Welcome Visitor [sign up] news downloads walkthroughs forums about  
Welcome to Celestial Heavens! - all things Might and Magic
my account
  Forgot password?
  Submit Map
  Contact Us
my account
  Academy Guide 3.1
  Creature Abilities
  First Month Utopia
  Hero Screen
  Inferno TotE Guide
  New Sylvan Strategy
  Skill Wheel
  Unofficial Guide
my account
  Hammers of Fate
  Tribes of the East
my account
my account
my account
  Equilibris Mod
  Thunder Maps
  Wake of Gods Mod
  More Links
my account
  Map Reviews
  Special Features
my account
H7: Would you prefer 2D or 3D townscreens?
I don't care.
game selector

Features → Walkthroughs  → Half-Dead → The Fiery Realm

by Steven W. Carter


  • Rescue Kalibarr.

Carries Over:

  • Gauldoth (max level 18)


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 shouldnít 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 youíve developed him that way.

Once the town is yours, circle around it to the west. Youíll have to defeat some skeletons and ghosts, but eventually youíll 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. Youíll only find an alchemistís 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 youíre 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 youíll find some useful things: another gold mine, a vampire mansion, plus some resource buildings and artifacts. Youíll also find one of the green keymaster gates leading to Greenís lands, but Green doesnít have access to the green keymaster tent, so itís a gate only you can use (eventually). Once youíve 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 Iím not sure what allows it to happen.

You wonít have many options about where to go, so just follow the path until you reach one of Blueís 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. Youíll find Blueís 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 wonít be able to get to them.

So take your time and explore the area around Blueís 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 Iíve completed the quest with as few as four. Once you have the command word, and once youíve re-supplied your army, head east and enter Greenís lands.

Green is optional, so explore the area and kill whatever is convenient. You might want to take Greenís 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 Angelís Blade. Now you can go back to Blueís part of the map and go through the quest gate at (142,80). Since youíll 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 youíll 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.) Itís a good idea to save on the first island, just in case the battles ahead prove too difficult for the army you have.

Eventually youíll come to a hero with lots of skeletons, venom spawn, and bone dragons with him. This is the last battle of the scenario, so donít 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. Itís probably best if Gauldoth doesnít 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. (Donít take the dragon exit. Itíll take you to the first island, and then youíll have to walk back.) Once you visit the prison, youíll free Kalibarr and win the scenario.


Wheeler Dealer at 2009-12-20 07:26 wrote:
An interesting trip! Stratigic guidlines, one order lord per city, a death knight to pump up Gauldoth's army, a fast army for Gauldoth, nothing slower than the heroes, ghosts and vampires early on and add bone dragons later. The order lords make great scouts, sometimes they can flag a free resource, they can almost always flee if cornered and thet fleeing ability is the poor man's town gate. Want to go home, attack some ground pounders and flee.

I flopped around a bit before disposing of Blue. Soon after I took Chimera, a sizeable blue army appeared in my home territory. I had a couple of other things that I hadn't hit before trying the portal so Gauldoth headed home. As I was closing in on the blue intruder in the north, a small blue army approached Chimera. I bought up all the available troops for the garrison and hired a death knight to lead them. Blue chose not to attack but held a position just in front of the castle at Chimera. After several turns my growing garrison was strong enough to come out and defeat the blue army blockading my town.

I sent my Chimera army west to reopen the caravan routes between Chimera and Blister and just as soon as they got 2 moves from Chimera, a fair sized blue army appeared near Chimera. I didn't have enough troops to buy to hold the city but those available were able to escape to join the larger army that had just left Chimera.

My second army returned to Chimera with some trepadation. The armies were roughly equal and blue was inside the castle. Never fear, a competent human general will defeat an equal sized computer led army every time.

Funny thing with the quest that requests 8 bone dragons. In the quest log it says 4, not 8 and when I sent 4 bone dragons alone, it let me keep one. The quest for the angel blade was a bit confusing as well. I got an angel blade out of a blue box near the quest location, perhaps a random artifact. I almost missed the quest. When I went to the quest mushroom, I was about 500 exp pts short of level 18 so the champions guarding the nearby champion generator were enough. I tried and saved and reloaded several time to see if it made any difference which angel blade I took to open the gate but it didn't seem to mak any difference.

The final battle was a bit scary, Gauldoth was killed twice but managed to gulp another potion of imortality each time before being killed again. I thought during the battle I needed a bigger army but all my 84 vampires and 13 of my 17 bone dragons survived. I did lose 2 devils and 72 ghosts.

There was a war university with three useful combat skills so I lost Gauldoth's status as a demonologist for the time being but he has other things he can do now instead of summoning imps or cerberi. I'm sure he can catch up with his nature skills.
mipmip at 2008-03-18 17:46 wrote:
Actually, Green does have access to the green keymaster tent, the tent is at [33,90], in the woods, so it's easy to miss it

Note: You must be logged in to post comments.

Copyright 1999-2015 Celestial Heavens. All rights reserved.
site statistics