Might And Magic 8 Walkthrough

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Walkthrough[edit]

This section is dedicated to the set of quests that are essential for completing the game. The set of promotion quests are covered in the class section, and the optional quests are covered in its own section. While you don't have to complete any of these other quests, they are recommended - the more experience that your party has, the better everything will be later in the game. And anyways, you should want to explore the entire game!
I will be adopting the same methods in all of the quest sections of this guide. Any needed maps will be available - just click on the links available below the section titles. I know it might be annoying to flip between the maps and the commentary, but I to do it in this way to ensure that the maps could be kept large. Also, I decided to add a level recommendation to each quest. These are not strict rules, but are instead a minimum that I think would be necessary for completing the entire quest. Some are marked with 'Any Level' - these are non-deadly missions that can be handled without much danger to the party. Any quests that require travel may have wandering monsters along the path, so I leave these for your own judgment.

Training in Ravensford
Click here to see the map.

As soon as you are finished creating your party, take a little bit of time getting used to the game's controls. I will not be covering these in this guide - they are all in the manual that comes with the game - use it!
The game starts you off in the Ravensford temple. There you'll be given your first quest by the town elder. Read the scrolls he gives you and pick up the other ones from the tables in the main hall of the temple. Visit the general store in town and pick up the scroll there. Talk to the lady behind the desk and get used to the interface. Visit the bank and the tavern and talk to the people there. Get used to the set of services that are available.
The next stop is the small house by the Obstacle Course. Enter it and pick up the scroll. After reading it, try out the four different buttons/levers. Exit through the smaller door into the Obstacle Course. Jump into the water and go to the bottom. Near the main spire there is a ramp that you can climb from the bottom of the pond. Scale it until it goes no higher, then jump from block to block to get to the top. Pick up the scroll and review how to fight.
Return to the temple and talk to the elder to get a pair of skill books - Disarm Traps and Identify Item. Now it is time to leave the island. Head for the boat. On your way you will be accosted by some tiny flower monsters. With bows they are extremely easy to kill - one or two shots is all that it takes. Plow through them and board the boat to begin your journey.


Stranded on the Isle of Ashes
Click here to see the map.

The Isle of Ashes is a nice place to learn to fight multiple enemies at once. Try out various techniques on the skeletons and the dragon flies that call this place home. Also, get used to scouring the land for the many treasure chests that dot the landscape. Most treasure chests have randomly generated contents, so I won't bother listing any contents. The first chest is to the south-east from where you start.
Go to the north across the bridge, killing the skeletons and then the single dragon fly. Then go west and talk to Forad Dorre. He'll tell you to see Yrsa. Head over there and talk to her. She'll tell you to kill some dragonflies for her. Go through the nearby cave and kill all the dragonflies on the other side. Grab the contents from the chest and return to the ogress. She'll reward you and send you back to Forad. Talk to him to learn of how to get off the island. Return to Yrsa to get the Turret Key. With it in hand, head south across the bridge from where you met Forad.
Kill the skeletons that accost you on the other side of the bridge. Don't bother entering the Ruins - you'll get owned in there at this point in the game. Instead head to the turret and approach the door there. Attack the skeletons that appear and then open the door. Go through and open the chest. Use the spellbook to sink the skeleton's island so you can travel to Sturmford.

The Coalition
In order to fight against the Beldonian hordes, the ogress Yrsa asked you to unite the six clans of Chedian. It is up to you to convince each nation to help you. As you talk to each Jarl, you will be given a pair of quests to both earn their trust, and to convince them of your intent.
The order that I give the quests here is simply by the order that I recommend getting them. I recommend visiting the cities in the following order - Sturmford, Drangheim, Guberland, Thjorgard, Frosgard, and finally, Thronheim. Yorwick and Lindesfarne can be visited later, as you go about finishing off these quests.

Sturmford
Bjarni Thorvaldssen of Sturmford asks you to complete two tasks for him. You must clear Amskram Keep and save their general from the Drangheim Prison.

Freeing Amskram Keep (Level 5+)
Click here to see the map.

Head to Amskram Keep. Kill the pair of basilisks that patrol the outside area of the keep. Along the wall to the left of the lone treasure chest you will be able to find a damaged wall - smash it with your melee weapons to gain entry to the keep (you have to crawl through the opening). There is another basilisk inside the walls of the keep. Kill it and then go to any of the towers. Open the door and climb to the top. Enter the keep from the entrance on the top - otherwise you cannot finish this level at all. (This level is bugged - you have to complete the whole stage in one go without leaving or it will never be able to be done.) Make a permanent save here.
This entire place is crawling with imps, bats and beetles. The elder imps and the big beetles are the only challenging things here - other than the traps of course. There are a lot of stepping stone traps in this keep. To avoid them, stay near the floor to avoid ceiling spikes, and keep jumping over the plates to avoid the fireball traps that are in some of the rooms. I marked the traps that I remember with X's on the map. Your basic need here is to shut down the eight imp portals. Also, you have to clear the entire dungeon of all enemies before exiting. Since you have to wander all the halls anyways, I have marked down the locations of the eight portals, as well as the two switches needed to open the way to the main part of the keep.
After shutting down the first six portals and flipping the first pair of switches, head to the central room. If you haven't done so already, you will have to survive through a long battle with a bunch of beetles (big and small), imps and bats. Then head north to get to a large door. Flip the switch and then run through the door. It will close behind you and a second will open. As it opens a set of four elder imps attack you. After this tough battle, head to the last two imp portals and shut them down. As you return to the large room, a section of the floor should raise. If it doesn't, it means that you either missed something, or that you are bugged and have to reload. If the floor does rise, a single large imp pops out, and a pair of soldiers attack it - dying to it. Kill it and then return to town to get your reward.

