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Posts from Walkthrough of HoMM3: SoD Campaigns
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New beginning - In search of the amulet
Could you tell me how to get to the fairy dragons?
But why would you want to get to these dragons? They have nothing to do with completing the game.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
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In principle, you can use flight, dimension doors, or angel wings.
But why would you need to travel to these dragons? They have nothing to do with completing the game.
Added after 2 hours
Although...
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I also had a similar issue with a hero, but in the mission with Jame. Instead of Jame, they gave a random Druid, and that wouldn't have been a big deal, but as a result, no one could get the 30 Grand Elves, which made the walkthrough much more difficult.
Interestingly, all the skills were still the same. That is, even if they gave a random Druid with the "Intelligence" specialty, he might not have had the "Intelligence" skill itself. However, if he did, the specialty worked.
Interestingly, all the skills were still the same. That is, even if they gave a random Druid with the "Intelligence" specialty, he might not have had the "Intelligence" skill itself. However, if he did, the specialty worked.
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Mission 3 – “Harvest Time” – once again tasks us with destroying all the Necromancer creatures without losing our main hero, Yog.
...
First things first, deal with our leader’s skills – Logistics and Ballistics are a must, ideally Earth Magic and as many combat skills as possible. He definitely won’t become a mage.
At the start of the game, the combination of Wisdom and Earth Magic is not available, but it is possible to obtain Wisdom and Fire Magic (or just Wisdom).
At the beginning of the game, enter the Castle and buy Yog a book.
As you progress through the game, increase Knowledge and Magic Power to the maximum, and search for and learn the Magic Portal.
Once you find the Witch Huts you need, send Yog to the one that teaches the skill you want to discard.
She says: “Let my words pass you by, and you will begin to forget.”
And you feel that this is not just an empty threat.
Will you listen carefully?”
If you choose to agree, the skill will remain; if you refuse, the skill will be removed.
Now, visit the Witch Hut with the desired skill, in our case, Earth Magic. Of course, take the advanced level right away – as it already gives you the ability to choose a city when using the Magic Portal.:smile44:
With the next hero level up, he becomes an expert in Earth Magic, and in the next battle, he will be in a much better position.
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I completed the Shades of Darkness campaign.
https://yadi.sk/d/i72tgxtI3Ashyn
https://yadi.sk/d/0blxwI5_3AsiXd
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I completed the Shades of Darkness campaign.
https://yadi.sk/d/i72tgxtI3Ashynhttps://yadi.sk/d/0blxwI5_3AsiXd
https://yadi.sk/d/i72tgxtI3Ashyn
https://yadi.sk/d/0blxwI5_3AsiXd
Added 8 minutes later
I completed the Shades of Darkness campaign.
https://yadi.sk/d/i72tgxtI3Ashynhttps://yadi.sk/d/0blxwI5_3AsiXd
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https://yadi.sk/d/GKOagp3i3Fd9aA
https://yadi.sk/d/mlAdwcwy3FdBV9
And I completed
Added 1 minute ago
An interesting game with 37 campaigns and 103 single-player games (+1 training)
https://yadi.sk/d/GKOagp3i3Fd9aA
https://yadi.sk/d/mlAdwcwy3FdBV9
https://yadi.sk/d/mlAdwcwy3FdBV9
And I completed
Added 1 minute ago
An interesting game with 37 campaigns and 103 single-player games (+1 training)
https://yadi.sk/d/GKOagp3i3Fd9aA
https://yadi.sk/d/mlAdwcwy3FdBV9
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https://yadi.sk/d/8l8B6kF23FnqW8
https://yadi.sk/d/8l8B6kF23FnqW8
Thank you for the game!
Added 1 minute ago
Heroes 3 The Shadow of Death
https://yadi.sk/d/8l8B6kF23FnqW8
https://yadi.sk/d/8l8B6kF23FnqW8
Added 2 minutes ago
Which part of the Heroes series do you like?
Added 30 seconds ago
I've been playing for 10 years, since 2008!
