Auto-translated
New Beginning (New Beginning)
1) Clearing the Border
Size: M, two-level.
Conditions: defeat all enemies, do not lose hero Jem.
Jem starts in the south of the map. The player controls 2 castles; there are also castles to the northeast and north of your starting position (Rampart). The opponent will have 2 Necropolises located in the northeast and northwest corners of the map, and they will capture another 2 Necropolises. Somewhere in the central part of the map, roughly on one line, there will be two castles: a Rampart and a Necropolis; you can get from one to the other via a tunnel (this tunnel contains a portal that leads to a separate area where you can level up your hero, but it is guarded by 7th-level beasts). Near the Rampart (down from the center of the map) there is a Dungeon with a green keymaster's tent, and in the south of the map is a portal through which you can reach an enemy castle in the northwest corner, but only if the enemy visits the red tent and opens the passage to their portal, so don't worry too much about it. It only makes sense to use this portal toward the end of the mission. The starting Necropolises are also connected by portals. In principle, the mission is not difficult and straightforward; fight to your heart's content and be sure to train Jem in earth magic, as she alone will carry over to the next scenario.
2) After the Amulet
Size: M, two-level.
Conditions: find the undertaker's amulet, do not lose heroes Jem and Clancy.
The game begins near the town of Cliftree. Jem is well-trained in magic, but you can't rely much on Clancy. Heading north along the road, you will find a Rampart; capturing it will not be a problem for you. In the south, in a Dungeon, you will find a red keymaster's tent, which must be visited. To the east of the starting town, the road is blocked by 14 vampires, and slightly further north are 8 black knights. Breaking through them to another part of the map, you will discover two human castles, with the upper one having a fort. North of it is an anti-magic garrison; the garrison's guard consists of: 40 skeletons, 24 dead, 12 vampires, 4 bone dragons, 6 black knights, 14 guardians, and 10 liches. Beyond this garrison, you will encounter another human castle and a garrison. This garrison, like the one west of the central human castle, will have the following guard: 60 skeletons, 18 vampires, 10 black knights, 12 liches, 6 bone dragons, 30 guardians, 34 dead. Beyond the garrisons are 2 Necropolises; the lower one has a same-way portal exit, and the upper one has a passage underground where there is a gold mine. The one-way portal leads from the Necropolis in the northwest corner of the map (a hero with an army can be placed on the portal trigger tile to cut off all enemy heroes as they approach). You can get there by going underground from the central human castle. When you are finished with the red player, go north from the last Necropolis through the red border guard, then west. Passing a well, you will hit a trap. 40 bone dragons and 20 ghost dragons will attack you. Further down, you will find an artifact guarded by 76 ghost dragons. If you have leveled up the first hero well, it makes sense to level up Clancy on these dragons. By the way, earth magic wouldn't hurt him either.
3) Return the Robe
Size: M, two-level
Conditions: bring the vampire's robe to the town of Hall of Leaves, do not lose heroes Jem and Clancy.
This scenario is more interesting than the others. You have one city and two heroes; clearly, you will develop this city first. Look around. To the north is a mage's hut; visiting it will reveal your objective. To the west, a path leads away, winding through a Dungeon and emerging at the town of Hall of Leaves. Near this town, you will find a scroll with the "Town Portal" spell—now, you REALLY need this! Try to get it as soon as possible. You will also find a portal there leading to the dragon cliffs. It makes sense to capture them and obtain additional dragons; they will be useful. To the east, you will find another Rampart, but it is very underdeveloped; you likely won't have enough money to develop it. Along the northeast road from the starting town are necessary mines; this way you can reach that same third Rampart. Now let's talk about your starting castle and the difficulties of its location. Slightly further south is a one-way portal, from which enemy heroes will occasionally jump out and attack your castle, so it's unlikely you'll be able to lead a large army away from the starting castle. But as soon as you get "Town Portal," you can travel wherever you want. Two roads lead south from the starting castle, codenamed "left" and "right." Taking either of them will lead you to the red player's starting castles. The enemy has 4 castles in total, but you are not obligated to capture them. The same one-way portal is on the "left" road. But to complete the mission, you must take the "right" one. Fight through the garrison and reach a Necropolis (you will find another castle to the north, but you don't need it), which you can either capture or simply ignore. Follow the road south and west; you will see a passage to the underworld. That's where we need to go. To free Terrek, you will have to pay 40,000 gold; the Barbarian will have the item you seek. You can take the artifact and teleport to the Hall of Leaves, after which the scenario ends, or you can fight some more, leveling your heroes up to the maximum—level 20.