Prison Break (Level 10+)
Click here to see Map #1.
Click here to see Map #2.
Click here to see Map #3.

Sturmford's second coalition quest is to break their general out of Drangheim's Prison. Attacking the place headlong is not as interesting as sneaking in from below, so we'll take that route here. Head to the village outside of Drangheim city. Climb down the well there to enter the Prison Basement. Take a look at the maps for directions to treasure chests and other such things - I will cover only the basics here. There are a lot of beetles running around here. Clear the place out, and then return to the cell that you entered by. Take three lefts and climb up the stairs to get to the middle floor.
You'll start having to fight human guards from this point onwards. Kill the first one and then pull all the levers (next to the door) to open the cells. You can free several prisoners from here if you want - just open all the cells and talk to the people inside of them (I marked all the switches on the map). Head to the Kitchen and talk to the cook there. Agree to help him with his problem and he'll open up a secret passage. Climb the stairs to enter the smithy. Go to the only switches on this floor and open all the cells. Free both the cook's brother and the general. Escort the latter one out (use the front entrance). He'll head off to Sturmford.
Head to the Sturmford tavern and pick up the general. Bring him to the Bjarni to finish this quest.

Drangheim
Sigmund the Stressed is the man in charge of Drangheim. He wants you to retrieve a symbol of power for him, and disable the defenses of an enemy nation. Do both of these tasks for him, and Drangheim will join the coalition.
Disabling Amskram Keep (Any Level)
This quest starts in Drangheim. Sigmund the Stressed asks you to disable the portcullis and the drawbridge at Amskram Keep before he will join the coalition. So head there, walk through the hole in the wall and climb up to the top of the Keep where you entered it before. Now instead of entering it, use the Key he gave you and open the hatches. Climb down the ladder, use your Torch spell and pull the lever to drop the portcullis.
Return to the outside and go onto the wall that overlooks the drawbridge. Turn towards the keep, move to the side and shoot the two chains under the 'bridges' to make the drawbridge fall. Once both of these tasks are done, return to Sigmund for your reward.
The Crona Kiga (Level 25+)
The Crona Kiga is the symbol of a bygone age of power. It was created for the first Chedian emperor. With it, Sigmund hopes to convince the people that he should be the sole leader of all the nations. The Crona Kiga lies at the bottom of the Chasm of the Dead. Travel there (it is to the north of Drangheim City) and enter this forbidding place.
The first part of this dungeon is very simple. The skeletons and the imps are old news by now. As soon as you enter the canyon, it is a different story altogether. The apparitions are really hard to kill in groups, so you might have to single them out. Just travel along the path until you get to the bottom of the canyon. Zombies will pull out of the ground to attack you as you move along the ground. Like the Skeleton Masters and Warriors that you will fight later, they have to be killed twice to get experience and loot.
Watch out for apparitions as you head south along the bottom of the canyon. I was once swarmed by twelve of them at the same time - a really rough encounter that I had no hope of surviving. As soon as you hit the ruins, look out for zombies. Once they are permanently dead, head through the southern door.
From here on out you fight lots of Skeleton Masters and Warriors. Kill them each twice and keep going south along the hallway to get to the final chamber. Pull the mummies from within to you, a pair or so at a time. Entering the chamber will be your death. Once you have pulled most of them you can enter the chamber. Kill the rest of them and then grab the crown off of the pedestal. If you don't have Town Portal, getting out of the chasm can be really hard. You will have to fight all the remaining apparitions to get out of the canyon. If it is too difficult, try running past them.
Return to Sigmund with the Crona Kiga to get your reward.

Guberland
Markel the Great is the leader of this strange land. Before he will join your side, you will have to retrieve a book for him and survive a test of intelligence.
Intelligence Contest (Any Level)
Markel the Great sees a need to test your intelligence before allying with you. Head over to the Gathering and challenge Ivan the Smart to an intelligence match. Here are the answers. Sturmford and Drangheim are always at war. Verhoffin caused the Great Cataclysm. Dead Warriors go to Hallenhalt. The first emperor was Hubris. Magic items are made of Elemental Thjorad. Trislan was killed by his own guards. And the smartest person in the world is.. Ivan the Smart. There you have it. Return to your town for your reward.
The Book of Rules (Level 16+)
Click here to see the map.

