Hoztam nektek munkát
-The game centers around 6 adventurers who are trying to discover the secret of the Inner Sanctum, a kind of "holy grail" quest in the land of VARN. While trying to discover the Inner Sanctum, the heroes discover information about Corak's hunt for the missing Sheltem and end up unmasking Sheltem, who had been masquerading as the King, and defeating his evil machinations[3]. At the end of the game they go through the "Gates to Another World" and travel to CRON, not knowing that Sheltem has also escaped to that world.
-After the events of Might and Magic 1, the adventurers who helped Corak defeat Sheltem on VARN take the "Gates to Another World" located in VARN to the land of CRON (Central Research Observational Nacelle). The land of CRON is facing many problems brought on by the encroachment of Sheltem and once again the adventurers must travel through CRON, the four elemental planes and even through time to help Corak stop Sheltem from flinging CRON into its sun.
While in many ways Might and Magic 2 is a fancier version of the original, the improved graphics help greatly with navigation, and the interface added several functions that facilitated gameplay, such as a "delay" selector which allowed for faster or slower response times, and a spinning cursor when input was required (the lack of this in the original could be rather frustrating).
-After defeating Sheltem and his forces on CRON in Might and Magic II, the party of adventurers next find themselves transported to Sheltem's homeworld of Terra. Here again, the adventurers must aid Corak in stopping Sheltem and putting an end to his evil machinations.
-After defeating Lord XEEN in Might and Magic IV, the villain Alamar reveals himself to be the true power behind Lord XEEN's scheming. Your band of brave adventurers must travel to the Darkside of the Nacelle world of XEEN, reawaken the long forgotten Corak, defeat Alamar and once and for all put an end to the intergalactic reign of terror instigated by the nefarious Sheltem. Although it can be continued in an additional "World of Xeen" ending, Darkside of Xeen brings us to the final conclusion of the battle between the mysterious Corak, and his arch-nemesis Sheltem.
-With the problem of Sheltem finally dealt with (see Might and Magic 1 - 5), the ancient war between the Ancients and Kreegans spills over into nearby planets. One of these is the planet on which the continent nation of Enroth lies. The king of Enroth has gone missing and his "Mandate of Heaven" is thought to be gone. There is a strange invasion of devils and a new band of adventurers must rise to the challenge and save Enroth from the demon invasion.
The four player characters come from the town of Sweet Water, which was attacked and overwhelmed by the demons. Falagar, a magician, intervened and saved the characters, teleporting them to safety in the distant town of New Sorpigal. From there the heroes gain experience and skills until eventually they are ready to take on the demons and restore the Mandate of Heaven.
-Having fled from Enroth after the events of Heroes of Might and Magic II, Archibald, brother to Roland Ironfist the King, takes up residence in Erathia, forging an alliance with the Necromancers of Deyja. Meanwhile, the wealthy Lord Markham announces a scavenger hunt on Emerald Isle - first prize is the deed to the somewhat neglected Castle Harmondale - and a new party of player characters takes up the challenge. From there, the party's status in Erathia escalates until, eventually, the fate of the world lies, as always, in their hands.
The battle between the Wizards and Necromancers are heating up, with Celestial and Demonic beings pulled into the fray. However, what seemed to be a mere struggle for power between Gavin Magnus, immortal ruler of the Wizards, and Archibald takes another twist yet again when some characters from a long-forgotten past re-emerge.
-Over a thousand years ago, the interstellar war between the Ancients and the Kreegan drove both races off of one of the Ancients' many colony worlds. During the millennium since, the natives of that world built their own society and culture from the ruin, the stories of the Ancients and the Kreegan having long since passed into legend. A few years ago, as depicted in Might and Magic VI: The Mandate of Heaven, the Kreegan invaded the world. The heroes of MM6 destroyed the Kreegan Queen and the last of the Kreegan were wiped out in Might and Magic VII: For Blood and Honor. The Ancients, however, anticipating disaster should the Kreegan manage to gain a foothold on the world, had already enacted their contingency plan: rather than let the world fall into the hands of their ancient enemies, they would see it destroyed outright.
