Might and Magic VII: For Blood and Honour Index: 1. Introduction 2. Character Creation 3. Character Races a. Dwarf b. Elf c. Goblin d. Human 4. Characters Classes a. Knight b. Paladin c. Monk d. Ranger e. Archer f. Thief g. Cleric h. Druid i. Sorcerer 5. Skills a. Combat b. Magic c. Others 6. Spells a. Fire Magic b. Air Magic c. Water Magic d. Earth Magic e. Body Magic f. Mind Magic g. Spirit Magic h. Dark Magic i. Light Magic 7. Walkthrough for the Start of the Game a. Emerald Island b. Temple of the Moon c. Castle Harmondale d. Stone City e. The Red Dwarf Mines f. The Rescue of Loren Steel g. The Riverstride Plans h. The Trumpet i. Choose the Path 8. Path of the Dark a. The Breeding Zone b. Clanker's Laboratory c. The Temple of Light and The Temple of Dark d. The Soul Jars of Nighon 9. Path of the Light a. The Walls of Mist 10. Side Quests a. Emerald Island - Missing Adventurers b. Harmondale - Missing Arcomage Player c. Harmondale - Lantern of Light d. Harmondale - The Signet Ring e. Stone City - Troglodyte Infestation f. Erathia - The Quill g. Tatalia - The Three Paintings 11. Promotion Quests a. Cavalier b. Rogue c. Initiate d. Crusader e. Warrior Mage f. Hunter g. Priest h. Great Druid i. Wizard j. Champion k. Spy l. Master m. Hero n. Master Archer o. Ranger Lord p. Priest of the Light q. Arch Druid r. Archmage s. Black Knight t. Assassin u. Ninja v. Villain w. Sniper x. Bounty Hunter y. Priest of the Dark z. Warlock aa. Lich 12. Monsters - under construction 13. Weaponry - under construction 14. Armour - under construction 15. Credits 1. Introduction This guide assumes that you explore each individual map on your own. I strongly recommend that you try to finish as many quest as you can on your own, because that is half the fun. But, it is inevitable that you will get stuck, and that is what this guide is for. This guide will be completed as I get farther into the game. I will try to update it as often as possible, but since I am playing the game at the same time, it may not be done as soon as you need it. For that reason, I would appreciate it if you wouldn't send anything about anything that you do not see here in the guide, besides locations about weapons, armour, monsters and the locations of masters. I will try to make this guide as complete as possible, but I am sure that there are a multitude of ways to go about completing the game, such as being evil or being good, as well as the path you may decide upon. While not all the quests are necessary to beat the game, they are useful for the experience and the treasure that you get. So without further ado, here goes nothing. Updates: -July 6th: Added several promotion quests V 1.01 Updated skill teachers Finished walkthrough up until the choice between the light and dark Changed the credits Things to do: -Finish Skills -Finish Promotion Quests -Describe Arcomage -Add the rest of the quests I've done and not described -Add weapons and armour -Spells -Descriptions of each area -Potions list -Obelisk locations -Monster Strategies -Cool tricks and hints + things to do for laughs 2. Character Creation This is the most important part of the game! Any decisions you make here will have a lasting impact on the entire game! As a rule of thumb, if you want to access the cooler things in the game, as well as obtain all the useful skills, you should have at least a cleric and sorcerer. By taking the two, you have major access to all the spells in the game, including the schools of Light or Dark. The healing spells of a cleric are essential to your success, as are the damaging spells of the sorcerer (oozes anyone?). A strong and durable leader is also needed to take the brunt of the damage, and a knight is the perfect choice. A knight can equip everything and has more hit points than the paladin, monk or ranger has, but does not have the range of abilities that the others have. As for the final member of the party, anyone is suitable - it depends upon what your idea of the party is. Do you want another spell caster? Then take a druid or a ranger. If you want missile support then the ranger or archer is for you. Or you may want a strong second- hand man and take a paladin or a monk. A thief is nice if you want to open any treasure chests without dying. It's up to you. One more important thing to consider is the voice that you pick for each character. Take one you like, or face the consequences! There is nothing more annoying than a whiny voice saying, "It's just a cut! But I want it fixed!" every time she gets hit in battle! Choose each of your classes and pick according races for them. Then give them each their skills, by choosing either the rarest ones for each, or by choosing the most expensive ones. For example any magic is a good choice, as is Armsmaster, since it is rare. Identify Item and Merchant are good abilities to start with since they are very useful. Remember that with each spell category you start with, you get the first two spells, and save up to 2000 gold! Choices like Disarm Trap or Leather Armour are bad choices since you can buy them in every town! So choose wisely! The last step is to distribute your bonus points to each of your four characters, reducing scores where they don't need them and increase their prime requisites where necessary. For example an elven sorcerer should have a 30 Intelligence, while a goblin knight should have a Might and Speed of 30. Just take a look at the following two sections and decide what you want and how you want them. Then name your heroes and start the quest! 3. Character Races a. Dwarves Short and stout, dwarves make excellent knights and monks due to their high Might and Endurance. They also make good paladins for those same reasons. They just are not that good as sorcerers, thieves, archers or rangers due to their low Accuracy and Speed scores. Anyway, those professions are just not dwarf-like. b. Elves Due to increased Intelligence and Accuracy, elves make excellent sorcerers, archers and druids. With a little help they can be excellent rangers, if you can bypass their decreased Might and Endurance scores. They are passable clerics and thieves, and make poor knights, paladins and monks. c. Goblins Goblins are fast and strong little critters. They make excellent thieves and knights due to high Speed and Might scores. They make passable monks, and are rather poor at every other profession. Their low Intelligence and Personality scores make them very poor at spellcasting, as they are not known for that capability. d. Humans Humans are good at any class, but from my experience, they are best as clerics, because, well, they just are. They have no problems advancing in any class and have several advantages. Foremost, they do not receive the prejudice that some heroes get when travelling through some of the lands of Erathia. Thus they make good leaders to have and doubly so as clerics with high personalities. 