Walkthroughs


Objective:

  • Rescue Isabel and capture Dunmoor
  • Capture any town in 1 week
  • Hold Dunmoor against enemy attacks (later during the mission)
  • Set up Tears of Asha in Dunmoor (later during the mission)
  • Send Godric to Nicolai (later during the mission)
  • Isabel and Godric must survive

Carries Over:

  • Isabel & Godric (Max Level 24)
Spoiler: view a screenshot of the surface (1.5 MB)

Walkthrough:

At the beginning of the scenario, you must choose a bonus from one of these three:

  • Imperial griffin: 4
  • Four leaf clover
  • Gold: 1500

It's not vitally important which one you choose, but the gold is useful at the beginning of this scenario - so that'll be my advice. You could argue that 4 imperial griffins costs more than 1500 gold, but you can't use the griffins to build structures in your town. If you are playing on high difficulty then you really need the griffins' battle dive to succeed in the first half of this scenario.

Capture any town in 1 week / Rescue Isabel and capture Dunmoor: These two objectives are tied in with each other. There is only one accessible town on the map, and that is Dunmoor (you can see it on your minimap from the start). So that'll be your first objective.

From your starting point go immediately northeast to the Garden of the Wee Folk (that's the leprechaun for all you old-timers) and then follow the road east. Avoid the Artifacts' Merchant for now. You'll need your money for troops in the beginning and there'll be plenty of time to visit it later. Once you get to the crossroads; turn north towards the Haven Military Post. It's guarded but you should easily manage. Get the monks and griffins of course and continue north until you see a Ore Pit to the west - flag it and continue along the road towards Dunmoor. Don't forget to visit the Crystal of Revelation on the way.

After you've captured Dunmoor, you can see Isabel's prison just northeast of your town; it's guarded by a few pit lords. Build either dwellings or town hall in the town, get what troops you can and then go bash the pit lords.

A particularly cheap but effective tactics in this scenario is to abuse imperial griffin's battle dive. If you deploy nothing but these armored birds, the enemies will stand still and wait to be dived to death! You will lose your first aid tent to the fireball, but it's useless anyways.

Once you've freed Isabel, give her the main part of the army and send her to Dunmoor (again, don't forget the Crystal of Revelation for Isabel either). From Dunmoor Isabel should head to the northwestern corner of the map to the spectral dragon. Try to use good tactics to preserve your troops. Whatever the outcome, it will be worth it; there's a Gold Mine and some treasure that you want to cash in. Next return Isabel to Dunmoor.

At the beginning of week 2, you'll get a new objective: Hold Dunmoor against enemy attacks. At the same time you should be able to spot the Demon Lord Agrael (red hero) approaching from the south. He's coming for Dunmoor, so if Isabel and the army aren't already there ... well, then get a move on. Be sure to keep Godric out of the way, as the Demon Lord will attack him if he gets a chance. He can hide out either near the Gold Mine to the northwest or near a Saw Mill to the east.

Once you've defeated Agrael's army you'll have about 10 days until the next attacker arrives, so spend the time well. Let Godric pick up the troops from the Haven Military Post and have Isabel ride east along the road to the Saw Mill. (Since patch 1.1 the Haven military post in this area has been removed.) There are a couple of mines around here, but you shouldn't engage in combat that'll give you too many losses. Since patch 1.3 you will probably have a severe mercury shortage, so consider flagging the alchemy lab east of the Haven military post ASAP.

While Isabel stays fairly close to Dunmoor, Godric should explore the northeastern part of the map. There are three significant places he should locate there. The first, and most important, is a portal exit, because this is where the next Demon Lord will arrive - so once Godric has found it, he should stay clear of it. There are a few of creature stacks, but Godric can easily move around in the area. The two other locations are a Subterranean Gate Entrance and an Obelisk in the very NE corner that Godric should definitely visit.

In the middle of week 3 the next Demon Lord arrives not far from Dunmoor, so make sure Isabel can make it to the town before the Demon Lord. After the battle with the Demon Lord, you'll be given a new objective again: Set up Tears of Asha in Dunmoor. Every now and then (roughly weekly) a quite-powerful Demon Lord will appear from the one of the two portal exists (S and SE)- they will attempt to take Dunmoor, but not if you have some troops in the garrison (you'll need more than 1 peasant of course, but a huge army isn't needed). If you get the chance, let Isabel deal with these roaming Demon Lords.

