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ZFR: Wow. I completely forgot that magic lamp effects vary by month and day and just realized I missed potential 40 skill points and instead wasted those 2 lamps on... +1 luck each :(

Luckily I kept the third one because it eradicated me (yes I know bad effects depend on day of the month).

Will there be more magic lamps other than the 3 in Bracada Desert? I've gone a bit too far to reload...
Yes, there are a few more. Look for desert and broken wasteland areas primarily, as those are where the lamps were placed. As macAilpin mentioned, Deyja and Evermorn Island both have some (check beach areas too). Hydra Beach (my name for the area; you'll know it when you see it) in Mount Nighon has a few as well, I think. Land of the Titans also has some (good luck getting there early, though).


For the reference of others: the day and month you use the lamp determines the effects it has. Each month provides a different effect, and the later in the month you use it, the stronger the effect (lamp used on day 28 has MUCH stronger effect than lamp used on day 3). After a certain day in the month, bad effects also happen, with (once again) the later in the month creating the stronger bad effects (generally speaking, as some statuses that might be "worse" can be easier to cure, depending on your party). So day 28 gives the best bonus, but also eradicates you (I think).
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Bookwyrm627: For the reference of others: the day and month you use the lamp determines the effects it has. Each month provides a different effect, and the later in the month you use it, the stronger the effect (lamp used on day 28 has MUCH stronger effect than lamp used on day 3). After a certain day in the month, bad effects also happen, with (once again) the later in the month creating the stronger bad effects (generally speaking, as some statuses that might be "worse" can be easier to cure, depending on your party). So day 28 gives the best bonus, but also eradicates you (I think).
Here is a table I found. 28 is actually safe, eradication happens on day 21 and 7.

http://www.zimlab.com/wizardry/flamestryke/mm7/miscdata7/genielamps.html
Post edited February 01, 2015 by ZFR
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Bookwyrm627: -Someone mentioned the timed quests during the Elf/Human hostilities. While ultimately the winner doesn't matter (except for story purposes), look for a third option when both sides want the same thing. The most xp is had by doing what the rulers wish for their individual quests, and then using the third option (which doesn't have an in-game hint).
I'm at this stage where I finished repairingthe Castle by the dwarves, and 2 ambassadors want me to meet their rulers. I assume this is the timed quest?

I did a save and talked to both to check out both quests. Seems pretty straightforward (though I haven't completed any of the 2). Also each ruler gives you the option to cheat the other one. I haven't figured out what the third way is?

Also, does the choice you make here affect in any way the game later on? Also, does agreeing with either of the rulers to cheat affect the game later too?
Post edited January 27, 2015 by ZFR
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Bookwyrm627: -Someone mentioned the timed quests during the Elf/Human hostilities. While ultimately the winner doesn't matter (except for story purposes), look for a third option when both sides want the same thing. The most xp is had by doing what the rulers wish for their individual quests, and then using the third option (which doesn't have an in-game hint).
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ZFR: I'm at this stage where I finished repairingthe Castle by the dwarves, and 2 ambassadors want me to meet their rulers. I assume this is the timed quest?

I did a save and talked to both to check out both quests. Seems pretty straightforward (though I haven't completed any of the 2). Also each ruler gives you the option to cheat the other one. I haven't figured out what the third way is?

Also, does the choice you make here affect in any way the game later on? Also, does agreeing with either of the rulers to cheat affect the game later too?
This sounds like the Erathia (human) vs Avlee (elf) conflict. As you may have gathered, Avlee is the elf nation, but their main area (and capital) is the Tularean Forest.

General Note: All this is to the best of my understanding, and I'm going to try and just cover the mechanics without revealing specific story results. Some of the specifics in quest timers I'm fuzzy on (like how long you have to wait before some of the quests can be triggered). You can use leveling up to pass time quickly without using food or repeatedly spending the night at an inn or something. Just train one character at a time, exit the training hall, go back in, rinse and repeat. Each level bought causes about 5 days (I think) to pass, and the total time is determined by the character that advanced the most levels while you were in the training building. Onward!

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There are several quests that are timed here, and this whole main story section is kicked off when you are notified about the new ambassadors at your castle (starts when you first return to Harmondale after turning in the dwarves you saved); if you don't do anything then these quests will expire after several months. Queen Catherine and King Whatshisface (Parson?) each give you a quest to retrieve a macguffin that will help in their respective war effort, and you have 28 days to complete the quest and return (timer starts when you get the quest, and the two quest timers are independent of each other). For each quest, you can (1) ignore it, (2) betray (opposing monarch gives you a replacement that you can turn in), (3) get the requested macguffin and then reveal your theft to the victim (requires you to have the macguffin in your possession when you talk to the victim monarch), or (4) complete the quest as specified. I think you have to accept each monarch's fetch quest within 2-3 months after receiving the notice about the ambassadors. Note that you don't have to talk to the ambassadors at all, they just let you know the quests are available.