4) Quest for the Boots (hello, BotINKi!)
Size: L, single-level
Conditions: bring the dead man's boots to the starting town, do not lose heroes Jem and Clancy.
Now this scenario is truly interesting. The map is large, but there isn't much open space on it. So, you have a starting city and two heroes. To the east, you will find mines and a seer who requires you to bring 25 ghost dragons in exchange for the holy sandals; this task must be completed. Visit the blue keymaster's tent, assemble a more or less decent army, and break through the garrison, then capture the pink player. This won't take much effort; the opponent is weak. From the former pink Necropolis, go west and capture the first Rampart, then north and take another Rampart. Nearby, you will find a scroll with "Town Portal" guarded by ghost dragons, and a green keymaster. At the same time, quickly build up the Necropolis to ghost dragons and start working on one of the new Ramparts. Assemble (again!) a somewhat decent army and head almost across the entire map south through the orange garrison, then capture the orange castle. Now, only the red player remains. But that doesn't mean the battles with him will be easy. He can be defeated on low difficulty levels, but on higher ones, it is problematic. The red player is well-leveled; his heroes know "Explosion" and "Town Portal," but for some reason, he is in no hurry to attack us and lingers by his castle. Continuing the conversation: we have a blue tent, and we need to find a dark blue one, a red one, and the holy sandals (25 ghost dragons). Build up the orange city to ghost dragons (if it wasn't already) and go to the center of the map to the university. Here we have 2 options. Go west to the red castle (it is in the center of a black circle :); if your troops are strong enough, the enemy will lock himself in his town and won't attack. Slightly north of his Necropolis, you will find the red keymaster. Return to the university (after replenishing your army) and go east. The dark blue tent will be south of the red Necropolis. Collect 25 ghost dragons, exchange them for the holy sandals (in the north), and teleport to the former orange city. Go east, where you'll find a portal and appear in the southwest corner; take the boots, at which point an army will attack: 70 powerful liches, 60 death knights, 60 vampire lords, 25 ghost dragons. But is that even a guard! In the second mission, there were 76 ghost dragons. Take the artifact, teleport to the starting town, and celebrate victory.
Result: Jem decided to become a druid; Sandro disappeared with the artifacts. Everyone is happy.
I will finish writing the walkthrough for the other campaigns soon.
Elixir of Life (Elixir of Life)
In my opinion, the easiest campaign of all.
1) Graduation from the Academy
Size: S, two-level
Conditions: defeat all enemies, Jelu must survive; Jelu and his two henchmen will carry over to the next scenario.
After Armageddon's Blade, we have the rare pleasure of playing on the smallest map. The player begins the adventure in the northeast corner of the map. Take your henchmen and head south along the road, then west, where you capture a castle. Start building it up, recruit elves, train them into snipers, and capture the nearest mines. To the south will be a Barbarian stronghold, which Jelu can easily capture in the first week. The stronghold can be left as a source of income while you continue to develop your Rampart. Accumulate troops and head west; there you will find Necromancers (in the bottom left corner of the map). Capturing the Necropolis won't be much trouble, as the player hasn't had time to build up yet. Then go underground and capture the Dungeon. Most importantly, build all the mage guilds and try to maximize the level of all three heroes; this will come in handy.
2) Thugs
Size: M, single-level
Conditions: obtain the ring of vitality artifact, Jelu must survive; Jelu and his two henchmen will carry over to the next scenario.
You start in the upper left corner of the map. You have 2 options for completion. 1: fast. Assemble a more or less normal army for Jelu, visit the purple keymaster's tent, and go south to the first enemy town, DaggerCourt; from there, turn west and find the blue keymaster's tent. It is guarded by 100 centaur captains, but their number may increase by the time you arrive. Then proceed east to the mountains, staying slightly above the enemy towns, find the courage token, and take it. Then go northwest through the blue border gates; the elves will not put up serious resistance and will likely flee; enter the corner of the map and receive angel wings from the seer. Now fly to the opposite part of the map (i.e., southwest), and the seer there will give you the ring. 2: quality. Start capturing enemy towns, first DaggerCourt, then two more cities located east and north of the first. The brown player may die if they fail to capture the Necropolis in the far east. The red player is in the southeast; he is quite weak since he has only one castle at the start. And that Necropolis in the east is neutral at the beginning of the game. After killing them all, develop earth magic (there is an opportunity to learn Meteor Shower and Explosion), including for Jelu. Among other useful spells, you will encounter Chain Lightning. There are many different modifiers on this map; there is even a sacrifice altar. You can maximize all heroes by giving them excellent spells and fish out additional experience from the artifacts, which are plentiful here. Additionally, at one of the brown player's Ramparts (slightly right of the center of the map), you will find a green keymaster, and in the upper right corner—a dark blue keymaster. This means you can also get the angel wings.
