Walkthroughs


The last scenario in Spazz's campaign is here! Once again prepare for both good and bad news. Let's start with the good: You get to play with both Megadragons and Goblin Knights! You will get one free Megadragon every month, and you can recruit as many Goblin Knights from your four G.K.Lairs as you can afford. And thanks to their awesome stats, speed of growth and low cost they will prove a boon! Your town is even guarded by two strong garrisons, so you don't have to bother guarding your hometown.

The bad news is that you have a long, boring trek ahead of you. The whole southern and eastern part of the map is mostly empty, with a few useful places (two Gold Mines, two Arenas) scattered here and there. Especially the Arenas will give you a hard choice: Visit them right away, when they are not that useful, or leave them for a later time, which will mean an even longer and more boring travel to get to them. The choice is yours.

The north part of the map is a snowy home of dwarves, whose presence manifests itself in the form of eleven teal armies. Happy trudging in the snow! To add insult to the injury, all of these armies are exactly the same (200 Dwarves, 5 Dragon Golems), and all of them have a life expectation of two turns when faced by an army of one Spazz and one Megadragon. That sucks!

When you are done with the dwarves, visit the quest hut in the north-west. That will open a tunnel to the underground; the tunnel is located near an ice spire in the central region of the north. On your way there visit another Arena (I doubt you will have the patience to "leave it until later").

The tunnels are just as empty as the north, but unlike the north, they are rather heavily guarded by three Troglodyte armies. Yes, I realize Troglodytes aren't that powerful creatures, but when there are 2800+ of them and you don't have anything that could slow them, they can be a nuisance. You will win in the end, of course (if nothing else, a Spazz doped with the Immortality Potions up to his eyeballs will take care of them eventually), but you might want to lose as few creatures as possible and especially avoid running away at all costs. But if you take care to recruit all Goblin Knights, split 5x1 troops (especially the Nightmares are useful for this) as retaliation-fodder and perhaps cast Cat Reflexes on the Goblins, you should have little trouble.

When you reach the end of the tunnels, another quest guard will notify you that to continue further, you will need to capture the town of Rimewood first. Leave the tunnels and go north-east until you reach it. On your way visit the Library and the Veteran's Guild. It is lightly guarded and should not cause any trouble whatsoever to Spazz and his Megadragons. Don't forget to make a good use of the present Seminary.

You can return to the tunnels now, and visit the Quest Hut. Don't be surprised when some Dwarves and Dragon Golems jump at you; if you are sneaky and/or lazy and went there with a single disposable unit, just let the ambushers to dispose of it, it's task - opening the next part of the tunnels - was already achieved. Then you can continue to the last opposing town.

Expect a relatively hard fight. You are facing a Level 40 Tactics/Combat/Life hero with some serious armies, and another army led by a Level 25 Life/Combat hero. Fortunately they are camped in front of the town, not inside. You will need to use advanced tactics against him, a head-rush in the best tradition of barbarian attacking doesn't work very well - my invasion force of Spazz, 2 Megadragons and 35 Goblin Knights only managed to destroy about half of his Champions, and then had to run away!

I was wiser after that. I did use Spazz to hit-and-run again, further reducing the enemy ranks. The third attempt, again with the loner Spazz, succeeded. I will admit the tactics I used wasn't quite fair, but it worked well enough: The trick is to lure as many enemy units to Spazz as possible by staying on the spot, drinking Potions of Immortality, and Disintegrating the unlucky Monks when time permitted. Once Spazz gets surrounded, the victory is at hand - the AI will then use the Catapults to kill off all of its units! Finishing the remains with Disintegrates and Chain Lightnings is easy enough once the Level 40 General is dead.

