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Here I finish. You can ask, where is the rest.
True, the game has much more locations and secrets, but why  tell and open, and  ruin your thrill and joy, and fun?
Explore, try, fight. Everything is possible.
And the most important - enjoy the game!
If you are really frustrating and can't pass any particular place in the game, please do not hesitate to ask. You can e-mail me or ask BES or any other member in the community by posting a question on the MM VIII board there.
Good luck!
Elemental Planes        back to the top

Plane of Air

From my point of view one of the easiest planes. Noone is guarding a path to it. You simply go inside, cast 'Invisibility' and explore everything. Well, that is what the magic hero will do. The only nuisance will be the absence of the usual roads there. You'll have to walk on the path that is bordered with white balls. Don't be afraid, you'll not drop down to the ground. 
The magic hero better use 'Fly' for fighting there.
If you are playing with might hero:
Ravage Roaming                               back to the top

Minotaur House

In any case, will you take the Minotaurs in alliance or not, you'll have to clear the Minotaur House. As a matter of fact, it is not that hard to do even when playing solo.
The only thing to remember is the usual advise.
In no circumstances do  not let  the enemies come close to you there. Always keep your distance. You must have the upper ground in the passage, they must be down there. It's possible to achieve. And shoot and shoot at them. Of course, it will be longer but it will be safer.
One more thing. Make notes on the big map of all the levers, where they are and which of them you have already pulled. That way you will have at least some opportunity of understanding what is going on in this maze.
Remember, that the Minotaurs will resettle back only when you take the Alliance quest and not before. The fact that you have already cleared their home doesn't matter until you don't take the quest.
Central page for Might and Magic VIII
Tips & Warnings
page 3
Murmurwoods

The first bad news is that there is no Temple there. You can heal your hero only with the potions, scrolls or spending a night in the Tavern.
The second piece of bad news is that fighting will be made in woods and it isn't easy as the woods are crawling with Light Elements that will inflict quite substantial damages to you while hiding between trees and thick foliage.
Basilisks

There are Basilisks too. Those are ever eager to petrify you. Therefore, it is the necessity to have an artifact or an item, which can protect you from it, especially if you are playing with the might hero.
Problem with the Basilisks is that they are dispersed on very big territory.

Before you have any action with them, it's advisable to fly over the whole their territory if you are playing with the magic hero; or run it through very fast if you are playing with the might hero but in no circumstances do not engage yourself in any fighting when you'll be inspecting. The reason is to open as much territory as possible.
Better to begin your war with Basilisks from the Murmurwoods village.
Constantly make saves and not just a second before a fight starts but beforehand. If there is approximately a third of your hit points left, call it a day, make a break, go back to the Tavern, have a rest, sleep overnight and return the next day.  
Light Elements

The best fighting method against them when you are playing solo is the wands. Be accurate in your aiming, careful and patient as it isn't easy to spot them in trees thick foliage and they are good in hiding as I told earlier.
Unicorns

Quite powerful beasts.
There are well stuffed chests at the place where they are located. I mean really good things in these chests.
But it will not be easy to lay your hands on this stuff as the Unicorns are strong and attack with magic as well. Also as they have four legs they are very swift and clever in hiding behind trees, it is their home territory anyway.  
There are two ways in dealing with them.
1. Use the magical wands but carefully aiming as the Unicorns are often hiding and you can waste the wand shot  on a tree trunk instead of the Unicorn. Shoot only when you are certain, if not - better skip a turn.
2. Use pure might. In this case you'll have to do a lot of running as these beasts are fast, as they are actually mutated horses, and run at all directions at once from the herd and begin to shoot with magic at you, which shows that mutation left its signs not only in the horns but in the brains as well. Well, your brains are superiour and you'll be able to beat them one by one.
Keep in mind that they are walking on the border of the territories and some sly Unicorns just can cross it and mock you from behind the border. You can see them but you can't touch them. 
Never mind them, finish those you can and who are available for killing, go to the Tavern, restore your health, come back in the morning and you'll find that the whole herd is back where it should be and ready for the next turn of fighting. 
Cauri Blackthorne

