Walkthroughs
- by Thegenesi
Victory: Deeat Hero - Hundric Loss Condition: Lose Hero - Waerjak Carry Over: Waerjak and 2nd hero who have a maximum level of 25.
I deal with scenario a bit different than the others: I use the power of the two barbarians to quickly win this scenario. Thus, I win this scenario purely with my two barbarians and a few Potions of Immortality.
In this scenario you start off with your two heroes and 15 Berserkers in the northern part of the map. Defeat the Cyclops that to the east who are guarding a suit of Elven Chain and Surefooted Boots.
Now travel to the east where shortly you will come across a neutral town. Take the town and build the arsenal inside. Purchase as many Potions of Immortality as you can afford (splitting them up between your heroes).
Just to the northeast of this town lies a Orange Keymaster Tent that you’ll want to visit for its command word.
To the south lie your mines, creatures, and a few items. You might wish to defeat the creatures for experience, and if you have another hero besides a Barbarian pick up the Mullich’s Helm of Leadership. The Helm will improve your Morale so it’s no longer negative.
Return to where you first started the scenario and you will see a forest to the south. The entrance is being blocked by a group of Harpies, Bandits, and Berserkers that you should handily defeat.
Follow the path as it leads you to the east whose passage is blocked by a blue enemy hero. Defeat him and then visit the Mercenary Camp for a speed boost.
Traveling to the east will reveal a Green Border Guard whose command word we do not yet have. The purpose of getting this Command Word will allow you to pass though a Border Guard to reach the enemies town. However, you also do not need the Command Word since there is a Border Guard that only Waerjak can pass through (and doing so actually benefit’s him).
Proceed traveling due east to the northeast corner where you will see a Halberd of Swiftwatch – an awesome weapon because of its longer reach.
Turn course and start traveling to the south where shortly a black Border Guard will come into view that only Waerjak can pass through. Proceed on through following the road keeping an eye out for a Tree of Knowledge.
Past the Tree of Knowledge will reveal a blue Hero who is blocking your pass – defeat but do not attack the town that is close by. If Waerjak attacks the town and winds, it will cause him to still loose the scenario.
At the end of this road lies a portal that you’ll want to take. Your Heroes will end up in enemy territory with two towns just to the west. * Remember that it is not necessary to control all enemy towns so you can leave them be. *
Past the two towns lies a band of behemoths and piles of gold that block your pass. Collect the gold, defeat the behemoths, and then visit the Tree of Knowledge that lies to the north.
Resuming your travels you will come across a Learning Stone, an Enemy Town, and a Arena. * It might help to conquer this town because the Hero that you have to defeat has a nasty habit of retreating to it. *
Traveling past this point will present another
Arena and a Tree of Knowledge (by this time Waerjak should be maxed out in level).
At this point turn south where you will see the Hero Hundric guarded by a Orange Border Guard. Since you posses the Command Word, drink Potions of Immortality (and any other beneficial potions that you might have), save the game, then attack. You should have no problem defeating him as long as you keep drink Potions of Immortality when ever a Hero dies. One he has been defeated then the scenario is won!
Comments (1) |
- by Thegenesi
Victory: Defeat all enemy towns and armies Loss Condition: Lose Hero - Waerjak Carry Over: Waerjak and 2nd hero who have a maximum level of 20.
Town Building Order:
An enemy hero is laying siege to your town, he does not move (if he does its not very far) nor does he attempt to attack the town. However, you can still select the town in order to purchase buildings. When you can afford them build up the town in the following manner: City Hall, Centaur Stables, Harpy Peaks, Wrestling Pits, Cyclops Cave,
Pick up the axe, the two piles of wood, then visit the Barbarian Camp to the north for a speed boost.
The next few turns you will want to flag the ore mines, collect resources, and flag the Longhouses (though you do not need to recruit any berserkers). Next, defeat the centaurÕs who guard the Learning Stone then visit it for an experience point boost. Finally, defeat the hero that guards your town, flag the Windmill, and collect the resources from the camp fire.
Travel south visiting the War University to see if the skill Pathfinding is available, if it does then purchase the skill. To the east of here lies a tavern guarded by a group of skeletons and ghosts. Destroy them so that you can visit the tavern to hire another Barbarian. * Of course you can hire another type of hero based on your preference. *
Your companion
Keeping your 2nd Barbarian alive will be a tough job at first for creatures will have a tendency to target him instead of your main hero. Always try to have Potions of Immortality activated on both heroes (once you can afford them) and arm the 2nd hero with a missile weapon as soon as possible. The good news is two barbarians are indeed a deadly combo once both are of hire level and the damage you will do is outstanding.
From here, travel south (defeating the bandits in their hideout) to attack the Bandits who guard the Gold Mine. Flag the Gold mine then head to the south where you will see a group of CerberiÕs. Defeat them for a MageÕs Chest, Equestrians Gloves, and 2 Treasure ChestÕs.
Now travel north where shortly you should see a trading post. Defeat the centaurs that guard it then travel to the northeast (passing a Fountain of Strength) to the north of the fountain lays a Gem Mine. Defeat the DwarfÕs, flag the mine, and then collect the resources that lie nearby. Return to town, trade resources into gold, and purchase Potions of Immortality (split between your two heroes).