Added 6 hours 2 minutes ago
Jem
Added 58 seconds ago
Jelu
Added 49 seconds ago
Crag Hag
Added 52 seconds ago
Yog
https://yadi.sk/d/8l8B6kF23FnqW8
Thank you for the game!
Added 1 minute ago
Heroes 3 The Shadow of Death
https://yadi.sk/d/8l8B6kF23FnqW8
https://yadi.sk/d/8l8B6kF23FnqW8
Added 2 minutes ago
Which part of the Heroes series do you like?
Added 30 seconds ago
I've been playing for 10 years, since 2008!
Added 6 hours 2 minutes ago
Jem
Added 58 seconds ago
Jelu
Added 49 seconds ago
Crag Hag
Added 52 seconds ago
Yog
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Great game!
Added 1 minute ago
Thank you
Added 1 minute ago
Yog
Added 48 seconds ago
Crag Hag
Added 48 seconds ago
Jelu
Added 39 seconds ago
Gem
Added 37 seconds ago
Thank you for the game
Added 2 minutes ago
01/15/2008 First mission 03/15/2017 Completed all the games: Heroes, Sea Titans, War and Peace, Second Crown Hooray
Added 1 minute ago
Thank you
Added 1 minute ago
Yog
Added 48 seconds ago
Crag Hag
Added 48 seconds ago
Jelu
Added 39 seconds ago
Gem
Added 37 seconds ago
Thank you for the game
Added 2 minutes ago
01/15/2008 First mission 03/15/2017 Completed all the games: Heroes, Sea Titans, War and Peace, Second Crown Hooray
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Looks like there's a bot flood here. It seems like someone is just talking to themselves.
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01.01.2008
01.01.2018
Added 42 seconds ago
01.01.2008
01.01.2018
Added 2 minutes ago
http://all-heroes.ru/load/igry/rpg/skachat_geroi_3_dykhanie_smerti/7-1-0-14
Added 54 seconds ago
https://yadi.sk/d/2iP_BuD5mfBzN
https://yadi.sk/d/2iP_BuD5mfBzN
http://all-heroes.ru/load/igry/rpg/s...merti/7-1-0-14
Added 2 minutes ago
http://navira.ru/articles/87-igry-i-industriya/h/571-geroi-mecha-i-magii-3-ldyxanie-smertir-vechnoe-fentezi
Added 49 seconds ago
http://www.fatalgame.com/game/the-shadow-of-death/
Added 1 minute ago
http://packa.ucoz.ru/forum/42-67-1
Added 51 seconds ago
http://heroes.ag.ru/h3/campaigns/SoD/
01.01.2018
Added 42 seconds ago
01.01.2008
01.01.2018
Added 2 minutes ago
http://all-heroes.ru/load/igry/rpg/skachat_geroi_3_dykhanie_smerti/7-1-0-14
Added 54 seconds ago
https://yadi.sk/d/2iP_BuD5mfBzN
https://yadi.sk/d/2iP_BuD5mfBzN
http://all-heroes.ru/load/igry/rpg/s...merti/7-1-0-14
Added 2 minutes ago
http://navira.ru/articles/87-igry-i-industriya/h/571-geroi-mecha-i-magii-3-ldyxanie-smertir-vechnoe-fentezi
Added 49 seconds ago
http://www.fatalgame.com/game/the-shadow-of-death/
Added 1 minute ago
http://packa.ucoz.ru/forum/42-67-1
Added 51 seconds ago
http://heroes.ag.ru/h3/campaigns/SoD/
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White Sharks
White Sharks / Mission 1 / Preparing the Ground
Sea Titans
- Protect friendly Shipyard and Warehouse
- Research "Mobile Repair Submarines" technology, build 3 repair submarines and a Trade Center
From the very beginning, research technologies that allow you to build cannons. They will be very useful when hostile elements arrive from the north shortly.
