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Quick Victory Strategy by DG Dobrev

Version: 1.0 | Updated: 06/28/2002

         Might and Magic VIII - Quick Victory Strategy

               =    Author: DG Dobrev             =
               =    E-mail: iron_feather@mail.bg  =
               =    Date: 28.06.2002              =
               =    Version: 1.0                  =


1. What you can do with this guide:
- Make a copy for pesonal use

- 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



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!)
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

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!
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!
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.
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 +

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!
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 +

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.
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

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.
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


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,
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
Armor: Last Stage Cuirass, Serendine's Preservation, Crown of
Final Dominion, Archangel Wings, Herald's Boots, Ring of

This stuff will help you endure throughout the game awhile


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!

Attack: +10  Damage: 2d3 +10
Specs: Vampiric, +10 Poison damage, VAMPIRE ONLY

Judicious Measure
Attack: +13  Damage: 2d4 +13
Specs: Endurance +40, Luck +40, Ogre Slaying

Drogg's Helm
Defense: 12
Specs: +15 Intellect, +15 Personality, Regenerates HP over time

Archangel Wings
Defense: 10
Specs: Feather Falling, Intellect +30, All resistances +10

Herald's Boots
Defense: 10
Specs: +30 Speed, Swift, Immunity to Sleep

Berserker Belt
Artificer Belt
Specs: +100 Might, Immunity to Fear, Accuracy -39, Armor Class

Attack: +13  Damage: 1d9 +13
Specs: Vampiric, Might +50, Luck -40

Attack: +14  Damage: 3d4 +14
Specs: Armsmaster skill +7, Air resistance +30

Attack: +14  Damage: 3d3 +14
Specs: Might +40, Adds 10-20 pts of Dark Damage

Attack: +14  damage: 3d3 +14
Specs: Accuracy +40, adds 10-20 pts of Light Damage

Attack: +10  Damage: 5d2 +10
Specs: Accuracy +50, Swift, Bow skill +4

Ring of Fusion
Specs: of Water Magic, Alchemy Skill +5, Intellect +40,
Endurance -20

Defense: 3
Specs: Disarm Trap skill +8, Bow skill +8, Armsmaster skill +8

Crown of Final Dominion
Specs: Intellect +50, of Dark Magic, LICH ONLY

Blade of Mercy
Attack: +15  Damage: 2d2 +15
Specs: Might +50, Adds 4-10 pts of Elec damage, Accuracy -40,

Serendine's Preservation
Leather Armor
Defense: 34
Specs: Endurance +30, Regenerates HP over time

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

Two-Handed Axe
Attack: +15  Damage: 3d7 +15
Specs: Adds 10-20 pts of Fire Damage, Fire Resistance +40

Wyrm Spitter
Attack: +14  Damage: 1d9 +14
Specs: Endurance +20, Dragon Slaying, Swift

Two-Handed Sword
Attack: +15  Damage: 4d5 +15
Specs: Adds 10-20 pts of Fire Damage, Slow, Speed -20

Trident of Rulership
Attack: +13  Damage: 2d6 +13
Specs: Water Breathing, Water Resistance +70, Fire Resistance

Attack: +12  Damage: 4d2 +12
Specs: Might +20, Swift, Adds 6-12 pts of Cold Damage, MINOTAUR

Last Stage Cuirass
Leather Armor
Defense: 19
Specs: Personality +80, Intellect +70, Mind and Spirit
Resistances -30

Hell's Cleaver
Attack: +12  damage: 4d2 +12
Specs: Might +70, Accuracy +70, Intellect -50, Personality -50

Lucky Hat
Specs: Luck +90, Personality -50

Attack: +12  damage: 3d4 +12
Specs: Slows Target, Personality -15, Water resitance -50

Templar Sword (Longsword)
Attack: +15  Damage: 3d3 +15
Specs: Accuracy +70, Speed +70, Armor Class -20

Lightning Crossbow
Attack: +12  Damage: 4d2 +12
Specs: Swift, Accuracy -50, DARK ELF ONLY

Staff of the Swamp
Attack: +10  Damage: 3d4 +10
Specs: of Shielding, Immunity to Paralyze, Disease, Poison

Herondale's Lost Shield
Defense: 14
Specs: Immunity to fear, Paralysis, Stone, Sleep, Personality
-15, Luck -15

Staff of Elements
Attack: +4  Damage: 2d4 +4
Specs: Of Fire, Air, Water and Earth Magic, Armor Class -40

Tournament Bow
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

Attack: +15  Damage: 3d6 +15
Specs: +10 to all statistics, Adds 10-20 pts of Body Damage

Chain Mail
Defense: 48
Specs: +10 to all statistics, +10 to all resistances, DARK ELF

Noblebone Bow
Attack: +12  Damage: 5d4 +12

Ring of the Planes
Specs: +40 to all elemental resistances

Mace of the Sun
Attack: +7  Damage: 3d4 +7
Specs: Double Damage vs. Elementals

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
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
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
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.

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.

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
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.

Zlatka Dobreva, Frederick Talimere, Simon Templar, Arius,

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.

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.

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
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.

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

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

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:


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
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
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
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

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.

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!

-                                                               -
-                                                               -
-                       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                      -
-                                                               -



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
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):

Drogg's Helm
Tournament Bow
Herald's Boots
Herondale's Lost Shield
Berserker Belt
Serendine's Preservation
Hell's Cleaver
Judicious Measure
Mace of the Sun
Noblebone Bow x2
Lightning Crossbow
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
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


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