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H7: Would you prefer 2D or 3D townscreens?
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Features → Walkthroughs  → A Pirate's Daughter → A Pirate's Daughter

by Plaid Dragon

I. Starting Out.

This campaign starts the player in the very unorthodox position of not having a town. You're on a tiny island with a sulfur mine amidst a few other items. You have two heroes, both from the stealthy side of the chaos spectrum. This means no magic right off the bat. Why the campaign designer elected to put a free level one chaos spell on the starting island is beyond me given that neither of your heroes can learn it. Visual effect?

The life span of the average Pirate would seem to be 3-4 game turns... at least initially. You'll be forced to fight several small battles on the island prior to embarking seaward. The mine, the useless spell shrine and the Seaman's Hat artifact all have their own stack of Pirates guarding them. You'll want to spend your own pirates since they're slower than the bandits you start with and are pretty much worthless once you get to dry land.

It will be advantageous to invest a few levels into your hero's combat skills (rather than Seamanship and Stealth) in order to make them more potent in battle. Consider hiring a mage as soon as you acquire your first town so you have access to magic. Keep in mind though that Pete and Tawni are the only ones you'll get to carry forward to the next mission so make them as tough as possible.

Important Note : Don't lose either of your starting heroes since to do so is an automatic loss of the scenario. In battle, put those pirates out front while your two heroes are lower level. Later when they get tougher and have access to Immortality potions you can be a bit more lax.

II. Goal Number One - Get to Mancebos ASAP

There is a ship moored on the island as your method of transportation elsewhere. Don't forget to visit the Window of the Magi prior to leaving. It will show you the first town you are to capture just by sailing north. This is NOT your first goal, however. Yes... it IS a necessary objective and you HAVE to go there first but I stress that your primary objective is the town circled in the figure to the right.

To your direct northwest there will be a Pirate Cove. Absolutely, positively DO NOT try and take it. The reason why is that it's guarded by a small number of mermaids. This doesn't seem like that big of a threat but their hypnotize ability is a great way to get your heroes killed and/or reduce your stacks below critical mass for the upcoming assault on Ishkandar, your first town.

On an island farther north, between your starting point and the neutral town is a Bandit habitat you'll need for additional reinforcements. The Seaman's Hat will help you stop and go much faster from that island but that should be the only landfall you make on your way north. There is a decent quantity of flotsam scattered about but don't let that distract you. The enemy has towns and is building an army while your out playing with your boat. Head due north and make landfall. The faster you get your town and get building, the better off you'll be.

Once Ishkandar is taken you'll need to tech/build up ever so slightly. The first time I attempted this scenario I waited until I had Black Dragons before going on the offensive and it was a mistake. The enemy was building at the three Stronghold towns to the direct east which ultimately became overwhelming. You need to go at the nearest enemy town, Mancebos to the east as soon as you have built your Efreet habitat. Hire the two effreets that come with the building and anything else available and GO immediately. If you're quick enough, you should catch the enemy at a very low strength. You'll take some casualties in the battle but the enemies power base will be greatly weakened once this is done.


III. Goal Number Two - The Rest of the Northern Continent

You'll want to start cleaning up the territories surrounding your initial two towns when you get the chance. A secondary hero with a small to medium army should be able to accomplish this nicely. A gold mine in the north west corner and a mercury mine in the central northern sector are two very important objectives.


Your primary hero group should be sweeping right across the map in effort to take the towns of Hortus and Zija. When I got to Hortus it was still under neutral control. I had to delay taking Zija though because of a nice big stack of Cyclops's just passed the bridge you see circled. If you see something similar don't delay too long since the enemy has access to the sea and will have taken Zija by the time you get there.

When I finally got through to hit Green at Zija, I had to call in heavy reinforcements as he had about 40 odd Thunderbirds amidst other big stacks. I brought in 75 T-birds of my own and smashed him in one of the most colossal battles I've ever fought. This pretty much broke the enemy's back which helped me jump into the sea.
Note the sea chain you see in the map to the right. This is something that you can get away with never opening. If you do so it will allow the enemy sea access to your primary town which is not strategically sound at all.

Most of the time you spend building up your three Stronghold towns will have your main hero group stopping sea incursions in the central and eastern coast areas. There will be plenty of empty enemy boats for you to nab which makes the chain an advantage for you rather than a hindrance to your progress.

Your three Stronghold towns will be your primary army suppliers throughout the game. I teched up to Thunderbirds in my first two Strongholds long before I build the Black Dragon structure.


IV Goal Number Three - The South Seas and the Orange Tent

Once your shoreline is secure you can send a big army to wrestle the sea away from the enemy. You'll want to keep a roving defense force near the central or eastern coastline for the frequent landfalls the blue or green players will make.

