, Personality, Luck +4 to Endurance, Accuracy, Speed + 16 to Might (maximize it - 30 points) You start with Axe and Spirit Magic, so pick Chain and Body Building as additional skills. Bow is not available. 4. Dark Elf Availability: Extremely High Challenge: Moderate Promotion: save Cauri Blackthorne. She can be found in the Murmurwoods area, near the Druid Circle. She is turned to stone by the basilisks that inhabit the location, and you must find some Stone-to-Flesh scrolls to rescue her. So, talk to Relburn Jeebes in Alvar about Cauri, then leave for Murmurwoods. Find Dantilion's residence (it's near the road to the Sun Temple) and talk to him about Cauri - he'll give you 4 scrolls of Stone to Flesh. Fly to the Circle, scout the area and locate Cauri. She's just north of the circle. Make the Basilisks follow you away from her statue, then quickly fly to it and hit it. She'll turn to normal again and will tell you that she'll be waiting for your party in Ravenshore. Not only you get your promotion, but you get a wonderful (and cute) 50th level character. Analysis: Dark Elves are pure archers, which is nice, since most of the combats you'll enter will be from distance! However, they are low on HP, and SP, and I'm sure you'll rarely use magic (maybe save for Air, since one more Sparks spell will be nice for you) - so, the horseshoes we find will be spent for Air magic only. Stat point distribution: -2 from Intellect, Personality, Luck Make Might 15 Make Accuracy 30 Make Speed 14 Make Endurance 10 Dark Elves start with Bow and Dark Elf Ability. Pick Sword and Leather as additional skills. Buy the Dagger skill as soon as possible and make him (her) expert dagger, then wield Sword + Dagger. 5. Vampire. Availability: Somewhat Low Challenge: Moderate Promotion: You must first go to Ravage Roaming and find the Crypt of Korbu (it's near the Ogre Fort, an area, which you'll necessarily complete). Use Invisibility before entering and scout the area for hidden doors. A hidden passage will lead to a large marble block. Click on it and you'll get the Sarcophagus of Korbu. Then go to Ironsand Desert and plunder the Cyclops Larder. In it's deepest places you'll find a chest, which contains his remains. Bring both Sarcophagus and Remains to the Vampire in Shadowspire city and you'll get a promotion to Nosferatu! Analysis: In my opinion, the Vampire is wastly underestimated. The Dagger is the fastest weapons, with the chance of dealing triple damage to oponents and two attacks per round. In addition, the GM level now increases its damage, making this weapon something the enemies should fear. As for this type of play, the Vampire is nice because of the fact he'll wear two daggers, meaning his damage will be quite high! On the negative side, he doesn't have much HP... Stat point distribution: -2 from Intellect, Personality and Luck Make Might 20 Make Accuracy, Endurance and Speed 20. Pick Leather and Regeneration as additional skills. Buy Dagger at first possibility and pump up points here. after you have lvl 4 Dagger, make him expert and start wielding Sword + Dagger. 6. Cleric. Availability: High Challenge: High Promotion: In the abandoned Temple in Dagger Wound Island, find the large rooms with lots of traps in it. Turn back and enter the right passage. Explore the area and you'll find an elipse looking room, full of Serpentmen and Couatles. Kill everything inside and carefully search the wall to the left of you for hidden doors.A big panel will open, revealing a book. This is the "Prophecies of the Sun" book. Take it and deliver it to Stephen in Murmurwoods for your promotion. Analysis: The Cleric is very low on hit points, meaning he'll (she'll) die very, very often. In addition, we are not going to raise levels in this game, so his spells will remain extremely weak. I don't see any positive side here. Stat point distribution: -2 from INtellect, Personality and Luck Make Might 15 Make Endurance 20 Make Speed and Accuracy 15 Pick Leather and Shield as additional skills and forget about magic! 