Just before the final assault on the unguarded town, Spazz reached Level 28 as Fireguard, with a full grandmastery in Chaos, GM Combat, master Melee and Resistance, and some miscellaneous skills. The whole quest took him 232 days. He should be able to do well enough in the last campaign :-)


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Spazzmaticus b sm

The second scenario, the Rusted Desert, will prove a logistical nightmare. It is basically a vast empty area, full of resources, mines, artifacts etc., mostly unguarded. Well, when I say unguarded, I mean "unguarded by permanent guards". You will get your share of neutral armies, sure enough - scattered across the desert are perhaps fifty, perhaps even more patrolling neutral armies with 80+ Nomads each. You will not be able to beat them right away - cleaning the area will require some major hit-and-run attacks, accompanied with serious drinking of Potions of Immortality. Don't even hope to fight the Nomads without first attaining GM Combat and either at least expert melee and/or some significant Medusa stacks of your own.

The good news is that patrolling guards mean that almost all mines can be captured by a single level 1 hero, if he is lucky enough not to get attacked. You should try to reach the gold mine in the north-western corner as quickly as possible. Which reminds me, take care to actually EQUIP the artifacts you got in the last map...

Spazzmaticus 2Your main task, apart from avoiding the nomads, will be to crush the necromancers and befriend the Megadragon. The necromancers have three cities, located in the center, in the north-center and in the center-east. They do have some formidable armies and strong heroes (two level 17 and one level 23), but you can pretty much forget about them, as they will be so scared of the Nomads that they will just back to their towns and stay there. Fortunately they don't have any shooters, so your direct damage spells will take care of them quite well. I would still recommend stacking up on Potions of Immortality and some fodder troops; 6x1 Nightmares (good for scaring the enemy heroes) stacked around Spazz turned out to be quite effective.

The strongest of the necromancer heroes has a Dragon Scale Shield and Armor, which you will need to get the Megadragon's favour - perhaps it is a cannibal. It will also need 100 Sulfur. Once you get all this, and clear the two arenas (one in the north near the Gold mine, the other in the south, east of your southernmost town), go to the Megadragon area in the south-west. Don't forget to relieve one loose Megadragon of his hoard of Armor of Death, Snowshoes and Supreme Crown of the Magi, you will need them in the last scenario.

Spazz is limited to level 22. I focused on improving his Chaos skills, almost maxing him out (only master in Sorcery). The remaining levels went into the Combat skill.


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In the first campaign of The Winds of War, we get to guide a young king Spazz Maticus through his quest to expand his domain a little. The first target of his conquest is a region of Anduran Foothills, which will give him the necessary resources to continue further to his ultimate task of capturing Channon.

Spazz starts his quest as a Level 5 Witch King, with advanced Chaos Magic, and basic Conjuration, Pyromancy, Nobility and Estates. That's quite an interesting setup, as a Witch King is one of those classes with cool bonus that you rarely get to actually play - he is imbued with the ability to strike Fear in the hearts of his opponents, much like a Bone Dragon. Unfortunately, the primary skills (Chaos and Nobility) make him VERY vulnerable in combat, and it's likely he will change the class very soon. Which he did, in my game - as I play on Champion difficulty, I find that high Combat and Melee are an absolute must for survival.

Spazz doesn't start with any towns, but he has a rather large army of Bandits, Orcs and Minotaurs at his disposal, and he knows some basic spells, including direct damage. With these resources he shouldn't have any trouble beating the nearby moderately-sized neutral armies, and still have plenty of loose bandits to send as scouts. Too bad all the mines around are undeveloped, and require an investment of Gold and other resources - something you can't afford for now - to start working. Fortunately, these mines can be flagged by creatures alone - just leave a single bandit around to claim them when you earn the necessary amount of Gold.

