Walkthroughs


Sandro must defeat all of the lords who seek his position to win the campaign. However, if Sandro loses even just one battle, others will sense weakness in him and destroy all he has worked for. Starting Bonus: 5 of each precious resource.

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

You have no selection in what starting bonus you have and none of your heroes traveled with you but they are not important since with Sandro's magical ability you can use Summon Water Elemental and Animate Undead to defeat armies much bigger than your own.

First Leg

O1c (orange) should be trapped in its area so your goal is to defeat both O1a (green) and O1b (blue) as soon as possible as well as visiting all of the guard tents. I spent about two weeks by A1 building up my town and clearing out the area. I took all of the troops and traveled along the pink path, defeating enemies along the way until I went to the O1a area and defeated the green enemy. I retraced my path (or used Town Portal if you have it) to get back to E1b and then headed north on the green path to get to the O1b area and took out the blue enemy. These battles should be very easy if you make good use of Summon Water Elemental and Animate Undead. At this point I could relax and started to upgrade the towns, visit mines, and the guard tents.

Finishing Up

After exploring everywhere I waited for a few more weeks and collected as many troops as possible and traveled along the blue path through the guard garrisons through E2a into the O1c (orange) area and attacked the final hero. This battle was very very easy (especially compared to Melodia) and so just use Summon Water Elemental, Animate Undead, and your favorite attack spells and you will have won both this map and the campaign.


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Obtain the Eversmoking Ring of Sulfur for the Kreegans to win the scenario. However, if Sandro is defeated in combat, the scenario is lost. Heroes are limited to level 24, but Sandro and three of his lieutenants will carry their experience, skills and spells on to the next scenario. Starting Bonus: Equestrian Gloves or 10 Wraiths or 10 Wood and 10 Ore.

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

This is another one of those maps which pits your undeveloped town versus an enemy with not only a town that is partially built up but with access to more troops, more spells, and has the same stats as you do. You can't afford to sit back and build up because even though you both have one town, Melodia (the enemy hero) will have many more troops than you do. Fortunately she is trapped in the area by her castle so you don't have to worry about her appearing out of nowhere.

Pick the Equestrian Gloves as your bonus as you need the speed and Skeletons and Zombies are very slow and you can't afford to leave them behind as you usually do.

First Leg

Kill the creature stacks in front of the wood and ore mine and kill the Pegasus stack to get some more Skeletons (be sure to build the Necromancy Amplifier) and head along the east path so you can flag the Vampire structures. Use the other heroes to flag mines and the two Wight structures as well as to recruit from them every week. Take gold from the chests and focus on the first week building the Wight and Vampire structures as well as the Castle. Be sure to leave a hero by the Vampire structures so you can recruit from them every week as you need every additional troop you can get. Don't bother having Sandro visit the places of learning in his first visit since he'll be returning and you can visit them then and you want to head south from A1 along the yellow path to visit the mines first. Be sure to visit the crypt because you are guaranteed to get the Skull Helmet which gives you +2 to knowledge and you also need as many magic points as possible.

Second Leg

After you've done all this you can concentrate on building up to a City Hall and Capitol in the second week and then building the upgraded Skeleton, Zombie, Wight, and Vampire structures in the third week. The garrison just before E1a suppresses magic so you need more troops then usual to make it through without many losses. There's no need to place any troops in the garrison since Melodia won't be threatening you.

You can take Sandro underground since there are many Refugee Camps and Trees of Knowledge and wandering stacks but it's very important to use your magic sparingly. You'll need every point when you face Melodia and you should be able to get by with just Magic Arrow and Death Ripple. Just be sure to not go through the last mirror until you're ready.

I gave Sandro Necromancy, Sorcery, Earth Magic, Wisdom, Intelligence, Air Magic, Offense, and Water Magic. While I was also offered Fire Magic I picked Water Magic because Melodia's castle has the spells Summon Water Elemental and Prayer were an important part of my final strategy.

