Walkthroughs


Your goal is to defeat all of the enemies without having Gelu being defeated in battle. Your heroes are limited to level 10, but Gelu and two other heroes will move on to the next map.

Your choices for starting bonuses are the Speculum, 15 Grand Elves, or 10 Sharpshooters.

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 15 Grand Elves as your bonus as Gelu can turn them into Sharpshooters himself. You do that by putting the elves in Gelu's army, double-click on them, and press the upgrade button. It does cost some gold but it's definitely worth it.

In this map you should get Earth Magic at expert level because Mass Slow will be the key to your success on this and the other maps. Expert Water Magic is also good because Expert Forgetfulness makes enemy archers not fire, and they are a big threat to your Sharpshooters with their low health. Water Magic is also good for Bless which is my most favorite skill of all time. Armorer, Ballista, and Resistance are also good skills with Wisdom being optional if you want to use skills like Town Portal or other high-level Earth Magic. However, it's not necessary as your Sharpshooters are strong enough on their own.

First Leg

The two wandering stacks by Gelu will join for free so take them and follow the green path to conquer the N1 town. It's protected by some skeletons but your sharpshooters will handle them very easily. Dump all the troops except for Elves to get as many Sharpshooters as possible. Leave N1 and continue south along the green path to O1a and take over that town. The town will not be built up and the enemy hero very weak so it will be a piece of cake.

Now you are relatively safe since the enemy is trapped in the south by a Guard Tower with the Guard Tent on your side and by a pack of Medusas in the north. So I recommend hanging around the area to flag minds, get resources, and build a castle in N1 so you can get as many Elves and thus Sharpshooters as possible. I liked to seperate my Sharpshooters to two or more stacks so they do as much damage per round as possible.

Second Leg

After about two or three weeks of collecting Sharpshooters, head on the pink path and face the Medusas. You should do just fine and lose very few Sharpshooters. Forgetfulness will help you immensely here, even if not at expert level. Go a bit west along the pink path and take over the second netural town, N2. If you work fast enough this town will not have been taken over by the Red enemy and it will be an easy battle.

Now get as many elves as possible and turn them into Sharpshooters and head south on the teal path. Your goal is the second enemy town which should also be a piece of cake since few enemies can withstand the might of Sharpshooters plus Slow. Now you are totally protected from the enemy since there is a Guard Tower in front of the exit with the Guard Tent right by O1a. Since the enemy just has one town and you have four, you can easily get many more troops than the enemy does.

Finishing Up

Now you can spend some time having Gelu visit all of places of learning to improve his statistics as well as having two other heroes leveling up as much as possible. Having two additional heroes in the next map will really help you out at the beginning. Remember to build a Hall of Valhalla in the one Stronghold town to give your heroes +1 to Attack.

When you're ready to beat the level, have one of the heroes visit G1a which is a bit south and east of N1 so you can pass through the Guard Tower at G1b. There are no places of learning down here, so combine the troops on one hero and attack O3a. One idea is to give a secondary hero the troops so they can get additional experience since Gelu has most likely reached the maximum level already. O3a should not have many troops since it will have a lack of resources and gold so the final battle shouldn't be tough at all. With the defeat of O3a, the map will be completed.


Comments (3)   

Objective:

  1. Defeat Kalibarr.
  2. Capture Nekorrum.
  3. Win before the fourth month.

Walkthrough:

Speed is relatively important in this scenario. You can’t attack any of Purple’s towns or heroes until you jump through some hoops, but meanwhile Purple can upgrade its towns and accumulate troops. So, at the start of the mission, don’t waste any time going to buildings you don’t need to visit (like the nearby cemetery), and, as soon as necromancy gives you some extra troops, split them into a separate army so you can more quickly get through the underground level.

So immediately head west, flagging the ore pit and attacking the stack of cereberi. You should get some ghosts or vampires from the cereberi, so split them off and let them pick up stuff while Gauldoth flags and attacks stuff. Gauldoth should be around level 30 by now, so go ahead and let the secondary army pick up treasure chests. The gold will help you more than experience now.

Even though you want to hurry, you should still explore as much of the underground part of the map as possible (some of it will be blocked off). Computer players don’t explore very well, and you might hold some of the resource buildings (like the gold mine) for most of the scenario. Plus, by killing the neutral stacks, you’ll deprive Purple of some experience and also gain some extra vampires and ghosts.