Cauri could be found under the big fir.
Don't forget to buy the scrolls with 'Stone to Flesh' spell in Murmurwoods beforehand as the usual magic casting of this spell by your magic hero will not work there.
You must search to the East from the Druid Circle. It's literaly in a couple of steps from the circle.
The Druid Circle

Actually, you can skip it. There is no crucial necessity to visit it. Well, if you are in a great need for money and experience, then of course, proceed ahead by all means.
Ravage Roaming                               back to the top

Minotaur House

In any case, will you take the Minotaurs in alliance or not, you'll have to clear the Minotaur House. As a matter of fact, it is not that hard to do even when playing solo.
The only thing to remember is the usual advise.
In no circumstances do  not let  the enemies come close to you there. Always keep your distance. You must have the upper ground in the passage, they must be down there. It's possible to achieve. And shoot and shoot at them. Of course, it will be longer but it will be safer.
One more thing. Make notes on the big map of all the levers, where they are and which of them you have already pulled. That way you will have at least some opportunity of understanding what is going on in this maze.
Remember, that the Minotaurs will resettle back only when you take the Alliance quest and not before. The fact that you have already cleared their home doesn't matter until you don't take the quest.
Central page for MM games: from MM6 - till MM9
Gorgons

The bulls that will require a lot of hard work from you before you'd finish with them. Store a substantial supply of patience before going in a battle with the Gorgons. Though, fighting with them is the thing worth your time as you' ll gain huge amount of experience from them.
When playing with magic hero:
shoot at them when flying. A long process but not so difficult to do, just keep an eye on the watch, how much time your 'Fly' spell still has. You don't want to drop on the ground amidst the mad Gorgons.

When playing with might hero:
Well, what can I say... oh, yes...be careful! The Gorgons have a lot of hit points and the magical ability of paralysing and some other pretty nasty stuff you don't want to know about. Begin actions with them only when your hero will be equipped with protecting items or artifacts.
Use terrain in your tactics. Draw off one Gorgon from a herd behind the hills and kill it there out of everyone sight, then return for the next victim. Do not  engage more than one, maximum a couple of the Gorgons at one time. 
Barbarian Fortress

This place isn't a big problem.
Should you have as an ally either the Dragons or the knights, you must visit the Fortress as there is one object inside that has to be brought either to the first or to the second.
In order to get to the Fortress cellars you must find a button on one of the upper platforms. The button will open a passage.
In the cellars you need to find something. (the detailed instructions are following)
Try the farthest end of the cellars. On the left side there will be a small niche with a small button. Search carefully as the button is difficult to find on the wall. Cick on the button, wall will move, behold a chest.
Elemental Planes        back to the top

Plane of Air

From my point of view one of the easiest planes. Noone is guarding a path to it. You simply go inside, cast 'Invisibility' and explore everything. Well, that is what the magic hero will do. The only nuisance will be the absence of the usual roads there. You'll have to walk on the path that is bordered with white balls. Don't be afraid, you'll not drop down to the ground. 
The magic hero better use 'Fly' for fighting there.
If you are playing with might hero:
in this case you better have good potion with 'Protection from Air'. You can find one in Shadowspire shop.  The might hero can't use 'Fly", so naturally it will be the hard way for him/her. Enemies will shoot at you mainly with the spell 'Sparks', therefore, two advises:
1. use wands
2. when they would be spent, don't use bow, go hand-to-hand.
Plane of Earth

The second plane where practically noone will meet you near the entrance, though it is already more difficult than the previous Plane of Air.
First of all it is because all these underground passages are extremely intertwinned.
Second, the inhabitants have quite a lot of hit points and of course will use magic against
you. And it will be serious spells as 'Blades' and the most dangerous in these passages - 'Rock Blast'. The last one inflicts heavy damages.
Therefore, be sure to have good potions of 'Protection from Earth'. Try to use other protective spells, as 'Shield', 'Stone Skin', etc.
My advise: put  points on the map where you have already been, otherwise it is very easy to be lost in no time.
Plane of Fire