3) Alley of Dragon Lords
Size: M, single-level
Conditions: find the ring of life, Jelu must survive; he alone will carry over to the final scenario.
The player starts the game in the northeast corner of the map; against him is an orange opponent whose castles (only Ramparts) are scattered across the other three corners. By default, the opponent already has stables, dwarves, and dragons built (all upgraded, of course), but this doesn't make his life easier. You can go for it and weed them all out—your heroes know what "Explosion" is! But on the other hand, only Jelu will carry over to the next scenario, so there's no point in leveling others, although visiting modifiers still makes sense here. Fast completion: capture mines with "empty" heroes; they are all good mages, so a fast start is possible. Visit the green keymaster west of the starting town and the red one in the center of the map. You can explore your piece from the castle to the center without fear of attack: the opponent still has far to go to reach you. There's reason to capture the central Rampart; there you can hire additional elves and a green dragon per week. Accumulate a more or less decent army and take the easternmost road south, capture the orange player, upgrade dragons, then head further west, and without any problems, passing the border guards, reach the ring of life.
4) Thief in the Night
Size: M, single-level
Conditions: find the vial of vitality, Jelu must survive.
You have two Rampart castles in the upper right piece of the map, and the towns are slightly developed. Assemble a small army for Jelu in the upper town, clear out the mine guards, hire additional heroes, and collect everything left after the guards. Once your territory is cleared, the opponent may launch an attack. Don't forget to use secondary heroes to transfer troops to Jelu. Repel the attack with Jelu. If the opponent goes north through the far western garrison, you have the opportunity to capture all his castles (three in total, all in the south at equal distances from each other) in just a few days. Vokial is in the central one, but the battle with him won't be difficult. The third Rampart is in the northwest corner of the map; if the enemy captured it, you'll have to run there too. If you decide to capture it at the start of the game, you will face a neutral garrison with guards: 130 wood elves, 50 guardian dendroids, and 40 silver pegasi. After defeating the red player, the headache begins. Go south from Vokial's castle, kill liches, and visit the blue(!) keymaster. Then go strictly north to the border gates, proceed further, and two portals will appear before you. Enter the left one and kill red dragons—you'll get the sentinel's shield. Return, enter the right one, kill black dragons, and receive the titan's gladius. Return, go to the upper right corner to the seer, and receive the vial of vitality.
Result: Jelu is happy with his border service, strengthens AvLi, and becomes a local hero.
Added after 19 hours 42 minutes
Hack’n’slash (Hack’n’slash)
A fairly brisk campaign that brings variety to all this fuss with elves. What does a Barbarian need for complete happiness? Advanced Offense is already there; we take Tactics, Armor, Logistics, Wisdom and earth magic (yes, yes, Craig will have a real opportunity to learn Town Portal in chapter 2!) or water (Necromancers will curse and slow you down), and spell resistance. Of course, the player might end up with a completely different setup, but this is just an example.
1) Skull Crusher
Size: M, two-level
Conditions: find the skull helmet, Craig Hack must survive.
You start without a city. Go west along the road, kill the enemy hero and capture the town; this is the town we will develop. Hire additional heroes, circle around the town collecting everything that isn't bolted down, and also capturing mines. Somewhere in the center of the map, you'll find 3 goblin barracks; the guard consists of 100 goblins who are more likely to attack than not. Now orient yourself by this area. Go west as far as possible; there will be a dark blue keymaster—visit him. Then you can go north, where 5 green dragons are guarding. Now we are in the upper half of the map. The red player has 2 castles: the first is north of the passage with dragons (if the red player kills the dragon first, you'll still notice the passage), and the second can be found by following the road east from the first. Nevertheless, there is a neutral Erathian castle on the map, southeast of the second Barbarian one. Now let's return to the barracks in the center. If you go east from them, you'll find the tree of knowledge, then a fort on a hill, and slightly further—a passage guarded by 4 gold dragons. Right above the passage is an Erathian castle; after that, everything is clear. Now the red player is dead. From the central upper stronghold, go north to find the red tent. Return. Above the central goblin barracks, on the other (northern) side of the mountain range, we find a dungeon entrance. Descend there, kill trolls, and head northeast to the keeper of the question. Only the brown player remains, who possesses the artifact we need; he is locked in his own territory and is successfully building up while waiting for us. Capture the castle, get the artifact, and wait for the next assignment from Sandro.