Fortunately, even if your defense cannot hold back the first wave of attackers, you will get a second chance: as a rule, the enemy destroys several buildings and retreats.
- Collect 4500 units of corium and load them into 3 containers with 1500 units in each
- Deliver the containers to the southern part of the sector
Do not forget that White Sharks use three resources. At the same time, unlike corium and metal, gold is easier and simpler to mine: first, no ships are needed to deliver it to the warehouse; second, gold mining installations can be built anywhere and in any quantity. Then you can exchange this precious metal for the resource you need at the trade center.
Once the containers are ready, load them onto submarines and send them in the required direction — without escort, straight at the enemy. They will, of course, be destroyed, but the objective will still be completed.
- Destroy all enemies
Build as many ships as you can and send them north through the canyon. You will encounter two groups of enemy ships, then three cannons.
White Sharks / Mission 2 / First Blood
- Find the outpost
- Protect the outpost for 15 minutes until reinforcements arrive
The disposition is as follows: the purples are settled in the north, and the reds in the south. Therefore, you must proceed carefully, exactly down the middle, toward the eastern corner.
Upon reaching the required point, immediately begin erecting fortifications. First and foremost, of course, cannons. Deep-sea mines have proven themselves well. You can rely on ships, but then do not forget to build a repair center to fix your battered fleet after an attack.
White Sharks / Mission 3 / Deal!
Sea Titans
- Lead 4 repair boats to the Black Octopus trade center "Market S27" and unload containers there
- Deliver the ship "Black Widow" to the starting point within 20 minutes
- "Black Widow" must survive
The objective sounds as if you are facing another speedrun mission. However, this is far from the case. Establish yourself at the starting location and build powerful defensive redoubts.
Once your fleet reaches impressive proportions, head to the western corner, and from there along the edge to the northeast. There will be many cannons on the mountains. Destroy them and place your own in their stead to grandly meet the enemies who will rush over upon being called.
Thus, step by step, we advance into the northern corner, where the red base is comfortably spread out. It will have to be destroyed. From there, the trade center you need is just a stone's throw away. Send a couple of loaded submarines there: they will manage to unload before the troops arrive. Most likely, these will be 6-7 purple ships. If you are not confident in your strength, let them deal with the same — they are quite satisfied with this and sail away. Once they have retreated further, send the second two.
Only now is it better to support them with cannons and a fleet — after unloading, "Black Widow" will appear, who must be loaded onto a submarine and taken back to your base safe and sound.
White Sharks / Mission 4 / Shockwave
- Capture the Central Computer in the central part of the map using a Marauder
- Protect the Central Computer for 15 minutes until two submarines arrive
- Find two experimental submarines in the northern part of the sector; load them onto submarines and deliver them west to the starting point
The Central Computer is located in the middle of the map. If you act quickly, only 2-3 cannons will be guarding this building. Accordingly, five cruisers should be quite enough.
After capture, the main task becomes ensuring your own security — erecting cannons. Then — building a fleet of ten ships and several more cannons to support the offensive.
After 15 minutes have passed, send your strike group north. The same tactic as before (use the fleet to take out enemy cannons and send your own in). Then bring up cargo submarines, load "Tiny-1" and "Tiny-2" (floating in the northern corner) and quickly head back to base. The haste is due to the fact that troops of your other enemies will sail to aid the main opponent.
White Sharks / Mission 5 / Hurricane
Sea Titans
- Detect the lost convoy and submarines with samples of new technologies within 25 minutes
From the starting point, head to the center of the map, and then strictly south.
- Deliver cargo submarines to TechCenter "TXS 467-K"
You must bring the ships back safe and sound. Some will try to prevent this — the reds will chase after you. Leave part of your fleet to delay them.
- Research "Teleshield" technology. Cargo submarines must survive
Note the two containers on the submarines — they contain a very significant amount of metal and corium. They can be painlessly unloaded into your trade center.
Several times, while you are researching the required technology, groups of 4-6 red ships will teleport to you. Be on guard.