One of Guberland's tasks is to retrieve a book on the rules of war. The Academy in Lindesfarne is where you can pick up this rare tome. The Academy itself is not very dangerous - the guards here can be easily taken care of. The problem enemies are the pair of Half Orc Captains and the Captain of the Guard that you fight in the large central chamber.
Head first through the chambers to get to the room marked 'library'. Put the books away in the following order - Offence, Strategy, Defense, and Intelligence. This will open a secret door with a coded scroll on it. I chose to ignore the code and went directly to the sliding panel ('panel' on the map). There is a protruding book on the shelf that you can pull to make it swivel, bringing you to the room containing the Book of Rules. Pick it up and bring it to Markel the Great for your reward.

Thjorgard
Sven Forkbeard is the one to find in this town. He will ask you to retrieve a priceless artifact and get the mines working again.
The Thjorad (Level 15+)
Click here to see the map.

In past years Thjorgard gave the Lindesfarne Monastery a great gift, a magical hammer created from the first elemental thjorad. Now they want it back. Head to the Monastery. There are two ways to do this quest - the easy way, or the hard way. I suggest the former, since you don't want to burn any bridges - you do need to talk to the monks later, so killing them all is not a good option. So you could kill them all and steal the hammer (BAD idea), or you can fool the monk guards and make them leave their post.
To do the latter, climb to the top of the monastery. Right at the top there will be five ropes attached to the bells. Ring them in the following order - far left, far right, second from left, second from right, and finally, the middle one. If done right, the bells will ring like crazy. Now head to where the hammer is located and wait for the monks to go away. When they are gone, grab it and run.
Return this hammer only after all the other quests are done. It is an awesome weapon and will be a plus to keep it for as long as possible. When it comes time to give it away, bring it to Sven to collect your reward.
The Broken Mines (Level 20+)
Click here to see the map.

The mines can be found by traveling to the north of Thjorgard, then east, and then to the south. The mines are crawling with troglodytes and other nasty little critters. Nothing in here should be too hard, except for the gnolls, which at this point will take a beating to go down. You should also explore every mine cart that you find - you never know what you can find..
I am a little confused about the requirements for this quest, so I will just describe all the things I did while in the mines. Visit the two dwarves (marked as 1 and 2 on the maps) to find out their problems. The first one wants you to break down a wall for them. Head to the 'Wall to Break' marking on the map and do just that. You'll free a demon from the chamber too. I don't know what effect this will have on the game as of yet though. Dwarf 2 has a problem with cave-ins, so follow him to the problem area and fall through the floor. Now take whatever route you want to use to get to the Slag Machine room (you can backtrack to the start and open the door, or you can fight your way around the long way). I have no clue if the doors between the Slag Machine room and the entrance are locked to begin with, so I will assume that you have to travel around the long way. Do this (it is pretty easy) and examine the large Slag Machine. Open up one of the side panels and grab the broken Slag Extractor. Now you can leave the mines, but only after talking to the nearby dwarves and finding out about the only person who can fix the machine.
Return to Thjorgard. Hjarrand Fixer lives in a large building in the southwestern section of town, near the temple. Hire him for 1000 gold. Then head to the armor shop and trade your broken Slag Extractor for a new one. Now return to the Slag Machine room in the mines. Hjarrand will meet you there. Talk to him and he will start his repairs. Give him a few minutes to do this. He will be done when he stops and just stands there. While he is doing his thing, install the new Slag Extractor and close the compartment door. When Hjarrand is done, talk to him. If he says he is done, return to Sven to get your reward.

Frosgard
Tyygva Ravenlocks is the leader of Frosgard. He wants you to kill a frost giant and break the ice that is dooming the city.
Break the Ice (Any Level)
Tyygva asks that you open the trade routes to the outside world. This is a really easy task. Head to the west end of town. There is a man there named Bodvar Elvissen. Try out his exploding barrels and then ask him to make a special delivery. Head to the docks and shoot the barrel there to crack the ice. With that done, go collect your rewards.
Frost Giants MUST Die (Level 30)
Click here to see the map.

You are asked to remove the frost giant Yanmir from the realm of the living. Go to his fort - it is in the northeastern part of Frosgard. The fort is literally crawling with thralls and yetis. They wander the halls in search of intruders. Have fun killing them. They are not the only ones who wander the halls - Yanmir the frost giant wanders the hall. He is invincible to every method of attack, so you'll have to find another way to kill him. To make matters worse, he wanders the halls. You can always tell if he is getting close - the whole screen will start to shake and you will hear his footsteps. Just run the other way if you hear him coming.
Now there are two tasks to complete in this fort - kill Yanmir and grab the key to the northeastern exit. The key can also be used to free the kids that are in the cells - but I haven't found a use for this at the moment. It never did come into conversation, so I'll leave it at that. Killing the frost giant is an easy task though - you never even have to see him to kill him. The trick here is to trap one of the halls that he regularly walks through. To do so you will have to knock out the supports from beneath it.
To get to the room containing those supports go east from the entrance into a large chamber. At this point in time, Yanmir is most likely in this room, so watch out for him. Go south and then turn left at the next hallway. As you walk down the corridor you will come across a low alcove in the side of the hall. That is where the smaller defenders of the fort live. Go into the rightmost of the doors and go into the first side room that you come across. Kill the thralls and open the secret door. Walk down the passageway and knock out the support beams with your bows when you get to the end (all but two break). Hightail it out of there and clear out the treasure rooms. Soon enough Yanmir will march down the corridor that you trapped (you can also lead him there - just make sure that you escape your own trap..). If you wait long enough, he'll end up killing himself, saving you the trouble.
Once he has fallen to his death feel free to return to Frosgard for your reward.