I recommend to head eastwards, liberating a soon-to-be Woodmill on the way. About a day's walk away there's a lightly guarded area with a Learning Stone, a Treasure Chest, two Crystals (Speed and Magic) and Surefooted Boots, all of which are very useful to get ASAP. Then you can start capturing towns. There are three Asylums in the accessible area: One is right in the center of the map, another lies in the south-east corner, and the third can be found in the center-east. All of them are guarded by the standard guards - about 50 of both Orcs and Bandits, and about 15 of either Minotaurs or Medusae. The order in which to capture them doesn't really matter; I went for the central town first, then east and finally south, but the east-north-center direction is just as viable, if not even better, as you will be doing most of your further attacks from the central town. In all of the Asylums you can build creature generators up to Level 3, and all miscellaneous structures. Just don't forget to build and visit all three Thieves' Gauntlets and Battle Academies!

When you secure all three cities, you will have just three more tasks to complete:

1) Clear your conquered area of neutral creatures, gathering artifacts, mines and resources, 2) attack the northern "bonus" area, 3) and finally invade the north-eastern area and crush Erutan's forces.

For now, you can focus on point 1. You will be safe from Erutan for quite a some time, as the lightly guarded entrance to his domain is overgrown with trees, and the other pass is heavily guarded with Level 4 units neither you nor he will be able to beat for quite a some time. The bonus area is also heavily guarded by Unicorns; I found it easiest to leave it alone until you capture some of Erutan's Preserves, as the Water Elementals from their Portals can take care of the Unicorns quite easily. The access to Erutan will open automatically late in the 5th week or early in the 6th.

Erutan's forces shouldn't present any serious problem, as they only have one town for quite a long time, and only one stronger hero - about level 10-12. He will probably manage to capture the two other preserves by the time you reach him, but they will be underdeveloped and only lightly guarded. You can easily conquer two Preserves, capturing the heroes in the process. A small army of medusae placed in front of the remaining town's gates will confine Erutan to his lair forever, giving you time to attack the bonus area.

Which you should do once you are safe. The guards will supply you with the much-needed experience points, not to mention the numerous crystals, a library, and other bonuses. Water Elementals with their Quicksand, Fatigue and Ice Bolt will let you kill the Unicorns quickly and without any losses on your side. In the farthest corner of the bonus are you will find Armor of Life, Mayhem Staff and Sandwalker's Sandals, which will accompany you to the next map - a worthy bonus indeed.

When you are done with your work, return to Erutan and finish him off. By that time my Spazz reached level 15, which is the maximum level in this scenario, and became a Fireguard with master Combat and master Chaos magic.


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To win, you must capture all towns and castles and defeat all enemy heroes. Regardless of which side you choose, the other will forever consider you a traitor. Starting Bonus: Map 1 Heroes (Fortress) or Map 2 Heroes (Stronghold)

Maps


Click on a map to see a larger version.

Green - Friendly Town
Red - Enemy Town
Grey - Neutral Town
Yellow - Underground Passage

A# - Allied Towns
O# - Opponent Towns (a,b,c,d,e,f,g indicates which enemy)
N# - Neutral Towns
M# - Mirror Entrances (a) and exits (b). two-way unless stated
E# - Exit (a) entrance and (b) exit
S# - Seer (a) and the location of the item (b)
G# - Guard Tents (a) and the location of the Guard Tower (b)
J - Jail
X - Ambush

Starting Out

Now you get to use the heroes that you built up in either Map 1 or Map 2. On the one hand, the large amount of swamp will make picking the Fortress side more appealing but don't disregard the Stronghold if you can get Pathfinding and/or Logistics. I've found that it is possible to win with both sides so pick the one that you like the best. This guide will work for either side with the Stronghold towns represented by S# and the Fortress towns represented by F#.

First Leg

There is a lack of wood and ore so you will only be able to build up one of your towns (F1 or S1) and since the other two towns don't have a Fort, they will be used for gold production and Resource Silos. There are two garrisons preventing you from reaching the middle section where the Red enemy is so I recommend taking from 2-3 weeks exploring your section to flag mines and build up troops. Once you have a sufficient force, work to eliminate the Red enemy as soon as you can not only for the gold the towns will provide but the wood and ore from their Resource Silos. The other side also has garrisons preventing them from reaching the middle area so if you are aggressive, you can reach the middle before they do.