4. Character Classes a. Knights My favourite class in the game. Each knight is a walking arsenal, brimming with weapons. Able to use any weapon or armour in the game, they are very versatile. Their two weaknesses are their lack of magic and their vulnerability to magic. But on the other hand, knights have enough hit points to take all incoming damage, regardless of their source. It is recommended to acquire grandmaster status in at least the following areas: Sword, Plate Mail, Shield, Armsmaster, Repair Item and Bodybuilding. The additional grandmastery of the Spear is optional, but it gives you the choice of a second weapon. Other than those skills, expert Perception is a good thing to have, as well as all other weapon types, especially bows. As an end result, you have a character that almost automatically hits with any strike and that can ignore any blow coming his way. The knight will then have a large amount of hit points and will be able to survive a long time. He will be able to repair any item and will thus be invaluable to the success of the party, since you cannot trust the durability of any of your things. A knight needs the following statistics as high as possible: Might, Endurance, Accuracy, and Speed. Luck is of minor importance, and Intelligence and Personality are useless. Just don't make him talk to other people! Upon advancing his class, a knight becomes a cavalier, and later must make the choice of becoming a champion or a black knight. The latter two have the exact same abilities, one is just evil, the other good, so choose wisely. b. Paladins The paladin is a holy warrior. A champion for justice that strives to rid the land of all evil. The paladin uses both spells and weapons to further the cause of good. They have less hit points than a knight, and less spell points than a cleric, but they still tend to survive. A paladin's strength lies in his ability to attack with the Mace and his ability to defend himself with the Shield. They can get up to grandmaster status in either discipline. Plate Mail finishes off the imagine of the holy warrior, but is unfortunately only attainable to master level. Other than that, paladins can use any weapons and armour, and should think about mastering the sword as a second weapon. Paladins can achieve up to master status in clerical magic, which makes them a good choice as a second healer. Other than that paladins would be good to get Repair Item, but only if they are the only one with it in the party! They have to spend enough skill points on other abilities that it would be a waste on this ability! A beginning paladin should ignore Intelligence and Luck and work on the other five abilities. A high personality finishes off the picture of the paladin as a radiant hero! Later the paladin get the chance to become a crusader and gets more access to spells. Then he get the choice to follow the light or dark paths. A hero gets to use basic Light magic, while a villain uses basic Dark magic. c. Monks The monk is one of game's coolest classes. Deadly with their fists or staves, and hard to hit even when they are not wearing armour, they are heavy hitters. At high levels they can also use magic, and they can combine their skills to make them even better. Unarmed and Dodging are the staples of the monk. If those two skills are not good enough, then be amazed when you hear that they can grandmaster them, as well as the Staff. A grandmaster at the Staff can use both the Staff AND Unarmed in combat! A grandmaster at Dodging can use both Dodging and Leather Armour (albeit at only master level)! That is what makes him cool. Grandmastery should be obtained for Learning (only a 59% bonus to earned experience) and Bodybuilding. Mastery at Armsmaster just makes him better. A beginning Monk should have a high Might, Endurance, Speed and Accuracy. Luck and Personality should be moderate, while Intelligence is not needed. Upon obtaining the rank of Initiate, the monk can start using clerical spells, but only at beginner levels. Monks later face the choice of becoming Masters (good) or Ninjas (evil). Masters can cast spells up to Expert level from the Mind, Body and Spirit guilds, while the Ninjas can use Disarm Traps at the master level, as well as Stealing at the expert level. d. Rangers Rangers are the protectors of the forest. They fight for the protection of the land, not for the land's people. They are one with the forest, as they were trained to survive in it. The ranger's weapon of choice is the Axe - which they grandmaster. They can also master the Bow. They prefer to armour themselves in Leather or Chain, both of which they can master, but one should be chosen from the start. They use both basic elemental and healing spells and should thus improve them when possible. They should also grandmaster Identify Monster and they should master Perception, if possible. The beginning ranger should concentrate on Intelligence and Personality to make sure that they get a lot of spell points. An above average Might and Endurance should be theirs, as well as a high Accuracy for their archery. The ranger gets a chance later to become a hunter. Hunters don't get any new abilities. Ranger Lords and Bounty Hunters, on the other hand, do. They get up to expert spells in all seven of their spell disciplines. e. Archers Archers, well they shoot arrows from bows! What else did you think? Well, they cast spells, too. They can cast basic spells from the elemental schools of magic. They have sharp eyes and thus, they can spot things from afar, and are thus adept at finding traps and secret passages. Archers excel at the Bow. They can grandmaster it and Chain Mail as well. As a secondary weapon, the Spear is a good choice since it is the only weapon other than the Bow that they can master. They are the only class that can master Perception and should thus get it as soon as possible. Otherwise they should only concentrate on Learning, since they can master it. Archers should begin with an unnaturally high Intelligence, Accuracy and Speed. A high Might and Endurance is nice, but the other two abilities are not that necessary. When an archer attains the rank of Warrior Mage they gain the right to use expert elemental spells. Their next advancement is to either the Master Archer or the Sniper rank. In any case, they gain the right to use master elemental spells. f. Thieves Thieves are fun to play with! Can't afford something? Then steal it! These characters are good to have if you like opening everything you see - their Disarm Trap skill is really useful. It makes me wish I had a thief in my party! At the start thieves should split their time bringing up their weapons, their armour and their thieves skills. They should plan on wielding two weapons - a grandmastered Dagger and a mastered Sword in the other hand - and wearing Leather Armour at grandmaster level. As for skills, Disarm Trap and Stealing at grandmaster level are musts. Mastered Perception is another cool thing to have, as well as Armsmaster, Identify Item and Merchant. The latter two are needed if there are no sorcerers or clerics in the party, because those two class do it better than the thief could ever do. A starting thief should have a high Accuracy, Speed and Luck scores. Might and Intelligence follows, whiles the others are not really significant. Upon reaching the rank of Rogue, they can cast basic elemental spells, but never higher than that. A fork comes later when they get to choose whether they want to be a Spy or an assassin, neither of which has advantages over the other. g. Clerics Clerics are the devout of the gods. They call down their deity's magic to heal humanity's woes. They also command several destructive spells, mostly towards the undead. They are invaluable to the party, due to their ability to heal both physical damage and abnormal conditions, like poison and diseases. The cleric's strength is their healing magic. They should obtain up to grandmaster level in all three of their magical disciplines to insure that they get all the spells. The grandmaster