Walkthroughs


INTRODUCTION

Anatasya's Mission 2 is a typical no-town journey. Used to be common in Heroes5, but this is the only one in Heroes6. There won't be any enemy hero coming after Ana, whom you navigate through stationary enemies and various scripted events. While the foes are actually much weaker than those an the end of mission 1, you are also handicapped with very limited recruit opportunities - in fact, there is not a single renewable recruitment site. once you burn a unit, it becomes greenhouse gas! You get reinforcement only from completing quests and a few one-time-only creature buildings. So don't miss out on those creature buildings because every rotting body counts.

Chances are you did not complete the objective of reaching the first Blood/Tear level in the previous mission. Worry not; you will have lots of Blood/Tear points to accomplish this objective here. It is also a good idea to manually fight battles and cast as many Life Drains as you can, so you can boost your Blood reputation and gain access to Curse of the Netherworld earlier in mission 3.

After this rather short and easy mission 2, we will be treated with a gigantic and challenging mission 3. Some of the level 15 skills/magics are vital to your initial success. It is a good idea to save up at least 2 ability points in this mission until Level 15, so you can grab Summon Earth Elemental and Meditation, and maybe Time Stasis as soon as you hit Level 15. Then you are bullet proof!

Necro Campaign Mission 2
Level Cap: 15
Difficulty Index: 2/6
Last Updated: December 30, 2011


Dynasty Traits: There is no town and no creature growth, so you can pick something that helps with battles. You only need 15 of Wood and Ore for a quest, and there will be a lot more than 15 to pick up from the floor. On the other hand, you should collect all crystals and gold (cash all chests) in sight; they will become handy.

You start on the surface at (Start). First, head west to have a little chatting and then head east. There are quite a few branches off the main road, and you can visit them all. This mission is quite easy, and there is not much time pressure. When you reach (1), you will receive a quest message to wait. I hanged around for two days before the road to the north opens up.

Keep following the winding path and you will come across a Shrine of Seven Dragons (SD). This is the counterpart of HoMM5's Sylanna's Ancient, the beloved level-up tree. But they are not so precious anymore, since there is no more exponentially increasing EXP requirement at high levels in Heroes6. You can also get an instant level at the Seven Dragons' Shrine by paying a lump sum of 10,000 gold plus 7 blood crystals. There are in total three Seven Dragon's Shrines in this mission. But there are additional usages of gold and crystals, so keep gathering them. In my game, I only used two of the three shrines, but there was still enough EXP to push Anastasya to the level cap after the final battle.

Noyr: A minor inconvenience of the Seven Draon Shrine is that your EXP is only raised to the minimum of the next level. If you are only a few battles away from the next level, fight the battles and level up first.

The surface portion of the mission ends when Ana reaches (2), and then she is irreversibly transferred into her dream world, starting at (3). Ana's dream world consists of a few isolated areas followed by a large main area. Whenever you are done with one area, speak to Jorgen in order to be teleported to the next area. For example, when you are done with this first small area, talk to Jorgen at (4) to start the next small area at (4').


This second small area is a circular path around a pond. The primary objective here is to destroy the town at (5), which should be a very simple task. When you are done, go to (6) to speak to Jorgen and proceed.

Ana appears in the next small area at (6'). You are hinted to pick a path of Blood or Tear. Throughout the campaign this is the only place that hands out wholesale amount of Blood/Tear points.

Pick up the stat boost (s) - the same symbols are also used to mark other stat boosts. Here you can visit the first of the three Meditation Palaces (MP). Visiting all three palaces completes a quest that gives you some powerful units. You can see the map for the location of the other two palaces. When you are done, talk to Jorgen at (7) and proceed.

Finally, you arrive at the main area at (7'). Jorgen is just to your south at (12). But as the map numbering suggests, Jorgen gives no action yet. There are some resources nearby for collecting, but not much else. Go north and enter the circular path. I suggest that you first go east to flag the first of the two Crematoriums (C). But don't go further east to tackle the Arena, as you need more troops for that battle.

Turn back and head west. Before flagging the second and last Crematorium (C), you can go through a portal at (8), which brings you to yet another small area to the north, at (8'). It certainly looks like a boss battle here, but even quick-combat gave me a perfect victory. Follow the circular path clockwise and visit the second Meditation Palace.

Follow the west route up and you can see the second Seven Dragon Shrine for another instant level. Don't go northwest yet, as the boss there is still too tough for Ana. Continue down the circular road east, and you will come across an Artifact Merchant (9), the only trade opportunity in this mission. Here you can waste away your extra cash to buy randomly generated non-set artifacts. You need only 30,000 gold to level up, so anything extra can be spent here. (Like HoMM5, non-set artifacts will not be carried over to the next mission.)

Pass the interesting garden maze (rotate the camera angle to see some hidden chests) and head northeast toward the dead-end(10). You should be able to visit the third and final Meditation Palace and finish its quest. Now is a good time to complete the circle to get another paid instant level at the third Seven Dragon's Shrine. Don't forget to train at the Arena just northeast of the first Crematorium.

Now you should have completed all side quests that provide free units. You are powerful enough to crush the army at (11) all the way to the northwest. But this is not yet the final boss, so keep your loss to minimum. When you have done everything in the main area, visit a Meditation Palace and other one-time combat bonuses, and come back to Jorgen at (12) to proceed to the last battle.

The boss fight takes place at the small area (12'). Don't worry about the meaningless resources on the floor - there won't be any use of them. If you have been keen on unit conservation, you should have no problem defeating the mission boss at all.
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INTRODUCTION

Welcome to the Necropolis campaign. If you follow the campaign order, the Necropolis would be your first stop, which is not a bad choice. Let's start with a few basics that were not clearly explained in the tutorials.

(1) Default or Custom hero? You can play the campaign with the default or a custom hero. Since patch 1.2, you should be able to use custom heroes in the final campaigns. The walkthrough will still feature the default characters, even though some of their specialties may be less useful.

(2) Might or Magic? You can still customize each hero's Might/Magic affinity. There are four major differences:

- Only a Might hero has access to level 3 (bottom row) Might abilities (such as the highly acclaimed Counterstrike III and Cleave). Only a Magic hero can pick level 3 Magic abilities (such as the extremely useful stack disabler Time Stasis and mana recharger Meditation). A Might hero still has access to level 1-2 Magics and vice versa.

- Might heroes have more army-oriented abilities, and are therefore better suited to command a large army than a Magic hero. However, Magic heroes have more flexibility to succeed in seeminging impossible situations. For Necropolis, magic heroes, who have high Magic Power but low Might Power, are especially powerful since two powerful ranged stacks (tier 4 and tier 7) utilizes the heroes' Magic Power instead of Might Power. However, Hereos6 campaigns usually feature a good number of Arenas and Arcane Libraries so that a Might hero will have OK Magic Power and a Magic hero will have passable Might power at the end.

- Some artifacts have Might/Magic restrictions. Same as Heroes5, artifacts that belong to a set will carry over to the next mission.

- Heroes' special abilities differ between Might and Magic heroes. For example, only a Magic Necropolis hero can eventually use Curse of the Netherworld (mass damage + mass heal) if following the Blood path. This brings us to the next point:

(3) Blood or Tear? Usually Blood is more about offense; Tear is more about defense. But in reality you should look for powerful special abilities that you can use frequently. Besides unique hero abilities of each path, advancing levels in Blood or Tear also enhances abilities that belong to the category. For example, (Mass) Life Drain, the bread and butter spell of a Necromancer, is under Blood. The spell becomes more powerful when the hero advances further on the Blood path. While there are numerous places in the campaign to get massive Blood/Tear points, it is also a good idea to use corresponding Blood/Tear abilities frequently in battles. Each usage gives 1 reputation. It is reasonable to aim to get to Blood/Tear II by mission 3, or even during mission 2.

This walkthrough will build Anastasya into a Magic-Blood Necromancer. It is based on Hard difficulty, and the player should be able to achieve the "Hero" ranking at the end of each mission. (Same with all other subsequent walkthroughs.)

(4) Dynasty Weapons. You will pick up more Dynasty Weapons along the campaigns and by spending Dynasty Seals in My Dynasty (Seals are earned through completing achievements). Dynasty Weapons are not associated with any particular campaign hero or campaign progress. Their experiences are accumulated throughout all games where the weapon is equipped. Since higher levels of each weapon require millions of EXP, it is better to stick with a good one and develop it to its full potential.

(5) Dynasty Traits. Dynasty traits are starting bonuses available at the beginning of each map. In the game's main menu, you can buy these traits with Dynasty Seals. More traits will be available for purchase when the player's account level (Iron rank, etc.) advances. The account's EXP, like Dynasty Weapons, are also accumulated through all games. At level 11 (not 10, it is also a known issue), you will be able to purchase Bronze-rank Dynasty Traits and pick a second starting bonus. At level 21 (Silver rank) You can buy the third trait slot. But there is no way to get the 4th or 5th yet.


HERO PLANNING

During campaigns, you can respecialize (in hero's special ability tab) your main hero's abilities when he/she reaches the the next level of Blood/Tear level. (So you have two shots) - note that this is different from the scenarios, where you can respecialize at level 10 and level 20. Here comes a list of core survival abilities for Anastasya. I used them almost exclusively in the toughest fights of the campaign.


Unit conservation tools: Life Drain, Mass Life Drain (lv5), Regenerate, Mass Regenerate (lv5), Reinforcement I, II, Tactics I. Healing spells in Heroes6 are extremely powerful - they resurrect fallen units. Reinforcement is like a "pre-heal" so you can free up later actions to heal others in need. Abuse the these abilities and you will do very well in Heroes6.

Life saver for the army deprived: Summon Earth Elemental (lv15), Time Stasis (lv15), Puppet Master (lv15).

Mana buffet: Meditation (lv15). Refill a large amount of mana once per battle. Cast it just before the battle ends.

Boss fight mass buffs/debuffs: Mass Stone Skin (lv5), Mass Weakness (Lv5). In several very tough fights, we receive more damage than we can drain/regenerate back. So we better reduce that damage. While Mass Stone Skin seems more powerful than Mass Weakness, it only reduces Might damage.

The above list of core abilities only requires 15 ability points, so plenty of extra abilites points can be invested in passive abilities that doesn't take up Anastasya's precious action during a tough battle. It is a great idea to pour extra ability points into might-oriented passive abilities such as Archery, Counterstrike, Giant Slayer, etc. Another popular choice is Logistics and Pathfinding to speed up your expansion, especially useful in later missions.

It is generally a bad idea to give your main hero any ability that is not related to battles. That's what secondary heroes are for. They only need to focus on economic (Realm) abilities. There is no need to develop a combatant secondary hero throughout all Heroes6 campaigns.

Veterans of Heroes5 may intuitively pick Dark, Nature, and Prime Magic I, II, III, etc., thinking they unlock high-tier abilities such as Summon Earth Elemental and Puppet Master. However, in Heroes6 you can pick those high-end spells without Earth magic I or Dark magic I. All they do is mildly increases your hero's respective magic school power. Since there will be numerous +Magic Power stat boosts through the campaign (my Ana's end-game Magic Power was 70+), Dark Magic I, II, III does not really make any big difference - a poor choice that wastes away precious ability points.

Leadership (Morale) and Destiny (Luck) was another popular pick back in Heroes5, but they are also poor choices in Heroes6. There will be so many adventure map buildings and cheap artifacts that increases them so much (such as 8000 gold Golden Horseshoe for +8 luck) that your ability points seem to be completely wasted. Besides, Luck's effectiveness is severaly reduced in Heroes6 - it only increases your damage by 50%, and triggers much less frequently. Morale could be handy for Haven, but is completely useless for undeads.

Still, welcome to experiment on other abilities and let us know what you find. If you can fight every single battle with 0 loss, you must have done the right thing.

"Did you get my closest kin's consent before reviving me? Oh. He is the one who killed me." Ana's great aunt is fittingly an Embalmer. Doesn't sound very ass-kicking, though.

CREATURES

In this campaign, the vast majority of tough battles are siege battles. Therefore, ranged power is extremely important. Necropolis is fortunate to be blessed with two very powerful Magic-based ranged creatures - Lich (tier 4) and Spider (tier 7). Lich in particular will provide the most damage output throughout the campaign. Naturally, the AI also wants to get rid of them first. I hope you don't grow tired of healing them!

A third ranged unit is the spear-throwing Skeleton (tier 1). The upgraded version's (Might-based) attack also reduces the target's next movement range by 1. The skeletons are not particularly powerful since Ana's Might Power won't be too impressive as a Magic hero. However, if you find the Unicorn Horn Bow or the Emerald Yumi Bow (both negates range penalty, the latter also negates shelter), these little guys can really shine.

Anastasya's specialty is to have +2 movement on Ghouls (tier 2), which already has quite impressive movement (and initiative). You can let them catch the enemy's ranged units off guard as they can hit almost anyone on the battle field. However, since they also make Might-based attack, they will slowly lose their star status to others.

Ghosts (tier 3) are the healers of the army, responsible for roughly half of the healing in earlier missions. Their healing power will slowly turn unimpressive later on, but their damage (Magic-based) will eventually surpass your Ghouls'. They also receive reduced physical damage. A useful unit overall.

Tier 5 (Lamassu) and tier 6 (Vampire) are where the Necropolis looks lacking. Both use Might-based attack but have unimpressive movement range, so they often stop just short of the target. The Vampires do have the best initiative of your army, and can soak up the counterstrike quite well. Lamassu (and all other 2x2 creatures) can take away 2 hit points from a demon's gate; you will appreciate that in Mission 4. So they still have their minor uses.

WALKTHROUGH

Necro Campaign Mission 1
Level cap: 10
Difficulty Index: 3/6
Last updated: December 30, 2011 (v1.2)



Dynasty Traits: The starting bonus does not matter a lot. If you have +3 Core Creature growth then go for it, since almost all you will be able to hire are Core (tier 1-3) creatures.

Anastasya starts her new afterlife underground, marked by (Start). Follow the road southwest, and pick up the Ghouls and later Skeletons. Ghouls and Ghosts are your best friends of the mission, so try to minimize their loss whenever possible. You will reach the level cap long before the conclusion of this mission, so feel free to cash out some chests. By the way, if you save the game before opening a chest, you can usually get another gold amount. This does not apply to which Week you get next - they have been pre-determined. The worst week for Ana is "The Week of Living". In my first run, I got that on Week 2 and was mercilessly crushed by the very first enemy hero. After restarting, the week never came again.

The essence of Necropolis is to constantly raise back the fallen units and eventually outlast the enemies. It is a very good idea to pick up TWO healing spells as soon as possible in order to score perfect victories on almost all minor encounters. For Ana, they are Life Drain and Regenerate. The reason you need two healing magics is that there is a cooling period for most magics, so you can't cast the same thing over and over. Some spells are limited to one cast per battle (such as Mass Regenerate). As a result, you have to pick the best moment to cast them in a tough, long battle. For Mass Regenerate, the best moment is 5 turns before the battle ends to maximize your healing. Ana's third healing ability is her racial ability, Necromancy (the button that appears beside Ana's portrait in battles), which becomes very powerful later on.

Climb up the dragon-mouth-shaped stairs (1') and emerge on the surface (1). Your goal is to capture Town A to the northeast. However, feel free to go northwest first so you do not have to return here later. Town A is defended by a weak hero with a weak army. You should be able to dispatch him easily (as long as it is not during the Week of Living).

Just east of Town A there is a status boost marked on the map by a blue s (same for others). Northwest of Town A, you can find a Mass Grave (MG). There are four more on the map, and you should visit each of them by Ana personally or the quest may bug out (v1.1.1).

Follow the west path to the northwest and you will find another dragon-mouth stairs (3). Don't go down yet. Keep heading north to defeat a tough group of high-level creatures to claim your first hard-earned Dynasty Weapon, the Soulreaver Staff, perfect for a Magic Anastasya. The staff, which according to the loading-game screen (the first picture featured in this article), appears to be Anastasya's "official" weapon. It has a very useful ability at level 2 - a free (but mediocre) Mass Haste! Might Ana has to wait till much later for her first hard-earned Dynasty Weapon.

