I completed the third one.
Basically, almost everything was already decided there. I took the book, and then there was a rather difficult battle with the army for the halberd and the useless staff – the only one where there were wizards and halflings, which the hero simply couldn't defeat on his own. The halberd isn't an altar or a crystal, but I wanted to take it, especially against the garrison, even though it doesn't really go with the book.
I lost 12 gold golems – a week's worth of production from all 4 buildings on the map (I've never lost so many anywhere) and a few dwarves – I immediately teleported the golems and started fighting the wizards, and then it depended on luck, either healing with potions, which luckily were in the forge, or breaking the halfling's bow. If the wizards had been everywhere, I would have had to start over, but here the army wasn't really needed. Sometimes in other battles, I had to remove the amulet so that the hero could deal damage, withstand a hit, but not the whole battle, so you can't do without an army at all – you can't just run to the city, there's still time.
I took everything, got Order 3, and was 1 or 2 points short of 4, which would have made the wizards easier, of course. But here I was optimizing for the campaign, not for a single battle.
The garrison attacked in two waves. The first wave cleared the beholders, a couple of hydras, and half of the bandits, and the second wave finished them off with the halberd, and that's how I passed.
The fourth one has a rather difficult start, with 3 ifrits that can't really do much. But luckily, there's a Grail, which solves all the gold problems and allows you not to scrimp on every penny.
At the end of the first month, I built and bought a dragon. The game changed before and after that.
Before the dragon, I went to the city, placed medusas, and later ifrits. Carefully clearing the first level of defense, and not all of them, only the ones I could. It's very important to capture the mine here, you really need it – 2 cities with medusas, 2 ifrits already give 60 units. You need to build ifrits, they are weaker, but they can't fly around the map like nightmares, which is important. There's no point in building goats, they'll get lost among the neutrals and won't do anything special. Only the capital allows you to place dragons, and that's what we're going to do, no matter what.
However, I managed to take a neutral city of Life, which immediately provided a noble in one of the Chaos cities. There's an outer market there, which is guarded by level 1, but you can send a bandit. This market is essentially what gave me the dragon.
When the dragon was bought, the need for caution in every battle simply disappeared, you shouldn't rush into anything, but with it, we cleared the starting location, opened the passage to the second castle (the medusas from there weren't needed), and then we started flying around on the dragon and ifrits, clearing the map.
I made a big mistake – I was tempted by pyromancy in the outer university, so I was leveling up in combat and chaos without pyromancy – combat wasn't unnecessary before the dragon, but nevertheless, in battles, I really missed lightning, which was in the castle. In the end, I still got that pyromancy – but, since I spent so many levels on combat, I had to give 5 or 6 altars of combat to secondary heroes. It's like one skill blocked 5, you shouldn't do that, I should have leveled up chaos, and because of this greed for one skill, I lost 5-6 – the problem is the same – I needed to count the altars. (level-ups gave 5-5-5-0 combat, 1 ranged was bought).
With ifrits and dragons, I leveled up to 16 without much difficulty, took two trees, and took the secondary heroes that I had bought in advance (luckily, there's enough gold from the Grail to just buy them in advance and wait until they're needed), 3 chaos heroes, and a necromancer. I explored everything, took everything I could, it's not very difficult with dragons.
The whole battle, life 3-3-3-4, order 2-1-1-1, chaos 3-3-3-5, nature 3-2-2-1. I'm missing one in order and chaos to have both the portal and forgetfulness/teleport, and almost all of chaos 4, or life, but it was all maxed out after the limit, as was order. So, having all of chaos 4 and almost all the skills up to chaos 5 is a pity.
Greed, unfortunately.
I'm finishing off the last one and ending the mission.
Added after 5 hours 25 minutes
The fifth mission, where did the phoenixes and tactician come from?
He has a dozen griffins, elves, a group of unicorns, and the rest. I have 43 vampires, 15 ghosts, 14 air elementals.
The only rather difficult battle was for the tent – it generated 18 magic dragons. Green crystals helped me go first, the nature book gave me antimagic, and then, on the second try, they didn't overwhelm the hero in melee, I summoned magic dragons for distraction, and then I gave them antimagic. I was lucky that a random "not very valuable artifact" was a protective cloak, my dragons deflected the mirror image, otherwise, I would have had to restart, just because of this tent guard. But I managed to pass. All that's left is to finish off the water near the green passage and take the city, which is not a problem.
I realized, it's not that mission yet.
Added after 6 hours 45 minutes
The sixth one. Champion. We reached the city. We took the city. We sailed. There's no Grail here, it takes a long time to wait for money, we can't attack anyone.
We gathered our strength, built medusas. We took the mine from the bandits. The pirate's stealth 2 didn't drop. We can't do anything else. All that's left is to click and wait for money and build, sitting without a wood mine, we can't break through the defense yet.
But it's not all that bad, we're playing as Chaos.
Bandits, with stealth 2, can live on this island. They can't capture the shipyard without a hero. The hero can't approach the shipyard, 3 pirates immediately interfere.
We place a bandit from the city. We aim at the shipyard. We lure the pirate hero out of the city to the bandit, we run without stopping and capture it. This is how we pass where it's impossible to pass, we put our flag on the shipyard, we buy a ship. Of course, the pirates attack the stunned hero-pirate with the bandit. We run away. Our flag is on the shipyard. If we haven't bought a ship, we buy one. We send another bandit on it. The bandit on the ship will guide the ship where it needs to go, and the main heroes will get on it.
Something like that
http://c2n.me/4eb9Uch.
This bandit will guide the ship where it needs to go, the main heroes will get on it, and we'll pillage the sea. I'm not sure if we have enough strength to attack Vince's castle with 11 fire mages, 2 sorcerers, a dozen orcs and bandits, and a few goats – I have 7 medusas, 20 of each of the smaller units. However, I think we can pillage the sea for nightmares or ifrits without much effort and visit Vince and the neutral castles.
The choice is difficult, I think we'll go with nightmares – they're stronger, and they travel on the sea just as well.
As it turns out, this wasn't necessary – the heroes were 900 experience short, I built an academy, which gave them a second stealth – the hero can do this himself now – but maybe it will be useful to someone.