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3. Sell the Pulps in one of the houses.

4. Check out what could be useful in the trash cans. Don't be squeamish, all trash places should be checked. There you will find stuff that could be sold in the local shops.

Remember that money, more precisely the lack of these gold discs is the perpetual problem for you and therefore every opportunity to raise your capital must be explored and used, even if it means looking into a trash can. You can heal yourself in the Temple of the sideffects.

5. Play Arcomage (one more opportunity of fund raising) in both of the Ravenshore taverns. Do not forget to make the save before entering just in case if you would lose. You can meet the Arcomage Champion herself in her house in Ravenshore, actually! Meet the star.

6. Go to the stables. Pick up the horseshoes. Book a passage to Alvar. If there is no coach to Alvar the same day, spend a night in the tavern and try again.

ByTheWay: There is a complete stables and ships schedule of Might and Magic VIII in the "Reference" Section.
Central page for Might and Magic VIII
First Steps
Here are the first steps necessary to complete, if you wish to play with the single character through the whole gameof MM VIII. Of course, this way is not imposed to anybody, but it is considered by the Author as the optimal at the start for a one, lonely single character in the game of
Might and Magic VIII: Day of the Destroyer.
Dagger Wound Island

1. You enter the game and see three wagons. Search through those that are opened, take the bottles, the ingredients for making healing potions, and the Pulps and Brandies. The Brandies can be sold in the village right away.

2. Visit the local lizard Alchemist and check out has he any healing potions for sale. If he has, buy them. You need at least 4 bottles of healing potions in your backpack.

3. Go to the Tavern (it is to the left from the wagons, if you are standing with your back to them). Before entering the Tavern, be sure to make a game save! Play Arcomage in the Tavern. If you weren't lucky, and you lost the game, leave the Tavern (and swing some doors!), reload, and play again. Repeat until you win, and the Lizard Barkeeper will give you the prize.

4. Go to the Town Hall and take a quest for the "Portals" repair work from the Leader of the Lizards.

5. Take a letter from Daderros the Caravan Master, which must be delivered to the Ravenshore's Merchant Guild.

6. Visit the big house of the Adventurers' Inn. There you will find a lot of mercenaries with some interesting backgrounds who are bored to death and eager to join any party, including your own even if it consists only of one person. If you want to play a solo game, do not hire anyone! The only thing you need to do is to take from them everything that is possible to take from the inventory. Believe it or not, but they are willing to part with a lot of their possessions. From all this stuff select what your main hero needs, and save the other things for the later trading.

7. Find the Cleric Talimere. His house is to the left from the Tavern at the end of the road. Take him with you. He is important as he is the guy who can fix the Portals.

8. Do not forget to collect all barrels on the island! There is many of them, so go behind every house to see them! They like to hide...

Now when you have done everything that could be done on the island, it's time for the most difficult thing. Here you have to be very careful and attentive as you are to pass the big span of water from one island to another without any usual means of transportation - without boat, ship, or spell casting, and your hero can't properly swim. So, how do you do this? Your hero will probably go down to the sea bottom like a rock, but this is not entirely the case.
You exit the Adventurers' Inn, and turn to the right, go along the waterline till the end of the shore (you must have the Tavern to your left and the houses to your right). Come closer from the beach to the water. You'll see that across the water there is an another island on the other side of the strait. If you can see a moored ship near this island, then you're looking at the place where you need to get in order to get off this island.

1. First of all, check that the "Always Run" regime is switched on (use the options of "Controls" in the Main Menu for switching).
2. Second, check that you have enough healing potion bottles. Arrange them in your inventory such a way so it will be convenient for you to retrieve them in haste. One bottle with the healing potion you need to take out of the inventory and have it prepared for use in the main window, but do not use it yet!

3. Now go to the waterline and find a spot on the beach where the distance across the water to the next island is the shortest from your point of view.

4. Move your hero into the water as far as this terrified of swimming personage is willing to go (hope that it will be far enough!).

5. Now comes the hardest part. Press the buttton that moves your hero forward (arrow up) and at the same time press the jump button ("X" on the keyboard). Keep pushing your hero forward to the other island, simultaneously pressing "X" button from time to time for jumping. The hero will recieve heavy damages from such a treatment and pretty fast. Do not permit the Hit Points to lower more than a half of the Green Column. Restore the Hit Points with the prepared beforehand healing potion (click the right mouse button with the healing potion on the hero). As soon as you have used the first healing potion bottle, prepare the next bottle at once (that it will be outside the inventory on the main window). This way kicking your hero forward and forcing him/her to jump and healing him/her periodically with the prepared healing potion bottles, you will finally reach the other island.

6. Now it is time to check what happened to your companion - the Cleric whom you have taken with you on the Dagger Wound Island, in the village of Blood Drop. If he didn't survive, don't be desolate from grief. Of course, it is sad, but not the end of the world. Dismiss the unfortunate late Cleric and proceed with the game.

7. If your Cleric was a sturdy guy (he knew how to swim!), and survived the ordeal of crossing the strait, then use him. He was hired to fix the Portal, so remind the guy that there is a work that needs to be done. Find the teleporter and fix it with his help. After this, discard the Cleric.