Thronheim
Kira the Cold is the Jarl of Thronheim. She is also the most attractive of all the Jarls. She asks you to clear the mountain pass to Thjorgard of all monsters. Her second task is the ejection of all Honkers from her city.
Tossing out the Honks (Any Level)
Kira the Cold asks that you help her city by clearing the Honkies out. Head to the docks (outside town) and talk to the harbormaster. Ask him to help you send the Honkers to Guberland. Return to town and convince the three Honkers that you want to talk to them out by the docks. There are two outside of the Apothecary, and one outside of the tour guide hall. Once you have convinced all three, go talk to Kira to get your reward.
The Mountain Pass (Level 30)
Click here to see the map.

The Mountain Pass can be found in the southeastern corner of the Thronheim area. It will take three days to walk there, as well as three days to get to Thjorgard from the other side. The object here is to clear ALL the enemies. You also have to travel to Thjorgard to get credit for this quest.
Once on the inside you will have to fight several kinds of enemies. The wolves and imps should be easy pray by now, as should the gezzamtlings. The Winged Abberations and their ilk are a bit problematic though - try to take them on in groups of ones and twos. Just make sure that you clear out all the side areas when you go. Check your quest log as soon as you enter Thjorgard to see if you got credit for the quest or not. If not, go back and search down the rest of the stragglers. After you have cleared the Pass, Kira will reward you as soon as you get back to her.

The War Against Beldonia

As soon as you complete the last of the coalition quests, you will be set into a series of quests detailing what happens afterwards. Unlike the last section of quests, these have to be done in order, and will be listed as such. Do the treaty quests ASAP (otherwise it is bugged), and the rest you can leave for later, if you still have optional quests or promotions to finish still. I suggest finishing all the optional quests that are still open, as well as doing all the promotions before going on with the bulk of this section.

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Prelude to War
After you have finished the last of the twelve coalition quests and have been rewarded for doing so, return to Thronheim. As you head towards Kira's palace you'll be confronted by a man named Thorolf. He is by the training hall. He'll tell you about the war between Sturmford and Drangheim. Return to BOTH those cities and talk to the Jarls. They will both say that a treaty is in order.
Now to get one written. Head back to Thronheim and have Kira write one. Return the next morning (don't wait more than one day or you will not be able to complete the quest!) to pick it up. Tell both Jarls about it and when it will be signed. Return to Kira the Cold's palace to start the War Council.

All For a Stuffed Dragon..
Click here to see the map.

As the War Council segment comes to a close, Yrsa appears and tells you that it is time to do her bidding (remember your promise?). Leave town and head to the northwest Thing. The Thing is basically a carnival. I am not the best at some of these games, but will outline what I did anyways. At the Thing you have to buy some tickets from the central guy. You have to beat each game once to get the doll that you need.
Some of the games are easier than the others. The strongman competition is done by talking to the guy in the ring. Use your strongest character to automatically win. The second easiest is the strength-pole - the one where you hit the base, a weight is shot up the pole and tries to hit a bell. Also use your strongest character for this one. The rock-guessing game is one of the more challenging ones, since it depends on luck. I chose to just light them all red, then remaining ones blue, then yellow, then orange or green. This is a much better system than just guessing all the time (you mark rocks with a color by clicking on one of the bottom row rocks and then on an upper one). That is three games.
There is game that is played on a checkered board. The object there is to block your opponent from placing any more rocks on the board. The easiest way to win this game is to charge directly at your opponent, splitting off to the left and right, cutting him off from putting pieces on your side. Then from there you can start filling in his section, slowly dooming him. The fifth game is like whack-a-mole, but with ducks. To play, point your mouse at a duck when it pops up and hit the space bar. It will quack if you hit it. Hit them all to win. The last game is the boat race. Register for the game and then use arrows to shoot your bow forward. I swam behind it, blasting it forward with every stroke (and shot!) for an easy win.
When you win the sixth game you will be awarded with a Stuffed Dragon, like those that Markel had at home. Return to Thronheim - Bikki is outside the city's west gate. Give it to her and then return to the council room. It is empty however, so go talk to the guard by the front door to learn where they went.
Head to Thjorgard and leave town. Go to the northwest and enter the Connecting Tunnels. This is a relatively easy area with a few tough monsters that can be easily avoided. The monster list here includes Dagrells, Skeleton Masters and Warriors, Annelids, Vampirs (tough) and Bloodsuckers. The northwest part of this area is blocked off until later - you have to enter it from behind Yorwick Town and bash through the wall. Other than there, you only have to follow the right wall to make it through without getting too lost.
As you emerge in Yorwick on the other side you will have to travel south through a bunch of Apparitions. These should be easier now than back in the Chasm of the Dead. Go to the southwestern Battlefield to find out what happened to your army.