Then you will have to take up the destruction of the purple base. Head through the mountains, along the edge of the map, to the northwest. The same tactic repeatedly described above works here as well.
Once the base in the western corner is dealt with, silicoids will appear.
White Sharks / Mission 6 / Little Surprise
- Detect and join the fleet of the 2nd Department within 10 minutes
Proceed cautiously to the northwest. Along the way, several cannons will be waiting for you, so do not drive all your ships blindly forward.
- Build a Shipyard in the northeastern part of the sector next to the friendly base
- Protect three TechCenters of the 2nd Department from enemy attacks
Soon there will be one massive "raid" on the base. In principle, they will fend it off themselves, but it is better to help as much as you can.
- Build 6 containers with 2000 units of corium each and load them into the trade center
You will have to accumulate for quite a long time. However, you can speed up this process by building more gold mines and quickly exchanging the resulting gold for corium.
At the same time, you will have to fend off rare enemy attacks. So do not forget about strengthening your fleet and defensive lines.
- Capture the silicoid Portal in the northwestern part of the sector
- Wait for the arrival of two artifacts
- Load the artifacts onto Submarines and deliver them to the TechCenter
- Research "Psi-Technologies" technology. Artifacts must survive
Head north to fight. Do not forget to build a Marauder — it is needed to capture enemy buildings. The military actions should not drag on — very often allies rush to your aid.
- Destroy the silicoid fortified area in the western part of the sector
Break through there via the previously devastated northern area. Once you are done with them — sit back and observe another piece of nastiness...
White Sharks / Mission 7 / Retribution
- Build an InfoCenter and Sonar in the southwestern part of the sector within 10 minutes
- Detect the abandoned locator "Big Ear 17" in the central sector and capture it
After building the base and ensuring its security, send your fleet northeast through the canyon. The locator is located in the middle of the map. Before capturing it, make sure you have enough ships left to ensure its security when guests arrive.
- Guard the locator until two artifacts arrive
Two artifacts will arrive escorted by enemy forces. While destroying them, keep an eye on the locator — the building must be preserved.
- Build a TransCenter. Guard it and the artifacts until reinforcements arrive
Having loaded the artifacts onto submarines, sail southeast and establish yourself there, awaiting the arrival of reinforcements.
- Provide the opportunity for "Hercules" to build a TransCenter in the southern part of the sector
Simply escort the appearing builder to your new base and ensure that no one interferes with his creative process.
White Sharks / Mission 8 / Still Waters
- Build a Teleshield next to the "Magic Gates" TransCenter in the southwestern part of the sector
- Build 7 containers with 1000 units of corium each, load them onto friendly Submarines that will arrive shortly, and deliver them back to "Magic Gates"
- Do not destroy the silicoid base in the northwest
To start with, get a good defense. Pay special attention to the tunnel in the mountains to the west. Then, having accumulated a bunch of ships, a couple of builders, and as many resources as possible, teleport to the "Gates". But do not rush to build the shield — incessant attacks will soon begin. Therefore, it is better to install defensive structures that will help you repel the assault. Only after that should you erect the required building.
As soon as allied submarines start arriving, teleport them to your base, and from there transfer them back. This is an extremely convenient and safe method; however, to implement it, you will have to build several teleporters.
- Destroy "Gates"
- Build containers with 10000 units of metal and 5000 corium. Deliver them to the northeast
Quickly destroy the building and engage in accumulation. Then simply send the containers without escort to the northeastern edge of the map — upon arriving at the location, they will disappear. But first, make sure you have a decent fleet and several extra towers.
- Ensure safe construction of TransCenter "TFB 34" with the help of builder "Leviathan"
- Protect "TFB 34"
Once the containers disappear, transfer towers and your fleet there — soon a builder will appear there, whose security you must ensure.
- Protect "Star". Build a Psychotron in the specified place within 15 minutes
- Allow silicoids to capture the Psychotron
Soon the ship "Star" will appear and, sailing to the center of the map, will build the required building there. Escort it and protect it from attacks until the job is done. When the construction of the psychotron is completed, simply lead your troops away.