The orange tent (circled) is located on a southeastern isle amidst some other small goodies. This should be hit once you've secured the bulk of the sea towns outside blue's mainland. This will allow you to gain access to your objective city of Yanathrae.

Be wary of the one way gate outside of Wataga. If you don't capture Frigiston first you'll likely see enemy heroes pop out and swipe Wataga right back from you.

Once you control the seas Green should be near elimination and Blue will become anemic.


V. Goal Number Four - Victory

The circle on the southeastern coast of Blue's continent is your entry point. There is no other way to get on this land mass so go there and have your orange keys handy. You should be able to sweep west to Split Elm and then north to Yanathrae fairly easily. The size of your final battle will vary depending on how many of blue's armies you caught in the field prior to assaulting his capital. Once you take Yanathrae, the scenario is over and you're ready to advance to the next one.

I played this campaign on the very center difficulty setting. The AI bug came into play with the Green player never touching the like colored tent near Frigiston. When I arrived there it still had it's initial stack of defending Ogres in front of it. If the computer had taken this objective it would have given him instant access to either Ishkandar or Ziga via a lavender gate and the scenario becomes much harder.

Given all the Stronghold towns a player will have access to, it's a good idea to bolster production in those towns by hiring a few heroes with Nobility. Level them up to Advanced or Expert in the skill by attacking some of the random creatures that sprout up. This added production is necessary if you are to deal with some of the big enemy armies that will be crawling around.

With so many Thunderbirds growing you'll have a huge demand for mercury. Make sure and take (and hold) the three mercury mines circled on the map. You'll have moderately easy access to all of them but may lose them from time to time against raiding computer players.

Even following the instructions in this guide the first Chaos Campaign mission is hard. I reiterate how important taking Mancebos as quickly as possible is. You know very well that every town you take from the enemy is that many more units for you and that many less for him,

so be vigilant with your attacking, especially early on. Mancebos is your springboard to the rest of the scenario. Stumble there and you might as well start over.

Comments

ThunderTitan at 2011-09-28 18:19 wrote:
>>Err, did you really write that? It doesn't sound like you at all... :D<<

Hey, when i don't know something i don't pretend i do...

It's just that it's rare for me not to know something...

...

Of course there's also the weird Lok: Defiance Elder God end fight syndrome i seem to have... tried about 10 times to beat it, gave up for a few years, then went back and finished in on the first go and very easily... so easily that i have no clue why i couldn't do it the first time...
osoviejo at 2011-09-27 02:04 wrote:
An alternative approach to get a toehold with this difficult scenario. This applies to Advanced difficulty, which is the lowest you can go and still have the AI perform as well as possible (that's damning with faint praise).

To start, note that you can use the starting scouting ability to inspect the skeleton. If the artifact doesn't help you offensively, restart without taking a step. My favorite is the War Sling--starting off with a ranged attack is a big boost. (You can skip the restart if you prefer to just take what you get, you should still be able to complete this strategy--it will just be a bit tougher and you'll likely need some good luck along the way).

Second, the Seaman's Hat is a red herring. Skip it if you want to live. Its only value is getting on and off the bandit island, but since you're going to skip that too, it is useless at this point. Going after the Seaman's Hat will cost you about 2.5 crucial days getting to landfall. In that time, whatever bandit reinforcements you pick up from the island will be crushed by the computer's rapid town buildup. So, skip the hat and skip the bandit dwelling.

Now, you have yet to take your first step. Drop a bandit from your heroes' army. Remember that bandits have advanced stealth, meaning they can walk past level one creatures. Walk your bandit directly to the skeleton, pick up your artifact and return directly to the heroes (skip the gold, you'll get it later). Make sure to actually give the war sling to Tawni. Pete, despite being one level lower than Tawni is a tougher hero and should be used for melee and to protect Tawni.

Now, hit the Window of the Magi, and pick up your additional troops on the way to the experience stone. I'd suggest Pathfinding for Pete, it will help you speed to your destination once you hit land. Then get in the boat, and leave your orphaned bandit and the unflagged sulfur mine behind (it can wait). On the next few turns the bandit you leave behind can grab the treasure chest and the Seaman's Hat and return to the north tip of the island to await a future pickup.

On your heroes' way north in the boat, you'll be forced a bit to the west as you try to maintain your course. Otherwise, don't deviate from due north. If there is flotsam directly in your path, go ahead and pick it up, but otherwise keep moving north. Now, you'll see several floating chests on this trip, which you can inspect with your scouting skill (if they're too far away to inspect, they're too far away to chase). If they contain gold, skip them. If they contain an artifact you think can help you take the towns, go ahead and grab it. You do have a little leeway on the journey without costing yourself an additional day.