How to Raise an Army
Click here to see Map #1
Click here to see Map#2

With Forad Darre's betrayal of the allied forces, you are faced with a terrible dilemma. You have to travel to Arslegard to retrieve your army. The only way to Arslegard is to die. I suggest that you finish off any other unfinished quests that you started before attempting this one. Then head into some water and drown to travel to Arslegard.
Right at the gates you are refused entrance by Handll, the gatekeeper of Heaven. He sends you off to the Dark Passageway to get a Writ of Fate from the wyrds. The Dark Passageway is simply a set of puzzles set in a winding tunnel. Head into the first water filled chamber. Climb down onto the bridge. Your object here is to raise all five portions of the bridge. The only way to do that is to activate the statues in a specific order. The order is - Skeleton, Banshee, Lich, Zombie, Banshee, Lich, Zombie, Skeleton. Cross over the bridge and touch the crystal to teleport to the next area.
The Dark Passageway has a number of dangerous enemies within its tunnels. The terror family of enemies will get very familiar to you over the course of the rest of the game. There are also a bunch of specters and other such monsters running around. These should be no problem to you now. Just walk down the hall and into the second large chamber. Walk around the outer ledge until you find a similar statue to the ones in the first chamber. Hit it to activate the laser eyes of the statues inside the room. Avoid these as you head back to the door. Go through it and teleport to the next area.
Head through the tunnels, the forested area, as well as the underwater passage. At the of the passage you will have to kill a pair of sea monsters before the next portal stone will be accessible. The last chamber is the most annoying of them all. Inside you will have to swivel four mirrors so that when you click on the southern of the gems the light will reflect and hit the northern of the two. I suggest making minor adjustments to each of the mirrors in turn - check to see where the light beams hits after a mirror reflects the light and try to adjust it according to that information. This is not a difficult task, just a time consuming one. Once you actually accomplish this feat, you will be awarded with the panels along all the walls being opened. Kill all the terrors that are unleashed upon you. Once they are dead, head north and teleport away. Down this last hallway you will encounter one of the wyrds - ask her for your Writ of Fate and you are set upon another quest.
This part of the quest is really buggy, so when told to save, SAVE your game - and use a different save every time, if possible! Save your game as soon as you enter Guberland. Head to the southwestern Gathering and win each of the six prizes (the games are the same as at the Thing minus the boat race). The prizes that you get are randomly determined. I suggest trying to hit the bell until you have all six prizes. Of course, you can play any of the games to win them! Once you have them all talk to the head guy to get the Capstone of Order. Save your game.
Travel to the Isle of Ashes and visit Verhoffin's Ruins. Go to the western altar and save your game. Put the Capstone on the altar and turn around. If there is a scroll on the table, pick it up and save. Otherwise, reload and try again. When you finally have the scroll, you can get into Arslegard. Jump into the pool of water and drown there to appear in Arslegard.
Arslegard has the main features of any other towns - shops, temple, bank, etc. Make sure that you se a Lloyd's Beacon to somewhere within the city, or you'll have to keep dying every time you want to return here. You might also feel like making a permanent save here too. The Hall of the Gods is to the southeast and is where you want to go. There is a pair of optional quests that you can get here (do the main part here until you get a key from Krohn before doing these though - otherwise you might get bugged and not be able to finish the game). The first is given by Fre in the Hall, and the second by the owner of the tavern. Grab them as you go through town. Head to the Hall of the Gods first and talk to Skraelos (big, evil looking guy). Before he will agree to return your troops to you, you will have to undergo six tests. He will send you to the Afterworld.
The six tests are easy. The first is to talk to the six dead Jarls - they are spread around the edges of the large area. Once done, talk to Skraelos to continue on with the next test. Answer the questions in the following order - 'You, my lord', 'To serve you', 'To encourage others..', 'Those we betrayed', 'Pay the price..', and finally, 'The ultimate price, our lives'. Talk to Skraelos to get the third part of the quest. Go to the battleground and kill all the soldiers there, then return to Skraelos. Go back to the battlefield and pick up the five swords that belonged to the Jarls. Return them to him. The last test is to step through the fire. Do so to return to the Hall of the Gods. Once there talk to Skraelos to get your soldiers back.
Head outside and talk to Sven. Then go to Frosgard and head to Tryyvga's home. You might run into some soldiers outside - kill them. Outside of town hall you'll find Forad Darre. Kill him and then talk to Tamur Leng inside the building. After a short discussion, he will join your party. Return to Arslegard.

