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H7: Would you prefer 2D or 3D townscreens?
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Features → Walkthroughs  → Elwin and Shaera → Together

by Steven W. Carter

Objective:
1. Defeat Lord Harke.

Maps

Click on a map to see a larger version.

First Leg

Elwin starts right outside your starting town, but he hasn't officially visited it yet. So if Elwin has nobility, bring up the town's information screen so Elwin gets set as governor. Then move him straight west towards Gramin. Once he gets close enough, Gramin will be able to move (he's stuck otherwise).

Gramin starts out level 25, but he can't do much on his own because most of his skills are tactics skills. So you can try leaving the two heroes in their own armies so they cover more ground, but it's probably best to put them in an army together.

Note: Elwin starts out with the Bow of the Elf King, which gives ranged units an extra shot. That, obviously, makes ranged units much more powerful, and so you might want to skip water elementals this scenario and rely exclusively on fire elementals.

So start exploring. Right next to your town you'll find a quest hut plus a three-way portal leading to a crystal mine and a small treasure area. The inhabitant of the quest hut will give you a "pot-o-gold" if you return his Four Leaf Clover to him. (The pot-o-gold is about 8000 gold, not an artifact.) His "arch enemy" is the stack of leprechauns at the end of the Ungthor's Path choice in the portal. Try to do the quest right away since it will make building up your town easier.

Also notice the red dragon portal exit near your town. There are no less than four such exits in your area of the map. Plus, there are two red dragon portal entrances in Red's lands (which you can't get to), and Red's lands aren't very large, so you'll be seeing Red's heroes using the portals all throughout the scenario. If Elwin is so powerful that you don't need Gramin to help him, then just stash Gramin in your starting town, and use him to hunt Red heroes. After the first one (or two), which will be around level 27, all the Red heroes will be level 1, and they should be easy to defeat.

So, for that first Red army, use Elwin in the battle, and have him summon phoenixes every turn. Then have the phoenixes attack the enemy heroes while the enemy troops all attack the phoenixes. Once the heroes are dead, it'll just be a case of mopping up.

Second Leg

Otherwise, try to explore your area of the map as quickly as possible. South of your starting town you'll find two neutral Nature towns that should be easy to capture. South of that lies Teal's (Harke's) lands, but there is a group of behemoths and cyclopes blocking the way, so you're safe enough from Teal for a while. North of your starting town you'll find another neutral Nature town, plus a multi-way portal leading to a few treasure areas. (The treasure areas contain a lot of skill shrines if you need them.) So explore as much of the northern area as you want, or until Blue starts knocking on your door, and then head south.

Once you're ready to confront Harke, purchase as many troops as possible and put them and both your heroes into a single army. Harke's army will be tougher than the end-scenario armies you've seen before, mostly because he seems to accumulate all the troops from all of Teal's towns. Harke is also level 39, plus a tactics specialist, so his army will be even more difficult than normal.

So when you face him, start summoning and try to kill him first so you can get rid of his tactics bonuses. This is the last major battle you'll face in the campaign (everything else Elwin can handle all by himself), so don't worry about losses. Just make sure Elwin survives and you defeat Harke's army (Gramin doesn't need to survive). If you have trouble, capture the first two Teal towns you come across (one might still be neutral), and then just blockade Harke until you can defeat him.

Finishing Up

Once Harke is defeated, go through the quest gate at (197,107) (northeast of Teal's southwestern town). You'll find the red keymaster tent there, which you can skip, plus a teal dragon portal, which you should take. The portal will take you to a blue keymaster tent and a purple dragon portal. Visit the tent and then take the purple portal, and then walk all the way back to the coast near your starting town.

You'll find the blue keymaster gate there, plus a blue boat waiting behind it. (You remember the introductory story about blue sails and red sails, right?) So board the blue boat and sail to the island where Shaera is waiting. Then just walk up to Shaera to win the scenario (and the campaign).

Comments

Phate at 2012-06-28 17:45 wrote:
I finished this map on expert just by running straight to Harke's town with Elwin alone and solo'ing him before the end of the second week. It was actually my first playthrough and I somewhat wandered down there, with a little extra preparation (say, some fodder units and Gramin to distract damage for a few turns), it should be a cinch if you built Elwin well.