7. Necromancer Availability: Moderate Challenge: Very High Promotion: In Dagger Wound Island you can find the Uplifted Library on an Island near the upper corner of the map. Enter it while invisible and just keep on going upwards till there are no more elevators. Climb the stairs at the top levels and walk the thin path to the panel with a button on it. Hit the button and a part of the Roof will go down. Walk on the plate and it'll go up. In the chest there you can find the Lost Book of Kehl. After that, go to the Mad Necromancer's Lab. Turn left and walk the stairs down. Scout the area and you'll find a room with lots of chests on the right wall. Along with Ebonest, there are lots of Lich Soul Jars there. Now, having the Book and a Jar, go to Vetrinus Taleshire's house (just in front of the Tavern) to receive your promotion to Lich. Analysis: The challenge is indeed high if you want to start a Necromancer - he's extremely low on HP, will die very, very often. He is only useful if you can raise both Dagger and Air magic skills to level 4, so that he can use dual-daggers and Sparks. Yet, it's a pure suicide to start with this character... Stat point distribution: -2 from Intellect, Personality, Luck Make Might 12 Make Endurance 25 Make Speed and Accuracy 14 Pick Leather and Air Magic as additional skills. Buy Dagger skill as soon as possible. This covers all characters. As you see, you may as well play all of them, but you'll come to some problems if you try the low-on-HP characters and you'll have to count on your stronger allies. =============================================================== III. Equipment to aim for. Here, I'll post the best equipment (of course, consisting only from artifacts, relics and special items)for each character. If you can find even a part of this equipment, consider yourself incredibly lucky! 1. Troll. Weapons: Breaker, Mace of the Sun Armor: Drogg's Helm, Archangel Wings, Serendine's Preservation, Berserker belt, Herald's Boots, Ring of Planes 2. Knight. Weapons: Spiritslayer, Glomenthal, Elsenrail, Wyrm Spitter, Guardian Armor: Supreme Plate, Drogg's Helm, Archangel Wings, Berserker Belt, Herald's boots, Ring of Planes 3. Minotaur. Weapons: Volcano, Hell's Cleaver Shields: Herondale's Lost Shield Armor: Any good Plate mail, Berserker Belt, Archangel Wings, Ring of Planes 4. Dark Elf. Weapons: Longseeker, Tournament Bow, Glomental, Elsenrail Armor: Glomenmail, Drogg's Helm, Archangel Wings, Berserker Belt, Herald's Boots, Ring of Planes 5. Vampire. Weapons: Glomenthal, Elsenrail, Foulfang Armor: Serendine's Preservation, Drogg's Helm, Archangel Wings, Herald's Boots, Ring of Planes 6. Cleric. Weapons: Breaker, Mace of the Sun Armor: Serendine's Preservation, Drogg's Helm, Archangel Wings, Herald's Boots, Ring of Planes 7. Necromancer. Weapons: Staff of the Swamp, Staff of the Elements, Blade of Mercy Armor: Last Stage Cuirass, Serendine's Preservation, Crown of Final Dominion, Archangel Wings, Herald's Boots, Ring of Planes. This stuff will help you endure throughout the game awhile longer! =============================================================== IV. Artifacts, Relics and Special Items list. I have decided to include this (I haven't copied it from anywhere, I can assure you), because I'm speaking about certain items, and you can't see their specifications. So, here goes! Foulfang Dagger Attack: +10 Damage: 2d3 +10 Specs: Vampiric, +10 Poison damage, VAMPIRE ONLY Judicious Measure Cutlass Attack: +13 Damage: 2d4 +13 Specs: Endurance +40, Luck +40, Ogre Slaying Drogg's Helm Helm Defense: 12 Specs: +15 Intellect, +15 Personality, Regenerates HP over time Archangel Wings Cloak Defense: 10 Specs: Feather Falling, Intellect +30, All resistances +10 Herald's Boots Boots Defense: 10 Specs: +30 Speed, Swift, Immunity to Sleep Berserker Belt Artificer Belt Specs: +100 Might, Immunity to Fear, Accuracy -39, Armor Class -15 Spiritslayer Spear Attack: +13 Damage: 1d9 +13 Specs: Vampiric, Might +50, Luck -40 Terminus Broadsword Attack: +14 Damage: 3d4 +14 Specs: Armsmaster skill +7, Air resistance +30 Glomenthal Longsword Attack: +14 Damage: 3d3 +14 Specs: Might +40, Adds 10-20 pts of Dark Damage Elsenrail Longsword Attack: +14 damage: 3d3 +14 Specs: Accuracy +40, adds 10-20 pts of Light Damage Longseeker Longbow Attack: +10 Damage: 5d2 +10 Specs: Accuracy +50, Swift, Bow skill +4 Ring of Fusion Ring Specs: of Water Magic, Alchemy Skill +5, Intellect +40, Endurance -20 Fleetfingers Gloves Defense: 3 Specs: Disarm Trap skill +8, Bow skill +8, Armsmaster skill +8 Crown of Final Dominion Crown Specs: Intellect +50, of Dark Magic, LICH ONLY Blade of Mercy Dagger Attack: +15 Damage: 2d2 +15 Specs: Might +50, Adds 4-10 pts of Elec damage, Accuracy -40, NECROMANCER ONLY Serendine's Preservation Leather Armor Defense: 34 Specs: Endurance +30, Regenerates HP over time Breaker Club Attack: +12 Damage: 3d3 +12 Specs: Might +20, Endurance +20, Adds 10-20 pts of Body damage Scepter of Kings Scepter (Mace) Attack: +14 Damage: 2d4 +14 Specs: Personality +40, Regenerates HP over time Volcano Two-Handed Axe Attack: +15 Damage: 3d7 +15 Specs: Adds 10-20 pts of Fire Damage, Fire Resistance +40 Wyrm Spitter Spear Attack: +14 Damage: 1d9 +14 Specs: Endurance +20, Dragon Slaying, Swift Finality Two-Handed Sword Attack: +15 Damage: 4d5 +15 Specs: Adds 10-20 pts of Fire