A servant of the Ancients, the planeswalker Escaton, arrives in the village of Ravenshore on the continent of Jadame. Approaching the center of town, he unleashes an elemental storm across the three continents of the planet. There is widespread destruction and the boundaries to the four Elemental Planes are breached. Now monsters from beyond the boundaries are threatening to invade, fulfilling Escaton's plan, and the player must assemble a party of heroes to prevent this.
The four elemental gateways appear in the four corners of Jadame: the Gateway to the Plane of Earth on one of the Dagger Wound Islands (southeast), the Gateway to the Plane of Water in Ravage Roaming (southwest), the Gateway to the Plane of Air in Murmurwoods (northwest), and the Gateway to the Plane of Fire in the Ironsand Desert (northeast). In each case they cause an environmental disaster: a volcano in the Dagger Wound Island chain erupts and the tremors destroy the bridges that link the islands, the minotaur undercity in Ravage Roaming is flooded, the trees in a large area of Murmurwoods are uprooted by the winds, and much of the troll settlement in Ironsand is destroyed by an explosion of fire. Escaton raised an enormous crystal in the centre of the town of Ravenshore, which acts as the portal to the Plane Between Planes, where the Destroyer now resides.
The first character created by the player remains with the party for the entire game and is referred to as the 'Acknowledged Champion of Jadamé'. This character will lead the party through the adventures in the game. The following is an outline of the events which will unfold in the course of the game:
* The player begins on the Dagger Wound Islands at level 1, as a caravan guard employed by the Merchant Guild of Alvar. The pirates of Regna have used the cataclysm and resulting chaos to raid the Dagger Wound Islands. The pirates pose a threat to the player but are being continuously held at bay by the lizardman (the inhabitants of the Dagger Wound Islands) soldiers.
* The player must find a way off the Dagger Wound Islands and when they do, their next stop is Ravenshore, the capital of Jadamé, where their duty is to inform the Merchant Guild branch in Ravenshore of the events. More evidence is required, so the party is commissioned to 'persuade' the smuggling ring in Ravenshore to send boats to gather more information. The smugglers are required as the Regnan pirates and their navy pose an increasing threat to other ships.
* The player is next sent to the Merchant Guild of Alvar, in Alvar City. Here, Bastian Loudrin, the High Guildmaster, recruits the party into his service and requests that more evidence be brought to him of the Lake of Fire which allegedly formed in the Ironsand Desert. He asks that a witness be brought to Alvar.
* In the Ironsand Desert the player locates a witness in the troll-inhabited town of Rust. This witness will not accompany the party to Alvar until his deceased brother's ashes are placed in the family tomb, which is also now infested with hostile creatures.
* When the player returns to Alvar with the witness, a prophecy is explained - that the destruction of the world is imminent unless the land stands united. This said, the party must attempt to make alliances with the various 'factions' of Jadamé, many of which are at war with one another.
* The minotaur city of Balthazar Lair has become flooded and in order to gain an alliance with the minotaurs, the player must succeed in unflooding the lair. This must be done whilst fending off the hostile tritons, water dwellers armed with tridents.
* A choice must be made between allying with the dragons of Garrotte Gorge, or with the Dragon Hunters, who are at war with the dragons. This must be done by retrieving an egg from the ogres in Ravage Roaming. This egg contains the unborn heir to the King of the Dragons, Deftclaw Redreaver. Returning it to the Dragons ensures their cooperation; returning it to the Dragon Hunters will gain their trust.
* Finally, a choice must be made between the Necromancers of Shadowspire or the Temple of the Sun in the Murmurwoods. To ally with the Necromancers, the player must take with them the double-agent Cleric, Dyson Leland, who poses as a Necromancer, and steal the Nightshade Brazier, hidden in the Temple of the Sun, returning it to the Necromancer's Guild. To ally with the Temple of the Sun, the player, with Dyson Leland, must destroy the Skeleton Transformer in the bowels of the Necromancer's Guild.