Second Leg

After you've claimed the Castle towns, you will see the other opponent very soon so it's important to not lose any of your towns. A good way to do this is by using View Air which will reveal the location of all heroes at the Advanced and Expert level. Another benefit of gaining access to the middle area are two one-way mirrors that will take you either to the Fortress or the Stronghold area. Just be careful of the four ambushes that are marked on the map since they are very strong and can easily overwhelm a scout. Therefore, I recommend avoiding the roads near these areas unless you have a strong force and want the extra experience. There are also the two neutral towns that you can capture if you want to, just make sure the enemy doesn't get them.

Finishing Up

When you're ready to finish you'll have to take over the enemy's town either by going through the one-way mirror or through a garrison. Just remember to use View Air to note where the enemy heroes are and defeat them before moving on to prevent the captured towns from being retaken. There's a good chance that there are enemy heroes on the water so you can wait them out since chasing them on the water will likely be a futile attempt. Whatever you decide to do, the defeat of the final enemy hero will mean your success and the end of this campaign.


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To win, you must accumulate 200,000 gold. Your Heroes will be limited to 12th level in this scenario, but your 8 strongest Heroes will be available to you in the final scenario of this campaign. Starting Bonus: 3 Thunderbirds or 2 Cyclops Kings or 1 Ancient Behemoth.

Maps


Click on a map to see a larger version.

Green - Friendly Town
Red - Enemy Town
Grey - Neutral Town
Yellow - Underground Passage

A# - Allied Towns
O# - Opponent Towns (a,b,c,d,e,f,g indicates which enemy)
N# - Neutral Towns
M# - Mirror Entrances (a) and exits (b). two-way unless stated
E# - Exit (a) entrance and (b) exit
S# - Seer (a) and the location of the item (b)
G# - Guard Tents (a) and the location of the Guard Tower (b)
J - Jail
X - Ambush

Starting Out

Take the Behemoth as your starting bonus as you will be able to easily upgrade it to an Ancient Behemoth and it will help you in an aggressive strategy to eliminate the enemy. Don't fret at the enemy having four towns because not only is the enemy restricted in what it can build while you're not, but there is a Hill Fort close to A1 that will save both time and resources.

The final map of this campaign uses the heroes either from this map or the Fortress heroes from the previous map. If you want to use these heroes then be sure to have your primary hero at level 12, and one other hero at least level 10. Also make sure that one hero has the Pathfinding skill as the swamp will slow you down too much otherwise. The only Places of Learning that I recommend visiting are the Arena north of A2, the Marletto's Tower southeast of A1, the School of War north of O3a, and the Library of Enlightenment upon reaching level 10.

First Leg

I recommend that you use A2 as a gold-generating town while building a Roc and Behemoth structure in A1 along with a Castle and a Capitol, especially since wood will be your main limitation the first few weeks. You will be able to win this map with just those two creatures and using the Hill Fort to upgrade them. Spend the first week flagging mines and building up your towns. When you're ready, give the hero of your choice the troops and have him follow the green path through the halberdiers to the Hill Fort and finally to O1a. Spend some time in the area flagging the mines and grabbing the artifacts until you can get the week three troops. That will provide you with a big enough force to make your way to E1a and to start defeating the enemy. Just remember to visit the Hill Fort first.

Second Leg

After giving one of your heroes the troops and visiting the Hill Fort, head to E1a and north on the pink path to E3a. There are two enemy towns in this area and, most likely, the toughest of the enemy heroes. It doesn't matter whether you tackle O2a or O3a first as long as you take over both towns and make sure there are no enemy heroes remaining. Once you're finished, you have to defeat the last remaining enemy town. It's a good idea to use a second hero for this as your first one has most likely already reached level 12 by now. Simply give him the troops you have, visit the Hill Fort, go to E1a and head south on the blue path to E2a. There is probably a weak hero wandering around close to O4a but he shouldn't be very much trouble and their defeat will mean the end of the Red enemy.