Groups of creatures that have a ranged attack can be deadly for your 2nd hero. The best tatic to use, until your 2nd hero gains strength, is to place the hero behind your 1st hero. When you do move Waerjak try to keep him in front of your 2nd hero so ranged creatures will attack him instead of the 2nd hero.
Save
the game and then travel east to where you'll see a Blacksmith and a few
Mines. First, defeat the nomads/Ballista who guard the Black smith. Repeat the same for the Alchemist Lab and the Gold Mine. Be sure to get the Crest of Valor guarded by squires and crossbowmen, especially if you hired a Hero other than a Barbarian.
Now travel further to the east where shortly you will come to a Border Guard who will only let Waerjak pass. Defeat the group of Evil Eyes that lie within.
Have Wearjack resume his travels, following the road to the east. The road will soon turn to the north and when it does keep an eye out for a Training Ground and Arena that you will want to visit. Next, defeat the Ice Trolls that block your path, collect the Horse Shoe, and then resume traveling east.
Following the road to the southeast will also reveal a Learning Stone and a Dream Teacher that youÕll want to visit for a experience point boost. To the north you should see a treasure trove consisting of a Golden Plate Mail, resources, and a Crystal Mine. Defeat the creatures that are in the area (having Potions of Immortality activated) then loot the area.
Once the area has been cleared of the resources, traveling to the south will reveal yet another black Border Guard that again, only Waerjak can pass though
Underground travel east to conquer a group of Cerberi. Doing this will, your choice, allow you to remove a Border Guard that blocks a neutral preserve town. If you have a magic using hero read below, otherwise continue on to the next paragraph.
Winning the Scenario:
The next step depends on what type of hero you hired earlier. If you recruited a 2nd Barbarian then proceed on with the
next paragraph. If you hired an Preserve, Order, or Chaos hero you might wish to free the Preserve Town (it lies to the sout of the 1st border guard that only Wearjak could pass). Build up it's Druid Hall and corresponding school of magic. By now your hero should be at least near Master in his school. There is also another Preserve town that you will conquer becore finish this scenrio to further you schooling in magic.
Defeat all Heroes/Towns
Keep in mind that all Heroes must be defeated and all enemy towns become under your control. Therefor if you see an enemy
pursue him. Defat the hero, any creatures that are the enemeis, then resume with this Walkthrough.* Once you do defeat
a town and are told that caravans are on their way you will need to attack those too.
Leveling Up
By now Wearjak should be close to being a Grandmaster in Pathfinding. when he is, start training him Tatcis and if at any point a choice does not appear for Tactics never be shy about placing points into Magic Resistance.
To the east of the
border gate lies a red enemy town. Defeat those that occupy the town to claim it yours. If necessary build the
arsanel so that your able to puchase Potions of Immoratilty.
Pursue your course south to where you will locate yet another green enemy town. Conquer the town, use the learning stone nearby, then resume traveling to the south.
Shortly the road
will curve to the east (a Mercenary Camp lies nearby) and a garrison will blcok your path. The garrison houses a horde of Berserkers, Herpies, and Cyclops. Activate a potion of Immortality for each hero before attacking the garrison and uring combat be sure to drink a potion of Immortality as soon as one of your heroes dies.
Just past the
garrison lies a town which sometimes is neutral or has been takin over by the enemy. If the green/blue enemy
has conqured the town then be sure to claim it as your own. * Remember that you need to be the only player
to own towns in order to win. *
Traveling east
past this town is a Blue Keymaster Tent that you might wish to visit in case you missed the last one earlier. In addition you will see another Border Gate that only Waerjak can pass through. Take the tunnel to into the
underground.
Underneath the earth your passage will be blocked by a group of earth elementals and Trolls. Defeat them then defeat the Evil Eyes that guard the Gold Mine (flagging the mine is optional). Follow the path as it leads to the east and you will see two groups of Dwarves/Trolodytes. Attack them so that you can get the Orange Command Word, collect the resources, and clear the Lair of the Evil Eyes for a few minor artifacts.
Exit the
underground and resume your travels to the east. You'll come across a preserve town that you need to conquer.
* If your 2nd hero is either a Chaos, Life, or Nature hero be sure to visit the Conservation to icrease your
number of spells. * Purchase Potions of Immortatlity if needed then save the game.
The remaining enemy town lies in the southwestern corner -- just a few turns from here. Travel to the east, stopping at the tree of knowledge for a level boost before doing so. Once at the town, drink Potions of Immortality if needed, then commence the attack.
If the scenario is not won then you have not defeated all of the green/blue enemy units. Scout the map clearing it of any enemy units. Once all enemy units and towns have been defeated victory is yours!
Comments (2) |
- by Thegenesi
Victory: Be the only player to own towns. Loss Condition: Lose the Hero Waerjak. Carry Over: Waerjak who has a maximu level of 12.
Many people have trouble with this campaign and i suspect for the most part it takes them by surprise. By this I mean that you had it easy in the last campaign having more access to troops, a variety of heroes. This scenario (it gets easier later on) however, now you must rely on your Heroes strength and what little troops he can recruit and lastly potions of immortality (see below). * When leveling, always make sure you level up you Combat and Melee skills. If none of these choices are available then choose archery. But at all costs choose Combat and Melee skills above all - this cannot be stressed enough. *
Visit the two longhouses, get the resources from the campfire, then follow the road south. In
the next turn or so you will be stopped by a group of centaurs. After a brute test they decide your
worthy enough for them to join you. Keep following the road south then east which will reveal a
Ore Mine that you will want to flag.