in the Merchant skill is a good idea - it'll save you a lot of money when buying spells! Mastery of the Mace and being an expert in Chain Mail, make clerics a pretty powerful force for their gods. They can also master the Shield and should do so. Meditation is also a good skill for them to acquire. A beginning cleric needs a high Personality, Might and Endurance. Intelligence is useless, while the other four are pretty important, but are not prime requisites. Clerics are later promoted to priests and gain the ability to cast master healing spells. Later they face the choice of becoming Priests of the Light, or Priests of the Dark. They get to use their namesake schools, as well as all other healing spells. h. Druids Druids are also protectors of the forest, but on a much more intimate level - they worship the forest. They are adept magic users, but poor fighters. Since druids start the game off able to attain expert levels in all seven magical disciplines (Light and Dark not included) they are best off spending all their points on their spells. They are poor fighters and are able to only get the Dagger to the master level and their next best is the Mace, which is limited to the expert level. For armour, they are limited to expert Chain and expert Shield. One plus that the druid does get is the grandmastery of Alchemy, as well as that of Meditation. In short, get their weapon and armour skills quickly, then spend all their points on their spells. That's the only possible way to play them. Give the beginning druid high Intelligence and high Personality scores. The rest don't really matter, so use your own judgement. The druid later becomes a greater druid and can use master spells. Then he has the choice of becoming an arch druid or a warlock, but doesn't get anything new other than the right to grandmaster stuff. i. Sorcerers Masters of magic, sorcerers are essential to your party's success. Able to smite many foes from afar with a single wave of their arms, they are quite powerful, and a mistake if you don't take them. Their spells also make your life a lot easier, allowing you to fly above everything, walk on water, enchant your items, even teleport from town to town and in and out of dungeons. Just these last few spells will save you hours when you are trying to find someone and you can't remember where he is! There are a few things that sorcerers should advance in. Simply put: Magic! Grandmastery should be obtained in the four elemental schools as well as in either the Light or Dark schools. Grandmastery should also be attained in Identify Monster and Identify Item. Mastery in Meditation is also a good idea for these characters. The Staff should be raised as their single weapon, and then only to master level. Their armour should be Leather, and that only to expert level. Alchemy is also attainable to master level, but should only be acquired at a later date - magic should come first, or you will find yourself having problems advancing, because the enemies get really hard, really fast! The optimal beginning sorcerer should have a high Intelligence to get more spell points. Endurance and Speed should be as high as possible so they can survive more than a hit or two. Personality is useless for them. The other three abilities are nice for them to have. After passing Thomas Grey's test, they get promoted to Wizards. Wizards get to use master elemental spells! Later they have the choice of becoming Lichs or Archmages. With the second promotion, they gain access to grandmaster elemental spells, as well as to either the Dark or Light schools, depending on the path you decide to take. Dark magic is more in character for wizards, if you ask for my opinion! 5. Skills a. Combat Sword Expert: Erathia, Tatalia (2000 gold) Master: Deyja (5000 gold) Grandmaster: In the southern part of Harmondale (8000 gold) A skill able to be brought to grandmaster level by either the Champion or the Black Knight, it is best left to those that are strong. Those who reach the final level in this skill are allowed to use a sword in their left hand and another weapon in their right, they get their a bonus to both their armour class and their chance to hit equal to their skill and the luxury of reduced recovery time. Axe Expert: Avlee, Harmondale Town (2000 gold) Master: Northern corridor in Stone City (5000 gold) Grandmaster: Tatalia (8000 gold) A skill most valuable to the Ranger Lord or the Bounty Hunter, the axe is useless in the hands of most of the other classes but the knights. Grandmasters get reduced recovery time, a bonus to their chance to hit and the damage they deal, and a chance to reduce their opponent's armour class by destroying their armour. Spear Expert: Avlee, Tatalia (2000 gold) Master: Tularean Forest (5000 gold) Grandmaster: Northern corridor in Stone City (8000 gold) The spear is the second weapon of choice for the knight class and for the archer class. Whereas the knight can attain the highest level for this skill, the spear is the best melee weapon for the archer. The master level in this skill allows the wielder to hold the weapon in one hand and gives the wielder a bonus to hit and to damage dealt equal to their skill level. The grandmaster also gets a bonus to their armour class. Staff Expert: Harmondale Town (2000 gold) Master: (gold) Grandmaster: Avlee (8000 gold) The monk is the only class to grandmaster in this skill. The staff is the best weapon for the sorcerer, even though they are limited to simple mastery of it. Masters get a chance to stun their opponents and get a bonus to hit and to their armour class. Grandmasters get to use the weapon in conjunction with the Unarmed skill. Mace Expert: Erathia, Stone City (2000 gold) Master: Tatalia (5000 gold) Grandmaster: Deyja (8000 gold) The paladin's and cleric's best weapon, although only the paladin gets the grandmaster. Mastery gives the wielder a bonus to hit and to damage dealt, as well as a chance to stun the target. Grandmasters have a chance to PARALYZE their opponents! Dagger Expert: Bracada Desert (2000 gold) Master: (5000 gold) Grandmaster: Erathian Sewers, In the poor section of Tatalia (8000 gold) The dagger can be grandmastered by the thief and mastered by the druid. Masters can put their dagger in their right hands and use another weapon in their other, get a bonus to hit equal to their skill level and have a chance of doing triple damage. Grandmasters receive a bonus to damage down. Bow Expert: Tularean Forest, Bracada Desert (2000 gold) Master: (5000 gold) Grandmaster: Harmondale Town (8000 gold) These weapons are usable by all characters, but only the archers specialise in their use. Grandmasters get a bonus to hit and to damage dealt, get to shoot twice at a time and attack faster. Unarmed Expert: Harmondale Town, Bracada Desert (2000 gold) Master: Evermorn Island (5000 gold) Grandmaster: Erathia (8000 gold) This speciality of the monk. Note: Level 10 Dodging is necessary to get grandmaster Unarmed! Leather Expert: Harmondale Town (1000 gold) Master: (3000 gold) Grandmaster: Tularean Forest (7000 gold) Chain Expert: Tularean Forest, Tatalia (1000 gold) Master: Avlee (3000 gold) Grandmaster: Deyja (7000 gold) Plate Expert: Tatalia, Stone City (1000 gold) Master: Erathia (3000 gold) Grandmaster: (7000 gold) Shield Expert: Erathia (1000 gold) Master: Tatalia (3000 gold) Grandmaster: Evermorn Island (7000 gold) Dodging Expert: Harmondale Town, Bracada Desert (2000 gold) Master: Evermorn Island (5000 gold) Grandmaster: Erathia (8000 gold) The speciality of the monk. At grandmaster level, the Dodging ability bestows upon the user three points to his AC for every skill point in Dodging and the ability to wear Leather Armour at the same time! That just kicks ass! Note: Level 10 Unarmed is necessary to get grandmaster Dodging! b. Magic Air Expert: Tularean Forest, Tatalia (1000 gold) Master: Avlee (4000 gold) Grandmaster: (gold) Earth Expert: Stone City, Harmondale Town (1000 gold) Master: Tularean Forest (4000 gold) Grandmaster: Deyja (8000 gold) Fire Expert: Tularean Forest, Tatalia (1000 gold) Master: Harmondale Town (4000 gold) Grandmaster: (gold) Water Expert: Avlee, Tularean Forest (1000 gold) Master: Nighon (4000 gold) Grandmaster: Harmondale Town (8000 gold) Body Expert: Erathia, Harmondale Town (1000 gold) Master: Tatalia (4000 gold) Grandmaster: Avlee (8000 gold) Mind Expert: Erathia (1000 gold) Master: Avlee (4000 gold) Grandmaster: Tatalia (8000 gold) Spirit Expert: Tatalia, Harmondale Town (1000 gold) Master: Erathia (4000 gold) Grandmaster: (8000 gold) Dark Expert: Deyja (2000 gold) Master: The Pit (4000 gold) Grandmaster: From Archibald in the Pit (8000 gold) Light Expert: Bracada Desert (2000 gold) Master: (4000 gold) Grandmaster: Celeste (8000 gold) c. Others Disarm Trap Expert: Erathian Sewers, Tatalia (500 gold) Master: Harmondale Town (2500 gold) Grandmaster: (gold) Armsmaster Expert: Deyja, Tatalia (2000 gold) Master: Avlee (5000 gold) Grandmaster: (gold) Perception Expert: Avlee, Harmondale Town (500 gold) Master: Tularean Forest (2500 gold) Grandmaster: Deyja (6000 gold) Merchant Expert: Stone City (2000 gold) Master: Evermorn Island (5000 gold) Grandmaster: (gold) Note: You need a Personality of 50 to get Master Merchant. Meditation Expert: Deyja (500 gold) Master: Bracada Desert (2500 gold) Grandmaster: Avlee (6000 gold) Bodybuilding Expert: Stone City, Bracada Desert (500 gold) Master: Deyja (2500 gold) Grandmaster: (gold) Note: You need an Endurance of 50 to get Master Bodybuilding. Learning Expert: Deyja (500 gold) Master: (gold) Grandmaster: Evermorn Island (8000 gold) Note: To get Grandmaster Learning, you need an Intellect of 50. Alchemy Expert: Bracada Desert (500 gold) Master: (gold) Grandmaster: Avlee (6000 gold) Stealing Expert: Harmondale Town (500 gold) Master: Deyja (2500 gold) Grandmaster: In the poor section of Tatalia (6000 gold) Identify Item Expert: Harmondale Town (500 gold) Master: (gold) Grandmaster: Tularean Forest (6000 gold) Identify Monster Expert: (gold) Master: Avlee (2500 gold) Grandmaster: South of Harmondale Town (6000 gold) Repair Item Expert: Stone City, Harmondale Town (500 gold) Master: Tatalia (2500 gold) Grandmaster: Erathia (6000 gold) 7. Walkthrough In this section there is only a list of what must be done to complete the game. All other quests are split into two sections: Side Quests and Promotion Quests. Those two types are displayed later in this FAQ. So here we go! a. Emerald Island The small little island that you start on is called Emerald Island. Your party has been entered in a scavenger hunt and they find several items; a wealthy hat, a sea shell, a longbow, a red potion, a tile from the floor of the Moon Temple and a musical instrument. These items are really easy to find and the whole island shouldn't be that hard to complete. The red potion is the easiest thing to find. In a treasure chest on the northern beach is where it can be found. Just mix the red berries with an empty bottle to get the potion. Bring it to the judge. The shell can be found in one of two places. You can either buy one for 100 gold from Sally who wanders outside of the town hall, or you pick one up on the north-western corner of the island. The latter way is the better way, because in the process you can get a whole load of weapons, armour and gold from the treasure chests. But before you can get to these boxes you have to fight your way through a swarm of Dragonflies, not particularly hard, but very easy to die if you let them swarm you from all sides. Instead try to pick them off with bows from afar before they see you, or to inch along and force them to come at you in smaller groups. If you are in danger of dying, don't hesitate to run to the tavern... just remember that they'll follow you and attack the guards and peasants! Then come out of the tavern and pick their stuff up! In either case, bring the shell to the judge. The musical instrument should be your third goal in this level. Just outside of the tavern, there is a young woman who offers to sell her lute for 500 gold. Buy it, steal it, or murder her for it, I don't think it matters. In any case, bring it to the judge when you have it. The three remaining items are in the Temple of the Moon. You can reach the temple by climbing the hill with all the guilds and then by crossing the bridge. The entrance gives birth to a small stream leading to a waterfall. Heal and prepare before going in, because you are more than likely going to be swarmed. b. Emerald Island - Temple of the Moon This level is rather small and straightforward - just explore everywhere. Just watch out for the rats, bats and spiders that make the caverns their home. They should be rather easy to kill, even when in groups of ten or more. Down one of the side passages there is a large room guarded by spiders - and the wealthy hat that you are looking for. Leave it in your inventory and then head for the temple itself, readily apparent by the alter in the middle of the room and the two magical missiles shooting from opposite corridors. Take the left one first, avoiding the missiles, and follow the corridor until the end. Open the door and enter the library. Search all the shelves and store the scrolls and books that you find. Then head to the north-west corner of the room and open the secret panel that there is in the room. Another library lies at the end of the room and feel free to search the shelves and take the books and scrolls. Don't forget to take the tile lying on the floor! It is hard to see if you don't pay attention. Keep it and then go back to the altar. Take the right passage and open the door at the end. SAVE the game and attack the two soldiers, or try to steal the bow from Sar. In any case you NEED the bow to continue the game, and this is a hard battle. Throw everything you have at the two and you will win the long bow as your prize. Kill the other two guards in the library at your convenience. Then exit the temple and the caverns. Head to the judge and give him the last three items. He will tell you to talk to his lord, who will give you a castle as your prize. After he gives you the deed, head over to the docks and board the ship. And get ready to sail to your destiny. c. Castle Harmondale You start off in front of your castle. The gate is flanked by two guards. Don't be shy and walk to the gate and try to enter. The butler answers and tells you of the goblin infestation in your castle. This quest is as easy as it gets - go in and kill everything! It may take a few days to clear the place of it's occupants, but all in all it is not that hard. You just have to search each and every corner of the place and flush out every bat, rat and goblin in the place. And find the treasure of course... When that is done head to the tavern in town and find the butler. You'll get experience and then find out that you have to get someone to fix your castle. He suggests the dwarves of Stone City in the Barrow Downs. d. Stone