Damage, Slow, Speed -20 Trident of Rulership Trident Attack: +13 Damage: 2d6 +13 Specs: Water Breathing, Water Resistance +70, Fire Resistance -70 Elderaxe Axe Attack: +12 Damage: 4d2 +12 Specs: Might +20, Swift, Adds 6-12 pts of Cold Damage, MINOTAUR ONLY Last Stage Cuirass Leather Armor Defense: 19 Specs: Personality +80, Intellect +70, Mind and Spirit Resistances -30 Hell's Cleaver Axe Attack: +12 damage: 4d2 +12 Specs: Might +70, Accuracy +70, Intellect -50, Personality -50 Lucky Hat Hat Specs: Luck +90, Personality -50 Snake Longsword Attack: +12 damage: 3d4 +12 Specs: Slows Target, Personality -15, Water resitance -50 Havoc Templar Sword (Longsword) Attack: +15 Damage: 3d3 +15 Specs: Accuracy +70, Speed +70, Armor Class -20 Lightning Crossbow Crossbow Attack: +12 Damage: 4d2 +12 Specs: Swift, Accuracy -50, DARK ELF ONLY Staff of the Swamp Staff Attack: +10 Damage: 3d4 +10 Specs: of Shielding, Immunity to Paralyze, Disease, Poison Herondale's Lost Shield Shield Defense: 14 Specs: Immunity to fear, Paralysis, Stone, Sleep, Personality -15, Luck -15 Staff of Elements Staff Attack: +4 Damage: 2d4 +4 Specs: Of Fire, Air, Water and Earth Magic, Armor Class -40 Tournament Bow Longbow Attack: +10 damage: 5d2 +10 Specs: Accuracy +100, Bow Skill +5, Armor Class -20 Supreme Plate Plate Armor Defense: 70 Specs: Speed +15, Accuracy +15, KNIGHT ONLY Guardian Halberd Attack: +15 Damage: 3d6 +15 Specs: +10 to all statistics, Adds 10-20 pts of Body Damage Glomenmail Chain Mail Defense: 48 Specs: +10 to all statistics, +10 to all resistances, DARK ELF ONLY Noblebone Bow Longbow Attack: +12 Damage: 5d4 +12 Specs: EXPLOSIVE IMPACT Ring of the Planes Ring Specs: +40 to all elemental resistances Mace of the Sun Mace Attack: +7 Damage: 3d4 +7 Specs: Double Damage vs. Elementals Eclipse Shield Defense: 21 Specs: Of Body, Mind and Spirit Magic =============================================================== V. Quick-time victory walkthrough This part of the walkthrough describes one of my games, which I managed to win in a month and 19 days (a day shorter according to the certificate). To read this, I assume you've won the game at least one time, know all crucial buildings, which have major impact over the game. I won't get too descriptive in the specific quests! **************** Character Pickup **************** Chosen character: Zlatka Dobreva the Knight Stats: 20 Might, 9 intellect, 9 Personality, 15 Endurance, 15 Accuracy, 15 Speed, 9 Luck Additional skills: Bow and Shield Day 1 of Month 1. Location: Dagger Wound Island You start just in front of the caravans. Turn around and open the crates. They are full of Tolbersk Fruits and Empty Bottles - but some of them have Bottles of Tolbersk Brandy inside. Pick the two botles of brandy, which can be sold here, in Dagger Wound Island, in Long-tail's house, found hear the Adventurer's Inn. Now, equip everything drink from the barrels near you and go to the tavern. You must win the Arcomage game now. In fact, you must win this game in every area you enter (I won't tell you this every time) in order to get a real nice artifact sword - the Glomental. But, for now we are concerned with the 600 gold you get for this win. These money will be extremely neccessary. Practically, the gold will play no major part in your game, rest assured! You won't train in order to need gold for spening... After you won the game, go sell this Brandy. After you got your money from Long-tail, travel to the Clan Leader's house. I would like you to know, that WE ARE NOT CONCERNED WITH ANY SIDE QUESTS! So, just talk to Dadeross and get the letter, then speak with Brekish Onefang and choose the "Portals of Stone" topic. He'll give you a crystal and will ask you to find Frederick talimere the Cleric for more information about the crystal. Leave and walk to your northwest. Pass the Training Grounds, the big house and the well and one of the houses you face is Talimere's. Talk to him about the "Power Stone". Since he has one, he'll offer you to join your company. Select "yes" and you got your first companion! Now, go to the Adventurer's Inn. There are two more companions here - Elzbeth Lamentia the Vampire and Devlin Arcanus the Necromancer. recruit them both. Skill point distribution: Raise Talimere's Body Magic Skill up to 5 (ready for expert) Raise Devlin's Air Magic Skill up to 4 and Fire magic up to 3 Buy Disarm Trap skill for Elzbeth Lamentia and raise it up to 5 Make devlin Expert Air Magic here. The house of reshie is near the Adventurer's Inn. Now, leave the Village and travel to the teleporter to the south. Plunder all chests you see in the way, and forget about combat. In one of the three houses just before the teleporter