Keep exploring the lands, while keeping an eye out for enemy heroes. It's helpful to remove some of the fog of war in the southern part, so you'll be warned earlier if enemies approach. To complete your newest objective, you'll need to visit some Obelisks. There are 3 on the map, but if you try searching the map, you can probably figure it out after visiting only 2. When you have an idea of its location, move a hero and start digging in the area - if you're close, the game will tell you in what direction to dig. Once you have it, take it to Dunmoor and construct it.

During week 1 of month 2, yet another Demon Lord is released in the south, so it's time to head home. If you think you have enough troops then head out and meet Alastor, instead of waiting for him to come to you. Defeating him triggers the final objective: Send Godric to Nicolai.

If you just want to complete the scenario, then load Godric with troops and send him along the road leading south from Dunmoor, near the bottom of the map the road turns west. Follow it across the bridge (see the picture at the top). Keep heading east until the edge of the map, then turn south towards the garrison (it's visible in the southeastern corner) and watch the spectacular ending.

If you don't want to finish just yet, there's plenty of stuff to explore. From here on the demon armies will pose only a minor threat to you, but from time to time - they prove no real threat since you have a lot of cash now. There's a large tunnel system underneath the surface, that has a lot of interesting things; Marletto Tower, Arena, Star Axis and 2 Crystal Caverns (a big help when building and upgrading the Jousting Arena and building high-level Mage Guild). If you want to level Godric to level cap (quite useful later, but might cause you headache as well), make him stay at home to fight all spawned demon lords. They are very juicy.

There's a special place in the northeastern corner, to get there use the entrance to the underground near the northeastern corner. Then head north along the curving tunnel until you see stairs leading up. Once above surface, head south - there's a powerful artifact here, but it's guarded by LEGIONS of imps. Kill them and claim the prize, but bring enough troops. In the same area, you can venture west from the Subterranean Gate to find some level-7 creatures guarding another artifact and some treasure.

A very useful spell "Town Portal" can be learned when you build the lv-5 mage guild and reach lv 20 with your hero. This spell portals your hero from any position back to the nearest town under your control. If you have this spell, then you can travel very far away, and portal back just the day before a demon lord reaches Dunmoor!


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Objective:

  • Clear the area of enemy scouts
  • Build a Jousting Arena and upgrade it
  • Defeat the enemy army (later during the mission)
  • Isabel must survive

Carries Over:

  • Isabel (max. level: 18)

Spoiler: view a screenshot of the surface (1.4 MB)

Walkthrough:

At the beginning of the scenario, you must choose a bonus from one of these three:

  • Archer: 15
  • Footman: 10
  • Ore: 10

When I played I chose the 15 archers, since most of the low-level demons are fairly slow and I like to thin out their numbers, while they cross the battlefield. You might want to take the 10 ore resources, as there are no ore mines on the map (more on this below). Anyhow, choose as you see fit - you can easily complete the scenario whatever your choice is.

You start just outside Ashwood, your starting town (also the only town on the map). Start by building a tavern to get an extra hero and a few extra creatures for Isabel. If you see a heroine called Ellaine, then for the love of Asha hire her. Ellaine's specialty brings you one extra gold per peasant per day, and there are more than a dozen of peasant (a.k.a. tax payer) huts on this map!

Send Isabel east and start eliminating the demon forces, while your newly acquired hero flags the nearby dwellings (3 peasant huts and 1 barracks) and picks up the resources lying around Ashwood. The primary task for your 2nd hero will be to visit the many dwellings on the map and take troops to Isabel, so she won't need to return to Ashwood too often.

Just east of Ashwood Isabel encounters the first demon scouts: imps! Defeat them and head southeast where you'll meet more imps. Further south is a sawmill that will be useful. The sawmill is guarded by peasants, who join you. North of Isabel's position is an archer tower, but it's guarded by a huge stack of hell hounds, so you might want to avoid it until you have some more troops. You should continue to head east, while flagging all the dwellings you pass. You should be safe if you keep to the forest and grass areas. Along the perimeter of the forest is a mountain range with lots of undeads that guard various treasures, if the stacks are too hard to defeat, just ignore them for now and come back later - your primary concern is the demons.

A general note about this map is that all Haven creature stacks around the map will join you (with the exception of a few, who guard treasure and resources). All of these Haven creature stacks combined with the many dwellings should also help Isabel's army increase constantly as you progress. Fighting neutral creatures are all about troop conservation.