Grab the dragon-scale armor and halberd of the swiftwatch on your way down.

The way I did it was simply walking Elwin to the lower-left corner of the battlefield so that only the mantises and air elementals could hit him in melee (I had gm magic res). Needed an immortality pot to effectively buy this extra turn of movement.

Once he resurrected I buffed him with Dragon Strength and Fortune, which allowed me to revive more damage with Heal than his army could deal per turn. You should also throw in buffs like Nature Ward, Stone Skin, Celestial Armor etc. etc. when you have a free turn.

Eventually the retaliation whittles down his army to manageable levels. Doesn't matter if he flees, because you shouldn't have taken the other teal town yet, he just goes there which is 2 turns or so away.
Wheeler Dealer at 2009-12-17 18:52 wrote:
An easy scenario. I hired a druid to acompany Gramin, She eventually reached level 10. They mainly patroled the north. Elwin explored the map alone, spinning off or dismissing elementals he summoned. he reached level 32 and reached grandmaster in all lfie magic skills in this last scenario. Elwin had reached grandmaster in all nature magic skills earlier. He had fair combat skills with some tactics and scouting thrown in.

I hired order lords at the tavern near Rushbrooke to boost growth and income, ultimately I had about 5. I had a couple of knights to sit in the towns that red preferred to suprise attack (Alcala in particular).

As I began to approach the end of the scenario I accumaulated an army in Rocky Springs for the battle with Harke. Elwin, joined now by Gramin, had 20 fairy dragons, 10 mantis, 50 griffins, 2 phoenix and 300 sprites. (I didn't use creatures slower than my heroes). I took a few casualties in the final battle, Harke never tried to flee.

jeff at 2007-06-28 14:40 wrote:
It's been awhile since I played that one and forgot is the Shackles of War available to prevent his fleeing?

HodgePodge at 2007-06-28 01:03 wrote:
Remember to NOT let Harke flee during combat!!!
He'll disappear to red's lands and you won't be able to finish the scenario.
Edited on Fri, Feb 24 2006, 07:22 by wimfrits
Thanks for that reminder. I replayed that last scenario of the Elwin campaign just a couple of months ago and FORGOT. Harke vanished and I was stuck. :drama:

Grail Quest at 2007-06-27 15:06 wrote:
A relaxing scenario despite being unable to access Red's towns. Once Red's main heroes are clear, it does not seem able to muster a decent expeditionary force for the rest of the game. If you go after the late-game sorties with 3-6 Fairy Dragons, they will usually flee (try not to get the accompanying hero killed, which would mean they won't gain any XP from the battle).

Harke just stands outside his town. He won't move to engage even if your force is inferior, and his army doesn't change (but he may send a hero out to flag nearby resources when you're not around watching him). Otherwise, the map is largely safe to explore once all accessible towns are captured and garrisoned.

If you have both the Gloves and the Boots that increase movement, you can cross the map in about 2 days if you only have fast troops, like Sprites, Griffins, Storm Elementals, Fairy Dragons, or Mantises. Remember to control your Summoning by filling all your troop slots with only those troop types you would like to travel with you. Elwin is strong enough to clear almost all neutral stacks by himself so fights are more about avoiding troop losses than losing the battle.

Careful about overbuilding -- you probably won't have enough cash to buy all the Fairy Dragons and Mantises or Elementals you want.

Another reason to take down Harke early is he has Unnatural Armor, which gives everyone on his side Nature Ward.

wimfrits at 2006-02-24 14:22 wrote:
Remember to NOT let Harke flee during combat!!!
He'll disappear to red's lands and you won't be able to finish the scenario.
Edited on Fri, Feb 24 2006, 07:22 by wimfrits
stachnie at 2006-02-24 14:02 wrote:
I have passed the last 3 scenarios without supplying Elwin with any troops - he could win most of fights by himself (he had all Combat skills), even without Immortality potions. Only the final fight with Harke was more difficult so I had to make some hits&runs. Harke must have a strong army since the beginning because his main town cannot produce any troops and I had captured the other one very soon.

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