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Might & Magic: Heroes VII Game Guide & Walkthrough by gamepressure.com

Might & Magic: Heroes VII Game Guide & Walkthrough

Table of Contents
Might & Magic: Heroes VII - M4 The Portals of Flickering Dreams
Might & Magic: Heroes VII - M4 The Portals of Flickering Dreams
You start your journey here.
Gathalrath
Hostile City of Beastmen (Stronghold).
Gathalrath
Neutral Sylvan City. It is not guarded very well.
Issar
Hostile Academy City.
Neutral Army
Defeat 15 Simurghs - side quest "Against Their Will".
Elemental Forge of Summer
Zawbaa
Hostile Academy City.
Dangerous Cave
10 Sand Wyvern, 1 Behemoth, 1 Cyclops.
As a reward you will get random artifact and 2000 gold.
Chest
Pirate Armour;
+4 Defence, +2 Health for friendly creatures.
Chest
All-Seeing Crown;
+1 Scouting range, +5% experience gain.
Chest
Ranger's Bow;
+3 hero damage per level, +4 to base damage of friendly ranged creatures, +10 Initiative to friendly ranged creatures.
Chest
Minotaur's Axe;
+6 hero damage per level.
Chest
Elven Boots;
+1 hero maximum movement, +10 Initiative to friendly ranged creatures.
Chest
Gauntlets of the Cyclops;
+8 Might.
Chest
Pendant of Conflux;
The hero gains 1 mana for every 2 mana spent by an enemy hero druing the battle.
Chest
Staff of the Lyre;
+8 Magic.
Chest
Boots of the Wayfarer;
+2 hero maximum movement, 500 gold per day.
Chest
Avenger;
+2 to the base damage of friendly ranged creatures, all enemy creatures have 1 additional Nature's Mark at start of combat.
Chest
Alchemical Flask;
1 Dragon Steel per day.
Chest
Arcane Bracelets;
+4 Magic, Permits casting of the Prime spell Imposion once per combat.
36 Air Elemental.
Their will join you for 84 000 gold and 24 Dragon Blood Crystals.
Chest
Cloak of Warding;
+2 Defence, All friendly cratures receive 15% less magic damage.
Chest
Horn of Plenty;
1 Dragon Blood Crystal, Dragon Steel, Shadowsteel or Starsilver per day.
Chest
Ring of Haste;
+2 Movement to friendly creatures, +5 Initiative to friendly creatures.
Chest
Robe of Sar-Issus;
+4 Spirit, -2 less mana cost for all spells.
Chest
Legendary Boots;
+5 Destiny.
Chest
Shadowsteel Heart;
1 Shadowsteel per day.
Chest
Dragon Heart;
+8 Magic.
Chest
Cloak of Sylanna;
All friendly creatures receive 30% less Earth damage.
Chest
Rod of Torment;
+4 Magic, +2 duration to negative spells on enemy creatures.
Dragon Utopia
6 Green Dragon, 4 Bone Dragon, 3 Shadow Dragon, 2 Gold Dragon.
As a reward you will get 3 artifacts, 2 spells and 25 000 gold.
Chest
Cloak of Arkath;
All friendly creatures receive 30% less Fire damage.
Shantiri Ruins
480 Shantiri Golems, 10 Shantiri Titans.
As a reward you will get 2 artifacts, 2 spells and 15 000 gold.
Chest
Dragon Shield;
+8 Defence.
Chest
Starstone;
1 Starsilver per day.
Chest
Windsword Helmet;
+4 Defence, +10% Leadership, +10% experience gain.
Entrance only.
Exit only.
Chest
Mask of the Shadowsmith;
+4 Magic, Permits casting of the Dark spell Shadow Image once per combat.
Chest
Robe of the Prophet;
All friendly creature receive 5% less magic damage, +3 health for friendly creatures.
Haunted Ruins
450 Skeletons, 200 Skeleton Hoplites, 200 Ghosts, 10 Vampires.
As a reward you will get artifact, 5000 gold and 5 ore.
Chest
Chest of Endless Gold;
1000 gold per day.
Saabira
30 Djinn Channelers, 10 Colossus, 10 Simurghs.
Enlarge this map

The Portals of Flickering Dreams M4 | Sylvan Heroes VII Guide

Last update: 11 May 2016

Key points of Might & Magic: Heroes VII - M4 The Portals of Flickering Dreams

Red number - cities

Yellow number - important places

Units you can add to your army

Strong enemies

Treasures and chests with gold

Whirlpools / Passages between levels

Red number - cities

1 � You start your journey here.