Build a Jousting Arena and upgrade it: The Jousting Arena costs quite a lot of wood and crystals and requires Stables and Town Level 12 to build. If you're having trouble getting the crystals, you can build the Resource Silo, which provides 1 crystal each day. You should try to build a Capitol as soon as possible, to ensure sufficient funds to buy all the creatures in Ashwood before the final fight. You can build most dwellings in Ashwood (except the Monastery and Altar of Light) and you should do that.

Clear the area of enemy scouts: Basically you need to roam around the countryside slaying demons as you can find them (that's a nice way to spend an afternoon). Don't forget to visit the stat bonuses around the map (only two), while you're exploring the map. There are 11 stacks of demon scouts, ranging from simple imps to tough pit lords (guarding the gold mine) and archdevils (located in the northeastern corner of the map). (**Spoiler** You can find a map with the location of the demon scouts here.)

Defeat the enemy army: Whenever you defeat the last group of demon scout, watch a small cutscene with the Demon Lord revealing himself. A tough demon lord has just spawned east of the archdevil position. Head east and defeat this army, to ultimately win this scenario!

Now if you are playing on heroic and you are here quite early (probably on a high-score run), you will have a tough time defeating this demon hero. You can now run back to Ashwood. (Stop just before the archdevil on day 1 to make sure you have enough movement points to run away on day 2; this demon lord does not have the logistics skill.) With a massive upgrade of peasants to archers at point blank, you can win this fight very easily.


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Objectives:

  • Capture Strongbow within a week
  • Assemble 100 archers
  • Capture Ashwood
  • Isabel must survive

    Level Cap: 12

    Carries Over: Isabel

    Spoiler: view a screenshot of the surface (1.1 MB)

    First of all, I think the ten footmen are probably the most useful bonus. Money isn't going to be a problem in this mission.

    From your start location, head east to the nearby archer tower (1) and recruit some archers here. Archers are your greatest asset in this mission, so recruit them whenever you get a chance. From the archer tower head north, and by defeating the nearby skeletons you will receive your first artifact, a four-clover leaf. This artifact increase your chance of a lucky attack by 10%. Unfortunately, in all HoMMV missions the artifacts do not carry over to future missions.

    By visiting the Redwood Observatory at (2), your immediate objective is revealed. You must capture the town of Strongbow (3) and, for the first time in the campaign, there is a time limit. Don't worry about it thought because Strongbow is quite close to your starting position, and it is lightly defended.

    Shoot the footmen with your archers and charge with Isabel, as usual. Do not move your walking units at all. Once the town is yours, you are given a new objective, which is to recruit 100 archers. Here are some tips for this mission and future ones:

  • Be sure to analyze the field carefully during the tactics phase of a battle. A well-placed obstacle can make the difference between heavy casualties and a flawless victory.
  • You can protect your archers from enemy's approaching units by blocking all possible access to the archers.
  • While facing strong enemies, split out (during the tactics stage, hold Shift and drag a unit to the bottom of the reserve list) some 1-peasant stacks to take the hit for your main stacks to effectively cut down losses. They can also be used as counter-strike sponge. Let's have an example below.
  • The battle shown above is the first skeleton fight on heroic 1.2. The actual composition of the skeleton army is random. In this case, it is a single stack of 87 skeletons. I split out four mini stacks of single peasant to block the path of the skeleton. Sure these 1-peasant stack will die, but each peasant would buy me 1 round of action to shoot down more of them with my archers. If I don't do this maybe I will take a heavier hit when the skeletons strike my major peasant stack. Also, while the skeletons are blocked by my cannon fodders, they are actually within the full-damage range of my archers.

    In the picture you can see that my footmen's turn has come up. However, attacking the skeletons right away would result in an inevitable retaliation, possibly killing at least one footman. Since footmen are more valuable than peasants, it is more desirable to let the footman wait, and attack first with a 1-peasant stack, then follow up with the major stacks. By the help of this simple tactics, I successfully cut down my loss from 8 peasants (Quick Combat result) to 2 peasants. The difference might not be much now, but throughout the campaigns the 1-unit stacks will do more wonders for you, and save a lot of army at the end of each mission!

    Once you are done enjoying the view inside Strongbow, you can build your first town structure. The campfire immediately west of the town provides resources that are very useful. By flagging the ore pit south of Strongbow you will soon have enough resources to build the archer's tower. You will also need to first have a few other buildings to enable the construction of the archer's tower.