Here the outmost attention and carefulness is required from you. Switch on the combat mode before you enter as already at the entrance you'll be met by very powerful guards. You'll not be able to pass them from the first time.
Therefore, my advise: in no circumstances do not go far from the entrance. The Fire Elementals will come to you by themselves, you don't need to chase them, they will  chase you instead.  
If you'll be near the entrance, then you at least will have a chance to run from there at time to retreat and restore your health.
Fire Elementals due to their nature are vulnerable to water, so, use wands that cast spells of Water magic. They are good weapons against the Fire Elementals.  
Be sure to collect ashes left after the dead Fire Elementals. There is a chance to find very good artifacts in it. After you have cleared the entrance, you go further inside the Plane. There walking is not that easy too. Especially for the might hero, no surprises here.
You'll have to walk the high and narrow ridges. If you loose your balance and drop over the ridge, the only thing that will be waiting you down there will be lava. Though, the magic hero could have his wits about him and hastily switch on his 'Fly', the might hero is helpless and therefore dead.
Castle of Fire
Before you go inside, clear all outskirts of the castle as afterwards you will need to go out of it to sleep over and restore the hit points.
The Castle of Fire is the most confusing castle in all the planes. And the best protected! So, carefulness and one more time carefulness inside.
Plane of Water

Strange, but the entrance to this plane was one of the most difficult for me, though frankly I didn't expect it.
Here the tactics of fighting  after the entrance that was used in the Plane of Fire wouldn't work good enough.
You'll be met again by the tough guards, though of another nature.
So, what can I advise you.
Run to the nearest Water Elemental and try to kill one. If you kill one of them, it will be good. If you'll manage to kill a couple of them, that will be great.
Be careful. As soon as you notice that your hit points are lowing down, retreat immediately. Sleep, restore hit points, return to fighting.
When you have cleared the immediate space around the entrance it would be easier further along. All the above is mostly for the might hero tactics.
(Check that you'll have the potion 'Water briefing' in order to get into the Plane, as it is in the middle of the lake.)
If you are playing with the magic hero:
in this case you can use 'Invisibility', 'Telekinesis' and 'Fly' and avoid fighting altogether, simply taking the heart from the plane and departure. The only thing that will be required from you is not to touch anyone incidentally when you will be flying around there. There are some safe places inside where you'll be able to recast 'Invisibility' again on yourself.   
A couple of last advises...

First.
Remember, that in Might and Magic VIII  solo game your hero does not have any 'luggages', which were available for him/her in MM VI and MM VII.
There will be always a shortage of space now to store all these useful and valuable things you want to have in your backpack. You can count only on the inventory of your main hero (the only exception  is when you play with the Dragon as the main hero, in that case the Dragon has one and only one extra luggage available).
So, be sensible, and judge carefully what is the most important for you to have in your backpack, keeping in mind that there certainly should be a place for healing potions, fighting wands and necessary spell scrolls.
Therefore, store only the best of the best. Among potions it is certainly the black potions. Among the resistance potions it is the white potions. Both kinds you can buy only in Shadowspire, well, nearly during the whole game.

The second.
Remember, that in Might and Magic VIII you actually do not have any NPC (not playing characters) you could hire in MM VI and MM VII before (well, practically none).
Therefore, noone will heal you, noone will teleport you, noone will work for you. You are truly alone out there.
So, beware all the might heroes, use your precious 'Torch Light' and 'Wizard Eye' scrolls  with the outmost sensibility, as by the evil law of nature these spells will be extremely rare when you'll be playing with the might hero (well, as soon as you'll switch to the magic hero solo game it will be abundance of them, not to worry!). Personally, I after passing MM VI, VII and VIII with the Knight personage already became accustomed to live without them at all. And you know, in some places you can handle without 'Torch Light', believe me.   
 
Here I finish. You can ask, where is the rest.
True, the game has much more locations and secrets, but why  tell and open, and  ruin your thrill and joy, and fun?
Explore, try, fight. Everything is possible.
And the most important - enjoy the game!
If you are really frustrating and can't pass any particular place in the game, please do not hesitate to ask. You can e-mail me or ask BES or any other member in the community by posting a question on the MM VIII board there.
Good luck!
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