Finishing Up

In Month 2 hire all of the Wights and Vampires and return to A1 and upgrade all of the troops to give to a secondary hero and transport them to Sandro. It's very important to have a second hero in addition to Sandro because you want to lure Melodia out of her castle. Give the second hero one skeleton and have him go through the final mirror and stop below the tree. Send Sandro through the final mirror and have him stop to the left of the magic shrine. Melodia will leave the castle and attack your second hero and not be able to use town portal to return to the castle. Use Sandro and have him take over the Castle which should be easy since Melodia will have left the slower troops such as the Dendroid Soldiers. Then Melodia will attack the castle on the next turn.

This will be a very tough battle and the Summon Water Elemental and Animate Undead spells will be very important. This is why you need as many spell points as possible because Melodia will have as many spell points as you do and will use Raise Dead, Sacrifice, Summon Elemental, and Prayer among other spells. What I did was not use the Wraiths and let them absorb Melodia's spell points and let Melodia come to me while I cast Summon Water Elemental and Animate Undead when necessary. You will likely have to try this battle and perhaps this map several times before you succeed but it is possible if you use magic correctly and attack Melodia in the first week or two of the second month. This is the results of the final battle and these are the artificats she had.


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Obtain 100,000 Gold to give to the Dungeon Overlords and win the scenario. However, if Sandro is defeated in combat, the scenario is lost. Heroes are limited to Level 16, but Sandro and three of his comrades will carry their experience, skills, and spells on to the next scenario. Starting Bonus: 15 Wood or the Vial of Lifeblood.

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

You can either go one of two routes, defeat both heroes or simply engage in enough battles to get to the level limit of 16 and visit underground for the places of learning while you earn gold. Since all you need to do is get 100,000 gold both tactics are valid in winning.

Pick the Vial of Lifeblood as your starting bonus as you will earn more than enough wood soon and your troops will last a lot longer with 2 more hp.

First Leg

For the first week I focused on flagging mines and taking over the other two neutral Necropolis towns in my area. Use the other three heroes busy by flagging mines, picking up loose resources and visiting all of the creature generators you can. Since you will be short on wood and ore for the first few weeks they will comprise much of your troop strength. I worked on building up to City Halls in A1 and N2 while building up to Vampire Lords in N1. I chose to build up N1 instead of A1 because Sandro could pick up the vampires on his way back from taking over N2. Since I didn't have Town Portal traveling to A1 would take too long. I then went north of N1 to flag the two gold mines up there and visited creature generators until N1 had Vampire Lords and went back to upgrade my vampires. Then I followed the blue path in the third week and worked on defeating the red hero. Be sure to use View Air and defeat the enemy hero by the town you take over before moving on to the next one. If you have the resources I suggest building the mage guilds in the Rampart towns for the chance at getting the Town Portal spell. I wasn't so lucky.

Finishing Up

At this point, even if you have defeated the Red hero the Pink one will probably be giving you a lot of trouble with some very tough heroes with a lot of troops. Sandro will be level 16 so I suggest using one of the two mirrors to go underground and visit the places of learning before you get 100,000 gold. Once you do, you'll have won the map.


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Capture Haart Castle and leave the Vial of Poison to win the scenario. However, if Sandro is defeated in combat, the scenario is lost. Heroes are limited to Level 10, but Sandro and three of his comrades will carry their experience, skills and spells on to the next Scenarios. Starting Bonus: Boots of Speed or 20 Zombies or 3000 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

This map is impossible to beat until you take the strategy of building up troops for the first five weeks and heading straight for Haart Castile while avoiding all except the weakest of the enemy troops. The reason for this is the enemy has four Castles which are somewhat built up and plenty of resources while you start out with three towns with nothing built and you will be suffering from a shortage of both wood and ore in the first few weeks. To make matters worse there are enemy heroes which you will not be able to defeat no matter what and the only chance to win is to avoid them. Therefore, take the Boots of Speed as your bonus.

With Sandro concentrate on his magical abilities such as Wisdom, Intelligence, Earth Magic, Air Magic, and Logistics being necessary for success. I never bothered much with the three heroes that carry over and so hired gold and resource produces and used them to pick up loose resources and flag mines.