Head further east will reveal a town guarded by a border gate. Click on it to learn that a pirate has stolen the towns cart of ore. They'll hear more about what you have to say about community if you will return to the cart of ore to them. The next turn be sure to flag the Sawmill and a 2nd Ore Mine that lie near the town.
Next head (defeating a group of skeletons) then searching the skeleton that lies nearby for a minor magical item. Further east, a group of Pirates and Bandits will be defending their shipyard. Attack and defeat them then purchase a boat from the shipyard (costs 1000 gold and 10 wood).
Take the ship north to an island that is not to far off. Disembark the defeat the Hero who
has a group of bandit's and pirates. Winning the battle will net you a long sword and a shield.
The next few rounds take the time to collect the resources and visit the Green Keymaster Tent
for the command word.
Once you have the command word board your ship again and set sail for the mainland. Disembark onto the main land then return to the town. Click on the border gate to remove it since you have the cart of ore and in turn the town will join you (sadly though you loose the cart of ore).
Town Building Orders
The first thing that you should notice is that quite a bit of buildings
have been disabled -- including the level three and four creature buildings. So keeping that in mind
build up the town in the following manner: City Hall, Centaur Stables, Citadel, Harpies Peaks, Arsenal,
Wrestling Pits, Arena of Honor.
While still in the town place what units lie in the town into your army. Then head south where
you will see a few Centaur's guarding a pair of Centuar Stables. Once their defeated recruit what
Centuar's there are. To the west of them lie a windmill and healing potion guarded by a few
Berserker's.
Learning to fight with potions of Immortality
During the time it takes to build up your town you need to choose the next few battles carefully
so that you can up your heroes strength. First, return to the area where you first started the
scenario. There defeat the Harpies and centaurs that are there. Near where the centaurs were lies
a skeleton that you will want to search for a minor artifact that you will want to acquire. Return
to the town but be sure to visit the two Longhouses again. * By this time, if you stuck to the
leveling rules first mentioned above, you should have Grandmaster Combat and close to having Expert
Melee. *
Now it's time to practice what is mainly going to win us this scenario: using Immortality potions. At the town purchase two-three potions of immortality (make sure they go to your hero, and not one of the creature groups), exit, then save the game. From the town head north passing the ore mine where soon you will encounter Berserker's who are guarding a Crystal Mine. Stop before you are near then, drink a potion of immortality, then save the game again. Attack the Berserker's and watch your Hero defeat them single handily. * If during the combat you need to drink another Potion of Immortality, go ahead and do so. No matter how many times you die, if you have on of these potions activated then you will come back to life. * Use the same tactics you just used to defeat the group of Nomads who guard a Nomad Tent (allows you to recruit Nomads). Grab the healing potions and resources that lie nearby then return to town. Purchase any Potions of Immortality that you can afford then save the game again.
Head
south, passing a border gate. Defeat the creatures that guard the crystal mine then flag it. Repeat
for the Sulfur Mine that you shortly pass as well.
Just past the border guard you will see a Cyclops Cave guarded by a few Cyclops. Attack them using the Potion of Immortality tactic to keep your hero alive. Afterwards, defeat the few Cyclops that are inside the structure itself then recruit any that are available. Now retract south and defeat the mages that guard the treasure to the south.
Just to the
south of the Cyclops Cave lies the Orange Keymaster Tent, but it is guarded by a pack of Medusas. Defeat
them, get the command word, then grab the resources (also search the skeleton for a minor artifact).
Head back to town, purchase any Potions of Immortality that you can afford (within reason) then save the game. From hear head south where shortly you will see the orange Border Guard.
Travel east
from the portal and soon an arena will come to sight that you will want to visit. South of the
Arena is
a blacksmith and a few resources. * In addition there is a Altar of Tactics that you may wish to pick up. *
Just east of here (passing another town) you will come across a pair of gloves that you will
defiantly
want to pick up. * If the gloves are not there then the enemy beat you to them. *
Turn to the north and travel a short distance to a Mercenary Camp. Drink from the pool of power then travel to the north to another border guard. Inside this alcove lies a group of Behomths. Defeat them then be sure to grab the potions from the medicine card and visit the Purple Keymaster Tent.
Now travel to the northeast to yet another Mercenary Camp. To the northeast of this camp lies a group of Griffins that guard the Breastplate of Regeneration. Engage the Griffins and use some of your potions of Immortality to help you defeat them. Once you have the plate be sure to equip it if you're currently wearing some other armor.
Next, travel to
the southeast to a School of War. Check to see if they have a choice to learn Scouting, if so purchase the skill,
if not continue on to the next paragraph.