The Grand Finale
Click here to see Map #1
Click here to see Map #2
Click here to see Map #3

When you talk to Krohn he will ask you to put a stop to Njam's meddling. He will give you the key to the guy's house. Use it to enter the place (you might have to leave town and come back in to be able to enter the place - I had to do this a few times before they would let me in) and grab the scroll from the table. Run as soon as you see Njam enter the room. Head to the western Tomb of a Thousand Terrors.
This level is extremely tough compared to all the others in the game. The enemies here include the beholder types, as well as all the kinds of terrors. These are not new to you. The demons shouldn't be new either - only their ability to resurrect themselves as greater demons should be new for you! Only in the last room in the level should they prove to be problematic, since they come in large groups. The only new thing in here is Njam himself - he appears at set spots and wails on you for a while before teleporting away. He is completely invincible to you, so watch out! He likes busting your armor up.. Just let him hit you while you are moving away from him - he will leave on his own anyways. There is a lot of treasure to be had, so make sure that you pick it up as you go here.
To start, just go to the east and then to the south. You will enter a large room with a few black chests - just ignore them for now and kill the monsters in the room. Njam will appear here too. Make sure that you grab the stairs keys before trying to leave. On your way out, you will have to unlock the door. The purpose is to sink all sixteen blocks that cover the door - this can be done by clicking on any block - and it, as well as all neighboring blocks will change states. Just work your way out from a corner, and you should be fine. Once you are out of there, head to the stairs to the second level.
Block launcher pro download. The second floor is more of the first. Head to the southeastern chess room. The puzzle in here appears to be randomized, so an easy solution is not possible. The trick is to cross the chessboard without getting killed by any of the pieces. They will try to knock you off of the board. Just watch for possible kills by the pieces as you make your way across. Grab the Maze Key from the chests on the other side of the room. Now head to the north towards the large maze on the map. Pull up your map anytime you get lost and head towards the northeast, to the bridge. Cross it and follow the narrow walkway until you hit the end. Follow it to return to the first floor.
Follow the sole path until you get to an elevator that brings you to the Hall of Storms. Once there, get ready for a string of long and tough battles. You shouldn't have many problems here, if you are higher than level 50. As soon as you have emptied the area of all resistance, walk behind the northern wall and flip the switch to end the game. (There have been reports that sometimes Njam won't show - having the scroll from his house seems to fix that. Also, not having the quest to capture him will lead to the room not having the switch. Bummer.)
Congratulations on beating the game!

Comments
Might and Magic VIII:
Day of the Destroyer
Developer(s)New World Computing
Publisher(s)The 3DO Company
Imagineer (PS2)
Director(s)Paul Rattner
Producer(s)Peter Ryu
Designer(s)Jon Van Caneghem
Bryan Farina
James W. Dickinson
Tom Ono
Richard Corredera
Programmer(s)Bob Young
Artist(s)John Slowsky
Composer(s)Rob King
Paul Romero
SeriesMight and Magic
Platform(s)Windows, PlayStation 2
ReleaseMarch 7, 2000 (Windows)
Genre(s)Role-playing video game
Mode(s)Single player

Might and Magic VIII: Day of the Destroyer is a role-playing video game developed for Microsoft Windows by New World Computing and released in 2000 by the 3DO Company. It is the eighth game in the Might and Magic series. The game received middling critical reviews, a first for the series, with several critics citing the game's length and its increasingly dated game engine, which had been left fundamentally unaltered since Might and Magic VI: The Mandate of Heaven in 1998.[1]

  • 1Gameplay
  • 2Plot

Gameplay[edit]

Might and Magic VIII is based on the Might and Magic VI game engine, and many of its elements are strongly similar to the previous two titles in the series. Unlike the previous two games, however, Might and Magic VIII introduces a new party management system that allows all but one of the five possible player characters to be hired, dismissed or re-hired at any time during gameplay. The character class system used in the previous two games has similarly been overhauled, with only the cleric and knight classes remaining. The experience, spells, levelling and skill system present in both previous Might and Magic titles is retained, with only minor updates.In place of the traditional class system, Might and Magic VIII features non-archetypical playable races. Aside from human knights, clerics and necromancers, available classes include minotaurs, dragons, vampires, dark elves, and trolls, each of whom possesses traits unique to their particular race. As with its two predecessors, the game world is divided into fourteen 'regions', including five elemental planes, each of which contains a varying mix of explorable towns, dungeons and wildernesses. Enemies are fought in either real-time or turn-based combat, depending on the player's preference.

Quest system[edit]

In typical Might and Magic fashion, the game is fairly non-linear, so quests can be completed at the player's own leisure, though the completion of storyline quests is essential for progression. Dialog, lore and exploration are important to progression in the game, with some dungeons involving relevant puzzles. In addition, side quests and dungeons can warrant rewards if completed, but are not vital to the main storyline. Also, promotion quests can increase the capabilities of particular classes of character.

Like Might and Magic VII, the game includes a system of choices which affect fundamental aspects of gameplay. Throughout the course of the storyline, the player is given opportunities to side with either dragons or dragon hunters, and either sun priests or necromancers. This choice is permanent and affects several quests, NPC reactions and available recruitable characters. However, unlike its prequel, the game's ending sequence is not affected by the outcome of these choices.

Plot[edit]

Backstory[edit]

Escaton summons the crystal in the city of Ravenshore.