First Leg

The first four weeks determine whether you will succeed or fail at this map. What I did was spend the first week in every town by building the Cursed Temple, Graveyard, Tomb of Souls, Estate, and a Mausoleum if you have the resources to spare. I did this before building a Mage Guild, Necromancy Amplifier, Cover of Darkness, and upgrading the Town Hall to a City Hall which I did in the second week. If you ever find yourself low on resources in the first week then build something from the second week that doesn't require any. After you have City Halls you can upgrade the Mage Guilds which Sandro will need in the next map. I know this is not a normal build order but it worked for me.

While you're doing this, have Sandro flag the Ore Mines and Lumber Mills before anything else. Try to avoid losses in battle whenever possible and be sure to check out the Witch's Huts as they seem to be set to offer skills which are actually relevent to what Sandro needs (secondary heroes are good for this). The Scholar to the north offers the Archery skill which I'd avoid since Sandro isn't going to have an army of Liches anymore. The Scholar to the south offers +1 Knowledge which I'd try to grab near the end of the four week preparation phase. The Buckler of the Gnoll King which is found north of A1 gives 4 to Sandro's defense which is worth getting.

Finishing Up

In the beginning of the fourth week start upgrading the troop production buildings in A3 if you haven't done so already so that in the beginning of the fifth week you can use your secondary heroes to bring troops there to upgrade and give to Sandro. As soon as this is done take Sandro along the yellow path and visit the Redwood Observatory so you can see where the enemy heroes are. Depending on where they are you might want to go the north path or the south path. The south path is better because it takes you past a Marletto Tower (+1 Defense) and Mercenary Camp (+1 Attack) but that area has a better chance of having enemy heroes so you might need to avoid that area.

If O1a isn't heavily guarded then I suggest taking it over in the hopes of getting the Town Portal spell and in getting a faster horse. Once done there follow the blue path to Haart Castle and the final battle. If the hero is in the castle you might have to hire a hero from O1a and use it to lure the hero out so Sandro can easily defeat the enemy hero outside of the castle gates. Once you take over Haart Castle, the map is won.


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To win, you must build a Capitol in the town of Welnin. Only then will the Contested Lands be free! Starting Bonus: 12 Wood or 3 Dendroid Soldiers or 6 Dendroid Guards.

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

Just as with the other two maps in this campaign, there's a fast way and a slow way to win this map. If you want to build a Capitol in Welnin as fast as you can then take the 12 Wood as your bonus. If you want to defeat the enemies than take the 6 Dendroid Guards as your bonus.

Fast Way

If you want to win as quickly as possible then take the 12 Wood as your bonus because you'll lose 20 Wood before you even start and more starting on day four. So if you find any piles of wood use them by building something and trading in your Marketplace if you need to. Since there are no Lumber Mills you should not waste any wood you manage to find. Explore the area around A1 to get gold and resources. and then follow this very easy building order.

  1. Marketplace
  2. Mage Guild
  3. Blacksmith
  4. Town Hall
  5. City Hall
  6. Citadel
  7. Castle (you'll probably have to trade your resources and gold for wood)
  8. Capitol
Now you have won without fighting a single enemy or wandering stack.

Long Way

Take the 6 Dendroid Guards as your bonus and hire as many heroes with troops as possible, even if they are not from the Rampart town. A magic user will fare better since the enemies will not have very many troops. Take your hero along the red path and I suggest attacking the Centaur Captain stack northwest of the Battle Dwarves since they have a good chance of joining you and the artifact they're guarding could be pretty good too. There is a lesser chance of the Battle Dwarves joining you but if you visit the Homestead near the Centaur Captain stack for some extra Wood Elves then you should be okay. Head northeast through the garrison which will have 5 Silver Pegasi and about 15 Grand Elves. Follow the red path until you reach O1a and you'll probably be able to walk in unopposed. This town will be more built-up than your starting town so it will be a good source of additional troops, especially if you conquer it by the second week. I suggest building a Citadel for the extra troops for added protection when the Blue hero tries to take back their town. After the Blue town is eliminated, hire the troops at the start of week 2 and perhaps build the Enchanted Spring in the first week to get some Pegasi which are fast and pretty powerful. Also check out the tavern to get some extra troops and head southeast to defeat the red hero before the second week is over using the same tactics. The red hero will be slightly tougher than the blue hero but if you work quickly you won't have a lot of trouble defeating them. After the red hero is defeated simply build a capitol in Welnin and if you were building every turn while defeating the enemies you can build the Capitol the next turn and complete this map and the Restoration of Erathia campaign.