* When this is accomplished, it is learned that the king and queen of Enroth are on their way to help, but are hindered by the Regnan fleet. The player must find a way to sink the fleet.
* When the fleet is sunk, king Roland Ironfist and his wife, Catherine, arrive at Ravenshore with their sage, Xanthor. Xanthor says that he is able to fashion a key to gain access to Escaton's crystal and hence the Plane Between Planes, but that in order to do this, he must use Heartstones of the four elemental planes.
* The player is sent ot the elemental planes and battles their way through hordes of raging creatures to take the heartstones. Upon the completion of this quest, Xanthor is able to fashion a 'Conflux key' to Escaton's crystal.
* In Escaton's crystal the party battles creatures constructed from crystal, which are difficult to destroy. At the end of the crystal, the player must complete a puzzle to operate the portal to the Plane Between Planes.
* The Plane Between Planes is a place of utter chaos, which has the effect of driving weaker creatures mad. The player battles creatures which are capable of causing insanity in the party members along with other hostile creatures.
* The player must seek out Escaton in his palace. When there, they learn that Escaton has imprisoned the Lords of the Elemental Planes. The player must answer three riddles in order to receive the keys to the prisons.
* When the lords of the planes have been freed, the player returns to Ravenshore to witness the destruction of Escaton's crystal and the restoration of peace to Jadamé.
In typical Might and Magic fashion, the game is fairly non-linear, so quests can be completed at the player's own leisure. In addition, side quests can warrant rewards if completed, but are not vital to the storyline. Also, promotion quests can increase the capabilities of particular classes of character.
-The Seers of Serenity, high in the southern mountains that separate Karigor from Jadame, are troubled. A prophet of their Guild has gone renegade, and is spreading the word that an apocalypse, caused by devilish horrors, is nearing and that Ceth himself, the Creator, will come to Karigor in a final effort to battle this evil and prevent the collapse. The prophet, who calls himself Thelmes, calls for the followers of Sun and Moon to unite and prepare a great sacrifice. As he follows the river Ebony downstream, more people believe his words every day.
What bothers the Seers even more, is that with all their foretelling powers combined, they cannot see if this prophecy has merit or not. Therefore, they cannot interfere. But there may be a way to discover the truth. Scattered over the land, are chapters of the Book of Ceth. Long ago, the book was cut up and the chapters hidden to the eyes of the common people because their contents were thought to be too dangerous for anyone in this age to know in its entirety. Now, so many centuries later, nobody even knows the location of the chapters. If the Book could be found and made whole again, the truth would surely be revealed. So they called a conference with the leaders of the Clerics and the Necromancers - and found out, much to their dismay, that neither side was interested. Obviously, both churches did not believe the prophecy, but each saw in the coming Sacrifice their chance to rule the world.
Now the Seers of Serenity are going to play a desperate gambit. Against all odds, a party of adventurers will be sent forth to gather the lost chapters of the Book of Ceth. They will have to go in stealth, yet they need to gain the favour of all the lords of Karigor in order to be able to search the sacred, guarded and perhaps even haunted places that might hold the chapters. Because of the necessary low profile, none of the great and famous can be asked to join in this venture. Instead, the Seers put all their hopes in the young and inexperienced. All they can do to prepare them is to set a short test of promise and loyalty, and any that will pass this test will simply have to do.
Still, the Seers are not without resources, and the party will find friends that can help them along the way. Often, these will be followers of the Stars, the third path that - in Karigor and about everywhere else - has been suppressed by the Sun and the Moon alike for as long as one can remember.
The chance that the party will succeed in time before the Sacrifice takes place seems slim. Eventually the prophet Thelmes will reach the shores of Terrax in the north, where the river Ebony flows into the ocean. It may be vital that the party is present at every major speech that Thelmes is going to make, because they may learn some important clues from his words.....
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