Chevron Wist teaches Expert Disarm Trap skill. Make Elzbeth Expert Disarm. Now, continue to the teleporter and warp. Evade the fight with the Pirates here and plunder the 4 chests on the hill. Then travel to the houses near the next teleporter and make Frederick Expert Body magic there (he heals a lot better now). Leave trough the teleporter again. You have reached the last island, without a teleporter and a path, leading to the Abandoned temple. Prepare for fight. On entering the temple, you'll find another character, called Simon Templar - he's a knight, just what you need! A strong combatant! And now, your party's full. FIRST PARTY: Zlatka Dobreva, Frederick Talimere, Elzbeth Lamentia, Devlin Arcanus, Simon Templar No time to return to Adventurer's Inn and swap the placement. Continue the game that way. Try to waste as less time as possible. It's not crucial, but it's better to get to the ship before 6 pm (he closes then), or you'll have to wait till tomorrow. Unless you play the challenging game with a Cleric as a main character, don't search for the Prophecies of the Sun book - you'll just waste time! When I left the temple, it was 12:37 PM - nice achievement. Then just go around the mountain and activate the teleporter. You'll get warped just in front fo the Clan Leader's House. Talk to Brekish to deliver the good news that the teleporters are repaired now and leave Dagger Wound Island through the ship, "The Dauntless". You travel 4 days. Day 5, Month 1. Location: Ravenshore Drink from all barels near the shipyard and then from the fountain near the Merchant's House of Alvar. This will activate this area as a Town Portal location. Now, enter the house and deliver the letter from Dadeross to Edgar Fellmoon, the Guildmaster. Accept the quest for Blackmailing the Wererat Smuggler and search the seaside area. In one of the houses, you should meet Arius the Minotaur. Since we're going to do BIG fights, Devlin's often deaths will be a formidable obstacle. So, dismiss Devlin Arcanus and recruit Arius. SECOND PARTY: Zlatka Dobreva, Frederick Talimere, ELzbeth Lamentia, Simon Templar, Arius Now, go to the stables and take the two horseshoes, but DON'T USE THEM! We'll need them later on. Now go to the Smugglers's Cave and enter it. You may have some problems clearing out the first area, so leave if you see the bitter end! Heal and enter again. This is a sure way to empty the first area, which will be nice for an outpost! Day 6, Month 1. Location: Smuggler's Caves, Ravenshore Continue cleaning the caves. You may as well have finished by now... And discover that this day is completely empty for you. Do whatever you want today, for my plans don't include travelling today. Here's why: -> IF: Ravenshore->Alvar->Murmurwoods->Alvar->Ravenshore you'll spend 2+5+5+2=14+ days (I'm not sure if you'll get back to ravenshore in time). -> IF: 1 day->Garrote Gorge->Shadowspire->1 day->Ironsand Desert->Alvar->Murmurwoods->Portal to Ravenshore this is 1+2+3+2+1+2+5=16 days, but you employ both Alvar and Shadowspire locations by activating the waypoints and recriut useful people. So, rest today, or fight! Your call on this one. Just don't train! Oh, and don't forget to deliver the report for successfully blackmailing the Wererat Smuggler. Day 7, Month 1. Location: Raveshore Travel to Garrote Gorge. Day 9, Month 1. Location: Garrote Gorge Get the three horseshoe near the stables and again, don't use them. You'll need it in a moment. Leave the Fortress and talk to Leane Stormlance, the daughter of Blazen Stormlance the Knight. She'll ask you to find her father. Go to the Dragon caves. Dismiss Elzbeth on entering them and recruit Ithilgore. THIRD PARTY: Zlatka Dobreva, Frederick Talimere, Simon Templar, Arius, Ithilgore Give all the horseshoes to Ithilgore! Raise his Dragon Ability up to 7 and make him expert and master Dragon here, in the Caves. Now you can FLY! Well, you got Ithilgore, so cast Fly and return to the fortress to use the stables. Travel to Shadowspire for 3 days. Day 12, Month 1. Location: Shadowspire Drink from the fountain first, so that Shadowspire becomes a Town Portal location. Then, dismiss Frederick Talimere and Arius and recruit the 15th level Gethric Mercutura the Vampire and Nathaniel Roberts the Necromancer. FOURTH PARTY: Zlatka Dobreva, Simon Templar, Ithilgore, Gethric Mercutura, Nathaniel Roberts Raise Roberts' Air and Water magic skills up to 7. Do whatever you want today - win the arcomage, take the quest for the Lost book of Kehl, etc. And sleep. Day 13, Month 1. Location: Shadowspire Go to the stables and leave for the Ironsand Desert. Don't forget to take the horseshoes! Day 15, Month 1. Location: Ironsand Desert Take