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To win, the Ranger, Ryland, must reach the town of Welnin with the Grail, and build it a permanent home. Alternatively you can take over all enemy castles and defeat all enemy heroes. Starting Bonus: Level 3 Mage Guild or 5000 Gold or 3 Dendroid Soldiers.

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

Similar to the previous map, your starting town will be very limited in what it can produce so you'll have to get troops through joins or capturing enemy towns. The level 3 Mage Guild and 5000 gold won't be much help so I recommend picking the 3 Dendroid Soldiers which will fit in with Ryland's specialty.

First Leg

Ryland will receive a message stating that some of the Swordman are sympathetic to your cause. What this means in practical terms is that every Swordsman but not Crusader stack will join you. Very soon you'll have about 60 Swordsmen and be considerably stronger than any enemy hero. Now you can head to your town at A1 to build the Grail to win or attack the enemy and win by defeating every enemy hero and taking over every enemy town. If you choose the former than the follow the blue path and then the yellow path which leads through some easily defeated troops to A1 and victory. If you choose the latter then read on.

Second Leg

ou could take over O1a which is on the way to O1b and there you can upgrade your Swordmen to Crusaders, probably after building the Upgraded Barracks. Hire another hero to protect the town and attack any scouts in the area. Meanwhile have Ryland go to O1b and take it over. This town will probably be more built-up than the other towns. Hire another hero and have Ryland go north on the red path to take over O2a. There will be many enemy heroes wandering around with at least one with a good many troops so use View Air and Visions if you have them and try to make sure that Ryland faces this strong enemy hero. After you defeat all of the enemy heroes then this map will end with your victory.

Finishing Up

There are quite a few resources lying around as well as mirrors and some Guard Tents but they aren't really necessary if you go on the offensive early since you won't need their advantages and the enemy won't have a chance to get them. There are a lot of stacks that will join you which is always a surprise and the clues you get about which ones will join are a nice addition. None of your heroes transfer over so you don't need to take the time to groom them.


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To win, you must find the Grail within 2 months. Starting Bonus: Boots of Speed or 5000 Gold or 4 Pegasi.

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

All of your troops will come from Recruiting Structures since your town is severely limited in what you can build (no fort and no creature generators) so you don't need the gold. The four Pegasi are okay and you will be able to upgrade them later but since you have a time limit I recommend taking the Boots of Speed as your bonus.

First Leg

I suggest using Mephala as your main hero because she has the Armor specialty and you want to protect every troop you get since it's not easy to get more. Build a Tavern at A1 and hire more heroes and give Mephala the troops. Have Uland and Malcolm grab the resources and go to the Monoliths where they will get more troops. Have Mephala, Uland, and Malcom meet south of A1 so that they can give Mephala their troops and any artifacts they picked up from the ambushes. Pick either the yellow or pink path and have Mephala go through the Garrison which will both have 15 Marksmen, 20 Archers, 20 Halberdiers, 10 Griffins, and 25 Pikemen. With your Wood Elves and the Slow spell you should emerge victorious with few losses. Continue along the path you've chosen until you come to a Hill Fort which will make the rest of this map a lot easier. Now it will be easier to visit the rest of the Monoliths and clear the area where the Grail is.