Finishing Up

With six towns, it won't be difficult to earn the 200,000 gold necessary to beat this map. Simply exchange the vast quantity of resources you have collected by now for gold and that will probably be enough. Optionally, you can visit both G1a, G1b, and G2a for the mass quantities of gold behind G2b but that won't be necessary.


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To win, you must flag all mines. Your Heroes will be limited to 12th level in this scenario, but your 8 strongest Heroes will be available to you in the final scenario of this campaign. Starting Bonus: Korbac or Verdish or Random Fortress Hero.

Maps


Click on a map to see a larger version.

Green - Friendly Town
Red - Enemy Town
Grey - Neutral Town
Yellow - Underground Passage

A# - Allied Towns
O# - Opponent Towns (a,b,c,d,e,f,g indicates which enemy)
N# - Neutral Towns
M# - Mirror Entrances (a) and exits (b). two-way unless stated
E# - Exit (a) entrance and (b) exit
S# - Seer (a) and the location of the item (b)
G# - Guard Tents (a) and the location of the Guard Tower (b)
J - Jail
X - Ambush

Starting Out

I recommend that you take Korbac as your hero since he increases the Attack and Defense skill of any Serpent Flies or Dragon Flies he commands for each level he attains after the third level and you are going to use these as your primary units.

The final map of this campaign uses the heroes either from this map or the Stronghold heroes from the next map. If you want to use these heroes then be sure to have your primary hero at level 12, and at least two other heroes between level 8 and 11.

First Leg

While your goal is to flag every mine, it's easier to defeat the enemy so they won't bother you. So hire another hero in your other town and flag mines with both heroes. Build up the Dragon Fly and Lizard Warrior structures, Citadel/Castle, and the City Hall in the A1 town. At the beginning of the second week, hire all of the creatures and head south on the yellow path through the garrison. There are 12 Pikeman and 10 Marksmen that you'll have to defeat but that shouldn't be very hard. Then simply conquer each of the three towns and all of the wandering heroes starting with O1a, then O2a, and finally O3a. You can defeat the enemy in about a week without losing very many troops. Two of the towns are heavily restricted in what they can build and if you act quickly enough, all the enemy will have are some Pikeman and Archers.

Finishing Up

Once you're ready to finish this map, have your heroes flag all of the mines. There is a gold mine that you have to visit either G1a or G2a to get through the Guard Towers at G1b and G2b to visit the mirror at M1a and finally the gold mine near M1b.


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To win, you must capture all enemy towns and castles and defeat all enemy heroes, without losing either Queen Catherine or Lord Haart. This is the final battle...good luck! Starting Bonus: Helm of Heavenly Enlightenment, Tome of Earth Magic or Spellbinder's Hat.

Maps


Click on a map to see a larger version.

Green - Friendly Town
Red - Enemy Town
Grey - Neutral Town
Yellow - Underground Passage

A# - Allied Towns
O# - Opponent Towns (a,b,c,d,e,f,g indicates which enemy)
N# - Neutral Towns
M# - Mirror Entrances (a) and exits (b). two-way unless stated
E# - Exit (a) entrance and (b) exit
S# - Seer (a) and the location of the item (b)
G# - Guard Tents (a) and the location of the Guard Tower (b)
J - Jail
X - Ambush

Starting Out

There's a fast way to win by taking the Spellbinder's Hat to get access to Dimension Door to bypass the Garrisons that block your way to the Necromancer towns. The slower way is to pick the Helm of Heavenly Enlightenment and use one strong hero (preferably might) to defeat the enemy before they have a chance to build up forces and grab the powerful artifacts below ground.