Note: Once you go through the portal leading to the surface, the portal will disappear, and Kalibarr will be allowed to explore the underground part of the map.

On the surface, even though the dragon portal you need to take is located to the west, head north instead. In that direction you’ll be able to snag a spawning pit, another gold mine, and more. But once that area is clear, head for the dragon portal and go through. If you’ve taken less than three weeks at this point, then you’re in good shape.

Note: The dragon portal is guarded by a quest gate that will only allow an army with Gauldoth to go through. So make sure you join your secondary army to Gauldoth’s army before going to the portal.

After you go through the portal, follow the path west. You’ll find a lightly defended and barely developed neutral Death town. Once you take the town, immediately hire an Order hero to increase the growth rates of your troops, and then use the hero as your secondary army, since it will be able to do more than imps (or whatever you were using before). Also, since you should have lots of money at this point, concentrate on constructing troop buildings rather than a city hall.

Then explore your half of the surface map. The three most important things you’ll find are: a temple of the damned (northern side), a dragon portal leading to the underground map (northeastern corner), and a quest hut (eastern side). Since the dragon portal is a one-way exit, explore everything first before going through, and in particular visit the quest hut so you can use the dock and receive Suraze (a level 27 General) plus vampires and a devil as reinforcements.

When you go back underground, immediately head south and capture the dragon graveyard so you can add some more bone dragons to your army. Then head east towards the areas you visited before. Along the way you can visit a quest hut at (55,53), but it will only net you 30 zombies.

Note: When you get to the part of the underground map where you were before, the trees blocking Nekorrum will disappear, and the hero there will be able to start exploring the surface.

Chances are that you’ll run into Kalibarr on the western side of the underground map. But regardless of whether you face him in the open or at a town, you definitely want to kill him first (he has tactics sills). So use hand of death or poison on him right away, and then use hand of death liberally in the battle while your vampires, devils, and bone dragons punish the enemy troops.

Once Kalibarr is dead, mop up the underground part of the map, and then head back to the surface. (If Kalibarr wasn’t in the underground Purple town, then it’s probably best to skip it.) The surface should be much easier than the underground, so just head straight for Nekorrum and either take it or blockade it until you can take it. Once Nekorrum is yours the scenario (and campaign) will end.


Comments (3)   

Objective:

  • Defeat Malvich.

Carries Over:

  • Gauldoth (max level 30)

Walkthrough:

You don’t have any choice about where to go, so head west. The first neutral town you find is going to force a tough battle on you, so try to accumulate as many troops as possible before then. That is, when you pass the cemetery and barrow mound, recruit skeletons and ghosts there, even if you wouldn’t normally. Eventually you’ll come to a tree of knowledge guarded by some devils. If you have the hand of death spell, then put Gauldoth in an army by himself (so the devils are in one stack) and attack the devils. Two casts of hand of death should finish the battle. Then, if you’re far away from your next level, use the tree. Otherwise skip it for now, but remember to use it later after you level.

South of the tree of knowledge is a neutral Death town. But unlike most neutral towns you’ve encountered, this one won’t be a pushover. It’ll have bone dragons and vampires and more, but luckily all of the units will be melee units, and so they’ll stay behind the town walls until you provoke them. So take the time to cast spells on them (like mass curse and mass weakness), and then summon in some troops before heading for the gate or casting poison. If you still have trouble, kill the ice demons south of the town (for extra vampires) and then try again.

Once you’ve captured the town, you’ll find that your travel options are still limited, so head west, killing and flagging everything on the grassy (northern) part of the map. You’ll find a quest hut right next to your town, but you won’t be able to complete the quest for a while (and the dragon’s horde is to the south, not the east). You’ll also find a two-way portal along the northern edge of the map, but it’s only useful if you have the red command word. That is, it’ll be useful to Teal (the only enemy on the map) way before it’ll be useful to you, so leave the devils there to guard it.

When you’re ready to push into enemy territory, re-supply your army (if necessary) and then attack the Teal garrison to the west. The garrison will have a few devils plus hundreds of mummies and zombies. So use your favorite mass and summon spells, and then start raising vampires once enemy creatures start dying.

Beyond the garrison you’ll find a Teal town, which should be easy to take, plus assorted other buildings. Go ahead and create a sawmill from the wood pile and an ore pit from the ore deposit. If you use a trading post, then both resource buildings will produce 124 gold per day, and so they’ll pay for themselves in about 20 days.