Second Leg

During the time that Mephala is making her way to the Hill Fort, your other heroes should be visiting the Recruiting Structures every week just in case you need more troops. I recommend especially getting the Pegasi and Wood Elves because they are the most powerful and useful. There are two tents that open up towers with a random artifact behind each and a one-way mirror which will make it easier to deliver troops but I wouldn't bother going out of my way to visit the tents unless the artifacts are useful.

Finishing Up

After transferring as many troops to Mephala as you want and visiting all of the Monoliths, go to the swamp area and attack the wandering stacks that block your way to the Grail location. Hopefully you won't have to attack the Angels but if you do I suggest waiting for another week or two of reinforcements if you aren't confident at your ability to defeat them. All you need to do is dig up the Grail without taking it back to your town to win.


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Defeat Duke Alarice and his allies to win the campaign. However, if Sandro or Finneas are defeated in combat, the scenario is lost. Sandro and Finneas are limited to level 25, but will carry their experience, skills and spells on to their next campaign. Starting Bonus: 5 Vampires or Citadel or 10 (each) of the 4 precious resources.

Maps

Click here to get a screenshot.

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

This is another map where you rely on Sandro and his ever growing army of Liches for most of the fighting. You also have to be extremely aggressive since the enemies start with towns that are completely built up and the key to victory is to defeat them before they can overwhelm your Liche army. Therefore, take the 5 Vampires as your bonus since this will enable you to attack wandering stacks much more quickly.

I have verified for myself that both Sandro and Finneas won't transfer over to the next campaign even though you are told they will be. Therefore, it's not necessary to visit any Places of Learning or go out of your way to gain levels.

First Leg

Give Sandro the Vampires and Wights and send him northwest along the yellow path attacking wandering stacks to build up his Liche army. Since Sandro will have such powerful magic, even Death Ripple will enable him to win many battles. You will come across a powerful enemy hero by the name of Nagash who will also have powerful spells but not a big army so your spells will tear through his army very quickly. Once you've taken over O1a (teal), you will have a town that is fully built up and you will be able to upgrade your Liches to Power Liches if you are so inclined. As with the other maps in this campaign, hire a hero and as many troops as possible to protect the town from any enemy heroes that might be lurking about. If you have View Air, check the area for enemy heroes and defeat them before heading south on the yellow path to take over O2a (teal) defeating wandering stacks along the way to increase your Liche army. This shouldn't be a problem and now you can hunt down any O2a (teal) heroes that are wandering about. As with O1a, hire a hero and as many troops as possible just in case the enemy manages to attack O2a (teal) while you're gone. The mirror system will be a big help and once you've defeated the last hero O2a (teal) will be eliminated.

Second Leg

While Sandro is doing this, build a Necromancy Amplifier and City Hall in A1 to enable Sandro to get even more Liches. I took Finneas to O1a and O2a (teal) to give him all of the troops besides the Liches so he can help Sandro exploring and flagging mines.

Now you have to defeat O1b (blue) so you will have some breathing room to visit all of the tents you have to in order to face Duke Alarice to win. Head south to the mirror and then west, defeating all O2b (blue) heroes along the way. Once you've done this, you can visit tents in peace since Duke Alarice doesn't seem to leave his town even though he's able to. There's a Dragon Utopia northwest of O2a which you will want to visit just for the chance of getting good artifacts.

Finishing Up

Have Sandro visit G1a (east of O2b) so you can visit G1b and G2a (west of O2a). While you're doing this, take Finneas with a good-sized army to the northeast corner so you can visit G2b and G3a. While Finneas is going northeast, take Sandro through the mirror south of G1b to visit G3b and G5a in the southeast corner. After Finneas is done, have him go west to visit G5b and G6a once Sandro is finished. Now you can get access to N2 by visiting G4a in the southwest corner and have Finneas travel west to G4b and G7a. If Sandro or Finneas is level 25, you can take over N2 if you want to. I was able to hire Nagash who was level 25 but I'm not sure if this will happen to everyone. Taking over N1 or N2 is not necessary but N2 does have a Grail so you might want to do that if only for the boost to your Necromancy skill it gives. Sandro can then retrace his steps, get access to N2, then north to G6b and north to O1b (blue) to defeat Duke Alarice.


