Oh, yeah! Good news!
Finally we got an opportunity from New World Computing to play the Might and Magic game with only one character! Legitimately! Without any sacrifices! (for those who didn't understand this part, please refer to MM VI and MM VII sections for explanations).
And this one character could be a Dragon! Hooray!
Might and Magic VIII is waiting for your actions, the adventurer!
If you are playing Might and Magic VIII solo, i.e. with only one character from the beginning (as it is supposed to be anyway) till the end (meaning that you do not hire any available mercenaries in the game to your party), then there are as always two paths and two kinds of heroes to choose from: the magic hero and the might hero.
Among the pure magic heroes the following classes can be named:
Among the pure might heroes the following classes can be named:
Minotaur is a mixed hero with more orientation to the might but with some magic too, though a very small amount of it.
Something new in Might and Magic VIII is the classes of heroes with their own specific never before encountered in the games magic. That are:
~ Dark Elf
What hero do you choose for your solo playing of Might and Magic VIII is entirely up to you, as you have the choice here.
My first advice is the usual one: with whoever hero you want to play always begin your solo experience of the game with the magic hero first as it is easier than the might hero path.
I suggest for the magic hero to choose
the Dark Elf.
Why the Dark Elf? For me it is almost the same Druid as in MM VI and MM VII. The Dark Elf also becomes the same Master in the Elemental Magics (Fire, Air, Water and Earth), plus also has his own magic - Dark Elf Magic. It has quite good spells. Especially such as Blind, and the Travelers' Boon.
About the combat skills:
~ Sword - Master
~ Bow - Grand Master
And the most interesting, he can wear Chain Armor here, and can become a Grand Master in it.
There are very good skills in the Miscellaneous Skills for the Dark Elf. Such as:
~ Disarm Trap - Grand Master
~ Perception - Master
~ Merchant - Grand Master
~ Amsmaster - Expert
With all these skills, it will be much more easier for you to play through this game, if you will start the game for the first time with the Dark Elf. Of course, there is also the more comfortable way - to start the game with a Dragon! No problems at all!
I suggest for the might hero to choose the Troll.
But of course, you can take the Knight. For better picture of their abilities, you can see both the Troll and Knight here.
The Troll - a completely new hero. At last we can choose between the Knight and the "Somebody".
The Troll here is quite a specific guy! To tell you by secret, he absolutely adores honey! Sadly, the Trolls have big problems. And of course firstly, you will need to help your tribe. This won't be very difficult, actually, maybe.....
As the Troll can be big specialist in the following skills, I think that you will recieve pleasure in playing with the Troll as the Might Hero.
If you want to play with only one Dragon.
It is possible too, but in this case you'll have one dead corpse as a luggage place for all your inventory (the same way you have had three characters in your party as a luggage in solo MM VI and MM VII).
The starting hero with whom you begin the game will become luggage and the Dragon will be the main character. So, you can play with the Dragon but unfortunately there is no Dragon among the starting heroes.
How to recieve the Dragon as the main character?
Proceed following advices in the 'First Steps' section. When you'll get off the Dagger Wound Island and finally come to Ravenshore, go to Stables and book a coach to Garrote Gorge at once. When you'll come to Garrote Gorge, find the Dragon by the name Ithilgore in the Dragon Cave. He is yet unexperienced Dragon of only the 5th level and he will be your
For those who already played solo MM VI and solo MM VII
When you begin to play Might and Magic VIII you need to know that though the game of Might and Magic VIII itself is easier than MM VI and MM VII, playing MM VIII solo will be harder than your previous solo games. Mainly it is because as you start not with the four but only with one character, you'll not be able to recieve three spacious luggages for all useful and not so useful things you are dragging around with you. In Might and Magic VIII you can count only on your own backpack. (In case of the Dragon solo it will be only one luggage).
The second thing is that it is a little bit harder to become Grand Master in magic, if you will play with the Necromancer. The reason is that all the masters are dwelling on the Elemental Planes and it is exactly where the trouble is and in order to get in to them you'll have to pass very strong guards. However, I hope that you'll be able to manage and beat all your enemies.
Some preliminary explanations.
Irrespective of what hero you choose for the solo game in Might and Magic VIII, I offer you the following way of doing things at the beginning that could be called unusual but immensely easing your first days in the game. Of course, it is absolutely up to you, will you follow my advises or do your own way, but believe me, though what I propose could be viewed as strange, it is really working.
When you enter the game you'll find yourself on the Dagger Wound Island. If you played MM VII, you surely remember the first place there - the Emerald Island. Bad news is that the Dagger Wound Island is a tough place due to the fact that it is constantly raiding by the pirates and not a single day is passing without clashes between the pirates and the Lizard Warriors.
I must speak frankly, when I have started MM VIII solo and found myself on the Dagger Wound Island I was at first in a fix as the starting hero isn't that strong and good to fight through the pirates. I spent a lot of time just killing a small bunch of them. After this I decided to stop for a second and think about other possibilities. Of course, there is always a choice to continue methodically fight these pirates until one can finally get out of this island, but I wasn't that patient to do this boring and time consuming work.
I have thought about my past experience in Might and Magic games with the similar difficult situations and at last I remembered Bootleg's Bay problem in Might and Magic VI, when it was necessary to reach other island and I was playing with the solo Knight who couldn't cast spells and hasn't Water Walk or Fly. I fixed the problem with the drastic measure by jumping into the water. If it has worked in MM VI, why not try the same method in MM VIII.
And that was exactly what I have done and what I advice you to do, but again, I don't insist upon my way of doing things and you can change whatever you like in your own approach to the game playing.
Well, this was it! To read what happens next, look in the "First Steps"!
~ Sword - Master
~ Axe - Master
~ Staff - Grand Master
~ Mace - Grand Master
~ Leather - Grand Master
As you see, with these skills, the Troll can really stand up for himself! I recommend for you to stop on two skills - Sword and Mace. This combination of two weapons will give your Troll the ability to do maximal damage to the opponent.
Sadly, the Troll loses to the Knight in some miscellaneous skills. Which he doesn't know at all, actually. Such as:
~ Disarm Trap
Of course, without Disarm Trap and Perception it will be a bit tough for you. And in some places in the game you will have to think a lot about how to pass these places. But still, the Troll has four other good miscellaneous skills, such as:
~ Body Building - Grand Master
~ Repair Item - Master
~ Armsmaster - Master
~ Regeneration - Grand Master
If you played Heroes III, then you must remember how the Trolls are regenerating on the field of battle. Now you have the opportunity to do so in MM VIII. As a skill, though, and not as just a spell from a scroll as it was in MM VII.
~ Sword - Grand Master
~ Axe - Master
~ Staff - Expert
~ Spear - Grand Master
~ Mace - Master
~ Plate - Grand Master
You can see that the Knight is his usual self, that is very good in sword playing and with perfect plate armor.
The Knight knows a lot of those, except the following skills that are beyond his
~ Identify item
Well, Meditation and Alchemy are skills
for magic users anyway. Identify Item is
useful but you'll have to live without it.
Regeneration is the new skill and the old
fashioned Knight isn't capable of
main character. The starting hero has to be sacrificed in the waters of the nearest lake to the left from the castle and become a luggage for Ithilgore.
Playing with only one Dragon is the easiest solo that can be, though do not think that it is a piece of cake. You'll still have to work out your beating of the game.