1. Find Shaera's father, Gramin.
1. Elwin (max level 15)
Click on a map to see a larger version.
Elwin starts out with the summon wolf spell, and that plus his weak combat
skills should get you through the initial two battles. Then continue
following the path, flagging troop buildings and only attacking what's in
your way. The idea is to get to the first neutral town as quickly as
possible and with as many troops as possible.
Once you take the town, feel free to go back and collect some of the things
you missed before. In particular you should fight the earth elementals to
get the wand of fire bolt. That'll help you way more than any other artifact
on the map, and with elves in your army the earth elementals should be easy
to defeat. You might also want to pick up the mage robe, but the medicine
cart is guarded by 50+ bandits, and it probably isn't worthwhile to pick up
Note: As you gain levels, don't focus completely on your Nature skills. The
second scenario will give you all sorts of ways to gain Nature skills, and so
you should leave several advancement opportunities open.
Then explore east of your town a little and flag the windmill, treetop lodge,
and gold mine. There is also a neutral Chaos town in the area, but you might
want to avoid it until you can build up your army a little. Past the Chaos
town to the east is a dead end that contains some creatures to kill and
artifacts to pick up. Once you do what you want to do there and take the
Chaos town, head north past Orange's domain. (It's protected by a keymaster
gate, and you can't access it yet.)
If you go north at the intersection, you'll find one of Blue's towns. It
might be difficult to take, depending on what spells you know and what you
have in your army. But try to summon creatures to protect your troops from
ranged attacks, and use your elves and wand of fire bolt to kill the enemy
ranged attackers. Then, when the enemy melee attackers sit behind the walls
doing nothing, summon in a large force of wolves (or better, if you have it)
and let them charge the gate. Once the gate is down, you should be able to
pick off the enemies with your wand and elves while the summoned creatures
Once the Blue town is yours, you'll find a few useful buildings nearby,
including another gold mine. Also, if you go back to the intersection and
head east, you'll find an underground passage at (79,76) and a quest hut at
(77,94). The passage is required for progressing through the scenario, so
take on the Chaos group guarding it when you have a big enough army. (If
you're having troubles with the battle, and if you have more money than you
know what to do with, you can use an army of Might or Chaos troops to soften
up the Chaos guardians before attacking them with your main army.) The quest
hut will give you an arrow of stunning for a ring of strength (carried by a
nearby neutral hero with some evil eyes), so complete the trade if you think
When you go underground, you'll find yourself in the middle of a long tunnel.
If you used the Window of the Magi near your first town, then you'll see that
the southwestern end is where you want to go. There you'll find the orange
keymaster tent, allowing you to enter Orange's lands, and also a two-way
portal to the northeastern end of the tunnel, allowing you to scoop up some
treasures without having to face the monks guarding them.
When you get back above ground, head for Orange's area. You'll find the blue
keymaster gate near the entrance, but it leads to a treasure area guarded by
cyclopes, and the cyclopes will probably damage your army too much to make
the treasure (mainly a summoning amulet) worthwhile.
You'll also, of course, find one of Orange's towns in the area. But there
are a few reasons not to attack it: you don't need to attack it, you'll
probably reach level 15 without attacking it, it'll probably have numerous
ranged troops guarding it, and it's a Chaos town. Also, once you pass the
Orange town to the north, you'll find a Nature town, and it'll probably be
lightly guarded. So take that town instead, and then hang around it for a
couple days while you ferry in troops and build up the town to have a level 2
druid's hall. You can also take the opportunity to flag the nearby resource
Then head east. Shortly you'll find Blue's second town. You might want to
try attacking this town, depending upon how well it's defended. Blue's main
hero will probably inside, and that hero will probably have artifacts and
tactics, meaning that even without cyclopes the inhabitants might cause you
problems. So save first and then try attacking it. If you can take the town
without losing too many troops, then do so just for the experience.
Otherwise, continue heading east. You should encounter Orange's other town,
but again it will probably be too difficult to attack. So instead head south
to the coast where you'll likely find a stack of behemoths. This will be
your last battle, so feel free to sacrifice all your troops if necessary to
win. But between the behemoths and the treasure chests they're guarding, you
should end up pretty close to level 15, if not actually making level 15.
Then head north through the quest gate and meet up with Gramin and complete