City Head south to the border of Harmondale and leave for the Barrow Downs. Make sure you have at least five days of food. It may also have been useful to have explored the entire overworld area and to have completed the missing Arcomage player side quest. It is extremely useful to have talked to everyone, to have bought new stuff and spells and to have perhaps raised your levels and your skills to expert. To get back on track, head to the Barrow Downs and head to the bunch of buildings. Explore them and then head to the west until you reach a bridge. Cross it and look to the south-west. You should see a hill with a bridge leading to the south-east from it's peak. Climb the hill, cross the bridge, killing the spectres and shades you meet on the way. Ahead of you, you should see Stone City looming in the distance. Enter it. Head to the central fountain in this dwarven city. Yell at anyone who gets in your way. Head east to the King's audience chamber and talk to him. He tells you that he'll only have his dwarves help you, if and only if, you clear the Bracada Mines and free the dwarven miners from their stone prisons. To this end he gives you a potion which must be used on the dwarven statues to revive them. From here it is out of the castle and west to the border of the Barrow Downs where you get to travel to the Bracada Desert. e. The Red Dwarf Mines Enter the Bracada Desert and notice your hilly surroundings. You should be on a road. The mines themselves are located on the south side of the mountains on the south side of the road. The place is guarded by griffins and I suggest that you explore the entire map before you invade the mines - it is very tough in there. My least favourite enemies hide out in there - the oozes. Man, I hate them! They are immune to all weapons, except for those that deal extra elemental damage. Other than that, I suggest that you have the spell Blades from the Earth school. Three castings kills an ooze. If the oozes aren't enough, there are medusas on the lower floor! The oozes, as it turns out, can also be harmed by weapons enchanted with elemental properties - in other words, weapons that deal elemental damage as well. Spells also work well. The object is to find the six or seven dwarves and free them from their stony prisons. One is in the first room, by the entrance. The others are at the end of all the passages - so you have to explore them all. It is hard, but really worth it. Just ignore the elevator in the far northern chamber! It is too hard for you at this point to explore the Medusa Caverns! When you have freed all the dwarves, go back to the Dwarven King and he will agree to fix your castle for you! f. The Rescue of Loren Steel When you get back to your castle, you find it repaired and restored to its former glory - well sort of. If you walk up to the throne room, you will find that there are two new people sitting there. They are ambassadors from the realms of Avlee and Erathia. Both want you to meet their monarchs. While it doesn't matter where you go first, or if you go there for that matter, I chose to go see Queen Catherine of Erathia first. In Castle Gryphonheart, you meet the Queen for the first time. She asks you to rescue one of her spies that was captured by the elves of Avlee and imprisoned beneath the city of Pierpoint, in the Tularean Caves beneath the Tularean Forest. The catch - you have a month to get there, rescue Loren, and to return. Yet, it is not the hardest thing to do. Ravel as fast as possible to the city of Pierpoint. The entrance to the caves is on the top of a northern mountain. Upon entering the caves, you are attacked by a few wyverns. Concentrate on the Ancient Wyverns first, then the Horned Wyverns, then finally the normal Wyverns. The ancient ones tend to kill you in a single hit when lucky, so watch out. The cell containing Loren is hard to find. At the start you have to head left and go up the hill. You should then jump to the ledge with the weird wall using the jump spell. This isn't the easiest way to the cell, just the fastest. It is also possible by navigating the caverns, it just takes longer. From the ledge, open the door and go straight down the passage. Jump the gap and explore the area beyond. You should find a switch. Flip it and it activates the teleporters. Head towards them (I forget where they are) and take the right one. It leads you to a large room. At the far side is the cell. Open it and rescue Loren Steel. Then make haste back to Castle Gryphonheart to accept your reward of 5000 gold. g. The Riverstride Plans If you choose to meet with the King of Avlee, he will tell you that he has plans to attack Steadwick directly. But he has a problem. The fortress at Riverstride. He has no way of crossing the river without having to go through the fort. Thus, he asks you to retrieve the plans to the fort, not caring if you make a head-on assault or if you sneak in. You once again have a month to complete this task. The fortress is in eastern Erathia, east of Steadwick. You can either enter it from the main entrance or by the hidden entrance beneath the bridge. By using the first entrance, you have to fight your way through many guards and elude traps till you find the secret staircase in the floor. Using the other way, you just have to walk in kill a few archers and enter the farthest door on the right. In the dining room, there is a picture of Queen Catherine. Click on it and a secret panel opens and the plans are there. Take them back to Pierpoint and give them to the king. He rewards you with 5000 gold. h. The Trumpet At one point or another when you enter the Tularean Forest, you are met by a messenger from Queen Catherine's Court, or that of the King of Avlee, depending on whom you helped. In any case, they report that the elves of Avlee are transporting an ancient artefact into the caves. There is also an Erathian war party sent to retrieve it. Getting the Trumpet is easy enough. Just head to the entrance of the Tularean Caves and open the chest, and voila, there it is. You can watch an ensuing battle that takes place between the two sides, and the humans are victorious. While it is better to watch, you can also help either side in the battle. But do so at your own risk. After reclaiming the Trumpet, bring it to either the Queen of Erathia or the King of Avlee to get a reward of 5000 gold. i. Choose the Path When you get back to Harmondale, a messenger tells you that the Seer, Judge Grey, is dead. Although there are no reports of foul play, you can bet it is. Head to your throne room and meet the two ambassadors. One is from Deyja, the other is from Bracada. They both offer suggestions for who should be picked as the new judge. Of course they each want one from their own countries. This is a huge decision that will have a momentous impact on the game! This is where you choose which path you will walk. If you get the judge from Deyja, you will end up on the side of evil and if you take the judge from Bracada, you'll be on the good side. In any case, they are both waiting in the tavern of their country. When you have picked one up go back to Harmondale and to the Seer's house in the east. If you took the dark path, you will see that the judge is weak and can't put an end to the war. Harmondale is won by Erathia and the war is at a temporary truce. If you took the light path, the judge settles the war and Harmondale is given to Erathia. 