Might and Magic VIII: Day of the Destroyer Hints

Game Overview

  • In the Heroes of Might and Magic II game, Roland and Archibald Ironfist fought in succession wars to see who would become king of Enroth when their father died. Roland eventually won, and Archibald was turned into stone and put on display in Castle Ironfist's library, and then Might and Magic VI: The Mandate of Heaven happened.

    As a prior-to-game event, King Roland went missing in the Kriegspire region while out with his army fighting a bunch of evil alien invaders called alternately "devils," "demons," and "Kreegan." It turned out that he was captured and held alive by the Kreegan, but was moved out of Castle Kriegspire before your band of "brave" explorers could get there and trash the place. As for Archibald, you were forced to destone him and let him escape in exchange for a powerful spell scroll that would allow you to blow up the Kreegans' main base and power plant in Sweet Water without ripping the entire planet to shreds. Talk about sequel opportunities!

    In Might and Magic VII: For Blood and Honor, your new band of four won a contest and got some land in disputed elf/human territory as a prize. After going around either helping or hurting your chosen side (or playing them both for suckers), you chose whether to follow the path of Light or Dark, and then proceeded to fulfill the game's main plotline, which included finding and rescuing King Roland, killing the devil leader Zenofex, and (most importantly) getting all the hi-tech stuff your side needed to reopen the Celestial Gateways (path of the Light) or reactivate the Heavenly Forge and replicate thousands of blasters for conquest (path of the Dark). Archibald, by the way, after being deposed as head of the Guild of Necromancers, had his life spared by Queen Catherine for helping with Roland's rescue and was exiled to his chosen retreat in Clanker's Laboratory.

    Might and Magic VIII: Day of the Destroyer finishes off the "Devil Trilogy" by having a super-powerful alien android named Escaton (commonly called the Destroyer) arrive on your world and set it up for elemental destruction. Why? Because the presence of the devil Kreegan was detected infesting your world, he was sent by the Greater Powers to end that infestation by blowing up the place. The fact that the last of the devils was trashed before he arrived makes no difference to his programming. He is compelled to proceed with Operation Blowout, just as you are compelled to put a stop to it. See the game manual pages 5-7 (and the animated game intro and history book entry) for more details.

    Reading page 8 of the manual, you'll see that you left your uncle's care to strike out on your own and seek your fortune with a Lizardman merchant caravan that's taking tradables to and from Dagger Wound Island. You were just about ready to leave with a big Tobersk Fruit shipment when the Destroyer erected his elemental-inciting crystal in Ravenshore and the Dagger Wound area was blasted due to its proximity to the gateway to the Elemental Plane of Earth (see first full paragraph on page 6). Also, a bunch of opportunistic Regnan pirates attacked and raided the place, stealing most of the caravan's cargo.

    Your first goal (besides recruiting adventuring allies and building up your wimp a bit) is to use the old teleporter network to travel to the other little islands nearby and eventually make it to a ship that can sail you back to Jadame so you can get going on the game's main questline. Details on how to accomplish each quest (main line, promotion, and secondary) are given in the quest sections and detailed area hint sections.