Now travel to the west where a purple border guard should come into view. To the northeast lies an enemy town. Take the town using your new Breastplate of Regeneration and Potions of Immortality. Now all you have to do is hold on to both towns for 3 days and the day is won. * Now hopefully you'll see why I didn't take over the other two neutral towns. *
There are three possible outcomes that usually happen at this point:
Winning by time
The enemy will sometimes be far enough from your towns that three turns will pass before he can reach
any of your towns, thus victory is yours
The enemy attacks the town with a strong force:
Things look good, its almost game over, but yet here comes the enemy hero with a large force. Purchase
what creatures you can from this town -- and make sure you're in the town when the enemy attacks. Use potions
of Immortality! If one round your character dies, be sure to drink a Potion of Immortality as soon as
possible. There have been times that I have won the battle by just attacking via retaliatory hits and living
on Potions of Immortality. At times you will need to retreat from the battle (once you've hurt the enemy)
back to your main town. At this point: recruit all creatures possible, purchase more Potions of
Immortality,
then return to the enemies town.
Both of you and your enemy's forces are annihilated.
You've taken the enemy town and defeated most of the enemy forces. But the enemy has an extra hero who manages
to take over your first town. You know have the advantage because in this town you can recruit 3rd level creatures
and most likely the Breeding Pens have been built. There are also two Harpies Peaks nearby that you can
recruit harpies from.
Comments (2) |
- by Harukaba
To win, you must locate and flag all 7 Griffin Towers. Your choices for starting bonus are: Golden Bow, Lion's Shield of Courage, or Endless Sack of Gold.
Maps


Click on a map to see a larger version.
Green - Friendly Town Red - Enemy Town Grey - Neutral Town Yellow - Underground Passage
A# - Allied Towns O# - Opponent Towns (a,b,c,d,e,f,g indicates which enemy) N# - Neutral Towns M# - Mirror Entrances (a) and exits (b). two-way unless stated E# - Exit (a) entrance and (b) exit S# - Seer (a) and the location of the item (b) G# - Guard Tents (a) and the location of the Guard Tower (b) J - Jail X - Ambush
Starting Out
The Lion's Shield of Courage will give the hero wielding it +4 to all attributes and is much more valuable than the other two choices so pick this and give it to the might hero that you built up in the last two maps. You don't need the Endless Sack of Gold because there are so many towns that will be under your command that don't produce troops. The Golden Bow is a great artifact but the Lion's Shield of Courage is simply better.
First Leg
This is another map where the enemy starts out with more towns than you and a bigger space to run around in. The only tactic that works best is for you to take out the Orange enemy (O1b, O2b, O3b) whose towns are underground. This is where taking the time to build up your heroes in the previous maps pay off.
Combine all of the starting troops and put them on your two strongest heroes. Have one hero take the purple path, take over O1a, and continue to E1a. Have the other hero follow the orange path, take over O2a, and continue to E2a. It doesn't matter in what order you take over O1b, O2b, and O3b but make sure you hold them for a week and prevent the Orange heroes from taking over any other town. There is a well by E2b so you can refill your magic points as your chasing down an errant Orange hero. Orange can be defeated in week 2 if you move fast and if your two main heroes are strong enough to not need any additional troops.
Second Leg
Now you can relax with most of the threat eliminated. The Tan enemy still has two towns at O3a and O4a, but they only send out the occasional scout and are easily defeated. Don't rush to take them over since they are protected by extremely strong ambushes which consist of 60 Familiars, 50 Infernal Trogs, 30 Harpy Hags, 30 Magogs, 20 Cerebri, 20 Evil Eyes, and 5 Scorpicores or 5 Efreet Sultans. I suggest not attempting this until you're ready to flag the Griffin Towers near the end of the map. The benefit to doing this is that you get rid of two very strong stationery Tan heroes that are found below G3a and G3b.
Flag the mines and build up all of your castles so you can get as many troops as possible to fight the garrison troops that protect access to the Griffin Towers. You'll definitely have the gold (especially if you build the City Hall in every town you conquered) and there are so many resources available you'll definitely won't run out.
There are two Seer quests that also require you to visit a KeyMaster Tent in order to get past the Border Guard that prevents access to the artifact that the Seer wants. You'll find the Bird of Perception at S1b that you take to S1a for Expert Eagle Eye, and you'll find the Ladybird of Luck at S2b that you take to S2a for 50 Griffins. There really is no need to get the Expert Eagle Eye as there are no heroes to learn spells from but the 50 Griffins are very valuable.
Finishing Up
Once you have enough creatures, put them on your one or two best heroes and have them defeat the garrison troops and then flag the Griffin Towers. You'll need to go to the KeyMaster Tent at G3a to open the Border Guard at G3b to get access to three Griffin Cliffs. The battles shouldn't be very tough as your main hero(es) will have enough magic power to defeat most of the enemies by themselves without suffering much or any losses of their own troops.
- by Harukaba
To win, you must capture all enemy towns and castles and defeat all enemy heroes. Your Heroes will be limited to 12th level in this scenario, but your 8 strongest Heroes will travel with you to the final scenario of this campaign. Your choices for starting bonus are: 1 Angel, 3 Zealots, or a Prayer Scroll.
Maps


Click on a map to see a larger version.
Green - Friendly Town
Red - Enemy Town
Grey - Neutral Town
Yellow - Underground Passage
A# - Allied Towns
O# - Opponent Towns (a,b,c,d,e,f,g indicates which enemy)
N# - Neutral Towns
M# - Mirror Entrances (a) and exits (b). two-way unless stated
E# - Exit (a) entrance and (b) exit
S# - Seer (a) and the location of the item (b)
G# - Guard Tents (a) and the location of the Guard Tower (b)
J - Jail
X - Ambush
Starting Out
Definitely take the Angel as your starting bonus because that will make the entire level so much more easier, especially considering that Angels will make up the majority of your troops. The prayer scroll might be tempting but you will get ample opportunity to get it in a conquered opponent town and Angels always attack at maximum force anyway.