Use stairs (3-3') to return to the underworld. Visit the stats boost and follow the path northeast. There is a branch path to the southeast which contains resources but no enemies. Same as earlier games, it is always a good idea to have a mule hero following the main hero to pick up resources. They can also ship units, but it might be faster to Basic Town Portal the mule hero to the nearest Fort for that purpose (there won't be any "Summon Creature" spell, unfortunately). You can give the mule hero Logistics, Pathfinding, and other non-combat abilities to make him/her an effective courier, scavenger, and town manager.

Use the portal at (4') to arrive at a little treasure plateau (4) on the surface. You can also take a sneak view of a future victim of yours. When you are done, portal back to the underworld and proceed east. Here is another stats boost and some Blood/Tear points.

Return to the surface with stairs (5'). Your goal is to capture Town B to your southwest. There is the second Mass Grave to visit on your way. There is also an Arena stats boost west of the Mass Grave. But you are too weak for the Arena now. Town B is defended by a mediocre hero, but since you have done a great job conserving units and have used a mule hero to ship new units to you, there shouldn't be any major problem. Sometimes the AI is dumb enough to send the defending hero around for errands, allowing you to steal the town easily.

It is a good idea to develop Town B into your headquarter, completed with an Advanced Town Portal and the unique structure for fallen unit revival (but reviving a unit costs more than hiring it, at about 150% of the cost). Just southeast Town B is a group of Spear Skeletons (6). They want you to locate a list, which is carried around by an enemy hero. Just keep fighting and you will get it eventually. When you get the list, return to (6) to recruit the Spear Skeletons and upgrade their structures in all towns. The upgrade structures also increase the creature growth per week. At this point, you should also get a quest to defeat the invading hero. However, in my game, the hero did not invade at all. I had to hunt him down in front of one of the towns later.

After taking Town B, you have two options. You can either travel down to attack Fort C, or go east to attack Fort D. I recommend taking C first since there is a rare Crystal mine in the territory. Depending on the strength of the resistance, you might be forced to work on the easier one first anyway. After grabbing both Forts, proceed further east from Fort D to capture Fort E. There are three more Mass Graves to visit in the area to complete the side quest.

Don't forget to convert all Creature buildings into Necropolis structures for more undead units per week for recruit. Since patch 1.2, converting Fort has become a decent investment that starts turning a profit after about two weeks.

With 2 castles and 3 Forts (plus a few Barracks), your army grows rapidly. But there are a few very tough fights ahead. Town F is theoretically your next goal, but capturing Town F is purely optional for the mission's completion. In my game, this town is defended by a powerful hero (Might attack 18) with the largest army of this mission, with almost 300 Marksman and hundreds in each other stacks. I had an embarrassing crushing defeat in my first attempt.

So I loaded the autosave and avoided this battle - just passing by the town to fight some other neutral stacks on the other side. Strangely, the powerful defending hero left the town, trying to retake Fort E. This was my golden opportunity to capture Town F. With Life Drain, Regenerate, Stone Skin (cut down damage to 1/2 for 1 stack), a deep mana pool and the ever-recharging Necromancy, an almost-perfect victory against the hero-less defenders should be expected! There are also various temporary army boosts nearby, including a "water shield" structure to the east. (p.s. That powerful hero captured an undefended Fort E, but his army was only 1/5 of what I elminated in Town F. So he had no chance this time.)


A very good artifact for these low-level town siege are Summon Elemental scrolls. You might be able to find them on the adventure map, or purchase them very cheaply from an Advanced Market in a Haven town (before conversion). Summon a bunch of Elementals beside the defending Marksman to neutralize them. A trick of fighting siege battles: have superior ranged power and concentrate on killing the AI's range units until the AI sends its melee units out of the castle gate. Before that, don't fly your Spectres inside the castle to be brutely surrounded and slaughtered.

Whether Town F is in your possession or not, descend using stairs (7). Head to northeast for an Inferno-looking area to claim the Might-oriented Dynasty Weapon, Arachne at (8), and complete the corresponding secondary objective. Arachne's Life Drain passive ability at level 4 is infamously bugged (v1.2 and before) in a beneficial way. It is also one of the best Dynasty Weapons in Heroes6.

Head northwest to use Portal (9') to another underground section. There is nothing else to do but to climb up stairs (10') and return to the surface at (10). There is a final stats boost right beside you. Now go east and capture Town G! It will be another very tough fight. You might think this is the boss fight, so you can afford to lose a lot of units. Nope - this is the second last fight. So still try to raise as many fallen units back as possible. You can always resurrect them right in your converted Town G afterwards. At this point, you are too rich to care about 4- or 5-digit spending! Don't forget to convert another Barrack southeast of Town G. You can hire Lich now.


When you are ready, visit a few battle boosts and enter Portal (11) to face the boss fight of this mission. You need to win this battle in 12 turns or so. There will be lots of slapping, which promptly removes your positive buffs such as Life Drain. But before your stack attack, you can still cast Life Drain on it to get some strength back. Split out some 1-unit stacks so they absorb several initial hits and possibly counterattacks. Throw in whatever you have, keep raising the fallen with Necromancy and hope for the best. If you absolutely cannot win, come back a few weeks later with more units. In Heroes6, bosses' army grows very slowly, or in many cases do not grow AT ALL (unlike Heroes5). So you can always outgrow them providing that you have expanded well previously- this applies to every single tough battle of all campaigns. In my opinion, this feature really takes away the challenges... oh well.

Note: Do not worry if you could not complete the "reaching Blood I/Tear I" quest. It carries over to the next mission. Same as all equivalent quests in subsequent campaigns.

Walkthroughs

Whether you are a newcomer having problems with a particular map or a seasoned veteran aiming for the best score, walkthroughs can be useful to you. If you need any help with a scenario, browse the Round Table forums or create a new topic.

 

Heroes VII. | Heroes VI. | Heroes V. | Heroes IV. | Heroes III. | Dark Messiah | WoG | MM9 | MM8

 

Might and Magic: Heroes VII

(by Kalah)

homm7

Haven: A Dissolute AudacityBlind Instruments of FatalityThe Blessings of Freedom | A Feast for the Gods

Academy: The Story of the Wizard and the DjinnThe Story of the Lost DaughterThe Story of Princess Ghali and the Four Suitors | The Story of The Flower of Dolor

Stronghold: A Very Ambitious Hatred | The Only Freedom a Slave KnowsNo Peace in This World | True to Ourselves

Necropolis: Something IrreversibleThe World Which Detachment Renounces | The Wages of Secrecy | Thoughts and Intentions | Those Last Few Steps

Sylvan: The Griefs that Fate Assigns | Perils of Waves and War | The Very Counterfeit of Death | The Portals of Flickering Dreams

Dungeon: The Fathomless Glare | The Shadows of Men's Thoughts | The Essence of Purest Poison | A World Which Now Trembles

Ivan: The Stuff of Future Memory | The Dream of What Could Be

Summary & Walkthroughs by cjlee in our Forums | Every Dog has its Day | Lost Stories

 

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Walkthrough and Strategy Guide by maltz

 

 

 

Might and Magic: Heroes VI: Shades of Darkness

(by Mytical)

 

Dungeon: The Other Elves | The Call of Malassa | The Quest for the Unkown Tear | The Doom that came to Kronos

Expansion: Pirates of the Savage Sea
Tactics advice and guides available from here

 

 

Might and Magic: Heroes VI

(by maltz)

Necropolis: In the Wake of Adversity | Towards the Within | Circumradiant Dawn | The Spider's Stratagem

Haven: Something is Rotten | Fair is Foul and Foul is Fair | Tempt not a Desperate Man | A Battle Lost and Won

Sanctuary: The Fury and the Mire | The Winding Stair | The Blood-Dimmed Tide | Death-In-Life and Life-in-Death

Inferno: Angel, Angel, Burning Bright | Fearful Symmetry | In the Forests of the Night | The Marriage of Heaven and Hell

Stronghold: No Country for Orc Friends | The Good, the Bad, and the Bloody | The Barbarous Seven | A Wormful of Demons

Epilogue: Tears such as Angels Weep | Dark with Excessive Bright

(Foreign languages titles/map names are available here.)

 

 

 

Heroes of Might and Magic V: Tribes of the East

(by maltz)

Prologue: A Murder of Crows

Will of Asha: Last Soul Standing | The Grim Crusade | The Bull's Wake | Beasts and Bones | Heart of Darkness

To Honor Our Fathers: Collecting Bones | One Khan, One Clan | Father Sky's Fury | Mother Earth's Wisdom | Hunting the Hunter

Flying to the Rescue: Dark Ways and Deeds | Tearing the Veil | Summoning the Dragons | A Flamboyant Exit

 

Heroes of Might and Magic V: Hammers of Fate

(by maltz)

 

Freyda's Dilemma: Rebels | Suspicion | Duncan | Negociations | Choices

Wulfstan's Defiance: The Border Zone | The Ambush | The Guerrillas | The Brothers | Laszlo

Ylaya's Quest: The Spy | The Break | The Meeting | Dragons | The Decoupling

 

 

Heroes of Might and Magic V

The Queen (by Robenhagen and Angelspit): The Queen | The Rebellion | The Siege | The Trap | The Fall of the King

The Cultist (by Robenhagen and Angelspit): The Betrayal | The Promise | The Conquest | The Ship | Agrael's Decision

The Necromancer (by Rapier): The Temptation | The Attack | The Invasion | The Regicide | The Lord of Heresh

The Warlock (by Infiltrator and maltz): The Clanlord | The Expansion | The Cultists | The March | Raelag's Offer

The Ranger (by maltz and Psychobabble): The Refugees | The Emerald Ones | The Defense | The Archipelago | The Vampire Lord

The Mage (by Psychobabble): The Defiant Mage | The Liberation | The Triumvirate | The Alliance | Zehir's Hope

 

 

 

Dark Messiah of Might and Magic

The GameSpot Dark Messiah of Might and Magic Game Guide by Matthew Rorie is your best resource if you are stuck in the single-player levels. It can be viewed online or downloaded as a PDF. It contains general tips, an overview of all skills and a complete walkthrough of the game.

 

 

 

Heroes of Might and Magic IV: The Winds of War

 

To Rule the World (by Pepak): Anduran Foothill | Rusted Desert | Frostrift River Pass
Enough is Enough (by Angelspit): Art of Persuasion | The Sacred Vale | Wrath of Nature

 

 

 

 

 

Heroes of Might and Magic IV: The Gathering Storm

Masters of Magic (by H3Trio Staff)
The Isle of Pyre | Slart's Fjord | Lambent Plains | Mt. Anon | Mire of the Dead

 

Heroes of Might and Magic IV

The True Blade (by Steven W. Carter): The Drawing of the Blade | The Trials | The First Step of Many | Seeking the Steel | The Rightful Heir

Glory of Days Past (by Thegenesi): A New Way | A Necessary War | A King's Choice | One Tribe

Elwin and Shaera (by Steven W. Carter): Overview | The Lovers | Mark of the Tiger | True Love | Reflections | Together

A Pirate's Daughter (#1 by Plaid Dragon, #2-5 by Steven W. Carter): A Pirate's Daughter | Bloody Cove | Strait of the Lost | Bay of Maids | Never Look Back

The Price of Peace (by Steven W. Carter): At the Crossroads | Bloody Cove | The Servant | The Rainbow Crystal | An Unusual Betrayal | Slave to Fear | To Slay an Immortal | The Price of Peace

Half-Dead (by Steven W. Carter): Eater of Children | A Fiery Realm | The Points of Power | Life and Death | The Unholy Breath

 

Heroes of Might and Magic IV: Stand-alone Custom Maps

Hero Wanted:
Scoring tips by Pepak | Diary by Namerutan

 

 

 

Heroes of Might and Magic III: The Shadow of Death

(walkthroughs by Harukaba)

"There's a bug in marking completed campaigns. To make game remembering that you completed the scenario you always need to start from previous campaign final save. If you will not reload and just click to continue, it won't be checked!"

heroes3walks

 

 

 

 

Birth of a Barbarian: On the Run | The Meeting | A Tough Start | Falor and Terwen | Returning to Bracada

Elixir of Life: Graduation Exercise | Cutthroats | Valley | Thief in the Night

Hack and Slash: Bashing Skulls | Black Sheep | A Cage in the Hand | Grave Robber

New Beginnings: Clearing the Border | After the Amulet | Retrieving the Cowl | Driving for the Boots

Rise of the Necromancer: Target | Master | Finneas Vilmar | Duke Alarice

Unholy Alliance: Harvest | Final Peace | Search for a Killer | Gathering the Legion | Secrets Revealed | Agents of Vengeance | Wrath of Sandro | Invasion | To Strive, To Seek | Barbarian Brothers | Union | The Fall of Sandro

Specter of Power: Poison Fit for a King | To Build a Tunnel | Kreegan Alliance | With Blinders On

 

Heroes of Might and Magic III: Armageddon's Blade

Armageddon Blade: Catherine's Charge | Shadows of the Forest | Seeking Armageddon | Maker of Sorrows (by ithacor)

Festival of Life: Taming of the Wild (by Harakuba)

 

 

 

Heroes of Might and Magic III: The Restoration of Erathia

(walkthroughs by Harukaba)

Long Live the Queen: Homecoming | Guardian Angels | Griffin Cliffs

Dungeons and Devils: A Devilish Plan | Groundbreaking | Steadwick's Fall

Spoils of War: Borderlands | Goldrush | Greed

Liberation: Steadwick's Liberation | Deal with the Devil | Neutral Affairs | Tunnels & Troglodytes

Song of the Father: Safe Passage | United Front | For King and Country

Long Live the King: A Gryphon's Heart | Season of Harvest | Corporeal Punishment | From Day to Night

Seeds of Discontent: The Grail | The Road Home | Independence

 

In the Wake of Gods

(walkthroughs by Mitzah)

 In the Wake of Gods:

The Beginning | Gorynich

 

The Samaritan:

Gaia, Where Are You?

 

 

 

 

Might and Magic IX

(walkthroughs by Vox Clamant)

Possible Plan | Isle of Ashes (1) | Sturmford | Drangheim | Gubberland | Thjorgard | Frosgard | Thronheim | Lindisfarne | Yorwick | Isle of Ashes (2) | Dark Passage | Arslegard

 

 

 

Might and Magic VIII

(walkthroughs by Vox Clamant)

mm8_walks

Dagger Wound | Ravenshore

Alvar | Garrote Gorge

Shadowspire | Murmurwoods

Ironsand | Ravage Roaming

 



Flying to the Rescue
M4: A Flamboyant Exit

  • Map Size: Large
  • Level Cap: none
  • Difficulty Index: 5/5
  • Last Updated: November 16, 2007, Patch v3.0

Here we come, Griffin Empire! (or Unicorn Empire? I am confused by the ending.) All your hard works will be paid off. The finale of finale is divided into four similar acts, each with its own mini-boss battle happening at town (A), (B), (C), (D). Then, Zehir take on the final boss at town (E)!

Your Zehir's build should be very complete by now, and he will be given free, huge stacks after free, huge stacks to run over everything. You should be able to keep a perfect victory record throughout the mission - that's how easy it is. However, all of the mini-boss fights in each act, which are performed by other heroes you have controlled over the campaign (or not), are on the opposite end of the spectrum. Some of them are ridiculously difficult on heroic.

I don't like the current game design that you are not given any chance to adjust the other heroes' skills, creatures, even artifacts in this mission. The game actually equips your artifacts randomly! It is quite possible that you just can't win one or more mini-boss battles, because you were forced to use a mediocre default setup against a much tougher opponent. I also don't like the fact that Vampirism actually cures Puppet Master and Frenzy. This makes the mini-bosses (three out of four spams Puppet Master and Vampirism) invincible against Dark Magic. Just imagine Rolf with infinite mana and yourself with an army of 2/3 his size - that's what you'll see!