As I understand it, there are no long term consequences (game or story) to how you complete these two quests. If you ignore the quest (or are unable to complete it in time), you don't get anything at all and the quest will expire. If you acquire the requested macguffin and then reveal your theft (for example, get the macguffin Queen Catherine wants, then tell King Whatshisface that you stole it), then you get executed (this is worth trying once for each monarch, just for laughs; be sure to save first!). You die, with the exact same consequences as any other time you die. If you betray, then the betrayed monarch is disappointed (revealed in how their ambassador talks to you later), and you receive a lesser exp reward than if you completed the quest as stated (not sure about the money reward since money is less important, but remember to go back to the opposing monarch because I think they offer you some extra money); they and their area don't turn hostile, though. If you complete the quest as stated, then you get the best exp reward (and the opposing monarch doesn't hold it against you) and the monarch is happy with you (revealed by their ambassador's reaction).

In essence, the only potential game rewards are gold and exp, depending on how you complete the quests. There is some fluff effect, but I don't remember all the details (especially since I always complete the quests as stated for the best reward). Betraying gives a reward with a lot less effort, but since half the game is clearing dungeons anyway...

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I think the start of the 3rd or 4th month after that initial notice of ambassadors at your castle will allow the next quest to trigger, so if you are very quick in completing the monarch quests, there will be something of a lull in main story quests. When the next quest becomes available, you will receive a notice the next time you enter Tularean Forest (if you are already in TF when the quest becomes available, I don't know if the messenger will show). There is an Elf/Human battle going on over a macguffin; you are asked to retrieve the macguffin. I don't remember if the message tells you where the battle is taking place (I think so); it shouldn't be hard to find, but I can tell you if you want.

Note that you can choose whether to participate in the battle, and which side(s) you want to attack. Yes, slaughtering both sides is an option if you are strong enough (making it a 3-way slugfest). I always like to think that if you attack one side's army, then there aren't any survivors to report your betrayal (there are no consequences (besides those forces in the immediate area turning hostile) regardless). It will be easy to see that the humans will win this fight if you don't do anything; they have the better warriors and the larger force to boot. I usually kill everything I can for the exp (don't forget that only the killing blow matters for whether you are awarded exp); the fly spell makes this an exercise in patience. Any survivors from these two armies will despawn within a month (possibly earlier). Nobody (except maybe the units themselves) really cares what happens to these forces. If you put in the work to pull some of the elves into the city, then attack those elves you pulled, the city units might turn hostile (they see you attacking elves); I've never even thought to try this before just now, and it seems like wasted effort since you can just attack the city elves if you want the city elves hostile.

You have about 1 month to take action on this quest. Once again, there are 4 options you have with this new macguffin: deliver it to one of two monarchs, ignore it (humans get it, in this case), or deliver it to someone else. I think if you take the macguffin, but don't do anything with it, then the humans still count as having gotten it (I've never bothered to check this). Obviously, doing nothing nets you nothing. Delivering it to either monarch nets a reward (both monarchs give the same exp/gold) and directs the history in a particular way. Delivering the macguffin elsewhere gets a better exp reward and a different direction for the history book (this is the 3rd option I was referring to in an earlier post). I can tell you more specifics on the backstory differences and what constitutes the 3rd option; I'll stop my description for now so you have a chance to work it out for yourself, if you are so inclined.

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The timer that triggers the Elf/Human battle also kicks off yet another timer, which requires another month or two to expire. When the needed time has passed, the next time you enter the Harmondale area you receive yet another messenger informing you of an event. At this point, quests revert back to the "take as much time as you want" resolution method. Be aware that this new choice will have a large impact in-game (and in the history book). After you make this choice, you'll also see the results of your previous macguffin delivery choice in the history book.

I think the history specifics depend mostly on where you delivered that last macguffin. If you took it but didn't deliver it at all, then I suspect the monarch that you helped most (during the monarch quests) determines the history (but I'm not sure). I have always done the quests in such a way that gives me the most exp; I've never tested all of the possible combinations.

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If you want more specifics on any area that I've touched on, let me know.
Post edited January 27, 2015 by Bookwyrm627
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Bookwyrm627: If you want more specifics on any area that I've touched on, let me know.
Thanks. That was a great response without any direct spoilers! Exactly what I wanted.

I'll play it out myself. I'll ask later if I'm stuck on anything.
Post edited January 27, 2015 by ZFR
Quick question: At the moment I have 2 quests that involve fighting areas that are otherwise non-violent: Lord Markham's manor to get the vase, and Castle Gryphonheart for paintings. There are other areas too like this too: The elvish castle in Taulerian forest and the Mage School in Bracada.

Will doing these quests (and killing the guards) have any negative effects with the residents of those castles later on?
Post edited February 05, 2015 by ZFR
Most do the Painting in the Castle with Invisibility.

But if caught you are persona non grata in the Castle (not the outside map) for a while. I think a month game time.

I've tried the Markham place with invisibility but never succeed. But when caught, the outside world, again, does not turn hostile.

Bob
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ZFR: Quick question: At the moment I have 2 quests that involve fighting areas that are otherwise non-violent: Lord Markham's manor to get the paintings, and Castle Gryphonheart for paintings. There are other areas too like this too: The elvish castle in Taulerian forest and the Mage School in Bracada.