You’ll also find another Teal garrison to the south. This one will have 40 venom spawn and 5 devils. Luckily, all the creatures are warm-blooded, so you should be able to handle them with your vampires plus poison and hand of death.

Follow the road past the second garrison and you’ll shortly come to the area where the dragon horde is (beyond a quest gate). You’ll have to kill six dragons to get to the Armor of Death. The best strategy seems to be to have Gauldoth and your vampires go in alone. Then have Gauldoth cast vampiric touch on himself and just hack away. Gauldoth and the vampires should be able to leech back whatever they lose to the dragons, and you shouldn’t take any losses in the battle.

Once the dragons are dead, grab the armor and head back to the quest hut near your first town. There isn’t any way to avoid backtracking to the quest hut, but you can use the trip to re-supply your army and add in (hopefully) a bunch of bone dragons. Then walk all the way back to where you were.

At this point, you just need to clear out the southern half of the map. Teal will have at least two more towns there, and you’ll have to do battle with another garrison, but otherwise everything is optional. So clear out what you want, and then go through the underground tunnel at (28,85).

Underground you’ll pass red and teal keymaster gates (that you can’t do anything about yet) and then you’ll come to a Teal town. Take the town so you can use it to ferry in troops, and then explore the area around the town. You’ll find the red keymaster tent at (78,47) (northwest of the town).

So head back to the red keymaster gate and go through. There will only be one way to go, and you’ll eventually come to Teal’s last town (behind a quest gate). Malvich will probably be waiting outside the town, but with all the other towns on the map (plus necromancy) behind you, you should have him severely outnumbered. And if you can cast hand of death to kill him right away, even better. Regardless, this is the last battle of the scenario, so don’t worry about conserving troops, and just let your troops beat Malvich’s army senseless. Once you defeat Malvich, the scenario will end.

Note: If you have problems in the last battle, you don’t have to blockade Malvich’s town. The quest gate will do that for you. So just keep ferrying in troops to Gauldoth’s army, and eventually you should be able to take out Malvich.


Comments (2)   

Objective:

  • Flag the five Points of Power.

Carries Over:

  • Gauldoth (max level 24)

Walkthrough:

Note: The Points of Power form a rough pentagram, so if you can’t find one, it should be obvious where to look. The Points are also somewhat ordered. You can only access three at the start, but when you flag those the fourth will open up, and then once you flag the fourth, the fifth will open up. So don’t worry if your way appears to be blocked.

You start out in the northeastern corner of the map. There are only two ways into the area where your starting town is: through the path guarded by the two garrisons to the southwest, and through the two-way portal north of your town. So even though there is a gold mine and a Point of Power near the portal, you might want to leave them be for a while so the creatures guarding them can also guard the entrance to your lands.

With that in mind, explore your corner of the map. You’ll find the regular things -- a sawmill, an ore pit, and assorted resource and troop buildings. Then make your way to the garrisons protecting the southwestern entrance to your lands. You have troops inside, but it’s probably best to send everything but the vampire back to your starting town, and add the vampire to your main army.

You now have a choice: east or west. I think east is best since it will lead you right to a vampire mansion, a Death skill altar, and a neutral Death town. So explore in that direction. You’ll also find a bridge blocked by three columns. It leads to the fourth Point of Power, but the columns won’t disappear until you flag the first three Points.

In the southeastern corner you’ll find one of Teal’s towns. From my experience, Teal and Purple won’t put up much of a fight in this scenario, and so the town will probably be easy to take. With (likely) lots of melee units inside, you can poison the living ones and then create a huge stack of imps (or whatever) to deal with the rest. Once the town is yours, cross the bridge to the south and then head west along the southern edge of the map.

This will lead to a Point of Power (southwest of the Sacred Altar). The Point will be guarded by some devils, but devils and ice demons are warm-blooded troops, so your hero plus a (growing) stack of vampires should be able to handle them. Once the Point is yours, get back on the path and continue heading west, flagging the dragon graveyard along the way if you want it.

From here just keep following the path, and conquer everything you see as you travel to the northwestern corner of the map. Along the way you should finish off Teal’s second town plus a Purple town. Once you flag the Point of Power in the northwestern corner, head back to your town so you can flag the Point there, but also try to finish off Teal and Purple along the way. That way you won’t have to worry about them as you collect the last couple Points.

