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Might and Magic VII: Emerald Isle Guide
Version 2.0.0 – 2010-09-19
Author: ff__rocks
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UPDATE HISTORY
2010-09-19 - 02:03
Guide has been completely rewritten
2007-10-08 - 21:06
Corrected a few more minor grammatical mistakes
Added to the "Killing the Dragon" section of "The Dragon!"
Added to Credits/thanks.
2007-09-23 - 11:00
Corrected a few more minor grammatical mistakes
Corrected a few spelling mistakes
Added to the "Killing the Dragon" section of "The Dragon!"
Added to Credits/Thanks.
2007-09-07 - 21:48
Corrected some more grammatical mistakes
Changed some Section names - so now they make more sense
Added to Legal Stuff
2007-09-06 - 19:04
Corrected some grammatical mistakes
Added to the "Killing the Dragon" section of "The Dragon!"
Added Bards Name - Alyssa
Added more Information to "Finishing Up"
Added to "The Malwick Factor"
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1. Legal stuff
2. Walkthrough
- The Adventure Begins
- The Scavenger Hunt
- The Temple of the Moon
3. Mr Malwick's Magic Wand
4. The Dragon!
5. Emerald Island's Monsters
- Giant Bat
- Vampire Bat
- Inferno Bat
- Red Dragon
- Dragonfly
- Fire Dragonfly
- Queen Dragonfly
- Peasant
- Giant Rat
- Lightning Rat
- Fire Rat
- Giant Spider
- Venomous Spider
- WidowMaker
- Swordsman
- Guard
- Adventurer/Brent Finigan/Sal Sharktooth
6. Contact info.
7. Thanks etc.
8. Future updates
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1. Legal stuff
This Document is Copyright © 2007, and was written by ff__rocks. This document
may be printed, in part or in whole, for personal use ONLY and may not be sold
for profit.
The only Sites that has permission to use this FAQ is:
GameFAQs.
http://www.gamefaqs.com
Neoseeker.
http://www.neoseeker.com
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2. Walkthrough
A Quick Intro...
The Beginning of the game starts on The Emerald Isle. On this Island lies the
Temple of the Moon and a Cave Belonging to a Red Dragon. Lord Markham is
Conducting a Scavenger hunt on the Island, in which the prize is Harmondale.
After completing the Contest you leave for Harmondale via the boat in the
Docks.
However, once you leave you may NEVER EVER come back.
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The Adventure begins
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Your Adventure Begins by the docks and the equipment you have is determined by
the Classes and Skills you chose. If you have a Character with 14 or more Luck
and have less than 200 gold it would probably be in your best interest to do
the following:
Run forward to the well located in front of the Island's "pond" with the water-
fall, and interact with it, either by clicking it or pressing the spacebar.
This gives you an extra 1000 gold, and can be used monthly.
Right now this should be your main priority. Use this money to buy a few of
your characters who can't use a bow the bow skill and a bow, after completing
the following.
Head back to where you started your adventure and head along the coast to the
left. Here is a crate in which there is a Bow, some gold, and a few pieces of
Armour - Boots etc.
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The Scavenger Hunt
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Lord Markham wants you to bring him 6 items to complete the quest. These items
are:
A RED potion
A Seashell
A Longbow
A Musical Instrument
A Wealthy Hat
A Tile from the Temple of the Moon.
This quest MUST be finished to leave the island.
Lord Markham also gives you the quest to find out what happened to the
Contestants who went missing - The ones you saw in the opening cutscene,
however, we shall come back to that later in the guide.
Now, five out of six of these requested items are extremely easy to find and
hand into Lord Markham, so without further adieu let us get on with the hunt:
The first and easiest item to hand in is the Red Potion. One of your characters
should have in their inventory an empty potion bottle, which is essential for
making a Red Potion. Head to the manor where Lord Markham is currently staying
and just outside the front door should be a bunch of red berries. Pick these
up, and combine it with the bottle (by selecting them in your inventory and
right clicking the bottle) and hand this into Lord Markham.
The next item you should go for is the Wealthy Hat. This can be an extremely
easy item to get, depending on which option you take. There are two of these
hats on the island, one is in the posession of Brent Finigan, one of the three
swordsman located on the hill behind the healing tent and the other is located
deep within the Temple of the Moon.
Brent is willing to trade his spare hat in return for a Red Potion, which can
easily be bought from the store for less than 10 gold coins. The other is in
a cabinet at the back of the temple.
I normally take both, having one to hand in for the contest, and the other to
keep, as I like hats.
Near to Brent Finigan and his swordsmen buddies is a single woman stood near a
cave. She is called Sally and holds one of the items you need - the Seashell.
Like with the Wealthy Hat, there are infact two shells on this island, one held
by Sally, and the other in a tent located where the fireflies like to stay.
If you choose to have Sally's Shell, you can either buy it, steal it or kill
her and take it from her corpse. Buying it will cost you 100 gold coins,
however, killing her has no real drawbacks and the town will not hate you for
killing her.
Now for the missing contestants.