First Leg
Since this is a small map and the opponent has four towns to your none, you have to act fast before you get overwhelmed. The first step is to give just the Angel to a hero of your choice (Christian in my case) and have him follow the red path. You will see a wandering stack of angels who will join you and head north to N1, a neutral town. Hire the angels available and build a City Hall for gold. Have Christian visit each of the Portals of Glory to the left and right of N1 and flag them which does require battling the defenders. You shouldn't suffer any losses with your larger force and the blessed ground gives you expert status in every spell you know. Now have Christian follow the yellow path and have a second hero travel with him to pick up any of the chests and visit other places of learning. This hero should be one that's ready for combat so definitely don't use a level 1 hero. Their goal is S1b and the artifact that is there.
At this time, the other heroes should be flagging mines and visiting places of learning. I put all of the troops on my best magic user and used her for clearing out wandering stacks to get artifacts, flag mines, and defeating any hero that appeared from either E1a or E2a. I had the heroes take experience from the chests unless the amount offered was just 500 or so. Even though angels cost a lot of money, you won't be using any for the construction of buildings so I think it's better to improve your heroes than get gold.
Second Leg
By this time, Christian and the secondary hero should have arrived at S1b and picked up the Angel Wings artifact. Have Christian give them to the other hero and have him fly over the trees to S1a to give them to the seeker for 10 Angels. I divided them into two stacks of five Angels each and sent the hero on the green path into E2a. Likewise, I sent Christian with his Angel army along the blue path into E1a. Their mission is to conquer all of the towns underground as well as defeating any opponent hero they happened to meet. I recommend taking O1a, O2a, and O3a (not necessarily in that order) and leaving O4a for last. If you get underground quickly, the resistance will be small and your Angels will easily be able to defeat everything in your path with no losses at all.
Just as with Homecoming, this step is optional but it will make the next map a lot easier. What I did was leave Christian just outside O4a with his army so the opponent didn't dare leave his town. I then took my other heroes and had them visit all of the places of learning, the tree that gives a free level, and the Learning Stones. I also hired four more Castle heroes and did the same thing with them. In the conquered towns I built their magic towers to level 5 to get access to as many different spells as possible and had all of my magic heroes visit every one of them. I also build an Altar of Fire in the Inferno towns to get +1 power and had every hero visit them to get this bonus. At the end of this, I had four heroes at level 12 and four heroes at level 6.
Finishing Up
When you're ready to complete this map, give one of your heroes all of the Angels you have already and those you can hire from N1. Then simply attack the final opponent town. Just as with the other opponent towns, this battle should be extremely easy and you shouldn't lose a single Angel.
If you are playing just for time, you can skip training your heroes and just take all four opponent towns with two heroes, being sure to get the 10 free Angels from the Seeker.
Comments (1) |
- by Harukaba
The goal of this scenario is to capture the town of Terraneus which lies underground. Your heroes are limited to 6th level in this scenario and the 4 strongest will advance to the next scenario. You choices for starting bonus are: 14 Pikemen, 5 of each rare resource, or a First Aid Tent.
Maps


Click on a map to see a larger version.
Green - Friendly Town
Red - Enemy Town
Grey - Neutral Town
Yellow - Underground Passage
A# - Allied Towns
O# - Opponent Towns (a,b,c,d,e,f,g indicates which enemy)
N# - Neutral Towns
M# - Mirror Entrances (a) and exits (b). two-way unless stated
E# - Exit (a) entrance and (b) exit
S# - Seer (a) and the location of the item (b)
G# - Guard Tents (a) and the location of the Guard Tower (b)
J - Jail
X - Ambush
Starting Out
If you like using magic, then taking the resources as your starting bonus will be helpful in building higher level magic towers. If you're more combat oriented, take the Pikemen. I don't recommend taking the First Aid Tent since it didn't help me when I took it. Your hero starts out in the southeast corner surrounded by Pikemen and Archers. Don't worry as they will all join you for the greater glory.
First Leg
Head to your castle (A1) and hire an extra hero to climb into a boat and explore the water along the yellow path. The water has a lot of wood and gold which will help you build and hire troops. There are a few possibilities to get artifacts so I recommend doing this on the first day.
I suggest upgrading all of the Archers to Marksmen (buy the building to do this), and then take the starting hero (Christian) along the green path. There are a few mines and places of learning up here, including a stone mine close to your castle that you should flag. At the very end of this path is a two-way portal (M1a) that leads to a snowy area in the northwest with unguarded artifacts. What I do is send up one or two heroes to M1a and have them retrieve the artifacts. Christian's troops are better used for capturing castles and since there are no wandering stacks, you can give these heroes a fast troop stack without fear of them being attacked. Another idea is to hire a Tower hero if one is available because they don't have any penalty when traveling on snow. Even if you want to just use Castle troops, you can dismiss the Tower hero(es) when you're done with them.
