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Plot Overview In any game as huge as Might and Magic VII, it is easy to get lost. If you don't complete the right quests or talk to the right NPCs, you might end up wandering the countryside aimlessly. At least the focus of this game is better than that in Might and Magic VI. A general plot drives the game along, and by being mindful of it, you'll have an easier time gaining direction in this massive role-playing game. Here is a general outline of the task ahead of you in Might and Magic VII. In this overview section, we'll only go over the quests you must complete to drive the game forward. There are, of course, numerous side quests to perform, but they aren't essential for completing the game. You start out on the Emerald Isle. Lord Markham, who rules the territory of Tatalia, has stewardship of Castle Harmondale, which presides over the territory of the same name. However, for reasons that will become clear later in the game, he doesn't want it. So, he has sponsored a scavenger hunt for adventurers. Who ever wins the scavenger hunt will be given Castle Harmondale as the prize. Of course, your party ventures to the Emerald Isle and participates.
Once you win this contest,
you are treated to a cutscene and arrive in Harmondale. Unfortunately,
the castle you have just won turns out to be infested with goblins. So,
you have to clear it out. While clearing out the castle, you find that
it is in disarray. The goblins have left it in an unlivable condition.
Your butler tells you to seek out the dwarven kingdom of Stone City in
the Barrow Downs. There, you can ask King Hothfarr to rebuild your castle.
However, you find that he is most disdainful of you.
Next:
Plot Overview (cont.) |
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