Near the end of the voyage, you'll find that you've been pushed west by the island to the east. Once you've been pushed west as far as necessary to clear the island, immediately sail east-northeast. Your goal is to land a few steps away from the orc dwelling.

If you've done this as prescribed, you should be on land, with a full load of movement (the turn post-landfall) on day 7 of week 1. Now grab the orcs, hit the trough and move as directly as possible to the first barbarian town (not the chaos town to the far west). The only fight you need to engage in on the way there is with the barbarians parked in front of the non-magic skills building. Take advantage of every trough in your path, but if you have to stray more than a couple of steps, skip it.

One other note before moving on from landfall. Drop a single bandit at landfall and put him back in the boat. Now he can go pick up all the flotsam and chests, as well as numerous items on the islands that are only guarded by level ones.

At the end of the day before you can reach the town, you should be able to inspect it. I've used this approach several times and it's always lightly guarded. However, expect an absent green hero to try to desperately cut you off before you can get there. Take him out if you can get him and the town in the same move.

Once you have the barbarian town, go pick up the medusae to the north of the chaos town. They will make taking your second town much easier. The chaos town is neutral, so whatever troops it has when you land is what you'll face whenever you get to it. That's why skipping it initially is the way to go.

If you're lucky, there's about a 50-50 chance the chaos town won't have medusae and will be a breeze to take. Otherwise, you're going to take some losses but should still prevail with relative ease.

Now you have two towns within the first two weeks. I found it was much easier after getting that first dragon than spending all that gold on the thunderbirds. There is a trade market in the area which you can use to cheaply acquire the resources you need for your first black dragon.

Once you have the dragon, send it alone with Tawni (who has favored Seamanship to this point) and destroy pretty much everything accessible from your boat (which should return near the chaos town after going down to pick up the Seaman's Hat).

Meanwhile Pete can clean up the main area with medusae, orcs and nightmares (awesome for disabling multiple stacks--I used up to four slots with a single nightmare in each).

You can track your vulnerability throughout using the Thieves Guild from the scenario menu. If you stay close in levels, you should be able to clear the northern mainland in relative peace.

Angelspit at 2009-03-30 14:06 wrote:
Wow, nice walkthrough! This is probably one of the hardest maps in HoMM4! I only managed to beat it on Basic, and by using the Stealth skill! Even so i wouldn't have finished it if the Computer wasn't stupid enough to leave Yanathrae unprotected while i was still around (Pathfinding save the day.)
<br> The rest of the campaign was pretty easy!
Err, did you really write that? It doesn't sound like you at all... :D
Falstaff at 2009-03-30 03:21 wrote:
PS: Split Pete & Tawni up right after the learning stone & put Pete on the ship & have him meet Tawni at the Seaman hat or vice-versa). It saves a few a few critical moves at the start.
Falstaff at 2009-03-30 02:49 wrote:
I have done the map several times, as specified by the walkthrough & other ways & I am not at all sure that I agree with the begining strategy. The key to winning is the green hero in the west must not visit the green tent too early. This hero starts very strong & he can take the green tent early & send an unbeatable army through the portal almost as you take the 1st town. In fact, I bet if I was playing the green hero I could take the required 1st town even before Tawni hits the mainland. Second, by-passing the 1st town only works if the green hero does not return to the town before you get there. If this happens the town is reasonably well built by this time & it has two heros tougher than Pete & Tawni. In this case taking out the 1st town works better because you can build more & attack the 2nd town when the hero is not there.

Luck in the first 2 months or so has a lot to do with how you do in this map. The designer should have given Pete or Tawni level 2 or even 3 Seamanship to make the map more do-able on a consistent basis. Putting tougher creatures in front of the green tent is another possibility.

Also, if you concentrate on giving Pete scouting skills & Tawni combat skills things seem to go better. You need to try to keep moving fast yet limiting your max level to 12 means that Pete & Tawni have to be somewhat lucky in the skills initially offered. I do not think that Stealth helps much in the 1st map & generally I tried to avoid it. Pathfinder & Seamanship seems to help more.

I have often wondered though if the designer felt there was some way to do the map by concentrating on stealth. (Otherwise, why did they give Tawni & Pete stealth?) If so, I have not found the strategy.

Once you get the mainland, I found you could grind things out.
Edited on Sun, Mar 29 2009, 23:22 by Falstaff

ThunderTitan at 2006-01-03 19:38 wrote:
Wow, nice walkthrough! This is probably one of the hardest maps in HoMM4! I only managed to beat it on Basic, and by using the Stealth skill! Even so i wouldn't have finished it if the Computer wasn't stupid enough to leave Yanathrae unprotected while i was still around (Pathfinding save the day.)
The rest of the campaign was pretty easy!

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