8. The Path of the Dark 9. The Path of the Light 10. Side Quests a. Emerald Island - Missing Adventurers The lord of Emerald Island offers your party a reward of 1000 gold if you bring back proof of a previous party's demise. This is simple. Head to the dragon's lair on the east side of the island. Enter and pick up the scroll and shield. Ignore the dragon. You can only be his snack. You cannot kill him at this point! So don't even try! If you really feel adventurous you can try to run and grab everything on the ground, but that just seems suicidal. If you feel really courageous, there is a longbow lying on the ground. That can also be used for the contest. Bring the shield and scroll back to the lord of the castle. b. Harmondale - Missing Arcomage Player A man in a house near the stables is worried about his missing brother. His brother is a paranoid freak that is obsessed with a card game. He tells you that he went to practise his cheating in the White Cliff Caves (?) and he asks you to check on his brother. You reach the White Cliff Caves via the southern road leading to the Barrow Downs. Follow the road till a little side path leads up the side of the hill and at the top you'll see a bridge crossing the river. Cross it and the cave entrance is right at the other end. Enter the cave. The body of the slain brother is in the north-west corner (?) of the cave and is easy to find. The problem is getting to him! There is a war going on between the troglodytes and the oozes here. The key is to kill any lone drones and to run from the almost-invincible-at-this- point oozes. Basically, you only have to run around picking everything up and you will soon find the missing man's deck and his journal. Take them and bring them back to the man. You'll be well rewarded... with experience at least! c. Harmondale - The Lantern of Light There is a man in the temple who has lost his temple's holy symbol and needs it to retain the clergy's faith. Without the Lantern of Light he fears that the followers of his church will lose all faith in whatever god they worship. He humbly asks that you retrieve it. The Lantern was carried deep beneath the Barrow Downs into the dwarven crypts there. You simply have to travel to the barrows, which can be entered via a hill just south of where the cluster of buildings is located. The main trick to this level is to know where you are and how to move from place to place. In the first room that you enter you have to kill everything and search all the walls to find a chest with a key in it. When you have found it, you can open the plaque. On the plaque you'll see some Roman numerals and a tree. The tree means that by using the right doorway, you'll be brought back outside. The number in the middle, namely the IX means that you are in room 9. On the left, one slightly lower, the other a bit higher than the one in the middle, tell you which rooms you can warp to. There is a switch on the left side of the plaque. The wooden bar points at the room to which the teleporter is set. You should take your time searching the place and looking for secret doors - it is worth it, seeing as to how I picked up over 27 gold pieces in that one level. There are sixteen barrows, including the one denoted with an Ankh. Your goal is the one marked with a II. It is easy to get to and is guarded by a whole slew of skeletons, bats and rats! Kill them all and head to the left and go down the stairs and kill more monsters there. In the centre there should be a large pillar. On one side of it, there is a little button. Press it and a secret door shall open. There are then three chests. I believe the middle one was the one with the Lantern, but open all three - if you cleared the monsters out of the area, you can rest. Make sure you have had your fill of skeletons, wights and goglings and return to the church in Harrowdale to get a load of experience as well as a lot of gold for the Lantern! Yipee! 11. Promotion Quests a. Cavalier In Erathia, in the city of Steadwick, there is a cavalier near the town hall. He tells you that to become a cavalier, you must travel to the Barrow Downs and clear out the Haunted Mansion. Pretty easy, really. The Haunted Mansion is in the north-western corner of the area. The mansion is filled with spectres, shades and wraiths. None of them are particularly hard alone - only when in groups. Well, anyway, upstairs there is a library, which you shouldn't enter until later. On the main floor there is a passage leading to a lower section of the mansion. On this floor there are a few enemies to kill, just nothing really serious. Open all the doors and kill all the ghouls, ghasts and revenants. Then head upstairs to the library and clear it out as well. On the left side of the room, there is a bookshelf with a book sticking out of it. Put it back in place by clicking on it and a secret passage on the north wall will open up. Kill the wraiths and wights that pour from the new passage and flip the switch before you. I don't know what it does - but it didn't kill me. To the west there is a spiral staircase heading down. Take it slowly - there are enemies posted at regular intervals along the way. At the bottom, there are two passages heading to the left and right. Enemies come from both passages and will attempt to swarm you. Run up the stairs and take them on as they come around the corner, just watch out for the Barrow Wights. They are more powerful versions of their cousins and tend to paralyse your cleric, if you have one. They just take a little planning to kill. Strong weapons are good, fire spells work well and courage is the most important thing to have against them. Clearing out and exploring the rest of the mansion is easy thing to do, and when you are sure that all the undead have been slain, head back to Erathia and Talk to the Cavalier. He will promote you to the rank of Cavalier and Honorary Cavaliers! b. Rogue In the Erathia sewers, talk to the Master Thief, Bill Lasker. He will offer to promote you to the rank of Rogue, if you can steal the vase from atop Lord Markham's mantle and bring it back to him. Easy enough right? First head to Tatalia and enter Lord Markham's Manor. Kill the two Initiates of the Sword and heal. Then enter the room on the right and slay the guard within. Wait for the guards to come out one at a time from the opposite room. Kill them all and when they are all dead, prepare for the hardest battle yet. Around the corner there is a Champion of the Sword who is very powerful! Hit him hard and with all you got, because he is the last enemy in the place. When he is dead, take his armour and search the fire to obtain your prize. Return to Bill Lasker with it and he will promote you to the rank of Rogue and Honorary Rogues. c. Initiate In Harmondale go to the group of buildings in the south-western corner. In one of the houses there is a man who tells you how to become an Initiate, as well as how to become Honorary Initiates. It is a very simple task. Go to the Barrow Downs and find the secret meditation spot in the dwarven crypts. There you have to pray. This is a very easy task to complete. Head to the Barrow Downs via the southern road. In the Barrow Downs travel to the south until you find a hill with a road circling it to the top. Climb the hill and enter the Barrows. Head to room with the Ankh instead of a number as it's marking (the way to move about this place is discussed in the Lantern of Light side quest) and clear out all the monsters while heading to the main room with four branching rooms