    One of the nice buildings you can construct first is the blacksmith, which sells you three kinds of war machines. The ballista is probably the best buy (tm) at this point because it is on a 67% discount in Strongbow. The ballista delivers a small amount of damage on the battlefield. It might also distract enemies for you, but the enemy may also deal enough damage to it to destroy it. Picking up the war machine skill will make them more effective and almost immortal (revives after destruction), which is a great bonus when the enemies do not come in the number of hundreds (they will, eventually).

    After recruiting fresh troops from Strongbow, follow the road back North and attack the zombies. That stack of zombies is larger than what you have encountered until now, so be careful. Sooner or later, a cutscene will play and Isabel will receive a new objective: in addition to the 100 archers, Isabel must now conquer the city of Ashwood. Fortunately, there is no time limit this time. Follow the road up to the nearby archer tower and peasants huts (4), recruit the inhabitants and go East. The archers who are guarding the next archer tower might join you sometimes. It is recommended that you stay in this area until you collect 100 archers, because there won't be many archers joining you ahead.

    The Marletto Tower (5) to the South is the first structure meant to boost Isabel's statistics. Visiting it will give you one point of defense, a bonus that Isabel will keep for the rest of the campaign. One point of defense roughly converts to 5% less physical damage received, so it is quite a nice life-time bonus. The road will turn East again, but go West instead and attack the skeletons over there. The reason why I am sending you there is because of the Crystal of Revelation at (6), the big glowing thingy, that will give Isabel one point of Knowledge which will, again, carry over to the next missions. Each point of knowledge gives you 10 points of maximum mana, as well as 1 point of mana regeneration per day. Continue to the East as the track will take you back to the main road. Picking up the ten footmen in the barracks on the left might be a good idea. But whatever you do, don't miss the Mercenary Camp on the right (7), the third map location that gives you a permanent bonus, to your attack skill this time. Each point in attack roughly converts to an extra 5% of physical damage.

    Continue to the North until you see a second Redwood Observatory, on the right next to the river. Visiting it will give you a better view if the surroundings. Ashwood is on the other side of the river, although you don't see it just yet. Again, follow the road, attacking any creature for experience. The Minotaurs (8) must be defeated as they carry a useful artifact, even though it will only last until the end of the current scenario. Also, don't miss the second Mercenary Camp just east of (8), and the barracks not far to the South. On the other side of the road is a stack of Blade Dancers, who will fall easily to your attacks. Pick up the Sword of Might (attack +2) they are guarding. You're almost done there. Continue to the North until you meet a stack of Griffins, and thank Ubisoft for letting them join you. They will make the final battle much easier. Now would be a good time to quicksave (F5) your game, if you have not turned on auto-saving in the Option - Game menu. Recruit the remaining peasants and footmen, and attack Ashwood when you are ready. The final battle is easier than it looks thanks to the Griffins. Your first priority is to take down the enemy archers with your Griffins and archers. After that you should have a very easy time.

    Once Ashwood is taken, you win this scenario. Good job!


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    Recommended bonus: none, pick whatever spell you wish (I chose magic arrow)

    So you start near a destroyed ship. Go up one square from your starting position and search for survivors (you will be asked if you want to look for survivors). You should have 11 grand elves. Visit the nearby wagon to gain 5 ore. Go to the Home of Ekaterin and she will ask you to clean her husband's obelisk. Go to the Lost Soul (looks like a wraith) and agree to help. Go to the obelisk nearby (which should be black), and then back to Ekaterin's home. Around the obelisk is a corpse. When you visit it, you will be asked if you want to build a tomb (or sepulchre). Build it, and you will gain some experience. You should have a total of 2000 exp.

    Go east, to the last square of rough terrain. Ekaterin will ask you to find her pet (?), a troll. Your hero will be teleported into a garden or something like that. Your goal is to kill all the gremlins. Look for them especially in the corners. Look for them until your hero says that he feels that the gremlins' power is growing weak. When you are sure that you killed the gremlins, go towards the troll, which is in the west of the garden. Pick him up, and go to the lower-left corner, where you should see a tree, Gaia. Go to it, and it will tell you to leave the troll near it(right-click to leave a creature). Leave the troll where Gaia tells you to, and you will be teleported to an island.