2) Black Sheep
Size: M, two-level
Conditions: obtain the dead knight's blackshard, Craig Hack must survive.
We start in the upper right corner of the map, build up, and loot this entire quarter of the map. Generally, it's better to always hire a hero; your strong hero will kill the guards, while the second one collects resources and subordinates mines. In this way, you save a lot of time. Then assemble an army and go west, capturing a Barbarian stronghold along the way. From there, follow the path and find the light blue keymaster's tent, guarded by 2 magic dragons. Then you can go south through the light blue border guard; 60 swordsmen and 1 crusader will attack you. Soon you will see the player's far western castle. A path leads north from it; follow it and visit the green keymaster—now you can capture the castle. You'll find the next castle in the very center of the map (from your newly acquired one, heading along the eastern road). Its guard is weak, and it is poorly developed. After capturing it, only the last one remains, which you will reach via the southeastern road. BUT first, visit the red keymaster—from the central castle, go south as far as possible. There we go, castles captured; finish off the red heroes, they'll still be around after the capture of three castles. There is another castle underground, but you won't be able to reach it. Now from the central castle, go south and west to the portal guarded by about a hundred griffins. Cross to the other shore. Head south and west. Along the way, 140 lizards will ambush you; you'll encounter 35 cavalrymen and 30 black riders; the grand finale: a battle with hero Marzet, who has 70 death knights and 70 crusaders. After defeating him, we get the artifact and go for a new assignment.
3) Cage in Hand
Size: M, two-level
Conditions: find the ribs, Craig Hack must survive.
Follow the road and you'll see a castle; you won't be able to capture it. Travel further south, then at the fork turn southwest, visit the keymaster, go back to the stronghold and capture it. Now you have a castle and your quarter of the map; start looting, and don't forget to look into the same-way dungeon near the town for the black keymaster. From the south, the red player might disturb you, but as long as the exits from your piece of the map are guarded by basilisks (40 per passage). There are conditionally two such passages: one leads south, the other east. First, kill the Necromancer from the south and capture his castle; his main striking force consists of skeletons and ghosts. Next, you face a long march to another Necropolis in the east of the map, or to a human castle north of your second conditional exit. This is where Town Portal will be very useful, as the enemy has many heroes—he might sail to the southern town or attack others. Capture the eastern city, catch your breath, teleport for reinforcements, and break through the garrison. Its guard: 45 vampire lords, 50 powerful liches. Then go east and south into the very corner of the map, cutting off any particularly curious enemy heroes where possible. There, pass through the border gates, kill about a hundred liches, and take the ribs.
4) Grave Robber
Size: M, two-level
Conditions: obtain the shield of mourning dead, Craig Hack must survive.
Now this is a real stealth mission. Just kidding, of course, but nevertheless, you will have one human castle while the player has three Necropolises; by the time you develop, he'll have accumulated such an army... But it's not all that scary: southeast of your starting castle, you'll find another neutral one—and it isn't developed at all. Capture mines, build up an army, and pay attention to the artifacts in the upper left corner of the map; they are beautiful, aren't they? They will come in handy later. Sandro will send 4000 gold every week as aid. To find out more details, particularly curious red heroes will penetrate your area through a portal south of the second city. From your starting castle, there are dungeons to the south and east; in the southern one, you'll find the blue keymaster, and in the eastern one, the red. As soon as you feel ready to perform feats, go through the southern dungeon, emerge on the surface, then head south and east along the edge of the map. A hero sits in the town who blatantly ignored my secondary heroes and only attacked Craig—I have no idea why. Don't even try to defeat him; capturing any enemy castle won't work either—they are guarded by keymasters, and you know they are more serious than 100 azure dragons. Moreover, red heroes also know "Town Portal." But defeating a single hero is quite realistic. In any case, one such hero attacked me; I barely managed to fight him off, but his losses were far more severe than mine. Behind the lower castle, we'll find a shipyard (slightly further east); cross to the other shore. The green keymaster is guarded by: 120 skeleton warriors, 90 ghosts, and 10 powerful liches. The quest in the south of the map is guarded by: 200 skeleton warriors, 150 ghosts, 20 powerful liches. Sail back, head to the southernmost part of the map to the dungeon guarded by a green border guard. Pass through it, come out, proudly walk past gold deposits, and meet hero Charnat. Her troops: 330 dead, 250 zombies, 110 ghosts, 80 vampire lords, 30 ghost dragons. If you lack troops, it's better to teleport for backup. Defeat her, visit the island, tell the keeper of the question what great guys we are, and receive the long-awaited artifact.
Result: Sandro fled without paying; Craig Hack is indignant.