behind closed doors and a fountain in the middle. Pray before the fountain and achieve your goal in the form of a promotion. Note: this promotion allows monks to cast spells! Go buy some! d. Crusader The hardest of the first round of promotion quests. In the city of Steadwick on the opposite side of the building where the cavalier is found, you find the crusader. He tells you that to become Crusaders and Honorary Crusaders, you have to kill a dragon - a specific dragon. Its name is Wromthrax the Heartless, and it lives in the northern mountains in Tatalia, directly west of the Mercenary Guild. Make sure you are at least level 30 before attacking this beast. Use everything you have, including your strongest weapons and spells. Acid Burst seems to be quite effective against him. Don't be disappointed if a few of your characters die, since they'll get the experience for the quest anyway. In fact, the quest is complete as soon as you kill the dragon, and the crusader leaves your party. e. Warrior Mage In Avlee, there lives the Warrior Mage. He tells you that he will train your party to the rank of Warrior Mages or Honorary Warrior Mages, if you complete his quest. He requests that you stem the flow of medusas into the Red Dwarf Mines. All that means is that you have to go back to that hell hole. Travel to the Bracada Desert and enter the Red Dwarf Mines. Go back to the lift you saw and press the switch. Make sure you are ready for the magic-proof medusas that are found below. In the first room on the right, there are two or three medusas. Just run towards them and hack at them and they shouldn't be any problem unless they paralyse one of your characters. Just be warned that they are archers and are better than you in that regard. Now head down the left passage and kill every other medusa you find. The corridors are long and are rather empty of inhabitants. The medusas are pretty easy to kill and shouldn't be too big a problem since they suck at melee combat. There is a single exception - the Medusa Empress. She hides in the upper left portion of the mines and can turn your characters to stone. She is hard to kill due to massive amounts of hit points and hard to get to, because of the four or five other medusas in the room. When dead, she offers up an amulet that protects a single party member from being transformed into a statue. Somewhere in the northern part of the caves, there is a weird machine that makes a terrible racket. Kill the guards and use the band by clicking on it. Run for all you are worth, because if not, you have one hour to live. Just run to the lift and go to the upper floor. Then exit the mines and return to the Warrior Mage in Avlee. He will reward you well for this service you have done. f. Hunter In Avlee, an elf offers to train your rangers. He tells you to infiltrate the Hall of the Faeries and talk to their king. I haven't done this yet, but I hope to do so soon! g. Priest A man in the northernmost settlement in Deyja offers to train your clerics if you return with the map to Evermorn Island. The map was stolen by pirates and hidden away in their headquarters in the Tidewater Caverns. The Tidewater Caverns are logically situated near the city of Tidewater, which is the capital of Tatalia. The caves themselves are on an island west of the harbour and thus, you must use the Walk on Water spell to get there. That means that you either have to have expert water magic to learn the spell, or that you have to find or buy a scroll. The caves themselves are not that exceptional. There should be no new enemies, and they should all be easy to kill. There are only a couple of things to remember here. When you enter the caves you are in a large cave-like room - well, ok, maybe it is a cave. Enemies will try to swarm you, but they are so weak that you shouldn't care. Just kill them and head into the next room where there is a staircase. Just look for a secret passage on the left side of the stairs. There is a treasure chest in there. If you go up the stairs, you will be in another room. Head out on to the deck of the "ship" (I found it kind of looked that way!) and take the stairs up to the top deck. From there go down into the hold and kill everything. Near the stairs going down to another cave, search the walls. A secret passage containing several chests should open up. In one of them there is the map. Exit the caverns and bring the map to the priest in Deyja. You will be promoted and you will also be allowed to travel via ship to Evermorn Island! Note: Travel to Evermorn Island is possible only on Sundays from the port in Tatalia! h. Great Druid I have no clue about this one! i. Wizard In order to achieve the title of Wizard you must visit Thomas Grey in the School of Sorcery in the Bracada Desert. To get there you have to take a teleporter from the main square. Thomas Grey tells you that you have to assemble a golem to become a Wizard. You need a head, a torso, and the four limbs. He sends a golem with you to carry the parts that you have found. The head is in a treasure chest right in the town square. It is not hard to find. Inside the chest there is also a Bill of Sale which tells you where all the parts can be found. The second head is on the hill below the Tower Bridge (like in London!). The torso can be found in the Barrow Downs. From Stone City, take the south-western bridge and it will take you to plateau with several gargoyles on it. Kill them and take the prize. Now you should have the second part. Another part is on the western island in Avlee. It is guarded by many water elementals and other creatures like them. It is in a treasure chest near the obelisk. All I did was run over there and grab it, leaving the guardians to themselves! The right arm is on a western island in Tatalia. It is in a chest near the Tidewater Caverns. The right leg is in Deyja. On the hilltop to the north-east of the northernmost settlement in a chest overlooking the coast. The final part is also in Deyja. It is in a chest along the northern coast, atop the hill. Beware - it is heavily guarded by Harpies. Once you have all six pieces, head back to Bracada and talk to Thomas Grey. He will then proceed to train you and he will also give you the golem to guard your keep! j. Champion A man on a ridge in Bracada has the right to teach you the ways of this class. You must be good for him to make the offer, though. k. Spy Bill Lasker, the master thief of the Erathian Sewers can train all good rogues in the way of the spy. l. Master Bartholomew Hume can train all Initiates to the rank of Master, but only if they follow the light. He lives in Harmondale. m. Hero The Erathian Crusader also teaches the way of the Hero, but one must be good to receive the training. n. Master Archer The Master Archer lives in Harmondale on a ridge overlooking the town. He teaches only those of good alignment. o. Ranger Lord The Ranger Lord teaches good hunters. He lives in the Bracada Desert, north of the docks. p. Priest of the Light The priest in charge of training the Priest of the Light lives in Celeste. He teaches only good people. q. Arch Druid Somewhere in the Tularean Forest! r. Archmage Thomas Grey of the School of Sorcery in the Bracada Desert offers this rank to those of good alignment. s. Black Knight The Black Knight lives in the city of Steadwick, near the town hall. He'll train those of evil inclination, if they pass his test. He wants to wreak havoc on the elves and asks you to rob their treasury