There are ways around the mini-boss fights, though, so don't go all the way back to C2M4 to rebuild every hero. I'll mention a couple of alternative ways that probably were the back doors purposely left open by the game developers. It is your call whether or not to take advantage them.

Here comes a few general tips for Zehir. First, don't waste movement points. The mini-bosses seems to grow a little stronger each week, so the more time you waste, the more trouble your other heroes will have. Zehir's part will be very easy after winning all four mini-boss battles. Leave all resources on the ground. You can call the FBI, er... a secondary hero to do all the clean-up work. Skip all of the unnecessary fights because you can come back for them later if you really wish.

Skip sidequests that are not conveniently located nearby. You may pick up the neutral stacks recommended in the walkthrough as a backup plan. There are various free or mercenary stacks ready to join, but you don't really have room for them all. No problem, that's what mule heroes are for!

p.s. The current game (ver 3.0) contains a potential bug (or intended feature) in the script. On higher difficulties it is very normal to lose with Kujin, and naturally players will then use Gotai to win the fight. However, the script won't function normally afterwards. Don't let Kujin die! If your Kujin dies and Gotai starts roaming around the map as Blue, the bug has happened.

Choose the Air Elemental bonus. The Phoenixes are more powerful, but you will end up discarding them. The Air Elementals, however, will be greeted by another 3 stacks and you will end up with a level-3 Hurricane. They are fast and they don't get retaliated - perfect! The Call to Arms mission special is 20 Gems + 24000 EXP for 4 Storm Giants on heroic (again, on lower difficulties you get more units). If you have too much Gems and won't lose a level, why not.

Let's jump right on to Act One!

Act One

Zehir enters the scene at (1), and a peaceful countryside is all he sees. No worry, you are in the right mission and there will be hundreds of thousands of demons. Your goal in this act is to capture three Gold Mines at (2), accessible through the stairways (a). Since two of the gold mines are locked away behind the Red & Blue Gates (G), you have to visit the Red & Blue Keymaster Tents (K) first.

The sidequest of this act is to capture two Dwarf Warrens (W), to receive the reward of a free level. Different from a Sylanna Ancient, though, the game actually makes up your difference to the next level, so try to complete the side quest when you still have a long way to go to the next level. Do not buy the Storm Giant to lower your EXP yet, though. You need the Gems!

There are a few free stacks to be picked up, marked with yellow, small letters. On higher difficulties you actually receive more, so definitely pay a visit to them:

- Battle Mages (m) in front of the Memory Mentor (there will be a lot more Mentors on the map.)
- Air Elementals (a) to the north of the stairway. I didn't mark the stairs because the game won't let Zehir access it. They are here just for decorative purpose.

There is a Stable (S) at the center to speed up your journey. Visit the Tavern at (3) and hire two new heroes. Try to hire the Haven heroes and mentor them to give them Expert Logistics. Make one of them to back track and pick up free resources left on the ground, and the other follow Zehir closely to carry future overflow stacks.

After visiting both Keymaster Tents, cross the bridge south and you will see a Trading Post. You don't really need it now, if you are already using a hero to pick up various resources. Ignore the one-way portal (P1) and keep going south to pick up a Dragon artifact (helm, D1). Descend through the stairway (a) to enter the Gold Mine area (2).

Flag all of the Gold Mines by unlocking the Blue and Red gates. In the meantime, use your secondary heroes to pick up as much Ore, Wood and Gem as possible - you'll need them badly. Save your game just before flagging the 3rd Gold Mine, because the first mini-boss fight is coming!

Mini-Boss Fight (Wulfstan)

As soon as you flag the last Gold Mine, Wulfstan spawns underground with a good army, and charges directly to Town (A). The enemy hero has a lot of shooters! Definitely start the battle with Mass Confusion. If you don't have it, cast Mass Deflect Missle. If you still don't have it, oh-oh. Maybe it will be faster to go back to your last save file in C3M3?

Similar to all other tough bosses you have seen and will see, the Demon Lord spams Puppet Master to a degree you want to smash your monitor. The Seducers can also Puppet Master your stack, which further elevates your frustration level. When under PM your stack will make liberal use of your Rune resource as well. Wulfstan has very limited mana, so better put them to good use! You will be busy Cleansing the ultra annoying Puppet Master (or cast Vampirism to replace them if he learned it from Zehir), or cast Mass Haste / Mass Righteous Might. (The mini-boss loves to give you Mass Slow as well.) You can actually cleanse Slow with Rune to save turns for Wulfstan.

There are two keys to Wulfstan victory. First, block the castle entrance with your Thunder Thanes. The enemies will gate in a lot of stacks inside the castle, but that actually works to your advantage. The lightning attack of Thunder Thanes can pass down to all adjacent stacks (of one direction), so you can deal heavy damage inside a very crowded castle - so much damage that you will start laughing!

Second, make liberal use of the Runes, especially the Rune of Resurrection to resurrect 40% of fallen units (1 Ore + 1 Gem, the second time 3 Ore + 3 Gem, and then Wulfstan can refersh it) on the Thanes and any other stack that takes heavy casaulty. You have picked up a lot of Ores and Gems, so please make good use of them here. After Wulfstan's mana runs dry just use him to Refresh Runes on your key stacks. The battle bacame very easy from here.

This is actually the easiest mini-boss fight among all. After the fight, Wulfstan will be out of your control (as the Blue player), so you will not have any access to his creatures and artifacts. Hopefully you are not leaving any pieces of a great set on Wulfstan at the end of mission 3, or it is too late!

There is also a possibility that when Wulfstan has, say two weapon artifacts, the game will randomly equip one of them, which might not be the one you like. You actually have a chance to fix this. When Wulfstan just shows up, for a few seconds he is actually an Orange player under your control. Now quickly left click on a nearby ground ten times per second (just to show you tried) as if you are ordering Wulfstan to go elsewhere - he will start charging and stop to consider your order! Now you can adjust your artifacts. The same trick applies to all subsequent heroes as well.

When you gain control of Wulfstan, you can actually move him up the stairs to come to the surface! He can join Zehir's crusade but he can never go back down again (because the game assumes he is Zehir). The Inferno town (A) will stay forever. Doh. If you absolutely can't win, just park Wulfstan or the subsequent heroes outside the town gate.

Is your mission still winnable if you missed one or more of the Inferno towns underground? Actually, yes. The only town that must go down is the final boss's town (E). All of the other fights are in fact optional although the script writers tried to make it mandatory - or did they purposely leave a hole for you? We will find out more clues soon.

No matter town (A) goes down or not, Zehir is done in the Act One. Pass the one-way portal (P1) to proceed. Although it seems that you will not come back to this area, later in the mission you can learn and cast the Instant Travel spell that allows you to go back to a previous section.

Act Two

Zehir now travels to the SW quarter of the map (P1'), with an eventual goal to enter the one-way portal at (P2). This is a very straight-forward act.

Don't miss out a very important free stack, tier-6 Rakshasa Kshar (r). There are also two groups of Air Elementals (a). Similar to all other missions, on higher difficulties you actually receive more untis as the stack sizes are larger. There is a useless Tome of Summoning magic (Ts) - just in case you don't have Arcane Omniscience.

The side quest of this act is to defeat a Demon Leader (4), who actually moves around but won't go very far. Deleb is much weaker than the mini-bosses or Rolf, though. After defeating her you can get the useful artifact Boots of the Swift Journey. Save your game just before entering the one-way portal (P2). The second boss fight is taking place at the gate of town (B)!

Mini-Boss Fight (Freyda)

Both Freyda and Duncan show up, but only Freyda fights. (Duncan has no army at all.) This one probably breaks the difficulty meter on heroic - I failed so many times that I finally gave up! Well not really. There are two backup plans. Plan A: Go all the way back to mission 2 to rebuild Freyda, replay mission 3 and 4 up to this point, to possible barely make it with a Sorcery build. (Please see the end of C3M2 walkthrough).

The difficulty of this battle comes from the power of the Inferno army. The enemy hero again spams Puppet Master as if he has inifinite mana (he actually does, relative to you). You will be lucky if you can cleanse the Puppet Master before your PM-ed stack wipes out another of yours. Vampirism won't help - because the opponent will instantly overwrite it with yeah, another Puppet Master. He will also overwrite your own Frenzy/Puppet Master with Vampirism, although you might get lucky to see some action. (For example, those Frenzied 40+ Archdevils kills 120+ Succubus Mistresses with a single blow).

There is no way to stop the advance of the hard-hitting Inferno army. They are simply superior to Freyda's. Your best shot is to cast any Light Magic (usually Cleansing, or some mass spells) and gamble on the free Divine Vengeance. What is your chance that it actually hits a tough stack that has bloody hands, not a stack that has not attacked you, or a 1-HP-1-unit stack leftover by Last Man Standing? You have to be very lucky to win! By the way, get rid of the Ballista with your shooters. It will fail you at the last moment.

You are burning your mana, hoping to wipe out the opponent first. It will probably go down to this - both you and the opponent have just one stack left. You are barely alive with Resurrections (if you don't have it, try plan B), and your opponent is quickly dying off from your Resurrection-Vengeances. If you are lucky, you cast another Resurrection, and your opponent dies from Divine Vengeance. Otherwise, your opponent's creature (or Ballista, even the Archer Towers) act first to wipe out your little last stack! I "almost won" a couple of times like this. ;)

If you absolutely can't win, and don't like Plan A, here comes Plan B. Similar to what you can do to Wulfstan, stop Freyda on her way in, by clicking the nearby ground during the few seconds that you have control of her. Camp her outside town (B).

By the way, It will be a really good idea to stop Freyda anyways to double-check her artifacts. I hope you didn't leave any good artifact on Duncan because they are permanently lost!

Act Three

All right, somehow you past the Freyda fight, so Zehir is now in the SE quarter of the map at (P2'). Before you proceed, you might want to complete an interesting sidequest about babies tied up in dungeon... er, to free a group of friendly Shadow Matriarchs (100 in my game) imprisoned at (5) underground. This area is accessible through the stairway (b). If you want to do it, do it at the beginning of the this Act as it will save you turns. I actually don't recommend doing this sidequest, because they are not really very helpful.

Your primary goal of this act is to defeat two Demon armies at (6) and (7), and pass the one-way portal at (P3). Both Demon armies are very weak, again.

There are two free stacks, the Magnetic Golems (m) and Obsidian Gargoyles (g). Both are pretty crappy and you don't really have any use of them. Skip them if you want.

On the busy street of (8) you can hire two groups of mercenaries, Thunder Thanes and Marksmen from Seer Huts. They are not cheap at all, and you have no use of them with Zehir. However, if your Wulfstan is still waiting outside town (A), you can buy the 35 Thunder Thanes and later let Wulfstan summon them. Well it is just my theory, though. However, if you go with "Plan B Plus" (I'll cover it soon) you don't really need to go through these troubles.

p.s. Visiting each of the Seer Hut actually triggers the deal as a sidequest, but there is no reward for completing them (you receive the troops that you paid for).

There is also an artifact merchant here. This is your only merchant on the map, so you may as well take a look to see if there is anything better than what you currently have. Just west of the Seer Huts you can pick up the second Tome - of Light Magic (TL).

Interestingly, now you actually have an oppurtunity to directly challenge the final boss, Biara in town (E). However, Biara's army is HUGE - more than anything you have seen before. There is no way you can beat her now.

Save your game just before approaching the second demon army at (7). As soon as the fight is over, the third boss fight starts!

Mini-Boss Fight (Kujin)

Wow. Did they actually test this? Here you will see how powerless a Might army is against Expert Dark magic users. You might have seen it back in the Stronghold campaign already - but with those 6 Chieftain stacks you probably didn't really feel anything. Have you visited the Memory Mentor in C2M4 to get Shatter Dark? (Please refer to the walkthrough of C2M4.)

You will see one after one of your stacks Frenzied. I had no idea that Kujin would be the fighter here, so I didn't have Shatter Dark on her. I didn't even have Magic Resistance! I kept the Triple Flaming Ballista and... there is NO Ballista!! (There is a Ballista for all others, who don't even have a Warmachine skill.) I don't even know how to win it with my build as the game intended, and I don't want to replay all the way from C2M5 just for this... I had to stop Kujin on her way to suicide. Plan B time!

Here comes the interesting part. Maybe the game developer actually knows that you absolutely can't win on heroic unless you have prepared a good Kujin build for it, so you are generously given Gotai... with a whooping 900 Cyclops! This is THE army we have in Plan B Plus! Now you actually have many interesting choices here. I will mention the two extremes:

Plan B normal: Give 900 Cyclops to Kujin. Split the Chieftains into four stacks, and whip the Cyclops to completely demolish everything. Easy win. You can also use Gotai to fight. In my game I actually let Gotai fight and everything worked out well. However, you can't let Kujin die, then use Gotai to win. If Kujin dies the game bugs out and you won't receive the reinforcement later. Again, please keep Kujin alive!

Plan B Plus: Let Gotai keep the Cyclops, actually give Kujin's Chieftains to Gotai as well. Send Gotai out from the stairways (c), and hey, who is standing on top of the hill? Now what are you waiting for? Pass these creatures to Zehir, and beat the * out of Biara! Slap a Vampirism on the Cyclops, and whip whip whip! You should definitely try it for pure enjoyment. Besides, you receive a higher Hall of Fame score... :)

"Here, take half of my boys!" and Zehir's eyes drop out.

p.s. Strangely, Biara does not overwrite our Cyclop's Vampirism with Puppet Master although she certainly can. If you fight Biara with a smaller army she'll always cast PM as if she only knows one spell. It seems that the AI actually "gives up" when it is completely dominated.

For the walkthrough purpose let's pick the lame Plan B normal and see what happens next. March Zehir to the one-way portal (P3) and proceed!

p.s. Many interesting things will happen if you let Zehir carry those 900 Cyclops and don't fight Biara yet. Most of the neutral stacks will wet their pants, and you actually have a lot of them joining for free! With mule heroes carrying the overflow stacks you can snow ball a truck load of free troops behind you. Deposit them (or fractions of those Cyclops) into your Academy town (available soon) and you can let Freyda or whoever summon them to good use (if the spell works)! But why do you still care about Freyda if you can directly win the mission with a sea of Cyclops? Anyways, the game has broken at this point and you can break it even further. Having fun is the most important thing. :)

Act Four

You are now at (P3'), the NW quarter. As soon as you travel up to (F), you can summon Zehir's town for 35000 EXP. The sky town is almost fully loaded, and if you have installed the Tear of Asha back in mission 3, the Skyship is still there! While your town is happily producing an army for you, Zehir does not need them.

Explore the area a bit if you like. There is the third and last Tome - of Dark Magic (TD) that you probably still have no use of. There is a map maker at (C), and a Hill Fort at (H). The sidequest of the Act is to learn the Instant Travel spell at the lv-4 spell shrine at (9) underground. With this spell you can actually return to previous quarters.

p.s. According to the game script, Biara will have two major army expansion, one in the beginning of Month 4 and the other Month 5. So as long as you fight her before Month 4, you should be fine.

Your main objective of Act Four is to defeat the Yellow Dark Elves, base in town (G) underground. You will be surprised that after all these weeks of free development, they are actually even weaker than the Soulscar clan you fought back in mission 1! The enemy hero loves Divine Vengeance, so don't shoot too much - let your Phoenix do the dirty work. Save the game just before you eliminate the Yellow (their last hero) for the fourth and last mini-boss fight!

Mini-Boss Fight (Ylaya)

On heroic this fight can be totally impossible or quite easy, depending on what the AI does. If the AI choose to camp and throw an Armagaddon to demolish your Catapult, reload the game because you have no chance at all. If the AI rushes its Devil out followed by everything else, you can win easily.

You can encourage AI to make the bad choice by slapping a Confusion on the 1120 Succubus Mistresses with your Shadow Matriarchs right after the combat starts. The AI might think its ranged power is now inferior to yours, and they have a better chance by rushing out - not really!