Note: You can eliminate Purple, but you can’t eliminate Teal yet because Teal has a hero you have to defeat prior to reaching the fifth Point of Power.

The fourth Point of Power is past the bridge at approximately (53,113) (where the columns were before). The Point will only be guarded by a group of bone dragons, so it should be easy to flag. Then head west to the quest gate at (106,73). It’ll let you pass now that you’ve flagged four Points.

Past the gate you’ll find a Teal hero. It will only be level 17, and it will only have dozens of vampires, venom spawn, and bone dragons with it. If you’ve managed to accumulate over 100 vampires by this point, then they can probably do the battle by themselves. Otherwise, this is the last battle, so just throw your troops at the enemy, and summon or raise if you need to. Once the hero is dead, just flag the last Point to complete the scenario.


Comments (2)   

Objective:

  • Rescue Kalibarr.

Carries Over:

  • Gauldoth (max level 18)

Walkthrough:

Put the vampire with Gauldoth, leave the zombies and skeletons in their own army, and then head east, flagging whatever you want along the way. When you get to the volcanic terrain, head east some more until you find a neutral Death town. The town shouldn’t be very well defended, and what defenses it has should be melee troops. So use poison and summoned imps to capture the town, or just bang your way through with Gauldoth if you’ve developed him that way.

Once the town is yours, circle around it to the west. You’ll have to defeat some skeletons and ghosts, but eventually you’ll come to a gold mine (north of the town), which will make developing your town much easier. Then head back southwest to a little dead-end area west of the pyramid. You’ll only find an alchemist’s lab guarded by some vampires there, but by the time you flag the lab and get back to your town, you should have been able to build it up enough that you can re-supply your army and learn some level 2-5 spells.

Then head southwest again, but this time stay east of the pyramid (the pyramid itself is probably too tough to deal with right now). Loop around the mountains until you’re heading northeast, but notice the red two-way portal being guarded by some bone dragons. That portal is one of only two ways your enemies can get into your part of the map, so you should leave the dragons to guard it while you keep exploring.

Continuing northeast you’ll find some useful things: another gold mine, a vampire mansion, plus some resource buildings and artifacts. You’ll also find one of the green keymaster gates leading to Green’s lands, but Green doesn’t have access to the green keymaster tent, so it’s a gate only you can use (eventually). Once you’ve cleaned out what you can, head back to the two-way portal, re-supply your army, and then go through.

Note: For some reason Green is sometimes able to cheat and pass through the green keymaster gate, but I’m not sure what allows it to happen.

You won’t have many options about where to go, so just follow the path until you reach one of Blue’s towns. It should have a fully upgraded tower of darkness, so be sure to visit the town once you capture it. Then follow the road some more, and head mostly north once you hit the intersection. You’ll find Blue’s other town there (or it might be neutral), and you should capture it as well. Once Blue is eliminated, your lands will be perfectly safe, because Green won’t be able to get to them.

So take your time and explore the area around Blue’s two former towns. You should find another vampire mansion, plus a quest gate leading to the green keymaster tent. The quest dialogue asks that you bring back 8 bone dragons to open the gate, but I’ve completed the quest with as few as four. Once you have the command word, and once you’ve re-supplied your army, head east and enter Green’s lands.

Green is optional, so explore the area and kill whatever is convenient. You might want to take Green’s town just so you can visit a seminary and perhaps learn a couple extra skills. Otherwise, head for the southern edge of the map and visit the quest hut at (84,141). Once you reach level 18, the demon living inside will give you the Angel’s Blade. Now you can go back to Blue’s part of the map and go through the quest gate at (142,80). Since you’ll pass by one of your towns along the way, ferry some troops to the town, and then re-supply your army before continuing on.

Passing through the portal will take you to the underground part of the map. There you’ll find several islands linked together by dragon portals. So just take a portal, collect the artifact on the island if you want it, and then jump to the next island. (On the first island, you can also access troop buildings for devils and ice demons if you want them in your army. Just take the three-way portal.) It’s a good idea to save on the first island, just in case the battles ahead prove too difficult for the army you have.