1) Clearing the Border
Size: M, two-level.
Conditions: defeat all enemies, do not lose hero Jem.
Jem starts in the south of the map. The player controls 2 castles; there are also castles to the northeast and north of your starting position (Rampart). The opponent will have 2 Necropolises located in the northeast and northwest corners of the map, and they will capture another 2 Necropolises. Somewhere in the central part of the map, roughly on one line, there will be two castles: a Rampart and a Necropolis; you can get from one to the other via a tunnel (this tunnel contains a portal that leads to a separate area where you can level up your hero, but it is guarded by 7th-level beasts). Near the Rampart (down from the center of the map) there is a Dungeon with a green keymaster's tent, and in the south of the map is a portal through which you can reach an enemy castle in the northwest corner, but only if the enemy visits the red tent and opens the passage to their portal, so don't worry too much about it. It only makes sense to use this portal toward the end of the mission. The starting Necropolises are also connected by portals. In principle, the mission is not difficult and straightforward; fight to your heart's content and be sure to train Jem in earth magic, as she alone will carry over to the next scenario.
2) After the Amulet
Size: M, two-level.
Conditions: find the undertaker's amulet, do not lose heroes Jem and Clancy.
The game begins near the town of Cliftree. Jem is well-trained in magic, but you can't rely much on Clancy. Heading north along the road, you will find a Rampart; capturing it will not be a problem for you. In the south, in a Dungeon, you will find a red keymaster's tent, which must be visited. To the east of the starting town, the road is blocked by 14 vampires, and slightly further north are 8 black knights. Breaking through them to another part of the map, you will discover two human castles, with the upper one having a fort. North of it is an anti-magic garrison; the garrison's guard consists of: 40 skeletons, 24 dead, 12 vampires, 4 bone dragons, 6 black knights, 14 guardians, and 10 liches. Beyond this garrison, you will encounter another human castle and a garrison. This garrison, like the one west of the central human castle, will have the following guard: 60 skeletons, 18 vampires, 10 black knights, 12 liches, 6 bone dragons, 30 guardians, 34 dead. Beyond the garrisons are 2 Necropolises; the lower one has a same-way portal exit, and the upper one has a passage underground where there is a gold mine. The one-way portal leads from the Necropolis in the northwest corner of the map (a hero with an army can be placed on the portal trigger tile to cut off all enemy heroes as they approach). You can get there by going underground from the central human castle. When you are finished with the red player, go north from the last Necropolis through the red border guard, then west. Passing a well, you will hit a trap. 40 bone dragons and 20 ghost dragons will attack you. Further down, you will find an artifact guarded by 76 ghost dragons. If you have leveled up the first hero well, it makes sense to level up Clancy on these dragons. By the way, earth magic wouldn't hurt him either.
3) Return the Robe
Size: M, two-level
Conditions: bring the vampire's robe to the town of Hall of Leaves, do not lose heroes Jem and Clancy.
This scenario is more interesting than the others. You have one city and two heroes; clearly, you will develop this city first. Look around. To the north is a mage's hut; visiting it will reveal your objective. To the west, a path leads away, winding through a Dungeon and emerging at the town of Hall of Leaves. Near this town, you will find a scroll with the "Town Portal" spell—now, you REALLY need this! Try to get it as soon as possible. You will also find a portal there leading to the dragon cliffs. It makes sense to capture them and obtain additional dragons; they will be useful. To the east, you will find another Rampart, but it is very underdeveloped; you likely won't have enough money to develop it. Along the northeast road from the starting town are necessary mines; this way you can reach that same third Rampart. Now let's talk about your starting castle and the difficulties of its location. Slightly further south is a one-way portal, from which enemy heroes will occasionally jump out and attack your castle, so it's unlikely you'll be able to lead a large army away from the starting castle. But as soon as you get "Town Portal," you can travel wherever you want. Two roads lead south from the starting castle, codenamed "left" and "right." Taking either of them will lead you to the red player's starting castles. The enemy has 4 castles in total, but you are not obligated to capture them. The same one-way portal is on the "left" road. But to complete the mission, you must take the "right" one. Fight through the garrison and reach a Necropolis (you will find another castle to the north, but you don't need it), which you can either capture or simply ignore. Follow the road south and west; you will see a passage to the underworld. That's where we need to go. To free Terrek, you will have to pay 40,000 gold; the Barbarian will have the item you seek. You can take the artifact and teleport to the Hall of Leaves, after which the scenario ends, or you can fight some more, leveling your heroes up to the maximum—level 20.
4) Quest for the Boots (hello, BotINKi!)