    Do NOT visit any rogue! Take the road to the north and visit the first peasant (named Slava, he should be on the left). Go along the road north, until you see a peasant with a large field in the back (named Alexander). He will give you the Elixir of Life. Go back to the place where you were teleported by Gaia. To the east, there should be only ONE rogue(with a destroyed forest in his back). Go to the rogue, and after you attack him and several more rogues, a sprite will replace him and the forest will be green again. Go with your cursor one square up of the sprite (the attack cursor will appear) and walk there, then to the sign. Go back, out of the forest and 20 elves and 100 sprites will join you. Go back to the road (blocked by rogues). Defeat them and go to Timothy (another peasant) and then to the Chief's hut (looks like the hut of the magi). Go to Alexander, and then to the rogue that's guarding the well. You need ore for the well, so go back to Timothy. He will teleport south. Visit him again and he will give you access to the southern region and 2 ore. Go back to the well, and then to Alexander and then to Cox (the Chief in the hut). Attack the legion of rogues (which will be about 200 now...) and then go to the lair that they were guarding.

    Go south, and visit the Den of Thieves (which is called Home of Mathias) and then to the monk (Jack). Attack the Nightmares (should be LESS than 7) and then go back to Mathias. Attack the Wraiths near the Rampart and go to the waterfall. Go to the Dwarf and then to the abandoned mine. Wait 3 days until you get 3 crystals and then go to the magi in the south. After that, visit the War Zealot (Alexey) and go to the tavern. Play with him until you get 3 gems, and then go back to Jack. Go to the temple of Gaia (looks like a crypt).

    This is the final test. You will be teleported back to the huge garden to fight with yourself. This can be hard. If you can't do it, place your troops in the following position: slot one-Fairy Dragons slot two-Goryniches and then, all the others. Turn autocombat on and fight. You should win. If not, fight again and again...until you win...TADAAA...you've finished the map!


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    Recommended bonus: whatever you wish (I chose wizardry)

    First, collect all the resources around. When you find a chest, and you have to choose between 0 gold and -500 experience, choose 0 gold because you WILL have -500 exp. While exploring, you should find a monk. Don't visit him unless you see the puzzle and the other monks east. After that, talk to him and he will disappear and give you access to the puzzle. This is probably the trickiest part of the map. What you have to do is, make a column of the same terrain. Here are some hints:

    1. Ask southwest brother to make second and fourth squares the same,
    2. Ask northeast brother to make third and fifth squares the same,
    3. Ask southeast brother to make first, third and fifth squares the same,
    4. Ask northwest brother to make all squares the same (?);

    You can divide the task in 3 parts:

    1. 1. Make squares 2 and 4 the same
    2. 2. Make squares 1,3 and 5 the same
    3. 3. Make all the squares the same

    If you still don't get it, then visit the monks randomly. You will get it eventually. It's like a game of rock-paper-scissors or tick-tack-toe. After you take the grail, make sure that you've saved the game! Get out of there and walk west. Gorynich should tell you that he built a castle, which looks like a cave. Enter it, leave the pikeman there and demolish each and every building (right click on a building to demolish it), except the blacksmith, which you can't demolish. Exit the castle screen and walk one square down. You should receive warning messages, which tell you that you will be eliminated from the game. Stand near the castle for 6 days. To the west of the castle, is a little forest, which is burning. When a message says that you have one day to capture a town, go to the castle that you've destroyed and you will fight a pikeman. Hire 5 ghosts from the blacksmith and leave through the burnt forest. Save the game.

    wog 2

    Go to the scholar and then walk to the left a few squares and then, north, and then towards the dwarven statue. You will stop there and have only 3 days to capture a town, even if, before you stopped, had 5,6 or 7 days. Go west, and visit the rally flag. After that, collect the resource, right on the left but don't pick the campfire. You should see the unicorns to the west, go towards them a few squares, and go up immediately! You should see a gravel road. Walk to it, and go east, ON the road. After you see the clearing, walk north towards the garrison. When you reach it, go up one square to activate the trigger, or else you will be eliminated. Take a look at the picture below if any problems...

    Once you are in the town, take the creatures that want to join you, and visit their dwellings. Make sure that you've visited the dark-yellow tower, so you will able to "see again". After you can't recruit anymore, leave the town. Walk around, and when you go to the peasants, don't pick them! Fight them, so you can improve the number of your ghosts. Visit the peasants' houses until you get about 300-400 peasants. First fight the 1st level creature to improve your ghosts. There should be an imp cache around...