Might and Magic VIII takes place on the fictional world of Enroth, upon the continent of Jadame, and acts as a sequel to Might and Magic VII and Heroes of Might and Magic III: Armageddon's Blade.[2] Over a thousand years ago, the interstellar war between the Ancients and the Kreegan drove both races off of one of the Ancients' many colony worlds.[3] During the millennium since, the original colonists and natives of that world built their own society and culture from the ruin, the stories of the Ancients and the Kreegan having long since passed into legend. Ten years ago, as depicted in Might and Magic VI: The Mandate of Heaven, the Kreegan invaded the world. The heroes of Might and Magic VI destroyed the Kreegan Queen, and the last of the Kreegan were wiped out over the course of Heroes of Might and Magic III: The Restoration of Erathia, Might and Magic VII: For Blood and Honor and Heroes III: Armageddon's Blade.[4] The Ancients, however, anticipating disaster should the Kreegan manage to gain a foothold on the world, had already enacted a scorched earth plan: rather than let the world fall into the hands of their ancient enemies, they would see it destroyed outright.[5]

A servant of the Ancients, the planeswalker Escaton, arrives in the village of Ravenshore on the continent of Jadame. Approaching the center of town, he summons a giant crystal which unleashes an elemental storm across the continent. There is widespread destruction and the boundaries to the four Elemental Planes are breached. Now elementals and monsters from beyond the boundaries are threatening to invade, fulfilling Escaton's plan to draw the powers of the elements toward the crystal and destroy the world, and the player must assemble a party of heroes to prevent this.

The game features several recurring characters from previous titles in the series, including the Elemental Lords from Might and Magic II, the Ironfists from Heroes of Might and Magic, and the necromancers Sandro and Thant from Heroes of Might and Magic III.

Setting[edit]

A map of the continent of Jadame, showing the regions and towns explored in the game.

The continent of Jadame is first introduced in this game, previously unmentioned in the series. The four elemental gateways appear in the four corners of Jadame: the Gateway of Earth on one of the Dagger Wound Islands (southeast), the Gateway of Water in Ravage Roaming (southwest), the Gateway of Air in the Murmurwoods (northwest), and the Gateway of Fire in the Ironsand Desert (northeast). In each case they cause an environmental disaster: a volcano in the Dagger Wound Island chain erupts and the tremors destroy the bridges that link the islands, the minotaur undercity in Ravage Roaming is flooded, the trees in a large area of the Murmurwoods are uprooted by the winds, and much of the troll settlement in Ironsand is destroyed by an explosion of fire. Escaton raised an enormous crystal in the centre of the city of Ravenshore, which acts as the portal to the Plane Between Planes, where the Destroyer resides.

The first character created by the player remains with the party for the entire game and is referred to as the 'Acknowledged Champion of Jadame'. This character leads the party through the adventures in the game.

Scenario[edit]

  • The initial character begins on the Dagger Wound Islands with low-level equipment, as a caravan guard employed by the Merchant Guild of Alvar. The pirates of Regna have used the cataclysm and resulting chaos to raid the Dagger Wound Islands. The pirates pose a threat to the player but are being continuously held at bay by native lizardmen.
  • The characters must find a way to leave the Dagger Wound Islands and reach Ravenshore, the capital of Jadame, where their duty is to inform the Merchant Guild branch of the cataclysm. More evidence is required, so the party is commissioned to 'persuade' the smuggling ring in Ravenshore to send boats to gather more information. The smugglers are required as the Regnan pirates and their navy pose an increasing threat to other ships.
  • The characters are next sent to the Merchant Guild of Alvar, in Alvar City. Here, Bastian Loudrin, the High Guildmaster, recruits the party into his service and requests that more evidence be brought to him of the lake of fire which allegedly formed in the Ironsand Desert. He asks that a witness be brought to Alvar.
  • In the Ironsand Desert the characters locate a witness in the troll-inhabited town of Rust. This witness will not accompany the party to Alvar until his deceased brother's ashes are placed in the family tomb, which is also now infested with hostile creatures.
  • When the characters return to Alvar with the witness, a doomsday prophecy is explained - that the destruction of the world is imminent unless the land stands united. The party must attempt to make alliances with the various 'factions' of Jadame, many of which are at war with one another.
  • The minotaur city of Balthazar Lair has become flooded and in order to gain an alliance with the minotaurs, the characters must succeed in unflooding the lair. This must be done whilst fending off hostile water elementals.
  • A choice must be made between allying with the dragons of Garrotte Gorge or with the Dragon Hunters; the latter are at war with the dragons. This must be done by retrieving an egg from the ogres in Ravage Roaming that contains the unborn heir to the King of the Dragons, Deftclaw. Returning it to the Dragons ensures their cooperation while entrusting it to the Dragon Hunters will gain their trust.
  • Finally, a choice must be made between the Necromancers of Shadowspire or the Temple of the Sun in the Murmurwoods. To ally with the Necromancers, the characters must take with them the double-agent Cleric, Dyson Leland, who poses as a Necromancer, and steal the Nightshade Brazier, hidden in the Temple of the Sun, returning it to the Necromancer's Guild. To ally with the Temple of the Sun, the player, with Dyson Leland, must destroy the Skeleton Transformer in the bowels of the Necromancer's Guild.
  • When this is accomplished, it is learned that the king and queen of Enroth are on their way to help, but are hindered by the Regnan fleet. The characters must find a way to sink the fleet.
  • When the fleet is sunk, king Roland Ironfist and his wife, Catherine, arrive at Ravenshore with their sage, Xanthor. Xanthor says that he is able to fashion a key to gain access to Escaton's crystal and hence the Plane Between Planes, but that in order to do this, he must use Heartstones of the four elemental planes.
  • The characters are sent to the elemental planes and battles his way through hordes of raging creatures to take the heartstones. Upon the completion of this quest, Xanthor is able to fashion a 'Conflux key' to Escaton's crystal.
  • In Escaton's crystal the party battles creatures constructed from crystal, which are difficult to destroy. At the end of the crystal, the player must complete a puzzle to operate the portal to the Plane Between Planes.
  • The Plane Between Planes is a place of utter chaos, which has the effect of driving weaker creatures mad. The characters battle creatures which are capable of causing insanity in the party members along with other hostile creatures.
  • The characters must seek out Escaton in his palace. The palace is filled with Behemoths and other deadly foes whom you must fend off while searching for switches that open up different sections of the palace which will be audibly noticeable. (There is one door that is visible with perception, but unlike any of the others it cant [sic] be open by clicking on it, only a switch will open this one) After flipping the final switch, they may approach the Ancient's lair to learn that Escaton has imprisoned the Lords of the Elemental Planes. The player must answer three riddles in order to receive the keys to their four prisons.
  • When the lords of the planes have been freed, the characters return to Ravenshore to witness the destruction of Escaton's crystal and the restoration of peace to Jadame.

