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Features → Walkthroughs  → The Price of Peace → An Unusual Betrayal

by Steven W. Carter


  • Defeat Sir Landrew.

Carries Over:

  1. Emilia and Tharj (max level 30)
  2. Reed (to scenario 8)


If either of your heroes has nobility, then be sure to visit your starting town before proceeding. Also, if you have charm or diplomacy, then you should add all the troops from your starting town to your main army, even if you donít need them. Neutral troops only join you when they think theyíre outnumbered, and they donít give heroes enough credit, so a pair of heroes alone wonít be able to recruit much.

Then start wandering around, killing neutral creatures and collecting resources. Close to your town youíll find something you never want to see near one of your towns: the exit from a dragon portal. Worse, the entrance to the portal is near Tealís underground town, which you wonít be able to reach for a while, and so youíll have to deal with a Teal hero every few days for almost the entire scenario. So make sure you hire a hero to guard your starting town, and also try to keep a reasonable number of troops there.

Note: On day 8 youíll hear about a prisoner who was taken to a southern island. The prisonerís name is Reed, and youíll have to free him later. The two Windows of the Magi near your starting town show the places youíll have to go to rescue him.

When you come to a point where you have to decide which direction to explore, go west. Thatís where the closest neutral Order town is located. After you capture the town, you should once again head west, towards Green. If you have diplomacy or charm, then your starting army might be powerful enough to take on Green as it is. Otherwise, re-supply your army from your two towns, and then head for Green.

Greenís lands lie beyond a garrison located at (108,31). Green only has one town, but in the area youíll also find a tree of knowledge, a veteranís guild, and a few resource buildings. So itís useful to conquer Green just for the buildings near its town, but itís also useful because with Green gone, you shouldnít have a serious threat on any of your towns, since theyíre all reasonably far from the remaining players.

When returning from Green, visit the purple portal at (76,47) (near your second town). Itís actually a three-way portal, and one of the exits leads to the northwestern corner of the map. That part of the map is a treasure trove, and you can capture a gold mine there, plus visit the purple keymaster tent. The purple keymaster gate blocks access to a cloud castle (where titans can be recruited) so itís definitely worthwhile to defeat the griffins guarding the way to the tent so you can pick up the command word.

Then you have a choice about what to do: you can either attack Red, Teal, or Blue. I think the best option is Blue. You canít finish Blue off yet (itís Landrewís color), but you can force Blue to stay in its part of the map. To do that, head south from your second (middle) town, and capture the Life town you find (it starts out neutral, but somebody might have captured it by now). Blue has to pass by the town if it wants to go anywhere, so if you build up the town and feed it troops from your western two towns (leaving your starting town to play watchdog over Teal), then you can go off to conquer Red without having to worry about Blue until the end of the scenario. Plus, by taking the town now, itíll be easy to re-supply your army once you can get to Landrew.

Note: If you want to take on Teal, the portal leading (eventually) to its area is located at (90,75). The portal is protected by dragons, and youíll also have to fight a neutral hero before getting to Teal. There isnít anything interesting in Tealís part of the world, so itís probably not worth the hassle to conquer it (unless you want to squeeze every point of experience possible out of the scenario).

So on to Red. The garrison guarding Redís area is located at (99,138), but before you go through, explore to the west a little and find the cloud castle guarded by the purple keymaster gate. Provided you visited the purple keymaster tent before, capture the castle, grab a couple titans, and then head for Red.

When you pass Redís garrison, notice the dragon exit. Teal can use that exit as well as the one near your starting town, and it makes blockading Teal just a little more difficult. So move your Teal watchdog army south so itís roughly between the two dragon exits, and then give chase whenever Teal appears. (If Teal manages to evade your watchdog army, itís ok. At this point you just need to feed troops into the town near Blueís garrison, and losing some resource buildings or even a town or two doesnít matter much.)