Fast Way (Spellbinder's Hat)

This is an extremely fast and comparatively easy way to beat this map. Simply give your magic hero this Spellbinder's Hat as well as all available troops and have him use Dimension Door to hop over the Garrisons. Despite there being a lot of Cursed Ground around the Necromancer towns, there is Dirt (especially right next to the mountains) that allows you to use Dimension Door. You can make your way over to the Necromancer towns so fast that even Magic Arrow or Ice Bolt and your troops will be enough to defeat the enemy.

Slow Way (Helm of Heavenly Enlightenment)

In this case give the Helm of Heavenly Enlightenment to the hero of your choosing, give him as many troops as you have and follow the blue path to take over O2a hopefully before they are able to hire the first week's troops. The first Garrison you come across will have many Zombies, Wraiths, and Liches on Cursed Ground so it will be a tough fight. Either a magic hero with good low-level spells or a might hero with the Ballista skill would be good choices here. Once you make it to O2a you will probably be low on troops so leave a hero in the town and have another hero use the Town Portal spell to transfer the troops over. You will probably see the enemy hero wandering around this area and you don't want to lose O2a if you can help it. Once you're restocked with troops, follow the green path to take over O1a. It shouldn't be a tough fight because of how strong your hero will be and the superiority of your troops. If you work fast the enemy won't even have a chance to blink.

Finishing Up

This is a fun map either way you choose to play and since your towns are mostly built up you don't have the same agony as you had in United Front of being constantly short on resources and troops. After you're victorious enjoy the movie and get ready for the secret campaign.


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To win, you must capture all enemy towns and castles and defeat all enemy heroes. At the end of this scenario, your 6 strongest Heroes will travel with you to the final scenario of this campaign, where they will be met by Lord Haart and Queen Catherine. Starting Bonus: 35 Royal Griffins, 35 Iron Golems or 35 Grand Elves.

Maps


Click on a map to see a larger version.

Green - Friendly Town
Red - Enemy Town
Grey - Neutral Town
Yellow - Underground Passage

A# - Allied Towns
O# - Opponent Towns (a,b,c,d,e,f,g indicates which enemy)
N# - Neutral Towns
M# - Mirror Entrances (a) and exits (b). two-way unless stated
E# - Exit (a) entrance and (b) exit
S# - Seer (a) and the location of the item (b)
G# - Guard Tents (a) and the location of the Guard Tower (b)
J - Jail
X - Ambush

Starting Out

Since most of the undead troops guarding the mines are Skeletons and/or Zombies so definitely pick the 35 Grand Elves as your bonus. You will be needing a lot of wood and ore to build up your towns so flagging as many mines as possible in the first few weeks is very essential. Hopefully you have two might heroes and a magic hero all from level 8-10 ideally. The goal is to use the two might heroes to defeat the enemy's castles while the magic hero chases after any enemy hero that makes their way to your area. The reason for this is that there is a lot of cursed ground by the Necromancer castles and so the magic hero will be weakened considerably. My magic user had Expert Logistics and eventually Town Portal so she was perfect for this job.

First Leg

You should spend the first week grabbing as much of the wood and ore resource mines as you can and View Earth works perfectly for this even at Basic or Advanced level. During this time I recommend building up the level 1-4 troops plus a castle at the Castle town because of the Hill Fort to the southeast that you can use for cheap upgrades. If you work quickly you can beat most of the enemy with Halberdiers, Marksmen, Royal Griffins, and Crusaders even if the enemy gets Ghost Dragons as long as you work fast. In addition, you should build up the Necromancer town because that might hero can easily get additional troops after taking over enemy towns. If you only have enough wood and/or ore for building in the Castle or the Necromancer town then build in the Castle town first.

Second Leg

Once you have 2-4 weeks of Castle troops and upgraded them at the Hill Fort, follow the pink path to take over O1a and then north to O4a. At about the same time, take as many Necromancer troops you have even if they aren't upgraded and follow the blue path. Be sure to use View Air to watch where the enemy heroes are and be sure to attack them outside of the enemy towns to avoid facing a strong force behind castle walls. Around this time the enemy will be invading your territory so use your magic hero to hunt them down. This task is made easier if he has Town Portal so if you didn't get the spell on the first map be sure to build level 4 Mage Guilds until you get it.