During this time that Christian and the other heroes are exploring you should get the Citadel and then the Castle for the increased troop production. Then build as many of the unupgraded troop buildings as possible before the first week is up. After all, you can always upgrade them later and quantity is more important than quality at this time. At the start of the second week hire a hero, buy him some creatures, and have him travel along the purple path. There are a few mines in this area along with a school, a wandering teacher, and some artifacts that are guarded by creatures. This area isn't essential but it does provide some good resources along with a gold mine. Artifacts don't carry over to the next scenario, so it might not be worth the trouble to get some of them. I definitely recommend flagging the gold mine even if you don't want to get the artifacts. Having extra income is important, even more so on other maps where you won't have the luxury of having four towns producing income.
Second Leg
At the start of the second week, Christian should have gone to some places of learning along the green path and then moved on to the red path in order to take the first castle. There are two enemy castles in this area (O1a and O2a), but they should be quite easily overtaken, especially if the hero(es) who explored along the blue path came back with some artifacts for Christian. Hire troops in O1a, give them to Christian, have him continue on the red path to take over O2a and any other opponent hero he sees on the way. Just leave a hero in each of the towns to defend them as well as building and upgrading so that you can get access to the upgraded troops.
If you see a hero, press option when your cursor is over them to get a rough idea of how many troops they have or use the Vision spell if you have it. If there are a lot of troops, stay in the castle because they are likely to attack it. If you build a Citadel or Castle, you will probably win because of the protection the walls provide. If the opponent hero has just a few troops, wait until they get close and attack them with Christian. You don't want them to wander around and flagging mines that belong to you.
Give Christian as many troops as you can muster and send him along the brown path and then take O3a over. If you have played quickly, they shouldn't have very many troops and their hero should be of lower ability as compared to Christian. If you'd like to upgrade any of your troops that you haven't been able to, there is a Hill Fort that lets you do that just northwest of O3a. With O3a taken, you can breathe a big sigh of relief because the opponent is now heavily crippled. You should only see one hero appear from either E1a or E2a with a sizeable force so be ready for that by continuing to build and hire troops in O1a and O1b as well as returning Christian to the general area to help out if necessary.
The next step is unnecessary but if you want to groom the four heroes you can take to the next level, there are many places of learning along the purple path including a colloseum and an acadamy. There is also a jail as indicated by the J on the map which has a hero with a sizeable army who will join you out of gratitude. You could also use this time to further build your towns to have a big force once you head underground. By this time, having enough coins and resources shouldn't be much of a problem. I like building mage towers in each town to get access to as many different spells as possible. Make your own decision about how much time, if any, you want to spend taking your heroes to these places of learning. Doing this will make future maps easier but if you like a challenge you can always head underground after conquering the surface.
Finishing Up
One of the underground entrances is by the red path and is indicated by E2a and the other is by the brown path and is indicated by E1a. Pick two heroes, get all of the troops that you can, and divide them between both. Send on hero in E1a and the other in E2a so that they can defeat any opponent hero they happen to meet. You shouldn't meet any sizeable force and should arrive in the middle of this cavern with no losses but this tactic is to prevent any enemy heroes from reaching the surface where they could easily take over any undefended town. There are a few mines in the paths leading of from the central area, but they should not be important at this point.
Now put all of the troops on the hero of your choice and attack the last opponent town at O4a. Unfortunately, the ground is cursed so you can't use any magic spell above level 1. You should have so many troops that you should win easily; especially if you use level 1 spells such as Bless, Haste, Slow, or Shield at Expert level. There are no special tactics that you should use for this last fight. Just attack their ranged creatures with your flying and ranged troops and then attack the rest as they come over the castle walls while using your best level 1 spells. After you win, this scenario will be over.
If you are playing just for time, you can just rush the underground castle with your starting troops and you can probably pull off a victory in little more than a week. However, the later maps might be tougher if your heroes aren't built up enough.
Comments (2) |
- by Harukaba
To win, you must capture all enemy towns and castles and defeat all enemy heroes. Some Border Guards can only be passed if a Hero carries a Quest Artifact from a previous scenario, but the reward is great indeed. Starting Bonus: Scroll of Death Ripple or Dead Man's Boots or 3 Ghost Dragons.
Maps


Click on a map to see a larger version.
Green - Friendly Town
Red - Enemy Town
Grey - Neutral Town
Yellow - Underground Passage
A# - Allied Towns
O# - Opponent Towns (a,b,c,d,e,f,g indicates which enemy)
N# - Neutral Towns
M# - Mirror Entrances (a) and exits (b). two-way unless stated
E# - Exit (a) entrance and (b) exit
S# - Seer (a) and the location of the item (b)
G# - Guard Tents (a) and the location of the Guard Tower (b)
J - Jail
X - Ambush
Starting Out
To win this map, you must be aggressive and start taking over the enemy towns on the first day. Not only do they have five towns to your three, but there are many natural resources just lying around that will enable them to build and hire troops more rapidly than you. In this spirit, definitely take the 3 Ghost Dragons as your bonus.
First Leg
Vokial will be by A2 with the 3 Ghost Dragons and some other troops. Leave the rest of the troops in the castle and head south on the orange path, through the garrison (leave all skeletons there), and head east once you get to the branch and take over O1a. This town doesn't have a Fort so I recommend using it as a money-producing town. Hire another hero to grab up the resources and mines in the area and have Vokial return to the orange path to take over O2a. This town is not restricted in anything it can build so it's a good town to build up in order to better protect both O1a and O2a. I suggest leaving Vokial in the immediate area flagging mines while you build up O2a in order to give him some more troops.