2Gathalrath
Hostile City of Beastmen (Stronghold).

3Gathalrath
Neutral Sylvan City. It is not guarded very well.

4Issar
Hostile Academy City.

5Neutral Army
Defeat 15 Simurghs - side quest "Against Their Will".

6Elemental Forge of Summer

7Zawbaa
Hostile Academy City.

The map above shows the final location of Sylvan campaign in which you will see the end of the story of the sea elf. This location is smaller than the previous map. However, since the beginning you will be facing 3 enemies. The beginning is of key importance. You must quickly claim territories and gather resources to improve your cities. There are many artifacts on the map. Try to use it to your advantage and in first order collect the ones that will be most useful for your hero. During this mission you will mostly face armies of Academy and Stronghold.

The Thread of Dragonmist Island - main quest

The quest will start automatically once you begin the fourth mission of Sylvan campaign. You must reach the Elemental Forge of Summer located on the north. You will have only 12 weeks to do it. It might seem to be enough time, but remember that on your way you will have to defeat many opponents.

Your first step should be claiming the neutral Sylvan city north from the starting location (M4,3). It's very weakly protected which means you can claim a base of operations for further journey at low price. Use the other heroes to claim as many mines and buildings as possible.

Part of the nearby creatures has been cursed into strange crystals. - The Portals of Flickering Dreams M4 | Sylvan - Sylvan - Might & Magic: Heroes VII Game Guide & Walkthrough
Part of the nearby creatures has been cursed into strange crystals.

Now move your main army through the western path to the city of Isaar (M4,4). Go east from there until you reach the bridge. A cutscene during which you discover a Forge should be triggered. Once you do it, the quest will end and you will receive 20 000 experience points, +5 Luck/Destiny and Ranger's Cape which adds +12 Magic whenever you cast earth spells and which reduces Earth Magic damage by 30%.

Corrupter - main quest

The quest will start automatically after you find the Forge during The Thread of Dragonmist Island quest. You must defeat the Mage that is residing inside the Forge. You no longer have a time limit, so you can slowly claim new cities and build your army.

Once you feel strong enough, go near the Forge and defeat Saabira. She is commanding 30 Djinn Channelers, 10 Colossuses and 10 Simurghs, so you better prepare before the battle. Once you win, enter the forge. The quest will be completed and you will receive 50 000 experience points, +10 Magic and +10 Spirit.

Defilers - side quest

The quest will start automatically once you notice the territory of one of three opponents. You will have to choice one enemy to defeat. You can destroy the armies of the Wizard or Orcs or Animalmen.

If you decided to destroy the Wizard, you must conquer the Zawbaa city (M4,7). It is most strongly protected, but you won't have to fight other opponents.

Conquering the city of Animalmen, Gathalrath (M4,2) in first order seems like much safer choice. You should do it as quickly as possible, while the enemy still doesn't have strong units. Once you do it, you can take care of the second city - Isaar (M4,4).

Remember that claiming the cities is not enough, you must also defeat all enemy heroes. Once you do it, you will receive 20 000 experience points, +5 Morale and +5 Attack.

Against Their Will - side mission

The quest will start once you notice one of the crystals in which Animalmen are cursed. Your task will be to release them from the influence of mages. It's not a very complicated objective, you must simply defeat one group of enemies. The only trouble might be reaching the destination and fighting 15 Simurghs.

In order to release part of the creatures from the influence of the mage you must defeat an army of Simurghs. - The Portals of Flickering Dreams M4 | Sylvan - Sylvan - Might & Magic: Heroes VII Game Guide & Walkthrough
In order to release part of the creatures from the influence of the mage you must defeat an army of Simurghs.

The destination is on a small arena southwest from Academy city (M4,5). Once you defeat the enemies, you will receive 10 000 experience points and +10 to Defense.

Choose Your Own Destiny - main quest

The quest is the last part of the Sylvan's campaign story. You must decide whether you want to finish the ritual in the Forge or return to your father and sea elves.

If you decided to return to your father, go to the place where you started the adventure (M4,1). A ship will be waiting for you there. All you need to do is click on it. If you want to finish the ritual, click on the Forge. The choice will impact the story of the campaign, but the reward remains the same - 50 000 experience points.

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