Size: L, single-level
Conditions: bring the dead man's boots to the starting town, do not lose heroes Jem and Clancy.
Now this scenario is truly interesting. The map is large, but there isn't much open space on it. So, you have a starting city and two heroes. To the east, you will find mines and a seer who requires you to bring 25 ghost dragons in exchange for the holy sandals; this task must be completed. Visit the blue keymaster's tent, assemble a more or less decent army, and break through the garrison, then capture the pink player. This won't take much effort; the opponent is weak. From the former pink Necropolis, go west and capture the first Rampart, then north and take another Rampart. Nearby, you will find a scroll with "Town Portal" guarded by ghost dragons, and a green keymaster. At the same time, quickly build up the Necropolis to ghost dragons and start working on one of the new Ramparts. Assemble (again!) a somewhat decent army and head almost across the entire map south through the orange garrison, then capture the orange castle. Now, only the red player remains. But that doesn't mean the battles with him will be easy. He can be defeated on low difficulty levels, but on higher ones, it is problematic. The red player is well-leveled; his heroes know "Explosion" and "Town Portal," but for some reason, he is in no hurry to attack us and lingers by his castle. Continuing the conversation: we have a blue tent, and we need to find a dark blue one, a red one, and the holy sandals (25 ghost dragons). Build up the orange city to ghost dragons (if it wasn't already) and go to the center of the map to the university. Here we have 2 options. Go west to the red castle (it is in the center of a black circle :); if your troops are strong enough, the enemy will lock himself in his town and won't attack. Slightly north of his Necropolis, you will find the red keymaster. Return to the university (after replenishing your army) and go east. The dark blue tent will be south of the red Necropolis. Collect 25 ghost dragons, exchange them for the holy sandals (in the north), and teleport to the former orange city. Go east, where you'll find a portal and appear in the southwest corner; take the boots, at which point an army will attack: 70 powerful liches, 60 death knights, 60 vampire lords, 25 ghost dragons. But is that even a guard! In the second mission, there were 76 ghost dragons. Take the artifact, teleport to the starting town, and celebrate victory.
Result: Jem decided to become a druid; Sandro disappeared with the artifacts. Everyone is happy.
I will finish writing the walkthrough for the other campaigns soon.
Elixir of Life (Elixir of Life)
In my opinion, the easiest campaign of all.
1) Graduation from the Academy
Size: S, two-level
Conditions: defeat all enemies, Jelu must survive; Jelu and his two henchmen will carry over to the next scenario.
After Armageddon's Blade, we have the rare pleasure of playing on the smallest map. The player begins the adventure in the northeast corner of the map. Take your henchmen and head south along the road, then west, where you capture a castle. Start building it up, recruit elves, train them into snipers, and capture the nearest mines. To the south will be a Barbarian stronghold, which Jelu can easily capture in the first week. The stronghold can be left as a source of income while you continue to develop your Rampart. Accumulate troops and head west; there you will find Necromancers (in the bottom left corner of the map). Capturing the Necropolis won't be much trouble, as the player hasn't had time to build up yet. Then go underground and capture the Dungeon. Most importantly, build all the mage guilds and try to maximize the level of all three heroes; this will come in handy.
2) Thugs
Size: M, single-level
Conditions: obtain the ring of vitality artifact, Jelu must survive; Jelu and his two henchmen will carry over to the next scenario.
You start in the upper left corner of the map. You have 2 options for completion. 1: fast. Assemble a more or less normal army for Jelu, visit the purple keymaster's tent, and go south to the first enemy town, DaggerCourt; from there, turn west and find the blue keymaster's tent. It is guarded by 100 centaur captains, but their number may increase by the time you arrive. Then proceed east to the mountains, staying slightly above the enemy towns, find the courage token, and take it. Then go northwest through the blue border gates; the elves will not put up serious resistance and will likely flee; enter the corner of the map and receive angel wings from the seer. Now fly to the opposite part of the map (i.e., southwest), and the seer there will give you the ring. 2: quality. Start capturing enemy towns, first DaggerCourt, then two more cities located east and north of the first. The brown player may die if they fail to capture the Necropolis in the far east. The red player is in the southeast; he is quite weak since he has only one castle at the start. And that Necropolis in the east is neutral at the beginning of the game. After killing them all, develop earth magic (there is an opportunity to learn Meteor Shower and Explosion), including for Jelu. Among other useful spells, you will encounter Chain Lightning. There are many different modifiers on this map; there is even a sacrifice altar. You can maximize all heroes by giving them excellent spells and fish out additional experience from the artifacts, which are plentiful here. Additionally, at one of the brown player's Ramparts (slightly right of the center of the map), you will find a green keymaster, and in the upper right corner—a dark blue keymaster. This means you can also get the angel wings.