the two horseshoes and make Nathaniel Roberts Water Magic MASTER. He'll be able to use Town Portal now! After you do this, leave for Alvar. Day 17, Month 1. Location: Alvar Drink from the fountain to make Alvar a Town Portal location and go to the Elemental Guild. Save before entering and try to find 2 Town Portal Spells and an Invisibility spell. Don't give up till you find those! IT'S BEST IF YOU FIND A FLY SPELL TOO! Now, talk to Relburn Jeebes about rescuing Cauri Blackthorne and give one of the two Town portal spells to Nathaniel. Then, cast Fly and leave through the small canyon near the Fortress for Murmurwoods. we'l be rescuing Cauri! Day 22, Month 1. Location: Murmurwoods Cast Fly and go to the village. If you're a Cleric, accept your promotion from Stephes for returning the prophecies of the Sun and take the scrolls of Stone to Flesh from Dantillion (his residence is along the road), win the Arcomage and fly to the Druid Circle. Make the basilisks follow you, locate Cauri, fly quickly to her, hit her to make the beutiful girl normal again and talk for a promotion if you're a Dark Elf! If you're a Troll, use Ithilgore's Fly to discover the location of the Ancient Troll homeland. Just enter it and leave. It's all you need to do! Get back a several feets above the ground and use Nathaniel to make a Portal to Ravenshore. Day 22, Month 1. Location: Ravenshore Weehaw! We get our first 50th level character! Dismiss Simon Templar and go to the Adventurer's Inn to rearrange the order of your party. FIFTH PARTY: Zlatka Dobreva, Cauri Blackthorne, Ithilgore, Gethric Mercutura and Nathaniel Roberts heal in the temple and go to Alvar to return the report to Bastian Luodrin. After that, warp tp Shadowspire. Day 22, Month 1. Location: Shadowspire Tomorrow, you'll be able to travel to Ironsand Desert again! So, this means we have only today to rescue Blazen Stormlance and recover the spear Ebonest for him. Give the second TP spell to Cauri and the Invisibility spell too. Use Ithilgore's Fly and cast Traveller's Boon from Cauri. Travel to the Mad Necromancer's Lab and cast Invisibility. Enter the Lab. Immediately take the first room to the left and go down the stairs. SAVE OFTEN! I know you're not supposed to do this part of the game if you're playing a character different from Nerco or Knight! You're now in the corridore with green walls. Continue forward from the starway and turn left at the second junction (the second passage continues forward, and the first junction leads to some Skeletal Dragons)and continue forward. You'll have to pass invisible by some Skeleton archers without bumping into them. Save before doing so! It is very difficult and requires some skill to complete (and tries). Once you've gotten past them continue to the room with 4 chests. In one of them is the Ebonest, in the others you can find items, Lich jars (take some!) and the Puzzle Box which really looks like the Control Cube from Might and Magic VI and VII... Now, go back. Save before the skeleton archers again and try to pass by them... It will take some trials again. and of course, carefull planning of the sutiation. Always hug the walls! Leave the Lab, recast Invisibility and enter again. This time, go to the second floor (using the elevator) and talk to Blazen Stormlance, found behind the door. He'll ask for help. So, leave the Lab once again and warp to Ravenshore. Go to Dervish Chevron's house (near the upper tavern) and ask for a cure for Blazen Stormlance. Dervish will give you a crystal, called the "Gem of Restoration". Return to the Mad Necro's Lab in Shadowspire and free Blazen from his curse. Then warp back to Ravenshore. Dismiss Gethric Mercutura and recruit Blazen Stormlance. Make rearrangements in your party. SIXTH PARTY: Zlatka Dobreva, Blazen Stormlance, Cauri Blackthorne, Ithilgore and Nathaniel Roberts We have yet time today to do questing. Warp to Dagger Wound Island and travel to the Uplifted Library. cast Invisibility and start using the elevators (beware! Don't bump into anyone) till you hit the highest level. Take the stairs, walk the thin path and hit the button on the panel. A section of the roof will go down. Step on it, and it'll go up again. In the small area there's a chest. Open it to find the Lost Book of Kehl and an artifact or two! Warp back to Shadowspire. Promote Nathaniel to Lich (giving Vetrinus Taleshire as Soul Jar and the Book!) and rest till down. Day 23, Month 1. Location: Shadowspire Use the stables to travel for Ironsand Desert for 2 days. Day 25, Month 1. Location: Ironsand Desert Talk to Overdune Snapfinger and take his brother's ashes. You must place them in the Troll's tomb. Enter it and follow the next move