Will doing these quests (and killing the guards) have any negative effects with the residents of those castles later on?
When you start attacking guards in any of the areas you named (or areas like them, like Castle Lambent, Castle Gloaming, or Dwarf City), then the "throne room" room will lock. For example, if you start attacking Markham's guards, then you won't be able to enter Markham's throne room and talk to him. Make sure you complete your business in the throne room before you start your raid, if you want to do both on the same trip. You can sometimes avoid having the guards turn hostile by using invisibility: they don't always turn hostile if you enter a restricted area while invisible. Note: If your invisibility breaks while inside the restricted area (you bump into a guard, a guard bumps into you, timer runs out, etc.) then the guards are very likely to turn hostile; sometimes they don't, or there is a short time delay before they do. The behavior for this is finicky, as sometimes they'll turn hostile even if you are invisible. I think if you go into a restricted area, then leave and break invis while in a non-restricted area, the guards won't turn hostile if they weren't already hostile (if they were already hostile, this will NOT calm them down). Also note: I think the throne room gets locked by any trigger that turns the guards hostile, so even entering a restricted area might cause the lock; I haven't tested all the circumstances, so I don't know. I usually just complete all my peaceful business before raiding, then never bother to come back.

Non-hostile areas will eventually calm down after you raid them. I don't know the specific timers; I think it is either 3 months or 6 months (at worst, you'll have to wait for the normal timed map reset). After any survivors turn peaceful again, the throne room should be unlocked and you're okay if you need to access it. Once they turn peaceful, all is basically forgiven and forgotten. Except fines you might have incurred; those are tracked separately (check your 'Awards' tab in the character menus). The Tularean Forest castle raid is the only one that I recall ever gave me any fine(s) while I was working on the quest; I think it had something to do with the way I killed the peasants that were in the raided area (some deaths seemed to give me a fine, some didn't. I never did sit down and work it out, I just killed everything and went and paid the fine afterwards).

There may be some fines if you start hostilities, but you can anger the residents without incurring fines by trying to go into restricted areas. I think if they go hostile without you having taken aggressive action, then you aren't fined even if you go on a killing spree afterwards. Or maybe the fines aren't levied because you are working on a quest. Or perhaps there are no fines for killing guards, period. *shrug*

Note that when you make the Light/Dark Path choice, then either Bracada or Deyja will be hostile for the rest of the game. Bracada will hostile if you go Dark, Deyja will hostile if you go Light (the history book reflects this). I think most of the peasants in the overworld area are still peaceful (I don't remember, they might go hostile too), but (nearly) all guards will be hostile, and everything in the respective capital areas will be hostile. There are no fines for murdering these hostiles.

Area specific notes:
Markhams's Manor: You aren't here after any of the 3 paintings, you are after something else. Judging from your wording, you probably just had paintings on the brain when you were typing. Edit: Since I'm typing while my code is running, by the time I finished my response, you've already corrected this in your post.

Castle Gryphonheart: I think the "calm down" trigger is pretty short here, but maybe I just murdered everything while completing the violent quest(s) and never came back. To be safe, I recommend completing the Elf/Human war events before going after the paintings; there will be time for the residents to calm down while you do other stuff. If you go Dark Side, there will be another raid here as well; may as well do both at the same time.

Bracada: I think there are a few golems in the overworld area that don't go hostile if you go Dark Side. I don't remember for sure, just watch for it.

Mage School: I don't remember whether the inside of the school goes hostile just because you go Dark Side. I don't think there are any raids on the school if you go Light Side. If you go Dark Side, you should probably avoid hitting anything inside until after you've completed the first Wizard promotion quest; I don't know what (if any) triggers exist that lock the head master's room. If the school defaults to hostile, then you should be able to use invisibility to get in and out for the promotion (or just run; the head master's office is close to the entrance. Save first though, because wizards summon elementals that might block you from getting out). Also, if it defaults to hostile, you might want to abandon any plans to get books/scrolls by buying a school membership. Just to be safe, I strongly recommend completing the first Wizard promotion quest before going Dark Side; the head master's room might not lock at all, so people aren't restricted from completing the quest, but you might have locking trouble if the residents attack you on sight for being Dark Side.
Post edited February 05, 2015 by Bookwyrm627
Thanks. I'll put those quests on hold then till I do more exploring. I'll wait with dark/light side selection too in that case.
... And it's finished.

Good game. I think I'll load up an earlier save and try to do the evil path just to see what that is like.

After that it's time for Crusaders of Might and Magic.

Thanks all for the help here.
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ZFR: ... And it's finished.

Good game. I think I'll load up an earlier save and try to do the evil path just to see what that is like.

After that it's time for Crusaders of Might and Magic.

Thanks all for the help here.
Congrats!
Finished the evil path too.

I googled for an editor since I wouldn't have the patience to do all the quests again after just finishing the game. I levelled up my characters and just did the evil promotions and eveil quests.

Pretty nice. That Lich (and zombies via Animate) was a nice touch.