    There are 3 enemy castles that you must demolish: a fortress, a rampart and a necropolis, which is blocked for the moment. Once you have about 800 or so ghosts, attack the fortress, which is in the NE corner of the map. Make sure you've attacked all the gnolls around and dragonflies attack the lizard warriors, which defend the heroes. Split the ghosts in two packs and ATTACK. Fight the enemy hero. Watch out for the frost ring...it can hurt BAD. After you defeat him, there should be some gnolls around, so attack them. Should be piece of cake for your ghosts...Attack and demolish the fortress. Do not go back to it! Kill other creatures that are around and go back for more peasants. Use the quick-battle option if you don't want to fight yourself. After you've gathered around 300 peasants again, fo to the rampart which is in the SW corner of the map. Defeat the centaurs, dwarves and elves that are around, including those that defend the enemy hero. His main spell is slow. Before you fight him, you should spread the ghosts in 2 packs again. Defeat him and demolish his castle. A message should appear and ask you if you still believe the Gorynich. Answer "No". Explore the map...

    There is a sanctuary in the east of the map. Talk to the scholar near it. Go south and visit the war zealot. A message will pop-up and ask you if you want to attack him. Answer "yes". Pick the chest. Go west, through the trees and bushes. It might not seem passable, but it is. There is a monk there. Go to him, and he will join you if you do one last thing for him...

    There is a crypt in the south of the map that you can see in the 1st picture. Visit it and fight the guards. Now you can go to the Necropolis town, in the NW corner of the map. It should be harder to fight the necropolis hero and the castle, so make sure that you've killed all the level 1,2,3,4 and 5 units on the map. You should have about 1500 ghosts, so attack the Death Knight (Vokial, I think). Attack and demolish his castle. Go back to the monk that asked you to do something for him, and...TADA! The map is completed!


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    Recommended bonus: Attack skill
    (I prefer attack. It's not too much of a difference)

    First, collect all the resources around. In the southwest corner of the map, there is a sign that says something like "Congratulations! You've found a secret passage to the end of the campaign" Do not visit it, because your hero will die.

    After you take ALL of the resources, go to the crusaders to the east. After you reach them, run away! Be sure you will NOT end your turn when the crusaders tell you to stop! What I mean is, after you visit them and go towards the 2 houses (yours and Dan's), they tell you to stop. Do not stop, do not end your turn there or you will be attacked! After that, visit Kirr's house, the destroyed house at the north of your house.

    Now go to the monk and he will tell you to go to the Water Wheel of Melnik. Melnik will tell you to go to the knight to the northwest of your house. Tell the knight about the crusaders. He will leave and leave a pikeman behind. Allow him to join your army. Now you have to leave Dan at the place where your horse stumbles (that text will be disabled after you visit the crusaders for the first time), so stop when the crusaders tell you to stop, and leave the peasant in the square to the right of your hero. After that, go and hide in your field (where you are supposed to work) where a text shows up telling you that it would be a good place to hide there. Wait until the crusaders take Dan to his field, then go through the path that was guarded by the crusaders. Talk to all the guys near the tavern. First talk to the halfing and he will tell you about his brother that lives in a garden of revelation in the north. Visit the rogues, then, a pile of gold is near the 3 hovels. Tell the rogues about the gold. After that, go to the Rogue cavern and take the book (answer yes to the question) Go to the halfing's brother and he will tell you to choose one of his 4 books. Choose one of them (I chose air magic).

    wog 1

    Go back to the tavern and speak to the gremlin. After you talk to the gremlin, visit the trading post, which is along the gravel road. You should gain a catapult. Go back to the tavern and speak to the peasant. Walk along the road until you see a castle. Go to the bridge. A pikeman will say that he doesn't know you and he won't allow you to pass. Then, talk to the other two peasants in the field near the three hovels. One of them will give you a sword, and the other will talk to the pikeman that is guarding the bridge to the castle in the north. Go to the bridge, and the pikeman will allow you to pass. Go back to the tavern and speak to the zealot. He will tell you about the monk near the sanctuary (the sanctuary is near the faerie ring and the gem ponds as shown in the picture). Go to the monk and he will give you the Surcoat of Counterpoise. Go back (again) to the tavern and talk to the halberdier. After that, go back to the castle. The swordsman will tell you to leave. Don't do that because you can pass. Move your cursor one square up the swordsman's garrison and you can pass. Walk through the second garrison and visit the marletto tower and the mercenary camp. Get out of there and visit the rally flag near the tavern. Visit the tavern and go to the castle again and talk to the swordsman. Visit the wagon, which is along the gravel road. You should find a ballista. Now go to the west of the castle in the snow lands. After you enter the snowy lands, collect all of the resources. Move your cursor over the wall just west of the castle and you will find a first aid tent. Go towards the Gorynych and talk to him. You should receive a mission telling you that you've finished the mission and 7 of 7 submissions. Allow the Gorynych to join you and... TADA... you've won.