Eventually you’ll come to a hero with lots of skeletons, venom spawn, and bone dragons with him. This is the last battle of the scenario, so don’t worry about losses. Just have your vampires attack the hero and the venom spawn to regenerate hit points, and let your ghosts, bone dragons, and other troops take on everything else. It’s probably best if Gauldoth doesn’t get involved. Have him mostly summon and stay out of the way.

Once the enemy hero is dead, continue exploring the island until you find a prison. (Don’t take the dragon exit. It’ll take you to the first island, and then you’ll have to walk back.) Once you visit the prison, you’ll free Kalibarr and win the scenario.

N


Comments (2)   

Objective:

  • Capture Vitross.

Carries Over:

  • Gauldoth (max level 12)

Walkthrough:

There’s an Orange town right to the north of where you start out, but it’s a Might town, so don’t rush to capture it. (If you do, you’ll probably lose most of your troops.) Instead, recruit from the cemetery and barrow mound, but then separate Gauldoth into one army, and put the other troops into another army. Now you can have Gauldoth grab the treasure chest to the southwest (it might give him a level) and flag the nearby sawmill and ore pit while the other army picks up stuff. Then put everybody back into one army and send them underground (past the berserkers).

What you’ll find underground, right next to the entrance, is a vampire mansion guarded by three vampires. If you put Gauldoth in the back row and your other troops in the front row, and then try to keep Gauldoth as far away from the battle as possible, you should be able to defeat the vampires. It’ll be ugly, but the three vampires it’ll allow you to recruit from the mansion (conveniently already flagged for you) are way more powerful than your other troops combined.

Now you can head back to the surface and capture the Might town, using only the three vampires. You shouldn’t take any losses since the vampires will be able to leech back way more than they lose. You can build up the captured Might town completely, but it’s probably best not to. Just make sure the town has a wresting pit, arena of honor, caravan, and cyclops cave. With vampires and cyclopes in your main army, you should be able to defeat most everything on the map.

Then start exploring. In the rest of the underground area, you’ll find some artifacts and resources, plus Death magic shrines that will teach you all the level one spells. West of your town you’ll find some resource buildings (which you don’t really need) and artifacts. Be sure to pick up the Crest of Valor if you haven’t yet, since it will help the morale of your cyclopes. Also, ignore the dock near your town for now. A quest gate on the other side will prevent the other players from using it, and so you can explore the land south of the river in peace.

At the western edge of the map you’ll find Orange’s other town. It shouldn’t be very developed, and you should be able to take it easily. North of the town you’ll find a two-way portal guarded by some cyclopes. The other side of the portal is blocked by a quest gate that will only let Blue pass, so leave the cyclopes where they are (since they’re helping to protect your lands) and go use the dock on the other side of the map.

You’ll almost immediately find a Green Nature town. You have to capture the town in order to finish the scenario, but between cyclopes, vampires, and poison, it shouldn’t be too difficult to take. However, if the siege does cause you problems, recruit all the skeletons and zombies you can, and add them to your army for the fight.

After you take Green’s town, hunt down any wandering armies Green might have left, and then go north of the town to the underground tunnel. Beyond the tunnel you’ll find a quest gate that’ll only let you pass if you’ve eliminated Green, and past that you’ll find a couple of desecrated graves and couple of level two Death magic shrines. You’ll also find bands of bone dragons in the area, so only visit what is convenient, plus the blue keymaster tent on the right side.

Note: If Blue starts exploring your part of the map while you’re still in Green’s area, don’t worry. Just funnel away all the troops you can (or that you care about) before Blue takes a town.

Once you’re back above ground, start ferrying troops to Green’s former town, and then re-supply your army as you pass by it. You’ll quickly find the blue keymaster gate to the west, and then slightly west of that you’ll find Vitross. There isn’t anything interesting in Blue’s area of the map, so if you’ve already reached level 12, just head straight for the town and take it. Once Vitross is yours, the scenario will end.


Comments (6)   

To win, you must capture the city of Steadwick within 3 months. Starting Bonus: Inferno Heroes (Map 1) or Dungeon Heroes (Map 2)

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 that you choose the Dungeon Heroes from the second map in this campaign. I am making no judgments on which town is better than the other but say this because you were able to build your heroes magically to a higher extent in the second map. If you didn't do this to at least 2 of your heroes, you will be at a great disadvantage.