8. Did you manage or not to fix the teleport, either way, you dismiss the Cleric, living or dead, and your next move is to leave from this poor island.

9. Go to the ship that you have seen from the Dagger Wound Island and sail to Ravenshore.
Ravenshore

1. Go with the letter that you have taken on the Dagger Wound Island to the Merchant Guild of Alvar (it is near the pierce and easy to find - the large building with the fountain). Give the letter to the Guild Master, and take instead an another one with the quest. Don't worry, you can see what the Guild Master wrote, even though the letter is sealed with a red sign.
You can also enter the Guild from the other side, and then you will enter their library. Take all the books inside from it, and a couple of scrolls - they can be used for selling, or keeping, whatever suits you best.

2. Walk around Ravenshore and check every house. Draw the map with the notes who is living where (don't mind the big crystal, though...)
Advice: I am deeply convinced that only the maps that are drawn by the hand of the player himself/herself are the best help in remembering the locations of the game. The maps that were made by other people are good reference material, but would never help you the same way as what you have written by yourself and for yourself.
3. Sell the Pulps in one of the houses.

4. Check out what could be useful in the trash cans. Don't be squeamish, all trash places should be checked. There you will find stuff that could be sold in the local shops.

Remember that money, more precisely the lack of these gold discs is the perpetual problem for you and therefore every opportunity to raise your capital must be explored and used, even if it means looking into a trash can. You can heal yourself in the Temple of the sideffects.

5. Play Arcomage (one more opportunity of fund raising) in both of the Ravenshore taverns. Do not forget to make the save before entering just in case if you would lose. You can meet the Arcomage Champion herself in her house in Ravenshore, actually! Meet the star.

6. Go to the stables. Pick up the horseshoes. Book a passage to Alvar. If there is no coach to Alvar the same day, spend a night in the tavern and try again.

ByTheWay: There is a complete stables and ships schedule of Might and Magic VIII in the "Reference" Section.
Alvar

1. Inspect all the territory (the one you can access without fighting, at least), make a map of it, write down your notes about the inhabitants.

Advice: In Might and Magic VIII, there is very useful opportunity to make notes on the map of the territory itself. But a drawn map is better, in my opinion. But to make a note on the Map, just enter the map section, and click on the place where you would like to make a note.
Also, those houses where you have already been and there was a Teacher of something living in it, then this information is also automatically recorded not just in your Auto Notes, but in those red dots on the map.

2. Take the quest for ms. Cauri Blackthorne.

3. Play Arcomage. (The same procedure every time - save the game, then enter the Tavern and play, if you lose, swing some doors and reload. Then try again).

4. Collect all horseshoes in the Stables.

5. Near the Temple there is the pedestal "Day of the Gods". Visit it but don't forget to drop in the Temple immideately afterwards to restore your Hit Points as the pedestal will make them higher, and so, you will have just a half of the amount you should have with the Day of the Gods bonus.
6. Now some running back and forth is in order. You need to collect some very precious ore but it is on the territory protected by the Ogres, whom you are not in any condition to fight. So, you must force them to move from the place.

7. Find a bridge behind the Elemental Guild at the end of the Alvar village. Cross it to the other shore. Follow the shoreline and attract the Ogres' attention. Curse them, insult them, do whatever you want but drive them mad from desire to lay their long, brown hands on you and bring them as close to the water line as possible.

8. Move along the waterline to the next bridge while the infuriated Ogres are following you by the parallel course along their shore. When reaching the next bridge, do some fast running from the river to the hill and then backtracking your steps but along the hill, not the water line! You must really be swift and do not stop for a second as apart from the Ogres, you have to worry about the Wisps who are staying on the hill and could find you very attractive.
9. When you'll be back from where you started, you'll find that the situation has changed. Now there are no Ogres in proximity and you can run along the road to the Ogre Fort that could be seen on the hill.

Attention: You must have had already the quest that you were supposed to recieve in Alvar, when you were inspecting all the houses.


10. You could discover that not all Ogres left the Fort and some are still walking around. That is a nuisance and you'll have to walk them out of there by repeating the same procedure with parallel running between the bridges.

11. Now that all the territory is cleared out and the Ogres are still waiting for you on the river shore, you can collect the precious ore around the Ogre Fort. Don't forget to check the Ogres' trash cans too!

12. You can walk uphill in a certain spot to the right from the Fort. Be careful, don't go too far in the woods as there are some Ogres there still running around and you do not want to meet with them. Search only the hill for ore and other useful things.

13. After the ore scavenging operation return to Alvar village. Sell all the weapons that you have found in the trashes. Then go to the stables and book a passage to the Ironsand Desert.
Ironsand Desert

The usual stuff - playing Arcomage in the Tavern, collecting the hidden barrels and horseshoes. And of course, don't forget to draw a map of the Ironsand Desert.

Attention: If you are playing with the Troll character, do not forget to take the quest for the War Troll promotion.

There is a lot of ore in the mountains behind the Trolls' village. It is protected by little shooting devils - they are called the Gogs, and sometimes there are the Magogs among them. Just run very fast and pick up as much ore as you can. Ore is precious, and you need it a lot! Don't be lazy.

Return with the collected ore back and find out when there will be a coach to Shadowspire.
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Might and Magic VIII

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