pattern: North->North->North->East->South->West-> North->Tomb. Place the Ashes in the furthermost sarcophagus and leave this place. Now, if you're a Vampire, cast Invisibility from cauri and enter the Cyclops' Larder. You must find Kobru's remains here. One way or another, return to Overdune. Temporarily dismiss Roberts and recruit Overdune. Then visit the Flandring's cave (invisible, reach the chest and plunder the 2-3 artifacts there) and the Chain of Fire (invisible again, plunder the lone chest in the middle of the lava - 2-3 artifacts) - just be careful in the chain, save before entering the chest area, for there are some very powerful fireball traps there! Warp back to Alvar and deliver the witness to Bastian Luodrin. Return to Ravenshore, drop Overune and hire Roberts back. The next day we'll travel to Ravage Roaming. We'll be forming the alliances now! Day 26, Month 1. Location: Ravenshore Travel to Ravage Roaming for 4 days, using the Smuggler's ship. Day 2, Month 2. Location: Ravage Roaming Win the Arcomage game and plunder the chests containing the Dread Pirate Stenly's Treasure. In one of them you can find the Judicious Measure artifact cutlass. Take advantage of this. Then go to Balthazar's lair. We will be unflooding it! Here's the correct combination: A-B-C-E-G-D-J-C-E-F-D-I-C-Lowest The combination is written on a scroll found on the second level of the Lair, near a heap of bones. It might be easily mistaken with a first-level spell scroll, so don't be fooled like me the first time I was clearing the lair :-) I unflood it, but it took me 20 minutes to solve the combination! Having unflood the lair, talk to Masul and you have the first alliance! Leave the lair and enter the Ogre Fortress now. Clear it from top to bottom and get the Dragon Leader's egg. Then, if you happen to be a Vampire, go to Korbu's crypt and get the sarcophagus (while invisible, of course! You can't fight the Genies!). Warp to Shadowspire and pay a little visit to Sandro in his Necromancer's Guild. He'll ask you to retrieve the Nightshade Brazier from the temple of the Sun in Murmurwoods. But first, you need to get Dyson Leyland first. He's found on the opposite tower in the Necromancer's Guild. Again, temporary dismiss Nathaniel Roberts and recruit Dyson. Warp to Alvar and travel to Murmurwoods. Day 7, Month 2. Location: Murmurwoods. Go to the Sun temple and click on the blinking red switch just below one of the torches on the upper level. It will cause the large star sign on the lover level to shift and go up. Go to the lower level and fall in one of the star's walls (there's a visible hall). Proceed to the Brazier location and save. Go behind the pedestal, put your cursor over Cauri, hit space to take it and use her Townportal spell to warp to Ravenshore before the Clerics of the Sun have become hostile. Now, hope you've been FAST enough so that the stables aren't closed. I was there in 4:52 (nice timing!) and successfully went to Garrote Gorge. Day 9, Month 2. Location: Garrote Gorge Give the egg to Charles Quixote and dismiss Dyson Leyland. Go to Leane Stormlance and place the cursor over her father. She'll be happy to know her daddy's safe and will immediately join your party. So, with Leane in hand, go to Quixote and promote to Champions! Now, return to Shadowspire. Go to the Necromancers' Guild and talk to Sandro about the alliance. He'll go to Ravenshore in the Merchants' Guild, and it's best to do this yourself too. Talk to Edgar Fellmoon and he'll ask you to sink the Regnan Fleet. However, we haven't been to regna yet, so, warp to Dagger Wound Island. Fly to the southern island, where a new building has appeared. Enter it and make your way to the submarine. You'll have to kill Blackwell Cooper in the process, and get the key from him. This key not only opens up the way to the submarine, but is the key for a secret chest which hides the Terminus Broadsword artifact. This chest is found near the entrance to this building. Now, use the submarine to emerge in Regna. You'll find yourself in a small cave, full of enemies. Run to the bridge and leave the submarine area. Evade all combat and leave the cave to find yourself in Regna. Drink from the fountain to allow teleportation to this place and use Fly to get to the big building on top of the hill near the Regna village. Cast all beneficial spells, cast invisibility and enter it. I suggest that you clear out this place. Having it empty, you can easily cast an Invisibility spell and go all the way through the Passage Under Regna, without fighting. Go through the passage, hug the walls so that nobody runs into your arty and leave it. You'll find yourself in the building that hold the