3) Alley of Dragon Lords
Size: M, single-level
Conditions: find the ring of life, Jelu must survive; he alone will carry over to the final scenario.
The player starts the game in the northeast corner of the map; against him is an orange opponent whose castles (only Ramparts) are scattered across the other three corners. By default, the opponent already has stables, dwarves, and dragons built (all upgraded, of course), but this doesn't make his life easier. You can go for it and weed them all out—your heroes know what "Explosion" is! But on the other hand, only Jelu will carry over to the next scenario, so there's no point in leveling others, although visiting modifiers still makes sense here. Fast completion: capture mines with "empty" heroes; they are all good mages, so a fast start is possible. Visit the green keymaster west of the starting town and the red one in the center of the map. You can explore your piece from the castle to the center without fear of attack: the opponent still has far to go to reach you. There's reason to capture the central Rampart; there you can hire additional elves and a green dragon per week. Accumulate a more or less decent army and take the easternmost road south, capture the orange player, upgrade dragons, then head further west, and without any problems, passing the border guards, reach the ring of life.
4) Thief in the Night
Size: M, single-level
Conditions: find the vial of vitality, Jelu must survive.
You have two Rampart castles in the upper right piece of the map, and the towns are slightly developed. Assemble a small army for Jelu in the upper town, clear out the mine guards, hire additional heroes, and collect everything left after the guards. Once your territory is cleared, the opponent may launch an attack. Don't forget to use secondary heroes to transfer troops to Jelu. Repel the attack with Jelu. If the opponent goes north through the far western garrison, you have the opportunity to capture all his castles (three in total, all in the south at equal distances from each other) in just a few days. Vokial is in the central one, but the battle with him won't be difficult. The third Rampart is in the northwest corner of the map; if the enemy captured it, you'll have to run there too. If you decide to capture it at the start of the game, you will face a neutral garrison with guards: 130 wood elves, 50 guardian dendroids, and 40 silver pegasi. After defeating the red player, the headache begins. Go south from Vokial's castle, kill liches, and visit the blue(!) keymaster. Then go strictly north to the border gates, proceed further, and two portals will appear before you. Enter the left one and kill red dragons—you'll get the sentinel's shield. Return, enter the right one, kill black dragons, and receive the titan's gladius. Return, go to the upper right corner to the seer, and receive the vial of vitality.
Result: Jelu is happy with his border service, strengthens AvLi, and becomes a local hero.
Added after 19 hours 42 minutes
Hack’n’slash (Hack’n’slash)
A fairly brisk campaign that brings variety to all this fuss with elves. What does a Barbarian need for complete happiness? Advanced Offense is already there; we take Tactics, Armor, Logistics, Wisdom and earth magic (yes, yes, Craig will have a real opportunity to learn Town Portal in chapter 2!) or water (Necromancers will curse and slow you down), and spell resistance. Of course, the player might end up with a completely different setup, but this is just an example.
1) Skull Crusher
Size: M, two-level
Conditions: find the skull helmet, Craig Hack must survive.
You start without a city. Go west along the road, kill the enemy hero and capture the town; this is the town we will develop. Hire additional heroes, circle around the town collecting everything that isn't bolted down, and also capturing mines. Somewhere in the center of the map, you'll find 3 goblin barracks; the guard consists of 100 goblins who are more likely to attack than not. Now orient yourself by this area. Go west as far as possible; there will be a dark blue keymaster—visit him. Then you can go north, where 5 green dragons are guarding. Now we are in the upper half of the map. The red player has 2 castles: the first is north of the passage with dragons (if the red player kills the dragon first, you'll still notice the passage), and the second can be found by following the road east from the first. Nevertheless, there is a neutral Erathian castle on the map, southeast of the second Barbarian one. Now let's return to the barracks in the center. If you go east from them, you'll find the tree of knowledge, then a fort on a hill, and slightly further—a passage guarded by 4 gold dragons. Right above the passage is an Erathian castle; after that, everything is clear. Now the red player is dead. From the central upper stronghold, go north to find the red tent. Return. Above the central goblin barracks, on the other (northern) side of the mountain range, we find a dungeon entrance. Descend there, kill trolls, and head northeast to the keeper of the question. Only the brown player remains, who possesses the artifact we need; he is locked in his own territory and is successfully building up while waiting for us. Capture the castle, get the artifact, and wait for the next assignment from Sandro.