Use the two Hydra stacks as shields against the Devils and whatever comes to the gate. Position them 2 tiles before the gate, so the troops that comes out are also subject to your other stacks' spears/knives. Your Hydras will die soon but not without taking a lot of enemies with them. Your Black Dragons and especially the Tier-4 riders are the main melee force. Your assassins should poison all of the high-initiative stacks (the Dogs and the Horse), so they will die off a lot sooner while making contact with your units before the other stacks do.

The enemy hero, thanks Asha is not going to Puppet Master your riders or Shadow Matriarch, or you are done! Instead, they will set a priority on cloning that insane stack of Sucubbus Mistresses (Even Biara the Succubus does not carry this many). In my game the clones always act immediately after the hero's Phamton Force, because the enemy hero has Expert Summoning magic and his level is very high. There is no better way to prevent the damage - just use Ylaya's Chain Lightening on the main Succubus stack so the clone will be damaged next and dispelled. When there is no clone, just keep throwing Deep Freeze on the Succubus to delay their power shots.

p.s. Ylaya comes with the artifacts that boosts her Ice and Lightning damages by 50%, and she has the Master of Ice and Master of Storm feats. Therefore, Deep Freeze and Chain Lightening are the best spells to cast.

Now we are playing Heroes of Might and Magic!

Final Battle

You are now ready to fight Biara!

If you have brought down all four demon towns by Wulfstan, Freyda, Kujin (or Gotai, only if Kujin still lives) and Ylaya, a wonderful thing happens - four stacks of reinforcement arrive in front of Biara's town (E). You are entitled to 100+ Archangels, Untamed Cyclops, Lava Dragons and Black Dragons! Why do you need anything else if you have these? Well you need the Lion's Crown badly, because the Cyclops and Dragons are evil.

Also, visit all of the morale boosts you can find nearby. There are three of them out there plus a HP+10% boost, so during the fight your Untamed Cyclops and Black Dragons should have a net morale of -1. If you love to see a massacre, you can always visit the closest Memory Mentor at (10) and opt for Expert Leadership.

Biara's army is actually bigger than yours, still. She has two tier-7s, two tier-6s, one tier-5 and one tier-4. She has the Demon Lord ultimate Urgash Call, so all of them will gate instantly with almost equal number. Her stats are not as impressive as the Demon Sovereign in the original game, though, and she does not have Leadership or Luck - which actually makes her much weaker than she appears to be. From the map editor we can see that Biara actually has Expert Logistics. Ha!

Here comes the list of Biara's artifacts: Cursed Ring (Luck -2), Ring of the Broken Will (Morale -2), Staff of Sar-Issus (no magic resistance), Helm of Chaos, Dragon Scale Armor, Dragon Bone Graves, Pendant of Mastery, Shield of the Dwarven Kings, Sandro's Cloak (no mind control immunity).

Biara again loves to cast Puppet Master. Due to her artifacts they always hit, yet you can quickly dispel them thanks to Zehir's Expert Sorcery. The Mass spells in the final battle are actually very useful because Biara will only concentrate on PM, and she has no Sorcery expertise. You can freely manipulate Biara's troops - Mass Confusion, Mass Slow, Puppet Master, Frenzy, and Vampirism, Mass Haste, Mass Righteous Might on your own... the battle is very easy once you have the very best four units in the game! Even if you are not careful with your Cyclops and hit your own troops every single time, you can still win!

But, we all like 900 Cyclops better.

Congratulations for finishing Heroes of Might and Magic V: Tribes of the East expansion. We hope to see you again when HoMM6 comes out!

Oh here comes Isabel. Er... did Zehir find Raelag anyway?


Comments (8)   

Flying to the Rescue
M3: Summoning the Dragons

  • Map Size: Small
  • Level Cap: none
  • Difficulty Index: 3/5
  • Last Updated: November 15, 2007, Patch v3.0

    In this mission, Zehir teams up with yet another Hammers of Fate main hero, Wulfstan. To say they'll team up isn't very accurate. For the most part Zehir goes solo on the surface, and Wulfstan has to remain underground to swat an endless stream of flies from left and right. These flies always flee so you can't even gain experience from them! Now where is the Shackle of Last Man when you most need it?

    Wulfstan starts with Expert Light magic and every Light magic on the spell book. He also has a standard might build that makes him a decent army commander. Yet you can still visit a Memory Mentor to shuffle his skills. No matter what you decide to do, keep Logistics for now, because you need it to catch up enemy heroes from both sides.

    Have fun catching flies with chopsticks, Wulfstan!

    If you have not, it will be a really good idea to give Zehir Arcane Omniscience now, unless you already learned the most useful high-level spells such as Summon Phoenix, Vampirism, Puppet Master, Frenzy, Word of Light, Resurrection, etc. (It is very unlikely that your Zehir has learned all of these without Arcane Omniscience.) There are many tough neutral creatures on the surface, but Zehir should be able to score perfect victories with a tiny army and a huge spell repertoire.

    If you have Mentoring (which is a requirement for the ultimate), every new Dwarf hero you hire will enjoy a roller coaster ride of levels to around 17-18. You can give them Enlightenment + Scholar and the appropriate Expert Magic school(s), so you can transfer spells from Zehir to Wulfstan. Note that you can only pass down spells that are actually learned from a mage guild or vault. The spells that only becomes available through Arcane Omniscience are not transferable.

    Pick the Crystal silo as the starting bonus. Mercury is only for Zehir's Call to Arms mission special: 20 Murcury + 6000 EXP for 5 Rakshasa Kshatra. This is a rather expensive and unnecessary deal, and you might not want to waste your EXP points like this. While there are already lots of Mercury production, you will be short of Ore and Crystals in this mission, especially Ore. Don't waste Ores on upgrade buildings yet, but build up the basic structures and the walls first, to start accumulating available creatures. Also, if you are like me who tried to give Wulfstan Town Portal from lv-5 mage guild - save the Ore because Town Portal spells are disabled for all Dwarven heroes in this mission. They can't even learn it.

    You start out with a Dwarf town (A). Now if you chose to let Zehir to keep the Tear of Asha back in mission 2, he starts the scenario with the Tear. There will be yet another Tear of Asha to be dug up soon, so don't hesitate and install this one in town (A) to give you a head start. To the north you can take another town (B), which remains completely defenseless. Take it as soon as you can, and don't forget to flag the nearby creature buildings of town (B). If you let Duncan keep the Tear back in mission 2, you will have only the new Tear, and you have a choice of where to install the new Tear - more on this later.

    You are against the Yellow dwarfs based in town (C). There is no way to wipe them out for now, and they can harass you through two 1-way portals (a') or (b'). Earlier in the mission whatever they send here will either (10%) die or (90%) flee, but later on the heroes will learn Town Portal. Watching them coming and going is quite amusing, but you can't even touch them unless you park Wulfstan within 1-day travel distance of one of the portals (I suggest (b'), since (a') is too far away from town (A)). Productions from both (A) and (B) will keep your defense sound. Just make sure Wulfstan is not too far away when multiple yellow heroes approach from two directions.

    First, flag everything underground with both Zehir and Wulfstan. The Memory Mentor is just to the west (1). Pick up the Boots of Open Road (2) and put it on Zehir. The location of Tear of Asha is marked with a red (X), and you can see its exact location here (fixed spot, v3.0). If you already have the Grail structure in town (A), give the new Tear to Zehir. You can pick up the Shield of Dwarven King at (K1). There is an artifact merchant at (3); if you have the Grail structure (5000G/turn), you may as well go broke on useful artifacts.

    After flagging everything underground you should start exploring the surface through the stairway at (c). Wulfstan and all dwarf heroes have to stay, says the game, so you can only let Zehir go. Before Zehir sets out, give him several dozens of cheap Fortress units (tier-1 is fine). Some battles up there are pretty tough and what Zehir was given initially might not be enough to stay alive. By the way, I find it effective to start a battle with Mass Slow (or Mass Confusion against shooters), and follow with the Phoenix or Vampirism on your HP pool stack. You then have all the sweet time to revive dead creatures.

    It is a great white world up there, with maybe some blizzard going as well! Since Zehir is all alone, you can be pretty selective on targets and do not waste movement points picking up things you don't need. Generally you want to pick up all the Ores and Crystals, break through all the treasure chambers (for more Ores and Crystals), and flag all Yellow creature buildings. It is going to take quite a while.

    Go west and then north. When you reach (D) the game asks you whether to sacrifice 15000 EXP for Zehir's town to be moved here. That's a big YES - you can always use another Town Hall plus the creatures to keep Zehir alive. You can also install another Tear of Asha (or maybe it is your only Tear) in Zehir's town. You might think you are rich enough, and you don't really need to waste a second Tear on an easy mission. Your Fortress army is growing from gigantic to humongous so there is no need to develop a big Academy army as well. Yes, you are right! However, even if you "waste" the Tear on Zehir's town in mission 3, the Grail building will show up in mission 4! So get the Skyship!

    Yes, the ship carries over as well! Too bad you probably won't even need it there, either.

    Unfortunately you cannot hire any new hero from town (D), so Zehir is still alone. From here you have different routes to choose from. Your eventual goal is to visit the Red Keymaster Tent (red R), while all of the other destinations are purely optional. The two-way portals (d-d, e-e) are usually similar to tunnels of the mountain so there is no fancy connections. Here comes list of what to do:

  • There is a much needed Ore Pit at (4). You may as well flag the Sawmill and Gem Mine.
  • A Hill Fort (5) is useful to upgrade and merge units.
  • Get the Armor and Helm of the Dwarven King set (K2), (K3) and the Crown of Sar-Issus (S). This should complete your Dwarven King set and Sar-Issus set! Also grab the Lion's cape (L).
  • There is a Dragon Eye Ring (D1) guarded by Titans, and somehow I got the 4th Dragon Teeth Necklace in 3 missions!
  • A one-way portal at (f) appears to be blocked. This is not for you - but for the Yellow's cravens go through. Why can't I just split a Dwarf stack to block it? :)

    If you attempt to venture underground through (g), you can see the much hated Yellow town but unfortunately your route is completely blocked by the unpronounceable Dwarf hero. (6). The game suggests you NOT to attack him (keeping him alive is actually a primary objective) but you can still attack him if you insist. Not sure what happens next, though. Maybe you can find out and tell us!

    By the way, you can find a Pendent of Mastery underground at (7). There used to be a bug about it to give you unlimited resources from Artificer's resource discount. Will it work here? You are too rich to cheat here! :)

    Endless Rune and Puppet Master - it is a test for a Dwarf's endurance! I started this battle in the morning and finished it at night - because I had to leave the machine on and went to work.

    After visiting the Red Keymaster tent you are now ready for the boss fight. If you unlock the Red Gate (red G), Rolf (Wulfstan's bad brother) spawns with a good army of about 10 weeks of town productions. Rolf won't chase you around - he'll keep waiting. Theoretically you can run over Rolf with the biggest army even seen on HoMM5 (thanks to Asha), but you can certainly slap him with a smaller force.

    But Rolf is no pushover this time. His stacks use Rune magics every turn, and apparently he has the Empathy feat so every time a high morale triggers, Rolf is moved up in action. So what is bad about Rolf's action? He has an entire spell book of Dark magic, and he will be happy to cast Puppet Master on your best stack. When Puppet Master hits (Rolf wears Sandro's Cloak, so he can even PM your Titans), Rolf's stacks will simply rune-charge up and tear your stack in pieces without being retaliated. Even if the Fortress creatures are not really effective at dealing damage, being hit from all directions every turn is not going to look good at all.

    On the other hand, your Zehir has his own advantages. You have a lot more spells to choose from (you did get Arcane Omniscience, right?), good artifacts (Sar-Issus and Dwarven King) to equip, an ultra-long mana bar, various morale and luck boosts to visit before the fight, and as a last resort you have the load game button. Rolf is not Arantir, so his mana will run dry and there will be no more Puppet Master. You can also accelerate Rolf's embarrassment by going to the Memory Mentor and get the Suppress Dark feat from Dark magic (twice mana consumption).

    All you need is a large stack of something that takes a long time to kill (so Rolf's mana runs out first), and then you can slowly drain back lost numbers through the ever-useful Vampirism. I used 81 Flame Lords (tier 6 creatures from Dwarf town, I should have used Thunder Thane to hit multiple stacks effectively) which were just enough to win, after failing 4 times. The difference on my 5th try was that I finally deployed other creatures (even 1-unit stacks are fine) so Rolf's creatures will use their turn on the decoys. I also setup a Blade Barrier in front of my Flame Lords to keep the huge hitters away. On the luck side, my Magic Mirror worked frequently so the several Puppet Masters were reflected to poor elementals.

    No matter what creature you use, protect your main stack with decoys (and the elementals that come afterwards) to block the contact of powerful large creatures such as the Godzillas and Thunder Thane. Blade Barrier is indeed quite useful for this purpose. Phoenix isn't making a huge difference anymore, but with time it can scratch down Rolf's army with Vampirism (plus they can help you block Rolf's stacks, too). Avoid being hit by more than 3 stacks in any given turn. After Rolf runs out mana it is your Puppet Master, Frenzy and Blind time!

    Surviving Rolf's Puppet Master spam is the key to victory. Here comes a trick - when I put Frenzy / Puppet Master on Rolf's stack, I was surprised to see Rolf dispel it with Vampirism. You can do this on your main stack to dispel Rolf's Puppet Master as well! Apparently, Vampirism cannot co-exist with Frenzy or Puppet Master, and the latter will overwrite the earlier, if it has a higher or equal level. (Frenzy cannot overwrite Vampirism, for example.) You can also distract Rolf by casting these spells on his own creatures, and Rolf sometimes will not Puppet Master your main stack, and cast Vampirism on his own stack to dispel yours. You are a wizard, so you are bound to win a magic duel in the long run!

    Or, you can always wait and run over Rolf with a crazy army.

    Preparing for Wulfstan's Final Battle

    Wulfstan is going to fight in the final mission as well. It won't be an easy battle - again your opponent spams Puppet Master like he has nothing else to cast! Before Zehir goes into the portal and end the mission, here are a few things to do.

    First, check your artifacts. The Dwarven King set will look good on Wulfstan, but then Zehir won't be able to access it. You may as well give all of them to Zehir since Wulfstan can function well without it. Make sure you give the Lion's Crown to Zehir, but Wulfstan can keep Lion's Cape to reach the effective morale cap of +5. Give the Runic set artifact to Wulfstan, and if you have any extra Dragon's set also give to Wulfstan. Then, move ALL carry-over artifacts in Wulfstan's (idle) inventory to Zehir's so the game won't make a stupid decision to equip the Enlightenment set in the final battle!

    You should also adjust Wulfstan's skills. It is likely that the enemy heroes have fled so often that your Wulfstan remains at level 25 even at the end of the mission. Here comes my skill recommendation (also shown in the picture above):

  • Expert Runelore: 3 standard feats
  • Expert Attack: Tactics, Offensive Formation, Retribution
  • Expert Light Magic: Master of Wrath
  • Expert Dark Magic: Master of Mind
  • Expert Luck: Magic Resistance, Dwarven Luck
  • Basic Leadership: Runic Attunement

    With Lion's Cape you still have +5 morale. If for some reason you are level 26, get another level in Leadership just to be sure. We will discuss the tactical details in the C3M4 walkthrough section.


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Flying to the Rescue
M2: Tearing the Veil

  • Map Size: Normal
  • Level Cap: none
  • Difficulty Index: 2/5
  • Last Updated: November 15, 2007, Patch v3.0

This mission is split into two parts, both quite easy.

It is possible to obtain Zehir's ultimate Arcane Omniscience with the help of a Sylanna Acient and a Memory Mentor. By going with the ultimate (Enlightenment, War Machine, Sorcery) you will miss the most useful mass-spells such as Mass Slow, Mass Confusion and Mass Haste, yet you gain the freedom to pick 2 other skills. You can still pick up basic Dark - Master of Mind and/or Light - Master of Wrath to keep Mass Slow and Haste. Or you can go with other useful passive skills such as Logistics.