First Leg

Your immediate goal is to nullify the immediate threats to your towns and heroes, build up the Dungeon town, and flag the Dragon Cave (southeast of the Dungeon town) in order to amass a sizeable force of Dragons. This is where having magic heroes comes in handy as you'll mainly be using spells as you take over O4a (northwest of A2) and then O2a (northwest of A3). If you have heroes with Town Portal and at least Advanced Earth Magic you won't have to leave anyone inside the towns because you'll be able to quickly come back to the area if you see an enemy approach.

Now you can relax somewhat while flagging mines and picking up loose resources. Since there are so many wandering stacks, having the Diplomacy skill will enable you to get a head start in having a large army. Unlike other maps where the wandering stacks are either sparse or set to always attack, you will be able to get many troops on this map for little cost. Build up the Dungeon town to get Dragons as soon as possible as well as flagging the Dragon Cave southeast of the Dungeon town. Only start building upgraded structures once you can start hiring Red Dragons with a Castle. Except for the Inferno town (A2) all of the other towns are restricted so only use them for gold, resources, and for any spells you want but didn't get in the second map.

Second Leg

You don't have to really concentrate on building up your heroes because they don't transfer to another map and because there's an Altar of Sacrifice northeast of N1 that you can use to sacrifice useless creatures for experience. Other good spots to visit are the Library of Enlightenment northeast of N2 and the University north of O4a. There's also an great artifact protected by Archangels at the northeast corner of the map. When I played I got the Helm of Heavenly Enlightenment which gives +6 to all primary skills so it's definitely worth it to make a trip up here before facing General Kendall.

Finishing Up

Once you have at least 10 Black Dragons (Efreet Sultans can be substituted if you want to use Inferno troops) and a Magic hero with Expert Fire and Armageddon. What I've always done is slipped past the Garrisons by using a hero with at least Advanced Water Magic and the Summon Boat spell. It takes two days to get to Steadwick but it's better than the potential loss of troops by going through a garrison. You can also use Fly, Dimension Door, or Water Walk if you received them in a previous map to bypass the garrison protecting Steadwick. As to the battle with General Kendall, simply use Armageddon repeatedly until everything dies. If you don't have that then Chain Lightning and Meteor will also work well. The biggest threat are the Champions so if you can kill them first or Blind them, the rest of the battle will go much smoother. Once he's killed you only have to take over the castle to win the map.

Since you don't have to actually defeat General Kendall to win this map you can wait until he's away from Steadwick and run past him to the castle. The weak hero decoy trick also works well and since most if not all of the troops are always with Kendall that means Steadwick will be a piece of cake to take over. If you have Fly, Dimension Door, or Water Walk from the previous map then you could win this map within the first week if you wanted to. You might have to use this method since General Kendall might have the Orb of Inhibition which prevents all magic use and since he has so many troops it might not be possible to get enough troops of your own to be victorious.

Addendum

Many thanks to andi andi who reminded me of the alternative way of winning and informed me of his Orb of Inhibition problem.


Comments (8)   

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 be available to you in the final scenario of this campaign. Starting Bonus: Pillar of Eyes or Mage Guild 1 or Battle Scholar Academy.

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

At the default Easy difficulty, it doesn't really matter which of the starting bonus you take since you'll end up by building all of them eventually. I took the Mage Guild 1 so that I could build a City Hall faster and give my starting hero some spells.

First Leg

I followed the blue path to take over N1 and then N2 because N2 has an Upgraded Labyrinth and can produce Minotaur Kings. There are Medusas guarding N2 but with Magic and/or Tactics, you won't take many losses. This is the best unit you will have access to for quite some time and is powerful enough to subdue the surface. I suggest that you build a Castle at N2 and wait for the next week so you can take as many Minotaur Kings as possible through E1a. Except for O2a, most of the towns above ground are limited in what they can produce. So take over O1a (which is east of E1b), then head northwest to take over O2a, east to take over O3a, and finally southwest to O4a. You don't want to actually conquer O4a yet because you want the time to hire up to 8 heroes and to get them all to level 12. If you park a hero by O4a, you can effictively trap them and explore the rest of the map in piece.

Second Leg

While you're doing this explore the underground, build up A1 and N2, take over N3 and N4 (limited so use them for gold and resources), and build up heroes. If you work quickly in squelching the enemy, you probably won't even see them underground.

An easy way of leveling new heroes to level 12 quickly is to use the Altar of Sacrifice that is south of A1 in the underground or in the muddy area above ground. You can get rid of your less powerful troops as well as those that joined you to quickly level heroes without having to search out battles or Learning Stones.