While Vokial is taking over towns, have your other heroes explore the area by A1, A2, and A3. You will need a great deal of wood and ore to build up your town and thankfully, there are many supplies of both resources within easy reach. I recommend building up A1 and using A2 and A3 for gold and resources, especially in the first few weeks. One reason is that it's close to a town that you could take over once you have more troops, but a Hill Fort is close by so there's no reason to build upgraded troop buildings.
Second Leg
From this point on, what you do is mostly dependent on what the enemy does. There are five underground passages and so it's possible for an enemy hero to pop up by O2a when your main hero is by O4a. This is why I recommend building up both A1 and O2a in order to not let your conquests be taken over. Visiting the Quest Guard with your Speculum is very helpful since there is a Cartographer who will reveal most of the map for only 1000 gold. If you don't have the View Air skill, this is a great way to keep track of what the enemy is doing.
What worked well for me was to have Vokial plus some castle troops defeat the enemy heroes he came across until enough castle troops were produced in O2a. I then defeated O3a and hired a hero to flag the mines there. Taking over this town helped me greatly because the hero I hired there was able to prevent the enemy heroes from appearing at E4a and wreaking havoc. I generally took over O4a next and hired a hero to flag the mines as well.
A good idea might be to have a hero stand next to the last remaining town with a good-sized army and defeat all of the scouts that the enemy will periodically send out. This way you won't have to worry about defending all of your towns and can concentrate on finding the last remaining enemy heroes before you take over O5a to win the map.
If you make sure that you have enough troops in each castle to protect it against scouts, have Vokial equipped with his Ghost Dragons and Castle troops (Marksmen and Cavaliers are my personal favorites), and making sure to not let a strong enemy hero take back a town you conquered, you will eventually triumph over this map.
Finishing Up
Once all of the enemy heroes are found and defeated, simple give the hero of your choice the troops of your choice and attack O5a. It shouldn't really matter which hero you choose or whether you use Castle or Necromancer troops since the enemy should be so weakened by this point, you should have no problem defeating them.
Comments (2) |
- by Harukaba
To win, you must defeat the Death Knight, Mot. Some Border Guards can only be passed if a Hero carries a Quest Artifact from a previous scenario, but the artifact beyond the Border Guard will travel with you to the next scenario. Starting Bonus: Pendant of Death or Scroll of Protection from Earth or 25 Zombies.
Maps


Click on a map to see a larger version.
Green - Friendly Town
Red - Enemy Town
Grey - Neutral Town
Yellow - Underground Passage
A# - Allied Towns
O# - Opponent Towns (a,b,c,d,e,f,g indicates which enemy)
N# - Neutral Towns
M# - Mirror Entrances (a) and exits (b). two-way unless stated
E# - Exit (a) entrance and (b) exit
S# - Seer (a) and the location of the item (b)
G# - Guard Tents (a) and the location of the Guard Tower (b)
J - Jail
X - Ambush
Starting Out
I recommend taking the 25 Zombies as there is a great deal of cursed ground and so magic won't be of much use. None of your heroes will transfer over to the next map so don't spend any time building them up.
First Leg
Mot is prevented from traveling very far from O3a so your first priority should be to take over O1a and O2a to tip the odds in your favor. I used A2 as a money/resource generator because it is so far north of the enemy towns and used A1 and later O2a as my main creature generators. I primarily relied on Vampire Lords and Power Liches as my forces, but you can use whatever troops you favor most.
It's impossible to say whether you should follow the blue path to take over O1a before or after you take the green path to take over O2a because it all depends on what the enemy does. I took over O1a in the fourth week and then I built up A2, scouted the area, defeated enemy heroes, and took over O2a in the start of the second month.
Second Leg
Now that you have taken most of the enemy's gold and resources away from them, you should take the time to go on the water on the yellow path. Give that hero the Collar of Conjuring and head to S1a to appear in the underground at S1b. Go through Guard 1 (requires the Collar of Conjuring) and pick up the Speculum which will carry on to the next map. The Seer at S1a asks for the Badge of Courage for a +2 spell power to that hero. Since none of these heroes transfer over to the next map and since there is so much cursed ground, it's a useless quest. There are lots of creature generators but they are all guarded so you'd better bring down some troops if you want to fight them. If you are playing this map before Season of Harvest than you can use the Spirit of Oppression to get into Guard 2.
Finishing Up
Once you have enough troops, give them to your best hero (preferably might due to the cursed ground) and attack O3a. You get a better score if you capture the town with Mot not in it. You do this by sending a weak hero close to O3a and the hero with all of the troops far enough away so that Mot attacks the weak hero but close enough so your strong hero can make it into O3a with Mot still out of it. Then Mot will attack the town and with the Castle now on your side, it should be an easy battle. Especially since Mot will most likely be much weaker than your strongest hero (he only had primary skills of 3 2 3 3 when I fought him) and you will have a much bigger army.
Comments (4) |
- by Harukaba
To win, you must have a total of 2500 Skeletons in all your armies within 3 months. Some Border Guards can only be passed if a Hero carries a Quest Artifact from a previous scenario, but the artifact beyond the Border Guard will travel with you to the next scenario. Starting Bonus: Vampire's Cowl or Necromancy Amplifier or Unearthed Graves.