Just next to where Sally is is a cave in which a Dragon lives. In here there is
a Longbow, which is necessary for the contest, as well as a shield and scroll.
Simply walk in, run forward and grab these three items from off of the floor
and make your way out of there again. Do not worry about the Dragon attacking
you either, as he should be preoccupied with the few rats that are in the cave.
There are 2 Longbows on Emerald Island, so do not fret about giving this one up
as part of the quest.
Killing this Dragon also grants you an extremely high level item, and even if
you are lucky enough an artefact, and a large amount of gold coins, however I
shall cover this later on in the FAQ.
Now we are going to get ourselves a Musical Instrument, which for us is a Lute.
Just outside the Inn there is a woman named Alyssa the Bard. She has the
Instrument which is necessary for our success the contest, and much like
getting the Seashell there are multiple ways to get this item.
You can buy it for 500 gold coins, steal it or again, kill her.
To steal the Lute you need either a Thief or Monk with the Steal skill of 3.
The easiest option is just to kill her. The town will hate you, but only
temporarily. Luckily, staying one night in the Inn will make the town forget
about your deed, and once again they will like you.
That makes five of six items we have gathered now, so head to Lord Markham and
hand it all over, including the shield and scroll, and then head to the
training hall and train each character to level three.
When you level up you gain skill points, which are used to make your characters
better at their currently owned skills. Make sure you spend all your points
well. Such as Bringing your mages Fire magic to 3 or 4, and Air magic to 3.
Also, assuming you have a Cleric, bring his/her body magic to at least three,
as the healing spell will probably come in handy in the Temple of the Moon.
All that is left now is the floor tile.
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The Temple of the Moon
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Before going to the Temple of the Moon it is probably best if you equip each
member of your team with a Bow, if they did not already have one, as Bows can
be real life savers when you are fighting enemies that can only do close range
damage.
Before you go to the temple, make sure you visit the "Day of the Gods" pedestal
as this significantly increases all of your stats for 24 hours, then make your
way to the Temple of the Moon, which is that small cave located near the top
of the waterfall.
Make sure you have Wizard's Eye and Torchlight casted as you enter.
In here you are looking for the temple part, which is located deep within the
cave. It is impossible to miss, as the walls change from standard rocky walls
to somewhat cement looking walls.
I can't give too much guidance for this part, as the cave is pretty linear,
with a few sections which branch off to take you to different rooms, with
different enemies and ultimately more items. So I would just recommend you
search the cave in it's entirety.
Once you reach the "temple" section of the cave, kill all the rats and bats and
head either left or right past the altar, into either of the smaller rooms.
If you went right you will reach a room with two swordsmen, one of which is Sal
Sharktooth, and five cabinets full of gold. Sal holds the second of the two
Longbows that can be found on the island, and the only way to get it off of him
is to kill him, and I would seriously recommend that you attempt this, as the
Longbow is a pretty decent weapon early on in the game. Also located in one of
the cabinets in this room is the second Wealthy Hat.
Once you have done your business in this room head to the other, which is like
a library.
Kill the two Guards in here since they'll attack you anyway (if you killed
Sal.) Search all of the bookcases to recieve a bunch of spell scrolls, which
will either come in handy in the near future, or you can just sell them to make
a quick 200 or so gold coins profit.
Then click the red wall - which will cause it to lower, revealing a room full
of rats. Kill them, then pick up the Floor Tile, and again search the few
bookcases in here to recieve yet more scrolls and two spell books.
After finishing up in here, head back out to the island.
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Finishing Up
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Head to Lord Markham's house and over anything you still have which is vital to
the quest, and win the contest!!
Sell everything you don't need, make sure everyone has Bow Skill, and of
course a Bow each.
I would also recommend being at least level 4 before you leave, as the first
quest in Harmondale requires a lot of fighting.
Then, when ready, get on that Ship amd head to Harmondale!!!
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3. Mr Malwick's Magic Wand
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During your time on the island you may have seen a "Mr. Malwick".
If you talked to him you will have noticed that he offers you a Magic Wand in
return for a future favour.
If you accept his offer you will face some pretty cool consequences later on
in the game. If you do not wish to know what these consequences are, stop
reading this section here.
Spoilers
Spoilers
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Right. If you decide to accept the wand, when you later choose between the
Light and Dark sides a "Mr. Niles Stanley" will contact you, wishing to meet
you in the Mercenaries Guild in Tatalia. (Just Click on the door and the
Conversation will begin.)
He requests that you retrieve a Tapestry from the castle of your chosen side -
either Castle Lambent or Castle Gloaming - and states that you only have two
weeks to complete this task.
If you go through with this quest, everyone in either the Pit or Celeste will
hate you for a year, and if you don't do it, he'll send Soldiers and Goblins
to your Town and Castle.
This can be seen in two ways.
Good - Experience and Money, and they are not overly hard to defeat enemies.
Bad - Every Peasant will disapear to their homes. Every Shop will close,
including the Temple/Inn, and will not unlock until everything is dead.
This means searching everywhere on the map, and in your castle, both
upstairs and down. So choose carefully over what you do.