Meanwhile, have your main army march south and capture Redís town. If that doesnít eliminate Red, then Red probably has an army wandering around in the ocean, or it might have captured the neutral Life town along the eastern edge of the map. Either way, you donít have to worry. The Life town is easy to get to but difficult to get away from (a dragon portal leads to it, but a big stack of phoenixes blocks the exit), and youíll probably meet Red in the ocean if thatís where it is.

You now need to rescue Reed, but instead of visiting the shipyard near Redís town, head east. By going that direction, you can grab about half a dozen ability gems, and then capture a neutral ship. After that, sail to the quest hut at (142,154). As long as Emilia is in your army, the reefs blocking access to Reedís island will be removed.

Note: When you get on board a ship, leave one stack of creatures behind. You have to bring Reed back to the mainland when you rescue him, and you donít want to leave a stack of creatures behind on the island.

Another note: Reed carries over to scenario 8, but only as an ally. So if you can get him a few levels here, youíll make the last scenario a little bit easier to finish.

After rescuing Reed, sail to the Life town near Blueís garrison, and re-supply your troops there. Then defeat Blueís garrison and head west. Youíll find a quest gate, and itíll only let you pass if you have Reed in your army. He should be there anyway, so pass on through.

Blueís town is to the south, and youíll usually find Sir Landrew standing in front of it. Since Blue only has one town, and you have at least four Order towns, the battle shouldnít be very difficult. Once you defeat Landrew, the scenario will end.


Grail Quest at 2007-07-13 18:12 wrote:
Contrary to the walkthrough, I would recommend against bringing along an army initially IF your characters are strong to take down most stacks alone (did you give them Life Magic?). Recruitment by Diplomacy or Charm gives you only a small fraction of units, and then in the actual combat you're busy trying to win while protecting your new units that will probably be slaughtered anyway. It's helpful later, but not yet. In the early game, any units you bring are just cannon fodder whether you like it or not. If you choose to take some juicy converts like Genies or Peasants (free taxpayers!), you can try Regeneration (on yourself) + Martyr to keep them alive. Then throw them out of your army and head them to a castle or consolidate with another unit-only go-fer stack.
Split up Emilia and Tharj so they can cover ground quickly. Keep building every city you capture, and eventually, if you can muster maybe 3-5 weeks worth of units, start sending a sizable force to plug the teleport exits that Teal comes out of. If you plug just one, Teal will choose the other, so even a partial effort can be useful. In the late game, around Month 3, Teal will have Dragon Golems, but usually too-impatiently sends out a hero with a single week of hires, so they are easy to defeat if you have an army near an exit.
The critical neutral stacks are BIG, the ones that guard nice hoards are even bigger. The hardest are dragons and efreeti, so come back for them later with a vast army, if you can't handle them yet. If you reserve your Haven towns for the final assualt on blue, you can gather quite a large number of Academy units.
Clear out most of blue and block them in with Reed and a big army. If you switch to Haven forces, that will match Blue's armies, and as you penetrate Landrew's area, you can now usefully convert units from them with Diplomacy or Charm.
Definitely try to take time to look around the map. Every town can either build a Seminary or University, and there are lots of bonuses scattered around.
If your heroes have Death Magic beyond Basic, then try to take Teal's underground castle, as it is the only town that can build a Death Magic mage guild.
Emilia and Tharj will probably have maximized their levels before long, so if you've assembled an overwhelming force against Blue, you can use Reed for the assault and just Quick Combat it. On Day 1 Week 3 Month 3, the force I camped outside Landrew's castle was 38 Champions, 35 Monks, 38 Ballistae, 234 Archers, 287 Squires, and a handful of Pikemen along the way. Landrew had a laughable force of 2 Champions, 18 Crusaders, 3 Monks, 76 Pikemen, 106 Archers, 145 Squires. Could have coordinated better to ship more units about, but didn't really bother to. Quest
Edited on Fri, Jul 13 2007, 14:15 by Grail Quest

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