Let's Play Might and Magic 7! Part 12 - Release the Evil!
While it's time to choose the new Arbiter, we want to grab a couple things from Bracada before we make them so mad they attack us on sight. Once this is done, it's off to Deyja to pick up Judge Sleen and bring him back to the Arbiter's hut in Harmondale. This declares us to be allied to the Necromancers of Deyja.
After a neat cutscene, we get our new interface that looks incredibly bloodstained. Now we must travel back to Deyja and from there enter The Pit. This is a whole new area we've never been in before, so there's much to explore and find, including the next to last tavern for Arcomage, some guilds, and Castle Gloaming. The last is the home of our new allies, the leader of which is... Archibald Ironfist?? I guess this is where he kicked off to after we freed him in the last game...
Archibald wants to test us, so he sends us to The Breeding Zone. This is supposed to be a location that monsters just kind of appear in and they use them to bolster their numbers. We are asked to enter from the front, leave through the back, and we are allowed to kill whatever we want on our way through.
The Breeding Zone has three monsters: Gogs which are trivial to us now, Fire Elementals which are tough but not too difficult, and Behemoths, which kill us. Things get kind of hairy for a bit, but I find a way to cheese most of the Behemoths in the end preventing them from being able to hurt us much, though it takes a lot of time.
Having proved ourselves to Archibald, he sends us to his advisors, which ought to look extremely familiar to veterans of the Might and Magic series. They each give us a quest which we must do to move the story along, so we grab those quests and leave back to Deyja to also pick up a few promotion quests.
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