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Features → Walkthroughs  → Elwin and Shaera → The Lovers

by Steven W. Carter

1. Find Shaera's father, Gramin.

Carries Over:
1. Elwin (max level 15)


Click on a map to see a larger version.

First Leg

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 anyway.

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 distract them.

Second Leg

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 it's useful.

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 buildings.

Finishing Up

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 the scenario.

Wheeler Dealer at 2009-12-08 23:00 wrote:
The wand of firebolt along with a stack of sprites and and the quicksand spell will take you a long way on this map. At first I had severe gold problems but about the time I took the thrid town, gold became a non issue. I thought I had screwed up big time when I first met blue. I had sacrificed my whole army to take the first neutral town and had only built back up to 6 griffins, 8 elves with a few wolves and sprites.

I was just west of the underground entrance when blue came out of the fog headed southwest toward my unguarded chaos town. I tried two or three times to attack him but it wasn't even close. Finally I was able to drop everything but my griffins and just barely reach the unguarded blue might town. Lucky for me it had a castle. I laid down quicksand in front of the gate and then summoned elves every turn. The griffins (from inside) took on any army attempting to break down the gate. I was able to stand blue off losing only two griffins.

By the time I reached the second chaos town I had a promising army but I couldn't take the town without taking huge losses. There were three stacks of shooters, orcs, medusas and evil eyes and they just chewed my army to pieces before I could take the town. I finally built a second army of all the might and chaos (except for medusas which I wanted in my main army) creatures I could buy. My plan was for Elwin to lead this army on a suicide mission, fleeing at the last moment to come back with my real army against a seriously weakened defensive garrison. It turned out that even though I lost all my troops Elwin was able to finish up with summoned creatures.

That was my last real challenge.

The reason to take the chaos towns is the den of thieves, the witch hall and the mana portal. The might towns are good for the stat improvements from the wrestling pits and arena of honor.

gravyluvr at 2008-03-25 16:45 wrote:
One thing that always gets me on this map is how to develop Elwin so that you can get the most out of the Expert Nature boon on map 2. Most of the time the combat skill is offered just north of the first orange town so I tend to go for summoning and fork the nature skill so that I just end up with advanced nature magic (so I can use quicksand and summon elf) and use the remainder for Combat skills. I try to get the free combat skill (2000gp actually) and wait to take the tome and hope for summoning. By level 15 you should be able to have GM Combat, Advanced Nature and then about 11 other level ups. I love to try to get the magic resist going but end up settling for melee and archery sometimes. Leaving the Nature Skill relatively low in the first map can make it slow going at the beginning but by the time you start on Map #2 you should have plenty of combat and you'll get expert nature (and associated powerups) as well as a few nature skills. I find it helpful to add some life and tactics to help the troups as well.

Grail Quest at 2007-06-24 01:04 wrote:
I think one of the keys to having a relatively easy time on this map is to be careful not to lose troops in the early game. Do not fight unnecessary battles, and try to protect your troops with an excess of summoning magic to make enemy charges turn back to kill summoned sprites, or enemy ranged attack retaliations strike summoned troops put in front of your own.
If you ever lose a significant portion of troops, you might be quite far behind the later enemy towns in troops.

If you can get the ability to cast a very strong and useful summon, like Summon Water Elementals, you can start the next map with your lone hero taking down most guard monsters with just that one spell cast once or twice.

It appears no one can build a Tavern, so I was pleasantly surprised to see one of the enemy heroes (Orange, I think) dead in the underground, apparently slain by a stack of neutral monks. Picked up a lot of nice artifacts, too!
Edited on Sat, Jun 23 2007, 21:05 by Grail Quest

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