Reception[edit]

Reception
Aggregate score
AggregatorScore
GameRankings55%[6]
Review scores
PublicationScore
Game RevolutionD[7]
GameSpot6.0 out of 10[1]
IGN6.5 out of 10[8]

Might and Magic VIII was released to a generally average reception, and was regarded by many critics as surprisingly inferior to previous titles in the series, though still a passable game. IGN praised the game's rendered cutscenes, storyline, setting and background along with its overall consistency and expansion on the Might and Magic universe, noting these as particularly strong points, but was disappointed with in-game graphics and the reused engine's low modern capabilities, citing these as pitiful compared to other, more modern RPGs.[8]

This was echoed by GameSpot's reviewer, who, though intrigued by the series' addictive charm, was displeased with Might and Magic VIII's tedious interface and pointed out the imbalance of the dragon character class.[1]Game Revolution's reviewer was dissatisfied with the plot, particularly in comparison to earlier titles, and felt the game was identical to both its prequels.[7]

Port[edit]

In Japan, the game was ported by Imagineer for the PlayStation 2 under the title Might and Magic: Day of the Destroyer (マイト アンド マジック デイ・オブ・ザ・デストロイヤー). The game has just a few minor changes. Before this port, the last game in the main series to appear on a console was Might and Magic III: Isles of Terra, almost ten years previously.

References[edit]

  1. ^ abcMichael E. Ryan. 'Might and Magic VIII: Day of the Destroyer review.' 22 March 2000. GameSpot. Last accessed on 19 January 2006.
  2. ^Catherine Ironfist: I fought alongside elementals in our campaigns against the Kreegan. I found them stalwart and loyal. I know Roland disagrees, but I cannot call their hostility here a case of fickleness New World Computing (2009-01-24). Might and Magic VIII: Day of the Destroyer. PC. The 3DO Company.
  3. ^Melian: Their attacks against the empire of the Ancients disrupted the network of shipping and communications that held us all together, causing the Silence that marks the first year of our modern calendar. Without support from the homeworlds, our fledgling technology failed, bringing us to this sorry state. New World Computing (2009-01-24). Might and Magic VI: The Mandate of Heaven. PC. The 3DO Company.
  4. ^Escaton: I am aware that the king and queen of Enroth have rid your world of Kreegans. Still, your world is to be destroyed. Once I am called, I must perform the Convocation. Once the Convocation is begun, it must continue. I was called while Kreegan still lived on your world. It matters not that they were dust by the time I arrived. New World Computing (2009-01-24). Might and Magic VIII: Day of the Destroyer. PC. The 3DO Company.
  5. ^Escaton: Your world has fallen so far--it seemed certain you would not be able to defend yourselves against my enemies. Though I underestimated your abilities, and the Kreegans were ultimately destroyed, I still feel that I was right to err on the side of caution. New World Computing (2009-01-24). Might and Magic VIII: Day of the Destroyer. PC. The 3DO Company.
  6. ^'Might and Magic VIII: Day of the Destroyer for PC'. GameRankings. CBS Interactive. Retrieved 30 October 2018.
  7. ^ abJoe. 'Might and Magic VIII: Day of the Destroyer reviewArchived 2008-05-09 at the Wayback Machine.' Game Revolution. Last accessed on 24 January 2009.
  8. ^ abTal Blevins. 'Might and Magic VIII: Day of the Destroyer review.' 22 March 2000. IGN. Last accessed on 24 January 2009.

External links[edit]

  • Might and Magic VIII: Day of the Destroyer at MobyGames
  • Sergey Rozhenko aka GrayFace HomepageUnofficial patch repairing various problems and adding few new features
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