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    Defeat Sandro and all his minions to win the campaign. However, if any of your four heroes are defeated in combat or you fail to defeat Sandro's forces in four months, the scenario is lost. Starting Bonus: 10 Halberdiers or 3000 Gold or 2 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

    In many ways, this map is much easier than the previous one. The enemy is separated from you by three neutral Garrisons and Sandro is trapped behind a Quest Tower so he is unable to make an army of Liches. Take the 3000 gold as your starting bonus to get a start on building your towns.

    First Leg

    During the first week, have all of the heroes flag mines and take the gold from the chests as there is no point in trying to increase levels as this is the last map and you'll need lots of gold to upgrade Wood Elves into Sharpshooters. I built a Castle and the Homestead in A1 and A2 as well as flagging the two Homesteads east of A1. In A3 and A4, I just built the City Halls and the Hall of Valhalla. I used primarily Sharpshooters and made sure to visit the two Homesteads east of A1 at the start of every week for even more Wood Elves. By the start of the second week, I had enough Sharpshooters that I was able to give them and the Angelic Alliance to Crag Hack to start defeating the enemy.

    Second Leg

    I traveled along the pink path from A3 and defeated the 22 Ghost Dragons at S1b. I put all of the Sharpshooters into one stack and didn't suffer any losses thank to the Resurrection spell. S1a will give you the Elixir of Life (25% bonus to HP and the regeneration ability) which will really help with the low hp of Sharpshooters. I then went through the Garrison which has 10 Power Liches, 20 Vampire Lords, 40 Wraiths, 80 Zombies, and 160 Walking Dead which are a piece of cake for Sharpshooters and Expert Slow. Be sure to hire some Nomads which will eliminate the penalty from the Sand terrain and take each castle in order from O1a -> O2a -> O3a being sure to defeat any enemy you find along the way. If Crag runs low on Sharpshooters, simply have Gelu upgrade Wood Elves and portal to the nearest town. However, I suffered very few losses and was able to defeat all three towns in about a week and a half.

    Finishing Up

    S2a wants 50 Hobgoblins and will give you the Boots of Levitation which will allow you to open up S3a which is trapping Sandro in his Castle. You can also trade the Elixir of Life for one of four other combination artifacts by defeating the 55 Chaos Hydras in front of M1a. The Air Cave will give you the Power of the Dragon Father, the Fire Cave will give you the Wizard's Well, the Water Cave will give you the Ring of the Magi, and the Earth Cave will give you the Bow of the Sharpshooter. Even though you have the Angelic Alliance, the Power of the Dragon Father gives you a bigger boost to your primary abilities in addition to making your troops invulnerable to all level 1-4 spells. There are also all four of the Tomes of Magic which are guarded by approximately 350 Elementals but are largely unnecessary if you've been building up the Mage Guilds and visiting them in previous maps.

    After you've given Crag additional troops and Sharpshooters, go through S3a (once you have the Boots of Levitation) and attack Sandro. He only has 13 Strength, 14 Defense, 17 Power, and 7 Knowledge and a relatively insignificant army. Once Sandro is defeated, the map and the campaign is finished. Congratulations on a job well done.


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    Defeat all the Necromancers in the area and create the Angelic Alliance to win the scenario. However, if Gem, Gelu, Crag Hack or Yog are defeated in combat, the scenario is lost. The four heroes are limited to level 40 but will carry their experience, skill, and spells on to the next scenario. Starting Bonus: 10 Wood and 10 Ore or 30 Marksmen or 10 Crusaders

    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

    What I did was take the 30 Marksmen, give them and the Angelic Alliance to Crag, and go from one town to the next defeating all in turn. The other three heroes were used to attack wandering stacks of the undead with the Destroy Undead spell. I mainly built up the Rampart and Castle towns to get a lot of Wood Elves and Archers to change them to Sharpshooters.