The Call to Arms "mission special" is 3000 EXP + 20 Crystal for 20 Djinn Sultans. The Djinns are not terribly useful and they could die by huge numbers. You are given 60 crystals at the start even without the bonus, so you can afford to trade three times for 60 Djinns. However, I suggest you save all crystals (don't even trade it for other resources) because they will come in handy in the second half of the mission.

Huston, we have a party!

Pick the 20 Djiin Sultans as the starting bonus. The 40 crystals that can give you another 40 Djiins later (by losing 6000 EXP more). Since you already have 60 crystals, there is little point to get even more.

First Half

You start the mission in front of town (A), with a mandatory battle against a small Renegade army. Use your shooter to kill some weak stacks, and the opponent hero will gate in Inferno units. The existing Haven units all switch side to be your aid, and the fight will be over very soon. Too bad you can't keep the tier-5 Zealots after the battle, because they are teleported to the "ritual ground".

Depending on what magics you picked up from Zehir's town in mission one, you can handle the neutral stacks with different strategies. If you have Vampirism / Resurrection the fights will be straight-forward - just deploy the Djiins and hack. If you have none of the above, you can still use 1-unit stacks and the Phoenix / Elementals.

There is no AI activity at all during the first half, so don't feel pressured. Go west and visit the Stable (S), and flag the mines below your town. Go north a bit and you will see a Memory Mentor on the right (1). We will come back later when your level is high enough. Collect the second stack of monks at (2) and they will go to the ritual ground. Flag / kill / collect everything on your way, including two Dragon artifacts at (D1) and (D2).

When you reach (3) the game prompts you a choice that you can spend 15000 EXP to move your town to the empty spot above. You have to do this sooner or later as this is one of the main objectives, so just say yes if it won't result in losing a necessary skill. You can collect the third, and last stack of monks at (4).

Now all you need is the Tear of Asha. It is buried underground so you will have to go down the stairs at (I). Before sending Zehir to the dungeon, upgrade the mage guilds to level 5 and see what you can learn there. I finally picked up Resurrection - which proofed to be quite useful... for about 30 minutes. By the way, don't go crazy on building other structures (you are powerful enough so the creatures don't really matter), and save 10 wood.

The underground portion is connected by a river. Beat the neutral stack guarding the Sextant, build a boat at the Shipyard and first land at (5). You can flag a Mercury Lab, and further south pick up two artifacts that will carry over to future missions - one of them being the Staff of Sar-Issus (S1, nullify enemy Magic Resistance).

Board your ship and this time sail southwest to land at (6). Here you can flag more mines and dig up the Tear of Asha (red X). You can see its exact location here. The spot is fixed as of version 3.0.

Before you go up, spend a few more days to pick up two decent ring artifacts at (7), one of them being the Ring of Speed (+20% unit initiative). Since there is no enemy action at all, you can freely explore to collect as much EXP as you can. I was able to level to 24 with the help of the Sylanna Ancient on the surface (D1 area). By the way, if you do not have the Intelligence feat under Enlightenment, now go to the Memory Mentor and get it. Your mana must be way over 200.

Now you are ready for the mini-boss battle. Give the Tear of Asha to Zehir (if he doesn't have it), and move your entire army to (8) where three stacks of monks are waiting. The ritual starts and a hero-less Inferno army shows up behind you. The size of the army looks intimidating, but it is really not that hard IF you still have mana left after those 800+ (on heroic) Imps! With a seletion of magics, my Zehir did it with just the Gargoyles as HP pool. However, feel free to waste all of your units here because you won't need any of them anymore. Since you can win rather easily, I recommend NOT to overspend on units. You are just wasting money.

After the mini-boss fight your Zehir is probably level 25 or so. If you have picked up at least one of the Witch Hut skills back in mission one, you should have more than enough skill points to go for the ultimate Arcane Omniscience at the Memory Mentor (1). There is no better time than this, since the enemy is still inactive. When you are ready, refund any artificer that you have made for your creatures, sell all of the artifacts that cannot be carried over, and march Zehir to the center of the ritual ground (8), to proceed to the second half of the mission.

p.s. After finishing the campaign, I think it would be better to replace Light Magic in the above picture with Logistics. There will be a lot of running around for Zehir, but he carries almost no army so the Mass buffs have no use at all. But of course you will switch back to Light, or even Leadership just before the final, final boss.

More useful magics! You will need them on Freyda in the last mission.

Second Half

You are now at (9) controling Freyda and Duncan, two of the main characters back in the Hammers of Fate expansion. Needless to say, they both have lost the invincibility you gave them back then. Now you are given two mediocre heroes with unsatisfactory stats for their levels (19-20), and very fail-prone skill choices. It is all right, we are going to fix their skills here.

First, answer "Cancel" to the question to NOT pass the Tear of Asha to Duncan. Zehir is leaving, but he will carry the Tear into mission 3 and 4, where the challenges are slightly harder. If you answer "OK" to keep the Tear, you can install it in your town soon. Yet this second half is easy enough even without the Grail.

The first thing you notice is that all of your resources actually carry over, including the mines you already flagged. (There is no way to travel back to Zehir's half, so you better have flagged them all.) It is likely that Zehir leaves Freyda and Duncan a huge pile of resources of every kind, so let's rush to the town and build everything like mad! Your town is (B) - as soon as you get close, the entire Blue converts to Orange. There is a huge Inferno army based in Town (D), but it won't come out yet so don't worry for now.

Here come two very good news for you. First, you can swap out the huge Renegade garrison army at (10). With this army you can pretty much dominate all neutral creatures and pick up everything. It is tempting to split the army so both Duncan and Freyda can do something meaningful, but let me tell you one secret - Duncan won't be of any use later, so don't even look at his unshaved face! Just use Duncan to run errands and give all possible experience points to Freyda. Hopefully she can reach level 26 by the end.

The second good news is there are several free Renegade armies waiting to join you. I have marked them with yellow small letters. (b= Crossbowmen, v= Vindicators, z= Zealots, and c= Champions) Pick them up as soon as you have the free slots.

There are lots things to do before Grok, the huge Inferno army based on town (D) comes out to hunt your weak heroes. Naturally you want to visit all stat boosts with Freyda (yes forget about Duncan), flag all creature buildings, defeat all neutral creatures, and collect all meaningful artifacts. I will just mention the more important attractions below:

There is a Hill Fort at (11) where you can convert the conventional upgrades to Renegade, or backwards. I suggest using all 7 tiers of Renegades to make things simpler. Your army is very powerful already.

You can pick up two more Dragon artifacts at (D3) and (D4), the latter being the third Dragon Teeth Necklace you pick up in two missions! The map maker really likes this artifact. Don't worry - they actually don't overlap with Zehir's copy and you will put them to good use on Freyda.

Rush town (C) in your earliest convenience, through the one-way portal at (II-II'). You should be able to reach it around 4-5 days after swapping the garrison at (10). The Red does not have a scripted hero there, so there won't be any good defense. The town actually crumbles after your victory, and you instantly pick up the entire Lion's Spirit set (Crown + Necklace + Cape). This is too good to be true!

Well another dream comes true - at (U) you can pick up the Unicorn Horn Bow and the Treeborn Quiver at once! This is the entire set of Archer's dream, making your shooters very, very powerful. Wow.

A Memory Mentor is again available at (12) to shuffle your Freyda's skills. I gave Freyda my favorite twilight build, a versatile build that is unlikely to fail. If you are playing on heroic, though, I start to lean towards Sorcery instead of Attack or Dark Magics. We will discuss more at the end of this page.

Build up your mage guilds and see what is offered. You have another shot at the high level spells at the Arcane Library (13). Now your huge number of crystal stock comes in handy - because each lv-5 Light magic costs 25 crystals. Hopefully you can pick up some very useful spells for Freyda.

22 days after my ownership of Town (B), Grok comes out of town (D) with his huge Demon horde. The Imps will deplete your mana no matter what, so it will be a fair army clash. This looks like the most difficult fight of the second half, but Grok fled when I lost 3 Crossbowmen and a Ballista in Quick Combat...

After taking care of Grok, the mission is essentially won and there is no more threat from Red (it will still send out weak heroes). Take your time to finalize Freyda's build, learn useful spells, visit stat boosts and collect artifacts. When you have done everything, break through the garrisons in front of town (D) and take the castle. Easy victory!

Preparing for Freyda's Final Battle

Freyda is going to representing the hostile couple in the campaign finale battle. Honestly, I have no idea how you can win that one on heroic, unless you are ultra lucky with Divine Vengeance. Anyways, let's do our best to optimize Freyda's build here.

First, equip Freyda with all of your best artifacts, because Duncan will trash everything you have on him! In my game I lost my entire Lion's set on the stupid m* *r! However, if you do not want to alter the game's flow in any possible way (you will see how to break the game in detail in the C3M4 walkthrough), give all of the other artifacts (that Freyda will not equip) to Duncan, and let him trash it! This is because the game will randomly decide what to wear for Freyda if she has, say, two cloaks, so just throw away the inferior choice. You can't risk a bad choice on heroic.

Second, reconfigure your Freyda's skills. Showing in the picture above is a standard build for Lv 25 (I hope I have never used Duncan to fight in this mission, or I might have a shot at lv 26):

  • Expert Counterstrike: 3 standard feats (or - Benediction)
  • Expert Leadership: Recruitment, Divine Guidance, Empathy
  • Expert Attack: Battle Frenzy, Retribution (+ Archery if Lv 26)
  • Expert Light Magic: Master of Wrath (or + Master of Abjuration if no Dark)
  • Expert Dark Magic: Master of Mind
  • Expert Luck: Magic Resistance

However, on heroic you probably want to swap out Dark Magic or Attack for Expert Sorcery + Arcane Training. If you give up Dark Magic (no Mass Confusion), you should pick up Master of Abjuration (Light) for Mass Deflect Missle (or you will feel very sorry against 290 Succubus Mistress). I still think Dark + Sorcery can work, because you can occasionally sneak in a Frenzy / Puppet Master before the enemy hero can do anything about it.

For the most of the fight, you'll still need to keep casting Light Magics (free Divine Vengeance) to kill an insane army before it kills you mercilessly. My build was far inferior to the above, and I "almost won" a couple of times out of probably 20 trials, so it is not really impossible. We will discuss more in C3M4. Good luck still!


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To Honor Our Fathers

M5: Hunting the Hunter

 

  • Map Size: Large
  • Level Cap: none
  • Difficulty Index: 4/5
  • Last Updated: November 9, 2007, Patch v3.0

    The mighty Stronghold campaign reaches its climax in a one-against-all fashion. Your opponents are three allied AI players with a total of 6 towns! Can you survive?

    Your starting town (A) is in a relatively safe corner. To your west is a neutral Stronghold town (B) that you have to develop sooner or later to shift the balance of power. There is also a Tear of Asha to be dug up to beef up your creature growth and bank account.

    To your south is a Teal, Necro AI player based in town (C). You might recall that Kujin has cleared doubts with Arantir, so the Necromancers should be your trusted new friend. Nah. They are here just to make your life miserable, and you can expect a Teal army backstabbing town (A) as soon as Gotai goes away. Although there are some huge neutral blocking stacks separating you two, the AI heroes start with pretty high level and their town builds fast. So they usually have no problem knocking on your door early on. By the way, all neutral stacks are huge in this mission, which is quite exciting.

    On the opposite end of the Teal Necro is the Red Haven based in town (E). If you think Kujin has also talked to the Knights so they should be at peace, wrong again. The Red fraction has no territory to distract their attention to, so they have to come after you!

    Alaric's head is actually out of Gotai's strike zone. Better swing low!

    In the dead center of the map is town (D), one of the four towns of the Orange Academy. Its strategic location allows the owner of this town to threaten all others - or to be threatened. There are three Orange garrisons surrounding town (D) that the Teal and Red players have full access through - not you, of course. The Orange has three other towns (F), (G), and (H) south from here along the paved road. Your eventual goal is to take town (H).

    It doesn't look too bad, you might think. You've got Gotai and Kujin, right? You built a versatile Kujin during mission 2 and 4, and picked up nice artifacts such as the Lion's set, the Runic set, the Enlightenment set and various pieces of the Dragon set. Kujin also has Triple Flaming Ballista so she does not need a large army to thrive. You can make her a reliable home protector. You can pass on the war cries that Gotai missed...

    Actually, mission 4 was the last time that you ever see Kujin in the Orc campaign! To think back, Gotai was all alone in the campaign since mission 1. I hope you did spend some time with Gotai to pick up the good artifacts (especially the Lion's set and the two Drwaven King pieces), and gave him Triple Flaming Ballista. Plus you did win a coin flip to receive Fear My Roar back in your only town in two previous missions. They are all very useful in this mission, especially early on.

    Here is my Gotai's skill setup later in the mission. Pretty standard Might build and I gave up the ultimate in exchange of theTriple Flaming Ballista and Aura of Swiftness. Shatter Dark, which is recommended by many forum users, was completely wasted with my strategy of the last battles, so I could have kept Shouting, or gone with something more useful, probably Logistics + Path Finding to speed things up a little bit.

    This mission is quite difficult to boot. At first, I followed the conventional approach to flag nearby mines and gather scattering treasures. However, since each AI is given a decent hero on Day 1, all of them (as well as any other new recruits carrying fresh troops) immediately rushed me in a constant stream from two directions. The main Teal, Red and Orange hero all approached my town during week 1. (This is quite similar to Raelag's "The Conquest".) I was destined to defend the town forever 1 against 6. So I restarted the mission and took an ultra-aggressive approach that the walkthrough is based on.

    To follow this walkthrough your Gotai must have Triple Flaming Ballista (very useful early on) and preferably Fear my Roar. There should be other ways to win this mission, so have fun discovering them yourself!

    By the way, it is normal that the Orange AI takes very, very long turns. Even on a fast PC it might take half a minute.

    Nival tricked us! We want Kujin!

    First off, pick the 2 Cyclop bonus. Go to your tavern and hopefully you can hire the guy with ~ 30 Centaurs for 2500G. Give everything you have to Gotai and attack the neutral stack blocking between the Teal and you at (1). Your Ballista is doing all the work here, and in my game I actually deployed 6 x 1 Goblins to win this one. We are aiming at Teal's town (C), so rush straight to the castle. The Teal hero might come directly to you thinking you are weak, but he forgot that you have The Ballista. You should be able to take town (C) around Day 5 even without Logistics. One down, five more to go!

    Around this time the Orange and Red should be coming your way. In my game I did not give any Centaur to Gotai to fit for one more stack of Goblin, so an Orange hero actually attacked Gotai in Town (C). I had only 50+ Goblins with Gotai and had to completely rely on the Ballista. The two Dwarven artifacts cut down a lot of spell damages for me and prevented the Goblins from switching sides. (I should have given Gotai all the Centaurs!)

    Note: In the real world, X-proof is even more powerful than X-resistant. Now everybody is confused by the spell "proof" term used in Barbarian Luck (5% proof per Luck) and and Dwarven King artifact set (40% proof when you equip 2). Spell "proof" here actually means damage reduction. This is totally different from spell "resistance", which means a spell won't work at all, and in the game it usually comes with a chance for it to happen. For 100% resistance the game calls it "immunity".

    At the same time my Stronghold town (A) was threatened by another Orange hero, and a decent Red army was still coming towards town (C). I decided to give up the new Necro town and Town Portal Gotai back to save the HQ. Interestingly, the Red hero decided to just flag the Skeleton buildings in front of town (C), ignored the town and went after Gotai in town (A). Needless to say The Ballista took care of both heroes. Even if you do lose town (C) to Red, you can take care of the Orange army first, and come down again to reclaim town (C) from Red.

    Your next goal is to take down town (D). There are two routes to it; you can either go west through the grassland and pass the north garrison (2n), or return to town (C) and head west, to pass the east garrison (2e). I picked the latter to better protect town (C), my double Gold Mine. Send a secondary hero after Gotai to flag the resource mines and collect stuff on the ground whenever safe. The Mercury Lab just west of the garrison (2e) is very useful. With the Ballista and some 1-stack Goblins you should have no problem.