There is another Castle town that you can get to by visiting the blue tent in the southeastern part of the map that is guarded by Power Liches. Your magic user can certainly visit it if not needed elsewhere although it's not necessary as I beat United Front without doing so.

If you advance slowly and defeat all enemy heroes by using View Air before heading to the next enemy town you'll be pretty much okay in this area. Make sure to defend your home area with your magic hero to ensure that none of your towns are taken over or at least not for long.

Finishing Up

I made this map sound pretty easy but it took me many tries to finally beat it and move on to the next map so don't feel bad if you find yourself overwhelmed and have to restart. All of your heroes move on to the next level but as you'll find out, you don't need powerful heroes to beat that level and finally Restoration of Erathia.


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To win, the Necromancer, Nimbus, must reach the town of Highcastle with the Statesman's Medal. At the end of this scenario, Nimbus and your 7 strongest Heroes will travel with you to the next scenario of this campaign. Starting Bonus: Boots of Speed or Logistics or 2500 Gold.

Maps


Click on a map to see a larger version.

Green - Friendly Town Red - Enemy Town Grey - Neutral Town Yellow - Underground Passage

A# - Allied Towns O# - Opponent Towns (a,b,c,d,e,f,g indicates which enemy) N# - Neutral Towns M# - Mirror Entrances (a) and exits (b). two-way unless stated E# - Exit (a) entrance and (b) exit S# - Seer (a) and the location of the item (b) G# - Guard Tents (a) and the location of the Guard Tower (b) J - Jail X - Ambush

Starting Out

he artifacts that you can choose from are Basic Logistics, the Boots of Speed artifact, and 2500 gold. Since this is a small map, you don't need the gold. Basic Logistics will help you in the next map, but Nimbus will always receive it. The Boots of Speed artifact won't transfer to the next map and since Safe Passage is such a small map, it's hardly needed. Therefore, I'd pick Basic Logistics as the artifact.

First Leg

This is a small map with no underground so it is vital for you to be aggressive and get rid of the Purple enemy as soon as possible. First build the Archer's Tower and hire all of the available troops. Then hire one or two additional heroes and give a magic-user of your choosing all of the troops. I suggest using a magic-user since they will do quite a bit of damage with Magic Arrow, especially against the Level 1 and 2 enemy troops you'll be facing.

Take the hero along the purple path, stop at the Guardhouse for some more Pikeman, and then continue until you reach O1a. You should be facing just a few Skeletons and Zombies which should be a piece of cake. I suggest taking one of the heroes you hired earlier and put them in O1a and build a Citadel just in case an enemy hero slips past you. Then go northwest to O2a and take that town as well. You might see the lone enemy hero close by and you are probably in a good enough situation to attack them. Since they don't have any towns left they won't run away and so, upon defeating them, you will have defeated the only enemy.

Second Leg

Usually that would be the end of the map but your goal is to bring Nimbus to your home town and he's prevented from traveling by three Guard Towers. In addition, you can take seven of your strongest heroes will transfer to the next map so it is a good idea to take the time and level up seven heroes by taking them to the many Learning Stones and other places of learning that's available. I'd suggest taking two might heroes and getting them up to about level 9 or 10 since the use of high-powered magic is somewhat limited in the next map. I'd get at least one magic user to be about level 8 and then level the rest of your heroes as far as possible. Build Mage Towers in every town and have every hero with Wisdom visit them because the spells will transfer to the next map.

Finishing Up

One you're done leveling up your heroes, visit all three Guard Tents at G1a, G2a, and G3a so that Nimbus can move past G1b, G2b and G3b to proceed to Highcastle. You don't have to bother leveling Nimbus since he is given a pre-set level and skills in the next map. Simply have him visit A1 and this map will be over.


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