Finishing Up

Make sure you have your heroes visit the places of learning to bolster their stats and to build Mage Guilds in every town. Very few maps give you the opportunity to have seven level 4 Mage Guilds (and a few at level 5) so you can have very powerful magic heroes that will transfer over to the next map. Once you're finished attack O4a, which will have very few troops and will be an extremely easy battle, you will win this map.


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To win, you must find and kill the Gold Dragon Queen. Your Heroes will be limited to 12th level in this scenario, but your 8 strongest Heroes will be available to you in the final scenario of this campaign. Starting Bonus: Slayer Scroll or Armor of Wonder or 100 Imps

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

You might be a little worried because the enemy starts out with four towns to your one. Fortunately for you, only O3a can build anything so if you move fast, you'll be able to eliminate the enemy very quickly. Take the 100 Imps as your starting bonus.

You can take these heroes to the final map of this campaign, but I recommend against it. There are simply too few power-ups on this map to make it worthwhile. In addition, you can only have one mage guild at level 5 and another at level 4 so it's difficult to groom a magic user for the final map. As always, your mileage may very.

First Leg

I upgraded my Imps to Familiars by purchasing the Upgraded Imp Crucible and gave them to my starting hero. He will quickly take out the Red hero by starting on the blue path and taking out the neutral town west of your starting town, further west to O1a, northeast to O2a, northwest to O3a, and finally east to O4a. The heroes you face will be scouts and should be no match for your, by comparison, overpowering force. If you work fast, the enemy won't have the time or the resources to build up O3a to any extent and so defeating its heroes will be extremely easy.

Second Leg

Now that the enemy has been defeated, you can concentrate on building up your Inferno town and perhaps O3a (it can't build Unicorns or Dragons). Flag all of the mines and gather the loose resources in addition to the many artifacts that are lying about. It's best not to rely on magic since Gold Dragons are immune to all spells below Level 5.

Finishing Up

Once you have enough troops of your choice, visit G1a to get through G1b and then G2a so you can go underground past G2b and to E1a. If you have a big enough force, the Green Dragons will flee from you. Head underground on the pink path and to the Gold Dragon that is your goal. Win that battle and this map is over.



Objective:

  • Defeat the Mer-Queen and the Sea Monster Hatchery within a five-day period.

Walkthrough:

Note: Just like in the previous scenario, there is a random artifact right next to where you start. So you can restart the scenario until you get one you like.

Another note: To win the scenario you'll have to fight two major battles within a short period of time. The battles will be far apart from each other, so you'll need two armies to deal with them. So it's a good idea to build up a couple new heroes in the campaign, so you can pair one with Tawni and one with Cyrca.

You'll start out with three armies in three ships, plus some troops in a garrison. The garrison is right next to the first town you're going to capture, so that's the direction you should head once you find yourself on land. But until then:

-- Have Tawni grab the artifact, visit the shipwreck, and then sail east around the reefs. She'll soon discover the coast of the main island,and she should make her landing on the grassy area to the north. Then she can go through the green dragon portal there to arrive at the neutral town next to the garrison.

-- Have Cyrca sail south to a small island. She'll be able to flag a lighthouse and also pick up a Crusader's Mace. Once she's done there, have her sail east to join Tawni, but have her land on the volcanic area to the south. Then she can fight her way to Tawni and eventually join up with her. (If the volcanic area is too tough for Cyrca, or if she can't fight her way to the town, then just have her land in the same place as Tawni and use the dragon portal.)

-- Have the hydra army pick up the stuff in the water and then follow behind Tawni. Once they reach your town, park everything but the efreeti inside, and let the efreeti continue to pick up stuff.

Tawni will arrive at the neutral Chaos town first, and she should be able to capture it on her own. The town will already be about half built up, with a caravan, a city hall, and more, and so you'll quickly need sulfur so you can build a dragon cave. So recruit a new hero to go along with Tawni, and then send them south through the garrison and east along the road. They should find a sulfur vein at (67,110), and you should be able to afford to upgrade it to a mine right away. It'll still take a while to generate 30 sulfur, so just watch your resources, and as soon as you can afford to buy enough sulfur for a dragon cave, do it.