2) Black Sheep
Size: M, two-level
Conditions: obtain the dead knight's blackshard, Craig Hack must survive.
We start in the upper right corner of the map, build up, and loot this entire quarter of the map. Generally, it's better to always hire a hero; your strong hero will kill the guards, while the second one collects resources and subordinates mines. In this way, you save a lot of time. Then assemble an army and go west, capturing a Barbarian stronghold along the way. From there, follow the path and find the light blue keymaster's tent, guarded by 2 magic dragons. Then you can go south through the light blue border guard; 60 swordsmen and 1 crusader will attack you. Soon you will see the player's far western castle. A path leads north from it; follow it and visit the green keymaster—now you can capture the castle. You'll find the next castle in the very center of the map (from your newly acquired one, heading along the eastern road). Its guard is weak, and it is poorly developed. After capturing it, only the last one remains, which you will reach via the southeastern road. BUT first, visit the red keymaster—from the central castle, go south as far as possible. There we go, castles captured; finish off the red heroes, they'll still be around after the capture of three castles. There is another castle underground, but you won't be able to reach it. Now from the central castle, go south and west to the portal guarded by about a hundred griffins. Cross to the other shore. Head south and west. Along the way, 140 lizards will ambush you; you'll encounter 35 cavalrymen and 30 black riders; the grand finale: a battle with hero Marzet, who has 70 death knights and 70 crusaders. After defeating him, we get the artifact and go for a new assignment.
3) Cage in Hand
Size: M, two-level
Conditions: find the ribs, Craig Hack must survive.
Follow the road and you'll see a castle; you won't be able to capture it. Travel further south, then at the fork turn southwest, visit the keymaster, go back to the stronghold and capture it. Now you have a castle and your quarter of the map; start looting, and don't forget to look into the same-way dungeon near the town for the black keymaster. From the south, the red player might disturb you, but as long as the exits from your piece of the map are guarded by basilisks (40 per passage). There are conditionally two such passages: one leads south, the other east. First, kill the Necromancer from the south and capture his castle; his main striking force consists of skeletons and ghosts. Next, you face a long march to another Necropolis in the east of the map, or to a human castle north of your second conditional exit. This is where Town Portal will be very useful, as the enemy has many heroes—he might sail to the southern town or attack others. Capture the eastern city, catch your breath, teleport for reinforcements, and break through the garrison. Its guard: 45 vampire lords, 50 powerful liches. Then go east and south into the very corner of the map, cutting off any particularly curious enemy heroes where possible. There, pass through the border gates, kill about a hundred liches, and take the ribs.
4) Grave Robber
Size: M, two-level
Conditions: obtain the shield of mourning dead, Craig Hack must survive.
Now this is a real stealth mission. Just kidding, of course, but nevertheless, you will have one human castle while the player has three Necropolises; by the time you develop, he'll have accumulated such an army... But it's not all that scary: southeast of your starting castle, you'll find another neutral one—and it isn't developed at all. Capture mines, build up an army, and pay attention to the artifacts in the upper left corner of the map; they are beautiful, aren't they? They will come in handy later. Sandro will send 4000 gold every week as aid. To find out more details, particularly curious red heroes will penetrate your area through a portal south of the second city. From your starting castle, there are dungeons to the south and east; in the southern one, you'll find the blue keymaster, and in the eastern one, the red. As soon as you feel ready to perform feats, go through the southern dungeon, emerge on the surface, then head south and east along the edge of the map. A hero sits in the town who blatantly ignored my secondary heroes and only attacked Craig—I have no idea why. Don't even try to defeat him; capturing any enemy castle won't work either—they are guarded by keymasters, and you know they are more serious than 100 azure dragons. Moreover, red heroes also know "Town Portal." But defeating a single hero is quite realistic. In any case, one such hero attacked me; I barely managed to fight him off, but his losses were far more severe than mine. Behind the lower castle, we'll find a shipyard (slightly further east); cross to the other shore. The green keymaster is guarded by: 120 skeleton warriors, 90 ghosts, and 10 powerful liches. The quest in the south of the map is guarded by: 200 skeleton warriors, 150 ghosts, 20 powerful liches. Sail back, head to the southernmost part of the map to the dungeon guarded by a green border guard. Pass through it, come out, proudly walk past gold deposits, and meet hero Charnat. Her troops: 330 dead, 250 zombies, 110 ghosts, 80 vampire lords, 30 ghost dragons. If you lack troops, it's better to teleport for backup. Defeat her, visit the island, tell the keeper of the question what great guys we are, and receive the long-awaited artifact.
Result: Sandro fled without paying; Craig Hack is indignant.
Просто еще один