Let's Play Might and Magic 7! Part 14 - Attacking the Light! (sort of)
We begin today with some inventory management; clearing out equipment that I picked up towards the end of the last episode and making items out of the ores that I've been picking up. Some of the ores give us some equipment upgrades and a couple really nice potions that I don't have to mix up myself.
Next on the docket is buying self spells that I'm missing. This got me most of what I don't already have, though I'm missing one of the most important spells: Shared Life. I really need this on both my Druid and Cleric, but I'll settle for one of them for now. After a quick check in to the potion shop in The Pit (where I get Pure Personality for Morgana and Pure Accuracy for Lester), I head for Barrow Downs in order to drop in to Stone City for Master level Earth spells that I'm missing: Rock Blast and Death Blossom.
Now is the time to raid Bracada. The Golems are hostile to us, but for some reason not all of them?? It's kind of weird. If they don't decide to attack us, I leave them alone. I still clear the map of all of the Golems that turn hostile, which is a small infusion of experience and gold.
Surprisingly, the Golems outside of the School of Sorcery are not hostile, nor are the Sorcerers inside... until I open their main door and go through it, even while invisible. The item we need here is the Scroll of Waves, and it's actually not too far into the building that we find it. I would just attack them head on, but the first room has an Archmage and every single one of them can summon Light Elementals which would likely quickly overwhelm me.
Scroll in hand we decide to wander the area looking for the Master teacher of Meditation. I go everywhere but the place they are actually located (almost twice!) before actually finding them. That done I decide it's time to go to Celeste; a place that is almost completely hostile to me.
Celeste contains Sorcerers, Light Elementals, and Angels... for some reason the Light Elementals aren't initially hostile to me. I have three goals here: Kill Lady Carmine and take her dagger, enter the Walls of Mist to find some Lich Jars, and win the last game of Arcomage. I manage to do two of these. I kill Lady Carmine, grab the dagger, then beeline for the closest hole to fall through which gets me out and back to Bracada. Arcomage is easy and only takes me one try to complete. As for the Walls of Mist? That place is a bit too tough for the moment. Genies are difficult, Sorcerers summon Light Elementals and cast Dispel Magic, and Air Elementals are plentiful. You actually have to complete the dungeon as if you were on the Light path to get to the Lich Jars, just you can kill whatever you want to.
Two out of three ain't bad, so we head back to Deyja to turn in the Assassin promotion quest, then to Erathia to be crowned Arcomage Champions and receive a chest with one piece each of Racially Locked Artifacts. We keep the Forge Gauntlets, Mind's Eye, and Elven Chainmail, but Elfbane has got to go because my Goblin has no business using swords. We also get a significant Gold reward.
After a bit of inventory cleaning, it's time to head to the hidden tomb in Erathia. To solve the cipher requires using the third word on the Scroll of Waves (pattern) to decipher using the method stated in Basic Cryptography. This will allow you to find the code to enter the Hidden Tomb (North, East, South, West, Center). Inside are Vampires and Liches, which range from fairly easy to fairly difficult; Shrapmetal from the Liches can deal significant damage.
There's treasure just lying around, but each of the sarcophagi in here are treasure chests that you can open. One of them contains the Shadow Mask that is necessary to promote to the Ninja class.
We spend the rest of this session clearing out the two temples on Evenmorn Island. We only need to enter the Grand Temple of the Sun for the Priest of the Dark promotion quest, but both temples have a quest item in them in the form of statuettes, so we raid them both, clear all the enemies, and drink from all of their barrels.
The video concludes with checking on all the town halls for the new bounties, doing some enchanting and inventory management, then clearing Harmondale again because all the goblins have respawned... including the group from the Call the Goblins event that you get by lighting all the signal fires. Was it necessary to do this? Nope. But it was fun!
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