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Defeat all of Sandro and Finneas' enemies to win the scenario. However, if Sandro or Finneas is defeated in combat, the scenario is lost. Sandro and Finneas are limited to level 20 but will carry their experience, skills and spells on to the next scenario. Starting Bonus: +2 Defense or 8 Vampires or 15 (each) Wood and Ore

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

Once again, Sandro and his army of Liches will be doing most of the fighting so I would pick the +2 Defense as the bonus to give Sandro even more of an edge. Finneas will be following after Sandro engaging in odd battles.

First Leg

I hired two additional heroes for their troops and gave them Sandro so he could clear the two local mines to start his army of Liches. Once that was done, I gave the non-Liche troops to Finneas and had Sandro go north to defeat O1a (tan), defeating wandering stacks along the way to get more Liches. I was able to defeat the O1a (tan) heroes out in the open so the battle against their town was very easy. O1a (tan) was defeated in the first two weeks. Now it's important to hire another hero in O1a (tan) and build a Castle along with the level 1-4 creature generators to be able to protect the town from the many enemy heroes that will be swarming over the map. Since you don't have the Town Portal spell and Liches have a speed of 6, it will be impossible for Sandro to protect all of the towns. Do the same thing with your home town at A1, making sure to build a Necromancy Amplifier and Cover of Darkness. Once Finneas has some troops, you can send him south from A1 to engage in some sea battles as well as heading down E1a to flag the mines down there.

Second Leg

Now Sandro is going to go on a long trip to defeat three of the enemies as well as hitting the most powerful of the Places of Learning. Have Sandro travel south along the purple path and then west on the blue path, making sure to visit the School of War and attacking wandering stacks along the way. Go in E2a and south along the blue path, visit the Mercenary Camp along the way and attack O1f (purple) and any enemy heroes in this area. Just as with O1a (tan) hire a hero and build a castle along with the level 1-4 creature generators to protect this town from the enemies. There are no places worth visiting down here so continue along the blue path south to E3b. Now you're by E3a and travel south making sure to visit the Library of Enlightenment for its +2 to all primary stats and the Arena which is south of that. Defeat any enemy heroes along the way to O1b (blue) to get another Necromancy town. Once again, hire a hero and build a castle along with the level 1-4 creature generators and the Cover of Darkness and Necromancy Amplifier (if they aren't built already). Check the surrounding area for any strong enemy heroes and have Sandro defeat them since there probably won't be many troops to recruit in O1b (blue) until the following week. Once that's done, have Sandro travel north to defeat O1c (orange). There is a strong ambush in front of the town consisting of 8 Green Dragons, 19 War Unicorns, 24 Dendroids, 32 Silver Pegasi, 41 Grand Elves, 52 Battle Dwarves, and 101 Centaur Captains but they will be merely additional Liches for your army. Now you can take on O1d (green) by following the green path, visiting the University if you have an empty skill slot that needs filling. There is a Marletto Tower up there that you can visit if you're so inclined. Defeat all of the enemy heroes you come across (Expert View Air is great for this) and attack O1d (green) making sure to hire a hero and build a castle along wth any available troops.

Meanwhile, give Finneas the troops you have from A1 once you have a good force and have him take out O1e (red) for you. You'll want to go north and then east along the red path to M1a to go underground and further east, defeating any hero you come across. Depending on how many troops Finneas has, this could be a tough battle so bring more than just Skeletons and Walking Dead. If need be, use the troops from the Dungeon town if you haven't built up your A1 town.

Finishing Up

There are very many Places of Learning on the map and most of them are along your path so it's not necessary to delay the game to make sure both Sandro and Finneas has visited them all or to ensure they are both level 20. The one quest asks for 16 Halberdiers although I was never able to complete this since it's impossible to do and I have no idea why it was put there. Simply make sure the enemy doesn't take over a town you have conquered by using View Air to monitor the activity of enemy heroes and using Sandro to defeat those who are too strong for the troops at your towns. Once all of the enemies are defeated, this map is won.


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