    You should be able to take town (D) during week 2, with some reasonable loss of your Centaurs. Two down! Temporarily the Orange heroes are not coming anymore, so you can concentrate on Red.

    There are roaming Red heroes around, so let's take care of town (E) immediately. Rush straight to town (E), which is probably poorly defended because all the armies are out there. While you are rushing towards town (E) the Red heroes could be a threat to any of your other towns, but fortunately they all somehow tried to run back to defend the town instead of claiming one of your own. Of course, they will be late. Three down!

    The problem actually comes after you take town (E). The Red heroes are now free to chase your weak heroes, even occupying your undefended towns. I sacrificed a weak hero to lure away two Red armies into the Orange territory to buy Gotai a few turns to return to Town (D). The AI took the bait, and even better, if an AI is town-less when the new week comes, they are considered to have lost the game and all of their remaining heroes are erased. Goodbye to Red!

    You are now a happy owner of 4 towns in three weeks. Your income should be 10000+ G/turn, and even if you have not flagged the rare resource mines, the 5000G silos from each town should cover it. There is a nearby Sulfur Pit east of town (E).

    With a healthy income and bottle neck defense, your nail-biting days are over. Run Gotai to take the second Stronghold town (B) now, flag the high-level creature building (3), and ship new units to Gotai with some mule heroes. Troop shipping is critical early in the mission, and you should establish a constant stream of supplies with multiple low-level heroes. I have marked the Stables with (S), which are conveniently located along the way. Here are my recommended upgrades:


    Tier 1: Goblin Trapper. You will kill the casters before they can act anyways, so there is no use of the Witch Doctors.
    Tier 2: Centaur Nomad. Again, if you let a stack reach them you have made a mistake.
    Tier 3: None Use the non-upgraded Warriors early on. When you have Chieftains free up this slot for them.
    Tier 4: Sky Daughter. After Hasting the Cyclops and Centaurs or slowing a key stack, your battle is usually over. No need for close-range melee power.
    Tier 5: Chieftain. When you have more than 50, split them up into two stacks. Their only job is to whip your Centaurs or Cyclops.
    Tier 6: PaoKai. Since you have so much cash you may as well buy them all. They are not terribly useful, though.
    Tier 7: Untamed Cyclop. With unprecedented crude power, this is the most crucial creature in the final battles.

    It is also now a good time to dig up the Tear of Asha. You probably have visited quite a few obelisks so far, so where is it? You can click on the picture below to find out. The location is actually fixed (at least in the current patch, v3.0) so you will find the tear at exactly the same spot. Ship the Tear back to your starting town (A), not (B), to build the Grail structure there. There is an obvious reason for this later.

    Since the Orange still owns three towns, they remain a potential threat. When Gotai receive the next shipment of units, with about 200 Centaurs, you should be able rush town (E) and (F) in a row. The AIs are more powerful now and their Divine Vengeance can usually kill a large portion of your Centaurs. There is nothing you can do about it (remember to equip two Dwarven King artifacts) - so just bite it and gladly take over the new towns. (By the way, you can sell unwanted artifacts in the Market Place of Academy towns. I never knew about that!)

    Now the Orange has only town (G) left and you are holding them to the throat. The Orange AI will still send out scout heroes to annoy you, but more often than not they will get stuck by their own caravan right in front of their town - for weeks! It is time to explore the map and pick up the goodies, and allow your speedy town production to give you the superior army.

    It is very tedious to ship troop to town (G) all the way from town (A). It is possible to cut it short significantly with two sets of two-way portals (a-a, b-b). Each set is guarded by a very threatening group of creatures (like 80 Titans) that you probably don't want to fight until your army size has grown up significantly.

    After witnessing how powerful Cyclops + Chieftains are back in mission 3, you can take the tactics to extreme here. Deploy nothing but Untamed Cyclops and Chieftains, and split up the Chieftains into 6 equal stacks. The Chiefs do nothing but to whip the Cyclops repeatedly. Now if you ever doubt how useful this tactics is, you can take a sneak look of what's happening in the final battle. Convinced? Now rush up your Cyclops to bash the Titans non-stop! Use the area attack well and you can damage two stacks at once. If Gotai's turn come up, either throw a Call of Blood to the Cyclops, or whip them yourself if a huge Titan stack's turn is coming up next. You will be amazed by how fast these Titans go down!

    As usual here comes a list of attractions. You don't have to visit them in this order and I actually skipped almost all of the fights that does not lead to an useful artifact or a stat boost. You will end up at around level 30 and it is more than enough to win.

    Around town (A): There is a Boots of the Open Road at (4) to speed up your desert trip later on. The Boots of Swift Journey, which is also very handy, is found at (5) just beside a useless Hill Fort. Note that the movement bonus from these boots is added to your hero at the beginning of each turn, so you have to end the previous turn with the appropriate boots already equipped. However, after the new turn starts, you may remove the boots and put on your "battle boots" to receive the bonus from both!

    Around town (B): If you took town (B) before the Haven town (E), you would receive a secondary objective of taking town (E). Otherwise no such objective is given at all. In (D1) you should be able to pick up the Dragon Scale Shield (of the Dragon set). The Dragon Flame Tongue (weapon of the Dragon set) is found at (D2). There is an artifact merchant at (7), which I picked up a good Ring of Speed (+20% Initiative to all units). The treasures that your Goblin friend tells you about is the area with a Sylanna Ancient at (8).

    Around town (C): There is a two-way portal at (c), which takes you to an isolated area at the NW corner with some random artifacts.

    Around town (D): The Tear of Asha is marked with the red X. There is a large desert area to the east, where you can find a Pyramid but you can't learn spells anyways. To the very east part of the desert you can find the Robe of Sar Issus, which is completely useless to you so I am not going to mark it. There is also a Sphinx just south of the bridge, but when I approached it with Gotai, it was not interested in playing games.

    Around town (E): Flag the Lighthouse (9), which speeds up your journey on the river. You can build a ship in the shipyard just east of town (G) at (10). With the ship you can access a few areas off the river shore.

    Around town (F): There is a large optional area north of Town (F). In there you can find a Memory Mentor (11), and another two-way portal (d) leading you to a treasure area in the middle of the desert, where more random artifacts can be collected. There are just so many artifacts in the mission, and 95% of them are totally useless. But if you ever feel you want more, there is a Dragon Utopia directly below town (F).

    At (12) hides a sidequest about recycling machine parts. Come here with at least 1 Gremlin (upgraded or not, does not matter) to repair the scattered golem torsos and limbs. The Golems are repaired, and to show their gratitude they will all offer service to the Skywalker! By the time I took them during month 3, I collected a grand total of 2550 Iron Golems! I spent a lot of cash upgrading them, but since they are so slow (initative = 7) I didn't use them at all. I guess if you are seriously screwed in one of the final battles, these guys can survive long enough to save your day. Just SE of the Golems (13) you can find two interesting artifacts, the Crown of Sar-Issus and the Cloak of the Death's Shadow (enemy's morale, luck -2, as featured in Arantir's campaign).

    Around town (G): There is another artifact merchant to the south, at (14). With the ship (or the Instant Travel spell) you can access the two-way portal at (e). Just north of the portal (e) lies the Staff of Netherworld (enemy creature initiatives -20%) of the Death Embrace set. The portal leads you to yet another isolated treasure area with some stat boosts and an Astrologers Tower.

    Around town (H): You can attack town (H) via an alternative route by landing at (15) and go around the desert to collect three more stat boosts. There is another Memory Mentor (16) just before town (H).

    Let's talk about the artifact setup a bit. There are different approaches to the final battles, and the way I like the best is the non-stop whipping action from Cyclops + 6 Chieftains. Therefore, all I need is high Initiative and Attack. You can use the Lion's Spirit set if you have all three, to give Gotai the Empathy effect, even if your Morale and Luck is already shooting through the effective cap of 5. (Empathy: Whenever a friendly stack has a high morale, the hero's ATB is moved up by 10%.) You can also let Gotai whip the Cyclops although it is going to hurt much more. Well, long pain is not as good as short pain!

    The two Dwarven artifacts are pretty decent for their magic damage reduction and immunity to Slow. Also, you can equip quite a few pieces from the Dragon's set that you have been collecting here and there. Its set bonus statement might be misleading - the HP and stat bonus only applies to Tier-7 units (Cyclops), not all 7 tiers of units. Since we are using the Cyclops to bash everything up, this bonus is actually quite nice! You can easily buy other useful artifacts to fill up the rest, either from the merchants or the Academy towns.

    Take your time to accumulate a powerful army. The ideal timing to attack town (H) is when you have about 250-300 Chieftains, and you should have 60+ Untamed Cyclops to go with it. So what about the rest of the army? You really don't need them. Keep whipping the Cyclops, and they will smash the world for you! I have seen people reporting the wizard hero in Town (H) casting annoying Frenzy / Puppet Master non-stop. With this Cyclop + 6 Chieftain strategy, the enemy hero hardly has a chance to cast anything. In my game the battle was over before the enemy hero even acted! You can download my replay here.

    Immediately after claiming town (G) the real final boss of the campaign, Alaric, arrives just NE of (7). Alaric is a walking little guy just like Nicolai. Although he is a small man, he does have good stats and skills plus a powerful army. Alaric can reach your town (B) when his turn comes up, so in my game I used a mule hero to evacuate the entire town. This is why I suggest to get the Tear of Asha building in town (A), or Aleric will get it!

    Obviously you now rush Gotai back to finish Alaric off. If you are absolutely afraid of Divine Vengeance, now go to the Memory Mentor (16) and get Expert Shatter Light. Personally I don't think it is necessary because you are so powerful now - take a look at your Gotai's stats. There is a +15 bonus on all four categories! He hits harder than the Demon Sovereign, the boss of boss in the original HoMM5!

    With the set of two-way portals (a-a and b-b) and your Town Portal spell, you should reach Alaric after just a few days. Alaric's army is roughly the same size as the town (H) garrison, but he has better defense and the annoying "last man standing" feat. It is inevitable that your Cyclop will swallow 1 shot of Divine Vengeance from Alaric, even another one from the Seraphs if you don't finish that last one (with 1 HP) in time. Your Rage points should absorb most of the damage. With 6 Chieftains Alaric only acted once, still. Here is the replay.

    Congratulations of finishing this quite-difficult campaign! I have a feeling that Nival is going to seriously nerf the insanely-powerful 1-Cyclop-6-Chieftain tactics in a coming patch, so have fun when it still works!

    p.s. I have heard people reporting a minor bug. If you finish Gotai's turn on the door step of Town (H), the game crashes.


Comments (61)   

To Honor Our Fathers
M4: Mother Earth's Wisdom

  • Map Size: Normal
  • Level Cap: 26
  • Difficulty Index: 1/5
  • Last Updated: November 9, 2007, Patch v3.0

    Again we are back as Kujin, but this time her job is a lot simpler. This is a typical solo scenario where your lone hero eventually travels to every corner of the map through a unrealistically winding pass that eventually utilize the entire map, and witness every scripted event along the way. It seems that a lot of Mission 4s are designed this way (Markal, Raelag, Findan, Fredya, Wulfstan, and now Kujin), too!

    Good news first - all Stronghold stacks will join you for free, and they come in great numbers! There is no time pressure except that neutral creatures grow every week - but so is your Stronghold reinforcement. Even if you are terrible at troop conservation, you will still have enough troops to beat a very easy mission boss.

    Therefore, the bad news is this mission has no challenge at all.

    Generally speaking, you want to fight as much enemies as possible to level up Kujin to the cap before the final battle. In my game, I fought everything reasonable (skipped almost all of the shooters/casters), and was able to cap Kujin just before the boss battle. The resources on the ground are not useful at all - there is no quest using them. However, you do need some cash at the end to upgrade units and to buy artifacts, so pick up the gold bars if it is not too much trouble. Cash out the smaller chests as well. In my game I actually picked up a lot of resources, and I had a 30K leftover in the bank when the mission ends. So you can probably skip ~30K worth of resources on the ground to speed things up.

    The starting bonuses are about the same. I picked the 10 Centaur bonus to add to Kujin's little starting stack of 15. Follow the obvious road south and pick the easier battles. Defeat a tiny stack of Devils to enter the first quarter of the map. You can see a broken bridge at (1), which would have led you straight to the exit! Now you have to take the longer path. This mission is divided into four quarters, and each one has its own objective and sometimes an optional quest. When you meet the main objective, find a Seer Hut to teleport Kujin to the next quarter.

    First Quarter (NE)

    On higher difficulty it is likely that your starting army is too weak do take on anything major. Do yourself a favor and go straight to the Stronghold creatures (all reinforcement are marked with lower-cased yellow letters): Earth Daughters (d) and Warriors (w) just to the east. After picking them up you should be powerful enough to beat everything in this quarter. But still, for troop conservation you don't want to fight the shooters and casters unless they guard something you really want.

    Make sure to visit the Red Keymaster tent (red K). Just south of the tent is a hidden path in the forest, leading you to a Dragon artifact (helm) at (D1). When you are ready, go to the Seer Hut at (2) to jump to the next quarter, at (2').

    Second Quarter (SE)

    Go straight north to pick up a large group of Centaurs (c). Note that your reinforcement stacks also grow every week, so if you arrive at a stack on Day 7 of a given week, end the turn and pick them up on the next turn/week. I picked up 11 more Centaurs here just by wasting a tiny fraction of Kujin's daily movement. Keep going north and you will notice a Red Gate (G) to the east. Unlock it and VOALA - the most powerful might artifact on lower middle earth -- the Lion's Crown (morale + 2, luck + 2)! BOOOO! This is too easy compared to the 360+ Titans in the last mission.

    To the north of the Lion's Crown await lots of Goblins (g) to join you. Further north you will notice an Imp (yeah, 1 Imp) guarding a Dragon artifact (D2). It can't be this easy, right? Actually when you get close, your exit will be sealed by a stack Succubus, but you can still get the artifact! With enough Rage Points, you won't lose a lot of Centaurs (probably single digit).

    Let's sweep the lake in a counter-clockwise fashion. Go west and visit a mana x 2 spring at (3). Further west you can see a Seer Hut at (4). This Seer tells you to kill at least one assassin in exchange of the Tarot card artifact, which is mandatory to pass the second quarter. You have no other choice than accepting the quest and hunt down the assassins - they are conveniently located just SE of the hut. Report back at the hut to receive the Tarot Card. You can also recruit a tiny stack of Wyverns (y) at the center of the shallow lake.

    Just south of the Seer Hut is a Blue Keymaster (blue K). Pay a visit and pick up some more Warriors (w) just south of it. Next march east to grab the free Goblins (g). At (5) a cutscene plays and you discover that Kujin is really not, again, Biara. :) Go to the Seer Hut at (6) to finish up this quarter.

    Suddenly the Orcs and Humans have reached a truce - yeah? (See mission 5 for more.)

    Third Quarter (SW)

    You start at (6'). Immediate to your north is the long-awaited Siege Workshop if you have Triple Flaming Ballista. If so your life has just become even easier! 0/5 on the scale!

    Pick up the Centaurs (c) further north. The reinforcement just keeps coming even if you really don't need them, eh? At the NE corner of this quarter you can visit the Yellow Keymaster Tent (yellow K), pick up a stack of Earth Daughters (d) and unlock the Blue Gate (blue G). What you get is the ring artifact of the Urgash set (enemy morale -2). Not bad at all! Now you are ready to report to the Seer at (8) to take on the last quarter.

    The green aura = Microsoft certified copy of the official Seer Tent!

    Fourth Quarter (NW)

    You start at (8'). According to the map file that I opened in the editor, there should be a small stack of Wyverns just west from here, but in my game I didn't see anything. Follow the grass path SW to see the paved roadd. If you are like me who actually picked up a ton of resources along the way as a potential quest requirement, go SE from here to sell them all to a Trading Post (T). This is your only chance to cash out.

    Follow the paved road NW you can see an Artifact Merchant at (9). I was able to buy what Kujin missed back in mission 2 - the Dragon's Eye Ring. (I was able to buy it again in the next mission, by the way.) Just south of the merchant is yet another stack of Centaurs (c) joining you.