Maps

Click on a map to see a larger version.
Green - Friendly Town
Red - Enemy Town
Grey - Neutral Town
Yellow - Underground Passage
A# - Allied Towns
O# - Opponent Towns (a,b,c,d,e,f,g indicates which enemy)
N# - Neutral Towns
M# - Mirror Entrances (a) and exits (b). two-way unless stated
E# - Exit (a) entrance and (b) exit
S# - Seer (a) and the location of the item (b)
G# - Guard Tents (a) and the location of the Guard Tower (b)
J - Jail
X - Ambush
Starting Out
Take the Vampire's Cowl as your starting bonus as you will easily be able to build the other two buildings. The Vampire's Cowl will provide a long-lasting benefit to Vidomina who has the Necromancy specialty and she should be your main hero because of this. There are no enemy heroes on this map so you don't have to worry about anything except getting as many Skeletons as possible.
First Leg
Have Vidomina get all of the troops from your town and head south on the pink path to meet with Vokiel to get the Vampire's Cowl from him as well as his troops. There is a boat to the west of Vokial that you should get on so you can take over O2a. You don't need to do this but you can transform the creatures produced in the towns to skeletons which will really help with your goal. It will also help with transporting all of the troops to your town to convert to Skeletons once you get the Town Portal spell.
Second Leg
After defeating O2a, head on the teal path to take over O1a which shouldn't be very difficult at all. Once finished, head back south to free Sandro from the jail and to get the stacks surrounding it since they will all join you. Just be sure you can accept the new creatures into your army so consolidating troops with Sandro will work out well. You do need the Spirit of Oppression to get past the Quest Tower but the artifact will carry over from the first map. Now continue south on the orange path and take over O1b which will result in the defeat of all of the enemies.
Finishing Up
There are a few ways to get very many Skeletons. You should attack all of the wandering stacks, not let any of them run away, and to let them join if they want to. You can always put the joined stacks in captured towns to transform into Skeletons later. Always be sure to protect your Skeletons in battle and only use them to attack when there is no chance of retaliation. Town Portal is a helpful skill because it will let you visit all three captured towns, hire the low-level troops, and transform them into Skeletons. When you have 2500 Skeletons, put them on a hero and leave the town since the Skeletons who are in garrisons don't count towards the goal.
Comments (4) |
- by Harukaba
To win, you must bring the Spirit of Oppression to the city of Stonecastle within 3 months. Seek out the Seer - completing the Seer's Quest will allow you to carry the reward to the next scenario. Starting Bonus: Scroll of Death Ripple or 1 Black Knight or Skeleton Transformer.
Maps


Click on a map to see a larger version.
Green - Friendly Town
Red - Enemy Town
Grey - Neutral Town
Yellow - Underground Passage
A# - Allied Towns
O# - Opponent Towns (a,b,c,d,e,f,g indicates which enemy)
N# - Neutral Towns
M# - Mirror Entrances (a) and exits (b). two-way unless stated
E# - Exit (a) entrance and (b) exit
S# - Seer (a) and the location of the item (b)
G# - Guard Tents (a) and the location of the Guard Tower (b)
J - Jail
X - Ambush
Starting Out
This is a very interesting map as it combines a very limited enemy who won't attack your town along with three Seer quests to fulfill. If you dawdle you will certainly reach the three-month limit so take the Black Knight as your bonus. None of your heroes will transfer over to the next map so don't spend any time building them up.
First Leg
There is no need to worry about being attacked since the enemy will never travel from from his town and you can build up troops right up until the time limit if you want to. Start out by giving your hero all of the troops and following the teal path. There are 10 Archers and 10 Pikeman in each of the Garrisons but they should be not difficult to defeat. Be sure to visit the Shrine along the path to get the Blind magic spell before heading into E3a. You'll appear underground at E3b where you'll have to head west where there are quite a few Monks and Zealots guarding your way. They are in small numbers but, considering how slow low-level undead units are, they can do a great deal of damage before you reach them. If you got the Blind spell, that will help you out immensely and there is a Magic Well in the area that you can use between battles. Your true goal is to get S1b (Pendent of Total Recall) which is lying out in the open and is the first artifact that you need to get the Spirit of Oppression. Now go back up through E3b and give the Pendent of Total Recall to S1a to get a Hourglass of the Evil Hour. Now go north on the teal path and onto the orange path by E2a to head to a different area of the underground. Head along the orange path to hand S2a the hourglass to get the Pendent of Dispassion in return. Head north to E1b to appear right next to your town where you can upgrade your existing troops and get new ones.<
Finishing Up
You should give the main hero all of the troops and first visit S3a to exchange the Pendent of Dispassion for the Spirit of Oppression which is the artifact you need to bring to the enemy town once you've conquered it. Then go south along the purple path to defeat the only enemy hero. His troops consist of a few Archers, Marksmen, and Swordsmen but around 200 Pikemen which are the main threat. Defeat them in any way possible. Once you are victorious, simply visit O1a with the Spirit of Oppression in your inventory to win the map. Remember, no heroes are transferred over so there is no reason to hire any other heroes or have them visit any Places of Learning.
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