End of Spoilers
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Luckilly, you can get the wand without having to face these consequences. You
can simply lure a group of Dragonflies up to the town on Emerald Island and
have them kill Mr. Malwick allowing you to take the wand off of his corpse.
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4. The Dragon!
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In this section I will talk about fighting The Dragon.
The Dragon is quite a nightmare to fight. With 1,300 Hit points, and the
strength to kill your chracters in at most two hits, this fight can be quite
the challenge.
However, it is possible.
The best tactic for this fight is giving everyone a Bow, giving one of your
team members the Wand you got from Mr. Malwick and running around the cave
constantly whilst in real time and holding down the attack key.
Also, as a reference, see this video I recorded of me killing the Dragon and
only losing two of my characters in the process:
http://www.youtube.com/watch?v=sc5n-U9Rs1U
Here are the Dragons resistances.
Fire: 70
Air: 70
Water: 70
Earth: 70
Mind: 70
Spirit: 15
Body: Immune
Light: 30
Dark: 30
Physical: 50
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5. Emerald Island's Monsters
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In the World of Erathia there are many monsters you will come across and
kill.
There is a selection of these Monsters on Emerald Island.
These are:
Giant Bat
Hit Points: 9
Armor Class: 5
Experience: 39
Treasure: None
Flying?: Yes
Speed: 280
Attack Bonus: Disease
Vampire Bat
Hit Points: 21
Armor Class: 8
Experience: 96
Treasure: 5% LvL1 Ring
Flying?: Yes
Speed: 300
Attack Bonus: Disease
Inferno Bat
Hit Points: 35
Armor Class: 10
Experience: 171
Treasure: 5% LvL 2 Ring
Flying?: Yes
Speed: 320
Attack Bonus: Disease
Red Dragon
Hit Points: 1,300
Armor Class: 100
Experience: 11,000
Treasure: 400d10 gold + Level 6 Item/Artifact
Flying?: Yes
Speed: 300
Attack Bonus: None
Dragonfly
Hit Points: 6
Armor Class: 4
Experience: 24
Treasure: 3d6 gold
Flying?: Yes
Speed: 400
Attack Bonus: None
Fire Dragonfly
Hit Points: 13
Armor Class: 8
Experience: 56
Treasure: 7d6 gold
Flying?: Yes
Speed: 350
Attack Bonus: None
Queen Dragonfly
Hit Points: 30
Armor Class: 12
Experience: 200
Treasure: 10d6 gold
Flying?: Yes
Speed: 300
Attack Bonus: None
Peasant
Hit Points: 3 - 9
Armor Class: 3 - 6
Experience: 11 - 39
Treasure: 2d6 - 4d6 gold
Flying?: No
Speed: 140
Attack Bonus: None
Giant Rat
Hit Points: 6
Armor Class: 4
Experience: 24
Treasure: 2% LvL1 Ring
Flying?: No
Speed: 75
Attack Bonus: Disease
Lightning Rat
Hit Points: 13
Armor Class: 5
Experience: 56
Treasure: 2% LvL1 Ring
Flying?: No
Speed: 75
Attack Bonus: Disease
Fire Rat
Hit Points: 21
Armor Class: 8
Experience: 96
Treasure: 2% LvL1 Ring
Flying?: No
Speed: 75
Attack Bonus: Disease
Giant Spider
Hit Points: 17
Armor Class: 10
Experience: 75
Treasure: None
Flying?: No
Speed: 300
Attack Bonus: None
Venomous Spider
Hit Points: 30
Armor Class: 12
Experience: 144
Treasure: None
Flying?: No
Speed: 280
Attack Bonus: Poison
WidowMaker
Hit Points: 50
Armor Class: 16
Experience: 264
Treasure: None
Flying?: No
Speed: 260
Attack Bonus: Poison
Swordsman
Hit Points: 40
Armor Class: 10
Experience: 200
Treasure: 10d6 gold
Flying?: No
Speed: 220
Attack Bonus: None
Guard
Hit Points: 79
Armor Class: 15
Experience: 459
Treasure: 15d6 gold + 5% Level 2 Sword
Flying?: No
Speed: 250
Attack Bonus: None
Adventurer/Brent Finigan/Sal Sharktooth
Hit Points: 129
Armor Class: 20
Experience: 816
Treasure: 30d6 gold + 10% level 2 sword
Flying?: No
Speed: 280
Attack Bonus: Weapon/Armor Breaker
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6. Contact info.
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If you have anything to contribute to this guide, or if you feel that there is
something I have missed please contact me at:
pvtsharpe [at] yahoo [dot] com
And if you do contact me, I must stress that you put in Subject bar "MMVII" or
something related to this guide or else I will NOT read it.
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7. Thanks etc.
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- CJayC for Making GameFAQs
- SBAllen for maintaining GameFAQs
- GameFAQS for giving me the chance to do this
- And Finally, You as the reader.
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8. Future updates
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Depends on Feedback realy, but
Im hoping to add to the "Killing the Dragon" section any thing I or You, feel I
missed, i will add it.
And anything you the readers feel i need to put in the guide etc.