    With so many shooters it is now a good time to tackle the optional quest - to find a Sunken Temple which I have marked with a red X. The path leading to the temple is just east of the Artifact Merchant. The Sunken Temple is essentially a Dragon Utopia guarded by something equally annoying. It is not difficult at all, and your loss will be reasonable for the rewards. I got a 1000G/turn Gold Bag here among other useless artifacts, but a lot of cash and EXP points.

    Follow the paved road west, and you can see a Stable and yet another Seer Hut (10). You can spend a little cash here to recruit 40 Chieftains. That's right, the Chiefs are here! Now your Centaurs are firing till their arms drop! By the way, there might be yet another group of Goblins to pick up by the Staple according to the map file, but I don't remember seeing them myself. Or maybe there are just too many free stacks joining, so they fail to impress me anymore.

    West of the hut you can find the Yellow Gate (yellow G) that hides the other Urgash artifact (helm). Follow the path north and you will see a Memory Mentor (11). If you have missed the Mentor in mission 2, here is another chance to straight Kujin up. East of the mentor you can pick up the last stack of reinforcement, Warriors (w), and finally upgrade units in a Hill Fort (12). Now if you have any cash left - hold on to it. (see last paragraph, about the last battle)

    You are now ready for the boss fight. Just follow the path north, and climb up the hill to the west. Alastor will encounter you with an Infern... inferior army. No kidding for a mission 4 boss! In my game the fight was over right after Kujin casted her first war cry. What a joke!

    I think he belongs to mission 2. No wait, he is too weak for that.

    Preparing for Kujin's Final Battle

    It is actually a good thing to have a lot of cash left over!

    Believe it or not, it will be Kujin, not Gotai, that appears in the final mission (in the Academy Campaign) of Tribes of the East. Currently, the game will give Kujin an army and directly march her towards the enemy. She does not even have a chance to adjust artifacts equipped by default (and the game makes very bad choices!). We will discuss more details in the C3M4 walkthrough section.

    Therefore, this Memory Mentor in C2M4 is actually your last chance to tune Kujin for her last appearance. Let's throw away any skill that is not helping and go for the useful ones. First, forget about the Ballista - you won't even have one! Going for the ultimate is not a bad idea, although the armies are so big that your starting Rage Points won't last very long. Shatter Dark won't disappoint you as Kujin's opponent will cast them non-stop! Don't leave Kujin without Luck - Magic Resistance - you never know when you can dodge another annoying Frenzy. Barbarian's Luck is not necessary, because your enemy does not cast any damaging spell. Other than that it is standard Might Build. Here comes an example:

     

  • Expert Blood Rage: get rid of Powerful Blow and keep the other two
  • Expert Attack: Battle Frenzy, Retribution
  • Expert Leadership: Recruitment, Aura of Swiftness, Battle Elation
  • Expert Luck: Expert Luck: Magic Resistance
  • Expert Shatter Dark: Detain Dark

    You should still have about 4 skill points left. Either Expert Enlightenment or Expert Defense will do well. Have fun!



To Honor Our Fathers
M3: Father Sky's Fury

  • Map Size: Large
  • Level Cap: 22
  • Difficulty Index: 2/5
  • Last Updated: November 9, 2007, Patch v3.0

    After Kujin's hard-fought success, our focus is shifted back to Gotai in this straight-forward mission -- Destory All Humans!

    There are six Haven towns to be demolished, three Blue and three Red. The Haven AIs are not allies; apparantly they are at war and their attention is not on you. This is reflected in the total lack of huge scripted armies coming to run you over - a sharp contrast to the last mission. In fact, during most of the mission you will be bugged by little AI heroes carrying a small army (one-two weeks of creature growth). They love to flee - totally wasting their creature production advantage. The neutral stacks guarding goodies, on the other hand, are quite powerful. There are many good things to pick up on this map, so I suggest taking care of the AIs first, and just before you deliver the finishing blow, pause and spend two months collecting all the artifacts and stats (marked with blue *s).

    Pick the 6000G bonus. There are lots of cash spending oppurtunity during the first week, and you can use the last penny of it to give you a good boost. There are better Weapon artifacts on the map, so don't choose the hammer. The one Cyclop bonus is a trap -- each Cyclop only costs 2900G, and they are available for hire on Day 1!

    You are given a pretty nice Stronghold town (A) to start, plus a handful of Stronghold creature buildings including a high-level one - all flagged for you already. The nearby Sawmill and Ore pit are unguarded. A large stack of Goblin just SE of the town nearby joins you for free. You have a large Warrior stack carried over from mission one. You can't ask for better!

    Your luck (in reality) might make this mission very easy. The first thing after the mission starts, check your town tavern, and see if you can hire a hero with 3 stacks of ~10 Centaurs. Centaurs are very important as usual. Another variable is what you get from the lv-2 War Cry guild. You want to learn Fear my Roar here, not the other (you already have it). On high difficulty, it is a good idea to restart the mission if you don't get Fear my Roar - it will make a difference early mission 5.

    Immediately to the east of town (A) is a very nice area (1), consisting of a Gem Mine, a Gold Mine, a Sulfur Pit, a random artifact and cash. On heroic you have to beat a relatively-large neutral stack to gain access. Since you have some free cash at start, just pour the coins into creatures and capture this area ASAP. Hire this tavern hero for his Centaurs, and upgrade them into Nomads. Hire more Centaurs from creature buildings. You can skip the high-level creatures. Their number is too low to make a difference. Collect the free Goblins SE to the town and upgrade them to Trappers as well. Use your dominating Centaur stack to nail the Marksman, and your Trappers to delay the advance of the large stack of Squires. Your Warriors hit hard, and with enough Rage Points they are able to absorb the Squires' retaliation if you run out of 1-stack Goblins. You should win this with just a little loss.

    The Academy stack guarding the Gold Mine is also powerful. Since they are large creatures, 1-stack goblins work great here. You will take losses but it is very worthwhile - You get a Gold Mine! Get a Mercury + 1 going in the town.

    Now your income is healthy, but you are still lacking the red Crystals. There is a crystal mine SW of the town. Along the way you have to fight a very weak, but voiced Demon army (2). By visiting the Redwood Observatory nearby you can see a catapult structure across the river. In about two weeks it is going to fire at your high-level creature building and damage it.

    The fastest way to access the catapault is to build a ship from the Shipyard guarded by some Phoenix. The Phoenix are still too powerful for you at this stage, though. Let's take an alternative route.

    First, flag the Crystal Mine and the Mercury Lab along the paved road, and burn the neutral cottages along the way. Each cottage gives you some cash, and adds to your completion of an optional quest. If you burn all cottages on the map, Gotai gets a permenant Attack +2.

    Come back to town (A) with Gotai to (hopefully) learn Fear my Roar and gather more armies. Don't worry about the Talisman as there are plenty of oppurtunities later. If you have sent a scout hero to gather resources out there, watch out for the Blue heroes coming after. You can easily defeat these weak hereoes with Gotai. In fact, 70% of this mission is about chasing down weak AI heroes, so you better not think it is tedious.

    With the second week of creatures Gotai is powerful enough to take on the Blue towns. First, rush straight to town (B) of the NW corner. It should be very lightly defended. After winning the siege the town is burned to ground, and you receive various resources like hitting the jackpot on a slot machine! Get to the Slayer and Cyclop building quickly.

    Next, pass through the two-way portal (I) just beside the ruin of town (B) to emerge right beside town (C). Burn it as well!

    And look, just to the west of town (C) sits the Catapault that will damage your precious structure. Destroy!

    Now Blue is reduced to just one town, and the Red heroes should not be a problem for about another week. In my game, the guarding hero of Town (E) is quite high-leveled and her stats are pretty decent. Let's return Gotai to the HQ to buy the level-3 Talisman (summon creatures) and pick up the third level War Cry. Either Battle Cry or Anger of the Horde is good. In my game, I totally skipped the Wyverns until much later to save cash. I also didn't hire any more tier 3 and 4 creatures.

    There is an alternative route back home. Go straight south from the late town (B), burn more cottages and find the two-way portal at (II). The exit of this portal (which is SW of your town) is blocked by quite a large group of undead, so you probably need the third week of production shipped to you by a mule hero.

    Don't ask an Orc to take care of your house when you are on vacation.

    Around this time the Red heroes should have been pouring out to the town (C) area, and chase around your low-level hero(es). Let's deal with them right after taking down Blue in town (E). Let me introduce you a really, really powerful tactics if you haven't discovered it yourself:

    Split your Chieftain stacks equally in two (or more if you have the free slot). Now during a hard battle, use their special ability "Order of the Chief" on your most powerful stack. In a castle assault it is probably your Centaur swarm. Against a powerful neutral army, it is probably the right time to whip your Cyclops (Untamed better than Bloodyeyed) non-stop into melee. What you get is a very powerful stack attacking for eternity!

    p.s. Later on, when you have more Chieftain, put no more than 60 into each stack because the ATB counter push is limited at 60%. 50 is around the ideal size here as you can whip twice in a row to reach 100%, or waste nothing even the high-morale (ATB back to 50%) is triggered on the Cyclops.

    You will lose some units by your own whips, but in a tough battle you will lose a lot more army if you don't kill their stacks first. You want to take down the enemy before they inflict heavy damage to you. The tradeoff is very worthwhile.

    Let's start chasing the Red heroes. They might be coming after your town (A), so the portal (II) may be able to save you. Fortunately, the AIs tend to flee back to town if they think you are stronger, so you really don't need to chase them all over the world. Let's rush to take care of the Red, now!

    There are two routes to take care of Red. You have probably noticed the first one right after taking town (D). You were shown some battle between the Red and Blue on the bridge at (3). If you take this route, you need to pass through a moderate garrison. The alternative way is to use the two-way portal (III), which the little Red heroes probably have been heavily using to invade you. It doesn't matter which route you pick because you are always going to end up with attack down (E) first. Another easy town!

    After burning town (E) you can either go after town (F) or (G) next. Town (F) has lots of resources nearby, so I think it is a better choice (and leave the AI with the very basic town (G) for two months). There is a mana well at (4) that you can use to summon troops - shooters are what you are looking for in a siege.

    p.s. You can finish the mission right here by taking town (G).

    I'll list all the attractions below in case you decide to explore:

    The stairways (IV) SW of town (G) leads you to the final set of two-way portal (V) underground, which takes you to a Dwarf treasure hall. In there you can find two stat boosts, two awesome Dwarven King artifacts (40% magic proof! wow), various resources and an interesting shipyard. The Whirlpool in the underground lake magically takes you to the river on the surface level (and you will lose units).

    p.s. If the river is what you are after, it is better to use the one-way portal at (VI), though, as it brings you right back to Town (A) to purchase the best Talisman, and close to the Shipyard (south of (2)) guarded by Phoenix. By now you should have no difficulty beating it. Interestingly, Quick Combat always gives me better resut against the Phoenix.

    There is an Ogre artifact, (O1) just SE of town (A). The other Ogre articact (O2) is in the middle of a small island upstream, accessible by boat.

    The Cape artifact of the Lion's Spirit set (L1) is also accessible by boat. You can actually find another Lion Neklace (L2) in the Red territory (so much for the trouble in Mission 1!). The best out of the three, the Lion Crown (L3), is hidden south of the late Blue Town (C).

    Don't deploy the Centaurs or the entire stack will be gone!

    While this mission is very easy, the guarding neutral stack of the Lion Crown is quite a sight - in my game I saw a swarm of Titans, splitting into 4 stacks of 90+! But only in a true challenge our Might is properly shown. It is hard to believe how much 40+ Bloodeyed Cyclop and 2 cheering Chieftain stacks can do!

    p.s. If for some reason you cannot defeat the Titans, there is an alternative way (thanks to Arveragus). When you sail down the river that is south of the Lion's Crown area, you will encounter a group of Fire Elementals fighting a group of Water Elementals. You can help either stack to defeat the other one, and the suviving stack will help you kill the Titans when you come back to the giants!

    There are two Dragon artifacts, one just beside the Lion's Cape (L1) and the other at (D2).

    I have marked all of the Cottages (peasants huts) with red (P)s. In fact you can also use a secondary hero to burn them down. As soon as you burn the last one all of your heroes, including Gotai, receive Attack +2.

    There are various Catapults on the map. By spending 15 Ores you can fire a shot at various targets pre-determined by each particular Catapult's orientation. Some of the Catapualts actually aim at a Haven town - three shots (45 Ores) is what you need to bring down a town without a fight! You can get a lot more treasures by taking it down by an army, though. Too bad there is no Catapult aiming at those 360 Titans!

    The area at (5) contains a Memory Mentor to adjust Gotai's skills. Some people would suggest you to take Shatter Dark for a future mission. I ended up doing it, but I think I should have gone with Logistics or kept Shouting... I highly recommend Triple Ballista (War Machine) and Flaming Arrow (Attack) here, plus Aura of Swiftness and Battle Elation under Leadership as well as Barbarian's Luck under Luck. There are two Witch Huts (W) on the map. You can always leave one skill slot blank, pick up a garbage skill to trade for something useful here.

    While you are collecting artifacts and stat points all over the map, again the Red heroes will make a run at your weaker heroes. To make things easier, you can fight them with a secondary hero carrying a large army of the less-useful units, or fresh town productions to be eventually shipped to Gotai. The Red is really annoying, but there is a good chance that the AI will stuck themselves with a caravan on the bridge! The AI is not allowed to go down the stairs at (IV), therefore invading your HQ.

    Finally, take down the last Red town and claim victory. Let's push the "that was easy" button!



To Honor Our Fathers
M2: One Khan, One Clan

  • Map Size: Large
  • Level Cap: 20
  • Difficulty Index: 5/5
  • Last Updated: November 9, 2007, Patch v3.0
  • Similar to the previous campaign, we will develop the other main hero, Kujin the Shaman, in the second mission, starting from level 1. Kujin's mission is to convince a total of four clans to join the new chief Gotai, by reaching the gate of their respective Stronghold towns (A-Orange, B-Brown, D-Green and C-Teal). It has to be Kujin to do the negociation.

    That's sounds pretty easy, because there is no fight necessary at the castle gates. Well, In fact this is an extremely difficult mission on heroic for the first month! This is a Mission 1 with Mission 4 enemies! I am not even sure whether I can pull it through again. Therefore, I will try to cover everything that I did in detail, assuming heroic is what you are on. If you are playing on a lower difficulty, you can be more liberal and probably reach the goals a lot faster. There may be alternative strategies, which I will leave it for you to explore.

    The Moon Blade(Attack +3, shield slot) artifact is the best starting bonus among the three. The creatures aren't bad but the Moon Blade is going to help you most.

    You start out with Kujin's little army at (1). Just a little to your east is a Redwood Observatory that reveals the nearby Orange town (A). Now if you walk over to the town's gate, the town will automatically join you. Easy first town! You also get a free hero, Toulain, who won't get carried over to future missions.

    Toulain comes with some upgraded creatures that does not mix with Kujin's. You are probably thinking of combining them - so which of the upgrades are better? For tier 1 go for the Goblin Trappers. Tier 2 and 3 is a choice between offense and defense. A simple rule of thumb on a tough heroic mission is to focus on Attack. Normally, if you let your enemy's big stack to hit you first, you are taking unecessary losses. Therefore, go for the Centaur Nomad and Mauler for tier 2-3.

