Author: Dungeonmaster
Walkthrough in parts. Part 4. (days 411 – 447)
Attaching a map of the main forces' movement, a couple of saves, and screenshots.
15. Thirteenth week (collecting artifacts, scouting near the Necromancers)
411 – 412. Transporting forces to the Inferno underground, picking up the book of fire magic (though it won't be needed later). The main heroes head west of the Inferno lands towards the library and utopia. By this time, we've also assembled the Wizard's Well – now we can travel one-way and replenish magic on the road. Important: Coronius lands on Inferno territory (army – 1 upgraded griffin).
413 – 414. The army moves towards the dragon utopia west of the Inferno respawn, Mephala receives it through a chain and takes the Dragon Utopia, which contains 3 important artifacts: Sniper's Bow, Medal of Vulnerability (black sphere), and a Sentinel's Shield (+12 defense, -3 attack). With the Medal of Vulnerability, we can now take on dragon guards. Nearby, we visit the library with all heroes, taking the Sphere of Inhibition behind the guard (will be a quest artifact later). Coronius with 1 upgraded griffin continues traveling through Necromancer lands. The Necromancer castles are, of course, guarded, and we can't take them, but we keep moving further. On day 414, the Necromancer Tamika finally jumps out; her army isn't that large, not legions, but stats of 56/57/46/43 don't make us want to fight her, and there's no need to – let her keep blocking the teleport exit.
415 – 417. Near castle Calvurion, we pass to the east, defeat phoenixes, take a ring for +1 unit speed and a hell sword for +6 attack, and scout west of the castle. Next, we give Kirr an army, and she heads north of the Inferno respawn, taking the boots from the Angel Alliance for +2 to all stats. The entire army is transferred back to Inferno to head north towards the Necromancers. Meanwhile, Coronius passes the second castle, Darkternal, on the Necromancer respawn (also guarded, no heroes visible nearby yet). There is an external dwelling of vampires with +4 unupgraded ones, but I don't buy them to avoid reducing the hero's starting speed on the upgraded griffin (+9). We travel further north, scouting the area without being caught yet.
16. Fourteenth week (capturing Necromancers, collecting the Cloak of the Undead King and the Armor of the Damned)
421-422. During scouting, Coronius reaches castle Blackcorter, where 2 enemy heroes have arrived. But then the main event of this month happens: Coronius with 1 upgraded griffin enters an unguarded Necromancer castle! And we have Town Portal! :) A long day 422 begins: we fire almost all heroes and rebuy them at the Necromancer respawn. Immediately we take a second castle, Agonu, defeating Clavius (relatively weak army) and Moandor (medium forces). A leveled-up Kirr reaches the southern city of Cessassion. Mephala from there kills Aislin and approaches castle Terminis. We obtain the final artifact component of the Cloak of the Undead King from one of the enemies.
423. Another long day. We take Terminis, then to the west we take Darkternal and Deftag. We have the Cloak of the Undead King. There is a Witch Hut near castle Agonu with the skill necromancy. We take Adelaide (since she has only one skill – advanced wisdom, making it fastest to level necromancy on her), as well as Malcolm – a hero with basic earth magic and water magic. After tests, both show a very good skill tree (logistics + pathfinding + earth magic). We teach them necromancy, fire them, level them up a bit to expert necromancy, and then on the same day "feed" them the zombie and skeleton legions near Calvurion. At the end of the day – Adelaide is level 24 with perfect leveling (logistics + pathfinding + intelligence), see screenshot. And the main result for this day: + 4632 liches.
424. Through a chain, heroes capture the last 3 Necromancer castles on the northern respawn to the east: Dunkelturm, Blight, Coldsoul. Kirr, level 33, now travels enormous distances. 90-100 vampires remain unbought in the captured castles (in each). Overall, by day 424, the entire Necromancer respawn is captured, and all its heroes are killed (except Tamika on our respawn).
425-427. We level necromancy to expert on our second Necromancer – Malcolm; he also gets an excellent skill set (logistics + pathfinding, great!). We visit the white tent. We scout the Necromancer respawn, targeting which artifacts to capture next week. We collect the last required artifact – the Armor of the Damned.
Results of 2 weeks:
- We were VEEEERY lucky to enter the Necromancer respawn on one griffin and capture an empty castle. This allowed us to start expanding onto the Necro respawn with all our forces without breaking through the center of the map,
- All Necromancers are wiped out (except Tamika "stuck" on our respawn) and their castles captured within 1 week,
- The Cloak of the Undead King is assembled, 2 of our own Necromancers with logistics + pathfinding are trained to expert necromancy,
- Important artifacts taken: Armor of the Damned, Medal of Vulnerability, Sniper's Bow, and others,
- The Necromancers didn't have time to clear many areas on their own respawn; there are plenty of unclaimed artifacts.
Essentially, all the overworld is captured by us; there's nowhere left to expect ambushes or attacks. The game is almost won, just a matter of time.
Nevertheless, the game can develop through several scenarios depending on player choice:
1) We keep using the Cloak of the Undead King with Necromancers, building up forces by killing neutrals,
2) We clear hidden respawns,
3) With the current army, we clear the center with utopias and powerful artifacts,
4) We continue rushing and head to the enemies with our current forces.
In short, the author provides a choice: fight with a living army or, alternatively, build up Necromancers and farm liches. It's up to personal preference of playstyle.
Basically, for the lich-focused path, describing the further walkthrough in detail is pointless, because EVERY SINGLE guard and enemy is easily broken by liches. With a hero using Phoenixes or Archangels for first speed, equipped with the Cloak of the Undead King and the Armor of the Damned, plus the Medal of Vulnerability, this can be a rush through.
Therefore, I'll describe the rest briefly, as the game is no longer challenging.
17. Fifteenth + sixteenth weeks
431 – 433. Our Necromancers kill neutrals and farm liches, doing nothing else. Mephala, Kirr, Ellezar visit stat-boosting locations and increase their stats. The other heroes either capture mines or accompany the Necromancers for distribution at the end of the day.
434 – 443. We enter the central treasure respawn from the very west – castle Calvurion – and head east. Mephala levels up at all stat boosters; we create a 3rd Necromancer – mage Jellar (just in case). By the end of the week, we have a total of about 27,300 liches. Just in case, we buy all vampires from external dwellings (they might come in handy).
443 – 447. We kill dragons on cursed ground in the center of the map, capture all dragon utopias, and take the quest shield made of dragon scale (the quest gives +500 Archangels).
Results of another two weeks: all main heroes visited every stat booster, necromancy yielded 33,300 liches, we accumulated over 1 million gold, collected a bunch of artifacts from utopias. The final preparations for heading out for the book of air and to the enemy bosses are nearing completion.
The next part – part five – will be the last.