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H7: Would you prefer 2D or 3D townscreens?
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Features → Walkthroughs  → The Price of Peace → The Rainbow Crystal

by Steven W. Carter


  • Defeat Old King Dreggar.

Carries Over:

  • Solymr (max level 20)


Once again you start out with three genies, so join them with Solymr and split them into three stacks so they can maximize their use of song of peace. Then head south, collecting halflings along the way. Youíll find a neutral Order town in the southeastern corner of the map, but itíll be lightly defended and easy to take.

Then head west. Youíll find a quest hut at (46,47). The seer who lives there will give you access to the red keymaster tent in exchange for a Cap of Knowledge. The cap is located in the northeastern corner of the map, but itís protected by a purple keymaster gate, so you canít get to it yet.

Continuing west, youíll find another neutral Order town in the southwestern corner of the map. Itís almost completely undeveloped, so it should pose no problem to take. But note: the two towns you have now are the only two towns on the surface part of the map. Redís two towns are both underground.

Keep going clockwise around the edge of the map. The stuff in the middle is probably too difficult for your army now, but the stuff on the edges you should be able to do. On the way, visit the purple keymaster tent just north of your second town, and then grab the Cap of Knowledge when you pass by. Also notice the quest hut at (39,17). For 6500 gold and 20 mercury, the ďsapper brothersĒ will open the way to the underground part of the map. But because the price is so expensive, donít do the quest until you finish the surface part of the map.

Once you get back to your starting town, re-supply your troops and learn spells if you can. If youíre overflowing with money, it probably wouldnít hurt to build a university and try to pick up a couple extra skills. Then complete the Cap of Knowledge quest and try to kill the neutral stacks of creatures you couldnít kill before. Some of the neutral stacks arenít important, but itís a good idea to fight your way to the golem and genie troop buildings.

Once you go underground, youíll find you only have one way to go for a while. So kill the neutrals you run into, and eventually youíll come to an intersection. If you go west, you can capture one of Redís towns and also defeat a hero guarding a treasure trove. But the west side is optional. King Dreggar is stuck behind a red keymaster gate on the eastern side, so unless you need extra experience, or unless the lure of more artifacts is too much to resist, head east.

Chances are Red wonít have done much while you were exploring the surface, so not only might their towns not have castles, Dreggar might not have much of an army. Regardless, Dreggarís army shouldnít compare to yours, and you should be able to beat him easily. (The hero guarding the treasure trove to the west will probably put up a better fight.) Once you defeat Dreggar, the scenario will end.

Wheeler Dealer at 2009-11-28 12:32 wrote:
I added a knight to Solymr's army as soon as possible and it sure was nice to have those tactical bonuses in some of the more difficult fights. Solymr got to level 20 with only one significant battles to go. My knight only reached level 18 and I had a order lord, level 7, from picking up chests. I ended up having to make two long treks back to the surface for spells when Solymr picked up master order magic at level 19 and then advanced life magic at level 20. The trip home is much easier (town gate) before you capture the red town in the southwest.

The red hero in the sw of the underground is the toughest army I've seen in this campaign. I got there in month 3 and he had 95 Efreets, 114 ice devils, about 90 nagas and nearly 1000 skeletons. I had 74 genies (divided up 73 and 1), 10 dragon golems, 51 magi, 242 haflings, my general and Solymr. I cast mass slow first, poisoned what i could, shot up 900 skeletons and finished them off with the dragon golems. I used a lot of teleport spells when the big stacks got too close and a few song of peace spells when two of them got close at the same time. Two or three beserk spell while the enemy troops were marching back were very useful. When I saw my genies were going to run out of mana I used their their last three spells to duplicate my dragon golems and ended up with 16 of those for the finale. The genies and magi ran out of mana and the hafling ran out of shots. Solymr nearly ran out of mana! I actually got through it with with no losses.

The battle with King Dreggar was a piece of cake compare to that!

Grail Quest at 2007-07-11 17:18 wrote:
A fairly straightforward map. Except for the hero in the SW corner of the underworld (who had a TON of powerful troops), this is a straightforward scenario. Solmyr and the starting genies can take down a lot of neutral stacks. Even the fight fight might possibly have been doable alone as Dreggar had a lot of skeletons but not much else if you kill him early and quickly.
Once Solmyr hits the experience cap, ignore the stronger stacks to preserve your army. Note the Red Crystal bonus NE of Dreggar's castle.

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