    First Leg

    I used Crag as my main hero because he had Wisdom, Earth Magic, and Air Magic and had the best statistics of all four heroes. That, combined with the Angelic Alliance, made him the perfect choice. I used primarily Sharpshooters so it's important to take over N1, N2, O1a, and O2a as they are able to produce Wood Elves and Archers. I concentrated on building City Halls and a Capitol and Castles in A1, O1a, N1, N2, and O2a. I only used other troops near the end of the map when I needed to be able to distract the enemy from targeting my Sharpshooters.

    There are many mountains which impedes progress and so I was very fortunate that Crag Hack knew the Dimension Door spell. If your Crag doesn't know this spell, it's a good chance that someone else does so you can always give that hero the Sharpshooters to take over an enemy town, have Crag portal to that town, and then give the Sharpshooters back to continue defeating the enemy. It's also important to use the View Air spell at the beginning of every round to know where the enemy is. If they are close to one of your towns, send someone there to defeat them. It's very important to not lose any ground that you've taken as the enemy can get many more troops than you.

    Second Leg

    I generally went the N1 -> O2a -> O4a -> portal to O2a -> O5a -> O7a route with Crag and went the N2 -> O1a route with another hero (usually Gem). Then had Crag portal to O1a then go the O3a -> O6a route. If Crag needed any more Sharpshooters, I had Gem portal to each A2, N1, N2, O1a, and O2a collecting Wood Elves and Archers to hand them to Gelu who upgraded them who gave them to Gem who portaled to a town close to Crag where he could pick them up. It's a good idea to split the Sharpshooters into many stacks since there's an enemy who uses Implosion quite frequently and that will be devastating if you just have them in one stack.

    You can find each of the four elemental orbs (increases effectiveness of each of the four magic schools by 50%) on the corresponding ground. You have to defeat an army of the corresponding elemental creature but I used Gem and had no problems thanks to her huge spell pool. I didn't really find any necessary except for the Earth Orb and the bonus it gives to Resurrection. You can also make the Cornucopia with artifacts that are just lying around but that's also an option if you're actually going to be building up the towns as there are not that many mines.

    Finishing Up

    There are three Trees of Knowledge which I used to get Crag and Yog up to level 40 along with an Altar of Sacrifice which is of minimal use to Gem and Gelu. The only place really worth visiting for each hero is the Library of Enlightenment. Once you've defeated the last enemy and put together the Angelic Alliance, the map is won.


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    Crag Hack and Yog must find the Sword of Judgment, Armor of Wonder, and Lions Shield of Courage to win the scenario. However, if either hero is defeated in combat, the scenario is lost. They are limited to level 37 but will carry his experience, skills, and spells on to their next scenario. Starting Bonus: 4000 Gold or 10 Ogres or 40 Orcs.

    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

    Pick the 40 Orcs as your bonus since that will increase your odds for getting joins, such as the Wolf Raiders in front of the Stronghold. Their ranged attack will also be a great help to defeating the many wandering stacks. There are no taverns in the towns and the only way to hire additional heroes is from a tavern in the northeast area on Yog's side. You also can't build a Capitol but that shouldn't be a problem since there's a lot of gold lying around and take the gold from the chests instead of experience. Be sure to give both Crag and Yog a Ballista since, with their high attack, they will do a lot of damage.

    First Leg

    Your home area is seperated from the enemy area by two Anti-Magic neutral Garrisons with 40 Cyclops Kings, 60+ Ogre Magi, and 100+ Orc Chieftains and two wanderng stacks of 200 Scorpicores. I recommend going through the Garrisons as they are much easier, even with the Anti-Magic field. So build up both the Rampart and Stronghold towns for the first month and then break through the Garrisons. Crag took over O1c (tan) and then moved north to take over O1b (green) while Yog took over O1a (purple). Unfortunately, O1d (blue) is underground protected by a one-way mirror (M1a) so it's necessary to leave either Crag or Yog by M1b to protect O1b from being taken over.

    Finishing Up

    I then explored the map and found an Altar of Sacrifice (found under E3a) which I used to increase both Crag's and Yog's level to 37. After that, I went to get the artifacts by going to E1a (northwest) and using the two-way mirror system to visit both G1b and G2a as well as by defeating the 4 Crystal Dragons to get the Sword of Judgement. Now go to E2a (west) through G2b to defeat the 8 Red Dragons to get the Lion's Shield of Courage and to visit G3a. Now go up to E3a (northeast) to get the Armor of Wonder by defeating 75 Minotaur Kings. Once all three artifacts are retrieved, the map is done.


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