While you're waiting for Cyrca to make her way to your town, let Tawni continue to explore. The neutral stacks are reasonably friendly east of the town (around where the sulfur mine is), but they get nasty to the north and south. Then when Cyrca arrives, buy another hero and put all your heroes together into one army (with any dragons and nightmares you might have)and send them west to the coast and then south.

Note: By using heroes, dragons, and nightmares, not only will you move more quickly than otherwise, you'll also keep a lot of troops in your town, keeping it safe in case enemy heroes decide to stop by.

Eventually your army will come to a neutral Chaos town, but along the way it'll have to fight a few battles with medusae and minotaurs. These battles can be a problem since the medusae will be numerous enough to kill your heroes outright. So charge your dragons at the medusae to distract them, and then use your favorite spells or simple archery to kill them. You'll essentially go through the same battle half a dozen times, so once you figure out a strategy that works, keep using it.

The neutral Chaos town itself will barely be defended in comparison to the neutral stacks you've seen lately, so quickly capture the town and then clear out the area around it. Your new heroes will probably have gained a few levels by this time, so if you've made them into spellcasters, be sure to upgrade the sorcerer's guild in the town so they can learn some spells.

Note: The two towns you have now are the only two Chaos towns on the map. The other five towns are Might towns. But it's just as well. Since you need to create two armies eventually anyway, you can make one a Chaos army and one a Might army.

Then head back north, but don't go back to your town. Instead, take the north-south passage guarded by a group of hydras (near the lair). The passage will lead to one of Green's three areas. (The main island is shaped something like the letter "m" and Green will have a town or two on each of the three prongs.) This area will have two Green towns, so capture them both and then clear out the area around them.

There's also an underground tunnel in the area (blocked by a quest gate so only Tawni's army can pass), and that's where you should head next.But when you go down, only send Tawni, Cyrca, the dragons, and the nightmares. Let the other two heroes head back to your first town. There will probably have been a Creature of the Month by this point, and your new heroes, along with all the troops from your two Chaos towns, should be able to handle them and keep the paths clear to your troop buildings. But more importantly, they should also be able to defend your lands against any of Green's heroes (except maybe the level 25 one).

Underground, Tawni and Cyrca will find a long east-west tunnel. It will lead to Green's eastern prong, and you'll find another Might town when you arrive there. So capture the town, explore the area, visit the blue keymaster tent at (75,169), and then head north. You'll find a yellow three-way portal that you can use to re-supply your army, and you'll find another underground passage that you can use to access Green's last town.

So re-supply your army if you need to (and if your Chaos towns seem safe from Green) and then head for Green's last town. The last town is named the Palace of the Mer-Queen, but don't worry. It doesn't have anything to do with the objectives, and so you can attack it without worrying about doing other things within the next five days. So go ahead and capture it.

If capturing the palace eliminates Green, then great. Just funnel all your troops to the palace, and then divide your forces into two armies. If Green is still around, then feel free to hunt down its remaining armies or take back any of the towns that it might still hold. Or you can ignore it, since defeating Green isn't necessary for the scenario.

You might also want to explore the northern part of the map if you haven't done so already. You'll find a pair of quest gates. One will allow you grab an Adamantine Shield that will add 50% to an army's defense, and the other will give you access to a the Sword of the Gods that will add 50% to an army's offense. You can only pick one, but since you'll hit enemies far more often than they'll hit you, the sword is better.

Once you're ready to tackle the queen and the hatchery, split your troops into two armies. Put Tawni and a secondary hero into one army, and Cyrca and a secondary hero into another. (Or, if your secondary heroes didn't end up all that powerful, just leave them home and add in other troops.) Once you board a boat from the shipyard south of the palace, or once you pass the water quest gate east of the palace, the timer will start, and you'll only have five days to defeat the queen and hatchery.

Note: Tawni has to be in the army that attacks the queen. That is, she has to be in the boat that sails east from the palace.

The Mer-Queen (Purple) will be located at (75,147), in the cove at the northern end of the island's eastern prong. You'll have to face 350 mermaids, but there won't be a hero involved, and so the fight should be pretty easy. Tawni and some dragons should be able to do it by themselves.

The hatchery army (Teal) will be located at (137,93), in between the western and middle prongs of the island. It'll have 60 sea monsters, but again there won't be a hero, and so the battle should be pretty easy. Once both armies are history, you'll win the scenario (and the campaign).


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