blind. A really easy task. Go to Pierpoint and enter Castle Navan. From the entrance go straight to the lift and go down. Take the right path and ignore the warnings. At the end of the hall, search the ground and a hidden staircase will become available. Take it down and kill all those within the new room. Then take everything and head back to Erathia and get your reward. t. Assassin The Assassin lives in the northern settlement in Deyja. He will train those rogues who follow the dark. He asks you to murder the Lady Carmine of the Celestial Court, and bring proof back to him. He will then promote you to the rank of Assassins. u. Ninja In the Pit you can find the Ninja. He offers to train those Initiates of evil disposition. His quest is a complex one - you have to steal the Scroll of Waves from the School of Sorcery and use it to decode the cipher he gives you. Then you have to find the tomb and open it. Then you have to find an artefact and bring it back to the Ninja. The Scroll of Waves is your first goal. Go to the School of Sorcery and enter it. Head right into the bookshop. Kill the wizard there and open up the cupboard at his feet and push the switch. The door across the entrance opens up. Go in there and at the hallway watch out for the trap. Head right and search all the shelves until you find the Scroll of Waves. Then leave the place. The third word is pattern and you have to use it to decipher the cipher by subtracting pattern from the cipher. You get the message "I have found the tomb of Master Kelwin and have deduced the code from his notes. It is north east south west and centre. My job is done and the debt is paid. Good luck." The tomb is in south-eastern Erathia along the river. It is very hard to see. At the door there is a panel with five buttons. Press the top one, then the right one, then the bottom one, then the left one and finally the middle one. The door opens and you must enter it. The tomb is a very small place and the artefact is in a sarcophagus in the room on the right. Once you get the artefact, head back to the pit and talk to the Ninja. He allows you to keep the artefact as a reward and promotes you to the rank of Ninja. v. Villain The one who teaches you to be a villain lives in southern Deyja in a rather large house/tower place. If you are evil, he will tell you to capture a noble lady from Castle Gryphonheart and bring her back to be imprisoned in his house/tower thing. A description of this quest shall come later when I review the path I took. w. Sniper The sniper lives in Avlee. He will offer to train you if you are on the dark path. All he wants is for you to recover the Perfect Bow from the Titan's Stronghold. This is hard and I can't seem to be able to do it just yet. x. Bounty Hunter In the Tularean Forest you find the Bounty Hunter. He offers to train all evil Hunters to his rank if you finish his quest for him. I need a Hunter to see what he needs, so more on this later. y. Priest of the Dark In the northernmost settlement in Deyja a Priest of the Dark offers to train your evil Priests. All you have to do is defile the Altar of the Sun in the Grand Temple of the Sun. The temple is on one of the western isles near to Evermorn Island. So head there. The temple still has an active clergy and these you have to kill. The temple is rather straight forward and pretty easy to complete. You just have to walk north and you come to an altar. Just click on it and your characters should flash and get experience. When you are sure that the altar had been defiled, head back to Deyja and get your reward. This is one of the game's easiest promotion quests. z. Warlock The Warlock lives in Nighon and trains evil Great Druids. aa. Lich The Lich lives in the Pit and trains evil Wizards. All you have to do is obtain four lich jars from the Walls of Mist in the city of Celeste. In theory not that hard - in practise it is very hard since all the enemies come back to life if you leave! The enemies don't supply you with any experience, so you might as well not kill anything here. In the middle of the first room there are three arches. Go through the right one and you'll warp to the eastern pillar. Head north and through two teleporters then go down the lift. Go straight then take a right up the stairs. You'll walk into a larger room where there are several arches to either side. You must go to both the left and right sides of the room and activate the switches by all four little pools. This drains the larger pool at the northern wall of the central chamber. Head there and jump in. Open the chest and take your reward - the East Pillar Key. Head back to the main room via the arch. Now take the middle arch. You should now be atop a large tower in the middle of the northern pillar. Look at the map and notice the four rooms branching off from the main room. Go down all four paths and click on all four of the little "pedestals". Then head back to the main tower and look at the map again. There is a platform in the bottom right corner that when you step upon will take you to the top. Take the platform and open the chest at the top to get the Northern Pillar Key. Head back to main hall. From here take the left arch and you will end up in the west pillar. You just have to head north until you hit some stairs and go up the left ones. Head to the end and you'll see three buttons and a level. Make sure that only the right button is sticking out and then pull the lever. That will lower a part of the floor, and in that area you can find a chest with the West Pillar Key. Take the three keys and go back to where the three arches are. Go to the northern part of the room to find three locks. Make sure that all the buttons are depressed by using the appropriate keys on them (West Pillar Key on the western one, and so on so forth). When all are unlocked, a hidden room opens up and a chest therein contains the four lich jars. Take these back to Lich in the Pit and he'll turn all your Wizards into members of the undead and the rest to Honorary Liches. 12. Credits I wrote this of my own free will, with my time and have taken this from no one else's work, excluding Might and Magic VII: For Blood and Honour, of course. This walkthrough can be shown on anyone's page who has my permission, and nobody but myself have the right to take credit for this work, or edit this work in any way. If you feel that I have missed something or that I am slightly wrong in an assumption that I made, please e-mail me at LordHaart@yahoo.com . Please write the corresponding area of the game for which it takes part so I can be sure that I have got that far, since I have had the game for about a week. Please feel free to tell me if I should improve this FAQ in any way, or if I should pay more attention to a certain area. Please send comments and tell me if this helps you or not! And ask questions! If I don't answer them directly, they will be answered in this FAQ. I am looking for someone who has a list of enchantments for both weapons and armour and what they add to them (in ranges for elemental bonuses or ability bonuses). That would be very helpful since I don't have the time to do this. I am also looking for someone who has grandmaster alchemy and a complete list of potions. That would really help a lot, and credit will be rightfully given. Finally, a list of monsters and their stats can be used. I humbly ask anyone with grandmaster ID Monster to check some out for me! Thanks! Copyright 1999 Lord Haart.