    However, when I played the mission (heroic) I purposely delayed my visit to the Orange town to Day 1, Week 2. Usually I don't like to waste any turn, but our situation here is special. There is NO other place (other than the easy Sawmill) we can afford to visit during the first week even with Kujin & Toulain's starting creatures combined. I got torn apart even by the Ore Pit stack! The neutral stacks guarding the resources are just nasty - lots of shooters and casters. Here comes a list:

  • (W) Sawmill: The easiest.
  • (O) Ore Pit: These Wind Dancers are fast! There is no way you can take it during week 1 without losing a good portion of your Centaurs.
  • (M) Mercury Lab: The Berserkers here seems to be relatively easy. In my game, though, the first Brown hero handled them before I get a chance, so I got a free flag later on.
  • (C) Crystal Mine: Guarded by Druids. You can't touch it until much later.
  • (S) Sulfur Pit: The neutral stack is nothing serious, but there are powerful blocking stacks preventing you from reaching it. Wait for the first Brown hero to clear the path for you.
  • (G) Gem Lab: Guarded by Hunters. Even if the brown clears the path for you, you still want to stay away from it first. However, you do need more gems to build the structure needed for the Capital (4000G/turn).
  • (Gold) Gold Mine: Lots of tier-5 dwarf mages? This is the last thing I want to flag on this island! I want to keep my Centaurs!

    As you can see, there is nothing we can do in Week 1 after flagging the Sawmill. If you claim the Orange town yourself, you are going to spend resources from your own account to build it up. There is a guaranteed net loss of everything for sure. Why not let the Orange AI (on heroic the AIs are millionaires from the start!) build it for you - for free? The picture on the left shows what I got on Day 8. I kept my strating 10,000G and 5 resources of each. Pretty nice!

    So why do I claim the Orange town on Day 1, Week 2, but not later? Well I hoped so originally, but whenever we convert a town in this mission, all of its current garrison armies are erased (including roaming heroes out there). The AIs automatically hire available troops at the beginning of a week, so if I wait longer, I would lose the second week growth of creatures (I already lost the first week production, 13 Centaurs). That's not a good thing because tough battles are coming soon.

    Actually, the first Brown hero is coming during week 2, carrying quite a large army. There is no way you can keep waiting. You need the town's defense to even survive.

    The first thing after taking the Orange town is to go north. Just north of town (A) you can find a level-3 Spell Shrine, along with an artifact of the Enlightenment set (E1). The stack guarding it is pretty easy. By visiting the shrine you instantly jump to level 4!

    The free Orange hero (Toulain) starts with the War Machine skill. This used to be a junk skill, because when your army grows large, the power of the ballista becomes negligible. Not anymore - did you see what Orlando's Ballista can do? It killed my 30 Ghost dragons in one firing round - that's even more powerful than a full tier-7 stack! You can also reach that power with Expert War Machine (Ballista - Triple Ballista) + Attack (Archery - Flaming Arrows). Flaming Arrows ignores target's defense - that's what makes the Ballista so powerful.

    With this Ballista of 1500G, every low-army hero suddenly becomes a walking weapon of mass destruction. The enemy can't even Frenzy / Puppet Master / Slow the little guys operating the War Machines because they are controlled by yourself. The earliest possible level for Toulain and Kujin to reach flaming triple Ballista is level 9. But you have to be ultra lucky to get proper feats of War Machines and Attack to show up for Kujin early 8 levels in a row. But if that really happens, use Kujin as your main hero. Otherwise use Toulain. You will have more than enough EXP later to push Kujin to the level cap.

    p.s. In this expansion (v3.0), every race can get Flaming Arrows and Triple Ballista. According to the excellent fan manual, the power of Ballista is proportional to the sum of the hero's Attack and Knowledge, so even a magic hero can do a lot of damage with it. (Now you know why I recommend the Moon Blade artifact - to make your most deadly weapon even more powerful.)

    On heroic, honestly there is probably no other way than Triple Ballista + Flaming Arrows for this mission. Your army is too weak and the challenges are too tough. You cannot afford better creatures unless you flag the mines - but you cannot because you will be shot to pieces. When I cleared everything I could in my quarter, Toulain was level 10 and the really tough battle came. This means you can mostly throw away ONE useless skill point on something not on the path.

    Right after the Shrine level up, head down to visit the Cript just east of Town (A). You should be able to beat the undeads here rather easily and collect a healthy sum of cash to get yourself a Mercury+1/Turn in the town. Next, go flag the Ore Pit. This is not an easy battle as the Wind Dancers run really fast. It is likely that you don't have time to protect your Centaurs even with lots of 1-unit Goblin stacks. But there is a better strategy:

    The specialty of Goblin Trappers is to set Snares. If the trap works, the enemy will travel less distance - up to 2 tiles. If the trap fails the enemy is not delayed, but the action of the Trappers stack is. The smaller your stack, and the higher-tier and larger-stack the victim is, the less likely the trap works. (See the fan manual for details.) Each stack can only have one snare. If you set another one the old snare disappears automatically.

    Now comes the beauty of probability - all of your 1-unit Goblin Trappers have a small chance of delaying the action of the elves. Even if there is a 80% chance the Elves are not delayed for each trap, the chance of the elves safely passing through 4 consecutive traps reduces to 40%. And, your main trapper stack's success chance is much better than 20%. With a series of traps accurately planted on the AI's predictable advancing route, your Centaurs will have one or two more rounds to take down the elves. Perfect victory is possible!

    A brown (Tan) hero is visiting you very soon - for me it comes in the middle of week 2, right after I flagged the Ore Pit. Pull back your main hero and give him everything to defend in town A, and move Kujin as far away from the brown hero as possible. Build the second level of wall (the one that gives you 50% creature growth bonus). Use your Ballista and Centaurs to thin down the opponent's Centaurs. Hopefully most of your Centaurs survive the battle!

    The first Brown hero has likely cleared a path for you, and there won't be another brown hero for... about two weeks. It is time to rush out and flag the Sulfur Pit, defended by slow melee units. Battle other melee stacks to accumulate EXP points for Toulain, focusing on Triple Ballista + Flaming Arrows. If you have a choice, give Triple Ballista a priority. You can find a Sextant to the west (a green X). It will be very useful later.

    Hopefully by now your Toulain has obtained Triple Ballista. We are now able to flag some harder mines defended by shooters and casters. The trick is to give Toulain 7 stacks of 1-unit goblins (give the rest of the army to Kujin first). If you enter the battle and see 4 stacks of enemies - load the game because you are going down. If you see 3 stacks, though, be happy because you'll win. Use the Ballista to kill the earliest stack that comes next. You can flag the Gem mine easily this way.

    Actually, later on you might still stand a chance if you see four stacks. When you build up the second-level "mage guild" in the town, you might get the war cry "Fear My Roar". By showing your ugly teeth and probably releasing a foul breath, your can seriously scare off your dentist, er I mean an enemy stack. It starts to run amok and and its next action is also delayed significantly. (Thus, the victim stack cannot shoot at your 1-unit Goblin anytime soon.) The chance of this war cry's success is related to your hero's level and the stack's tier and size. Your hero has to be at least level 6 to learn Fear My Roar, the most useful war cry for quite a while.

    It is now also the right time to clear the stack of wolves (3) blocking the alternative way to your town (A). The wolves are really annoying because they can multiply at point blank. There is a pair of Boots of Swift Journey (green X) just beside the wolves, guarded by more Druids. In my game the druids were always 4-stacked and I had to pick it up much later. Similarly the Crystal Mine may be managable now. The Gold Mine is still too tough because each dwarf stack can take two ballista shots. Indeed, it is possible to flag each of the mine if you are willing to make sacrifices - but I don't think the gain is worth it. Your tough battle is coming soon and you need to have as many Centaurs as possible.

    In the beginning of Week 4, the second Brown hero was on his way. This time they bring a much larger army. Should you still defend in the town? You can certainly win that way, yet in my game I saw a good chance to break loose here - let's take a look at this picture.

    There is a lot of pressures early, almost too much!

    The AI of the Brown hero has its priority set at a weak Kujin only if Kujin is (almost) within his reach for the next turn. I was able to use Kujin as a bait and lure it to travel in a big circle. The chase was really close - the Brown hero was touching Kujin's back! In the meantime, Toulain purchased everything he could afford from town (A) and head straight to the Garrison (4). You must pass through this garrison to reach the brown town, and the garrison army was twice as large as everything I had (and I took troop conservation to the extreme, you know)!

    You need a lot of luck for this really difficult battle. Hopefully you have let Toulain visit some morale/luck bonuses. Traps, Fear my Roar, Luck, Morale, enemy's movement... you can easily lose more than half of your army if more than one huge stack reaches your front. Shoot every major stack that comes close, and swarm up if that does not expose your good stack to a fatal blow. It is likely that you will lose a good portion of your army (and take very heavy loss if you are unlucky). Yet this is probably the most difficult fight of the mission! Still, try to conserve you Centaurs as much as possible because there might be another tough battle coming immediately.

    Now, quickly have Kujin visit the Brown town (C) to get yourself a second free town (I made it on Day 6 of Week 4.) The chasing brown hero evaporated and you get a (almost) full-built town. Suddenly, you are the most powerful clan on the map! Victory is just a matter of time - yeah? NO.

    In some people's game, the Teal hero is going to invade you very soon with a very big army. When the Teal army comes, you can see it travel north on the mountain pass just east of your town B and enter the one-way portal (II). The portal carries the Teal hero to (II'). Two turns later it will reach town (B).

    From the mission script it seems that the Teal invasion is activated on Day 24 on heroic (Day 3 Week 4), but it never happened to me until one full month later. Maybe I was just lucky? So what should you deal with an overpowering Teal army showing up early at (II')?

    Your only chance is to defend in town with Toulain (or Kujin if she is your main hero). Use your triple flaming Ballista to demolish the Catapult, and then shooters. Untamed Cyclops can bash the gate open, so deal with them as well. There might be Wyverns flying in - just give all you have. The Teal hero has a retreat option and he usually does it earlier than he should. The Teal army is your last tough challenge of the mission - so even if you survive with just 1 Centaur, you'll win eventually.

    Whether the Teal comes soon or not, you should explore the brown territory and take everything sooner or later (just remember to come back to defend when Teal comes.) I have a few suggestions for higher-tier upgrades:

    Tier 4: Sky Daughter is more of a caster, who also cast one more Haste/Slow. They can also cast Chain Lightning after sacrificing a nearby Goblin. Earth Daughter is more of a melee fighter. At high rage levels, Earth Daughter becomes a dominant fighting force. They won't suffer retaliations from slowed enemies as well. I recommend Sky Daughter for this mission because I simply didn't have cash to hire them from the beginning to the end - and since I have a tiny stack of daughters, I just use them to cast spells.

    Tier 5: Executioner has much more attack power, which is always good for a starter. Chieftain actually has a great strategic function that is not related to their power. Its special ability "Order of the Chief" works exactly like the Hero's war cry version, which moves forward a friendly stack's action by dealing damage to them. So what's good about killing your own troops? The Chieftains deas much LESS damage than a high-level hero. The damage dealt by the Chieftains is equal to the number of Chieftains in the stack, and the effect on the victim's ATB is Chieftain's number divided by 100, limited to 0.6 (which is to make them act more than twice as often). This means that if you have TWO stacks of about 50 Chieftains, you can whip your Cyclops (HP ~230) to shoot again and again and again and again - and no Cyclops dies yet! In my game I actually used Executioner, but in a hind sight I should have given Chieftain a try.

    Tier 6: Foul Wyvern regenerates a bit each turn, and poisons the target stack. PaoKai can damage more than one enemies but the total attack power is simply divided amont the targets. Pao Kai can also regenerate by landing on corpses - potentially you can regenerate much more this way and get your numbers back at the end of the battle. I like PaoKai (if you speak Cantonese you will find the name funny) better, because in Dark Messiah this is Arantir's Avatar of Death.

    Tier 7: Both upgrades are goblin throwers (shooters!), and the ammo is really cheap. The Untamed Cyclop makes a 2x2 area attack plus the ability to take down castle gates and towers. The Bloodyeyed Cyclop is slightly faster. Its Evil Eye ability gives the target -3 luck after being struck (melee only). In this mission I like Bloodyeyed Cyclop better, because their higher iniative usually allow them to shoot before the enemy's shooter - this is important! Whoever acts first takes the lead! The area attack usually won't happen because by the time you are going to use melee, you are using it against the enemy that has reached your front. Chances are that there are no adjacent enemy stacks. Moreoever, the smart AI can use your retaliation to damage your own troops - that's going to hurt. In this mission, you are not going to assault any gate because all towns join you automatically. Therefore there is really no need for Untamed Cyclops.

    Do not align any two Goblin stacks or they go down together!

    There are quite a few places to visit. Here comes a list:

     

  • A Lighthouse at (5). Just in front of it lies a Runic artifact (R1) that carries to future missions.
  • The second artifact of the Enlightenment set (E2), guarded by lots of tier-6 dwarfs. Absorb their retaliation by attacking from behind - this way the splash damage would be minimal.
  • The second artifact of the Runic set (R2) south of the little lake.
  • A Sylanna Ancient (6), guarded by lots of Green Dragons. This is the perfect place for 7 x 1 goblins!
  • A tiny stack of Cyclops willing to join at (7). You can get them right after taking the Brown town (B).
  • Have Kujin visit a town and buy her at least a level-1 Talisman (requires the Talisman building, which comes before the Wyvern nest). She will be able to cast adventure spells with it.
  • With a powerful army, you should let Kujin fight all but the toughest battles to level her up. Triple Ballista + Flaming Arrow are still great goals to go after for Kujin. If the Teal does not come and you run out of things to do, try to approach the shipyard just north of (7) but do NOT board a ship yet - in my game the Teal invasion came as soon as I did that. I am not sure whether it is just a conincidence, though. If the Teal AI still does not come, I guess there is no other choice than proceeding with the quest.

    When you are ready (for me it is 20 Bloodyeyed Cyclops), hand all units and artifacts (don't forget the Sextant) to Kujin, build a ship from the shipyard and board. Sail northeast and make a landing on the shore of the Green AI's island at (8). You have to fight another tough battle against a familiar Dark Elf hero - Lethos (remember The Conquest?) Note that as soon as Kujin board the ship, two Purple "pirate" heroes are activated, and will come to you.

    Lethos carries a huge army. Kill the the Brisk Raiders (tier 4) and the Furies (tier 2) first with your shooters (Centaurs and Cyclops, haste them first). Delay the action of apporaching Dungeon melee stacks (tier 3, 5 and 6) with snares and Fear my Roar. If you have to take a hard blow, throw away your melee units (tier 3, 5 and 6). Hopefully you can keep most of your Centaurs and Cyclops alive - they will become handy in subsequent battles. Visit the Green town (D) immediately and claim your third town!

    Here come the pirates!

    You have to worry about the two Purple Pirates next. One is Sylvan and the other Dungeon. Some people report the pirates headed to their territory (orange & brown towns), so you better start organizing a good defending army there with Toulain. However, in my game they still decided to come straight after Kujin, probably thinking they can kill her with their gigantic army.

    Actually the pirates are not as tough as Lethos - they only have about 2/3 of Lethos' strength. If they are coming after Kujin, you should have an easy time as Kujin has the majority of your army. There is an artifact merchant at (9). I was able to buy the "4th Ballista shot" - the Ring of Machine Affinity here for 20K. If the pirates are coming to your HQ and you can't hold, it is actually OK to give it up, because you can win this mission as soon as Kujin converts the Teal player. In my game I was experimenting something mean - to fill the entire shore with empty ships so there is no way the AI can land! Guess how many ships did it take?

    Before you send Kujin to visit the final, Teal town (C), there is an island west of the Green town you should visit. Land at (10) and you will find a Memory Mentor to reshuffle Kujin's skill. You can also pick up a Dragon's artifact (D1) further west, and flag another Lighthouse.

    When you are ready for the final battle, move Kujin to the shore at (11). You have to be "in the water" to summon a boat (you can still buy the Talisman in the Green town - get the level-4 one). Sail straight to (12). Summon your last batch of creatures, visit some morale / luck boosts and enter the final fight against Gork at (13). Gork has a bigger army than anything you have faced so far, but your Cyclop stack must have grown so big now that there is nothing they cannot kill!

    Congratulations for winning such a difficult mission if you did it on heroic!

    p.s. There is a set of two-way portal (III) in the Teal territory, leading to a small area on top of the hill with a Dragon artifact (the ring). However, the Teal AI got it first in my game, and I was never able to recover it. I only knew about the ring by looking at the scenario map in the map editor.


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