Canonball of Dominion - the thing we need to sink the Regnan Fleet. I'm confident that you're still invisible and will easily fetch the cannonball without being noticed. Leave the Outpost quickly before the Invisibility runs out (meaning you have about 1h 10 mins to do all that!). Evade all combat if noticed! Just run. Day 10, Month 2. Location: Regnan Islands. It's time to sink the Regnan Fleet. Use Flu to go the the big Cannon in the northern part of the map. Hit the white panel and you'll hear rumbling... You are thrown about 15 feet above the ground in the AIR! Cast either feather fall or keep airbourne, or you'll take damage by falling. Warp back to ravenshore and bring the good news. Then accept the quest for taking to Xanthor.Go to the hostel near the crystal and find the wise sage there. He'll ask you to find the heartstones of fire, air, water and earth. But first, we'll make a switch or two. Dismiss Ithilgore and Leane Stormlance and recruit Dervish Chevron the Priest of the Sun from Ravenshore and Vetrinus Taleshire the Lich from Shadowspire. SEVENTH PARTY: Zlatka Dobreva, Blazen Stormlance, Cauri Blackthorne, Dervish Chevron, Vetrinus Taleshire OK, let's go get some heartstones. The heartstones of Earth and Water are accessible without travelling, just with portals. So, warp to Dagger Wound Island and go to the Uplifted Library area - the Portal to the Plane of Earth is there! Cast all beneficial spells, cast invisibility fron Vetrinus and enter. Make your way to the elevator and go down. Now, prepare your strongest spells (Shrapmetal from Vetrinus, Power Cure from Dervish and Sparks from Cauri) and attack the Juggernauts which block the stairways up. Kill them and run up. OOPS! Save the game before showing yourself! If you manage to climb to the next floor, run in the corridore, attack the earth elementals and get the heartstone. I hope Vetrinus has 20 SP to portal away from here... If not, pay more attention to your spell points! Heal in any temple and warp to Balthazar's lair. Leave it and enter the portal to the plane of Water. get the other hearrtstone and warp to Alvar. Then travel to Murmurwoods. Day 15, Month 2. Location: Murmurwoods I think it should be a little late in the day (about 5PM), so you have the entire night before you to take the heartstone of Air. The castle of air is nice because there are at least 2 artifacts hidden in the chests, so, lay your hands of them without hesitation. :-) Day 16, Month 2. Location: Murmurwoods You have taken the Heartstone of Air! So, now the last heartstone of Fire remains. Warp to Shadowspire and take the Caravan to the Ironsand Desert. Day 18, Month 2. Location: Ironsand Desert Now, let's get the heartstone of fire! The protal is near the lava sea, so scoult a little and you'll find it. Cast all beneficial spells again, along with invisibility and enter. Be sure to make your way to the Training camp. It's a nice place to enlarge the collection of artifacts and relics... There are at least 2 guaranteed there. You don't have to fight, just be careful, so that you don't bump into an enemy. Collect the artifacts and leave. Next, the Fire Castle! I used Sparks here from Terinus and Cauri, while Dervish was healing my party. Sparks is nice, simce the corridores here are thin and each sparks hits nice, disallowing the enemy to retaliate at times... Reach the fire tunnel and run. You don't have to fight the enemies there, unless they don't block your way (rarely happens)! Just run and leave the tunnel. You'll find yourselfjust in front of the crystal. Be nasty, just take it and warp out with Vetrinus. Cast Town Portal to Ravenshore. Go to Xantor's hostel and get the elemental key from him. And now I made my final switch. Considering I need more firepower, I went to Regna and killed everything in Duroth's cave, and finally, recruited "the most powerful" (hell, if I rased Ithilgore to lvl 50, he would've beeen better! Unfortunately, that's not available) Dragon - Duroth the Eternal. He's level 50, and his dragon breath does 20-120 damage - something Blazen couldn't dream of. So, I dropped Dervish and Blazen and recruited Duroth the Eternal and Brimstone from Shadowspire. NOTE: Brimstone's cave is near the NE corner of the map. It's extremely difficult to be seen, so, you may have some problems noticing it at first. And second, you must fly to reach it. EIGHTH PARTY: Zlatka Dobreva, Duroth the Eternal, Brimstone, Cauri Blackthorne, Vetrinus Taleshire Why? Because I knew I could well complete the game without much fight and invisible. Actually, I passed Escaton's crystal without even taking a swing at someone, and receive a swing from anyone. However, in Escaton's Palace I really had to fight. But no matter, the enemies there aren't that difficult. Some Ether Lords, some plane protectors... Not big deal! Just fight and push every switch you see to open the doors, leading to Escaton's Throne room. Talk to Escaton, answer his riddles: Riddle 1 - prison Riddle 2 - inside Riddle 3 - egg NOTE: The answers are found in the Merchants' House of Alvar in Ravenshore. If you explore the area carefully, you'll find a library. You can get a "Torn Page" there. It consists of answers to riddles. Just see that one of the answers corresposnd to the question. EASY! After answering, you get the Ring of Keys, which will open the egg-cells of the Elemental lords. The egg-cells are place in th 4 ends of the map - NE, NW, SW, SE. It is highly possible that the day has passed, so... Make a beacon near the entrance of Escaton's Palace and leave. Day 19, Month 2. Location: The Plane Between Planes Today, we'll just free all Elemental Lords. Of course, use Invisibility. The biggest pain is the Prison of Aqualander, the Water lord. It is fiery area, and you'll have to walk on lava al the time. Well, hug the walls and evade the lava pools. When you reach his door, free him, warp to any town, heal in the temple and recall the beacon you have created just before leaving Escaton's Palace. Finish of the libertion, just pay attention to the enemy movement and all is done! Now, warp back to Ravenshore and the game is complete! ------------------------AUTHENTICATION--------------------------- - - - - - CONGRATULATIONS! - - - - ZLATKA DOBREVA THE LEVEL 1 CHAMPION - - - - - - Excellent work! By thwarting the Destroyer of Worlds, - - you have pulled your world from the brink of unending - - oblivion. Not only may life life continue, but a new - - PEACE - - reigns over Jadame. The mighty alliance you forged will - - see to the land's restoration and eventual - - PROSPERITY. - - - - - - TOTAL TIME: 0 years, 1 Month, 18 Days - - - - YOUR SCORE: 28 898 - - - ----------------------------------------------------------------- ================================================================= VI. CONCLUSION 1. You need a powerful character to begin the game. 2. Since he'll be remaining at level 1, he needs a powerful equipment - any artifact, relic or special item he may wear. 3. If you find equipment, that adds to Hit Points, put it on immediately. You'll need more life to survive the upcoming fights. 4. Take care about your cleric and necromancer first. This means that even your character may seem important to you, it would be better that he dies, but your Necromancer remains alive to warp the entire party to the nearest temple and heal in time. 5. Don't care about money. You won't need them. They'll just keep multiplying before you know it. I finished the game with over 750 000 gold, just because I didn't train and money never went that way (for training I mean!). 6. Try to inflict the highest possible damage. This means that you must choose weapon with high damage (Spear, Two-handed Sword, Dual-Dagger, Dagger+Sword, etc.). Don't forget to cast Bless, Heroism and all other beneficial spells you may have. 7. If you see an area, which you can't complete by fight, then sneak through unnoticed! INVISIBILITY is the best addition to spells since Might and Magic VII! ================================================================= VII. Game statistics. The following artifacts were generated in Zlatka's adventures: (refer to artifact list for more info): Elsenrail Glomenthal Drogg's Helm Tournament Bow Herald's Boots Herondale's Lost Shield Berserker Belt Serendine's Preservation Guardian Finality Hell's Cleaver Terminus Judicious Measure Mace of the Sun Noblebone Bow x2 Longseeker Glomenmail Lightning Crossbow Fleetfingers Crown of Final Dominion Staff of Elements Last Stage Cuirass Ring of Fusion 23 (24 if taken into account the second Noblebone Bow) artifacts, relics and special itmes in all. Try to find as much as you can, since this has the greatest impact on your game! ================================================================= VIII. Special thanks To Zlatka, whose name I used as a main character. Believe me or not, she was a bit similar to the second female knight (the brunette). And again to her, for being such a wonderful friend and person! I never regret any minute I spent with her, no matter the tasks I had at hand... It was always worthwhile! Thanks, Zlatence Blqskawi4ko :-) ================================================================= Copyright DG Dobrev 28.06.2002 All right reserved For personal use only No profit can be made from the distribution of this material =================================================================