- Capture all Protoplasm Generators in the sector
To complete this objective, you will have to destroy all silicoids (best done from west to north) and Octopuses (from east to north).
White Sharks / Mission 9 / Meat Grinder
- Protect TransCenter, Central Computer, Market, two Submarines with artifacts, and a Submarine with "Recruit" on board for 10 minutes
- Infrastructure in the northeast and southwest must be preserved
- Capture the teleporter in the southeast and deliver "Recruit" there
Sail to the center of the sector and build a base there. Fortify the northeast and southwest — the allied forces located there are insufficient. The main flow of enemies, the purples, will come from a second direction — their base is located nearby.
Do not forget to build a repair center and set your ships in combat guard to "repair if damaged by 50%". They will automatically exit combat and be repaired, which will significantly save you money and nerves.
- Defend positions for 15 minutes until the builder arrives
Continue digging in and fending off enemy attacks. At the same time, build a teleporter and send troops and a couple of cannons to the enemy teleporter in the southeast. It is not heavily guarded, but the blue base is located nearby — you will have to destroy it, otherwise there will be no peace. Once this is finished, capture the teleporter and bring "Recruit" to it.
- Wait for the arrival of "Stinger"
- Research technologies "Corium 296" and "Thermonuclear Technology"
Once you research the required technologies, new objectives will appear.
- Build a Plasmatron and a Launcher within 20 minutes. Launch a missile strike on the Octopus Central Computers in the northeast and southwest of the sector
The best and most painless way to deal with enemies is to launch missile strikes until nothing remains of them. However, this is a very costly and slow process. It is much simpler to blow up vital structures and then teleport your fleet there to destroy the enemy base from within.
Then you will be ordered to finish off the silicoids in exactly the same way.
White Sharks / Mission 10 / Hard Nuts
- Capture Plasmatron, 2 Launchers, Trade Center, Shipyard and Air Extractor
- Artifacts must be preserved
You have a long journey ahead: first to the center, then northeast almost into the very corner, then northwest to the western edge and from there to the northern corner. The main danger is that you will not be able to replenish your fleet for some time, while there will be plenty of opponents on the way.
So, moving north, "feel out" the enemy towers. Do not destroy them. It's easy to do, but absolutely unnecessary. Capture them with a marauder. One by one. If during this process your ship is "battered", do not be afraid — after all, you have a couple of repair submarines. In general, do not forget to repair even seemingly insignificant damage to your flotilla after every skirmish.
Having captured 3-4 towers, line them up at the entrance to the canyon leading northeast. Create a minefield some distance in front of them. After preparation is finished, sail there and provoke a patrol — let them sail toward your redoubts. You should do the same with the second group of ships located slightly further. Do not forget to capture enemy towers. As many as you can.
Moving through the canyon, do not miss the tunnel to the north. Beyond it lies a small enemy town with several cannons and another patrol. The tactic remains the same. If any mines are left, use them too. Do not let your ships blow enemy buildings to smithereens. Among them is a repair center and a submarine production center. If you have extra resources, you can replenish your flotilla.
On the way west, you will encounter a small base of yellow silicoids. You can leave it alone and boldly sail past, continuing to use the tactic described above.
- Unload 2 artifacts near the Plasmatron
- Destroy Central Computers in the central sector
After capturing the required buildings, fortify the approaches from the west. Shortly after unloading the artifacts, when you can start building missiles, red ship patrols will begin to arrive from that side regularly.
Two other submarines contain containers with corium. Unload them into your trade center, and you will have enough resources for missile production. With their help, you will easily destroy the Central Computers. In case the missiles miss, use the teleporter to deploy ships into the required zone.
- Build a Trade Center in the central part of the sector and guard it until the ship arrives
- Do not enter the southeastern and southwestern parts of the sector
The easiest way to complete this task is when all resistance has been destroyed by missiles. Do not rush, save your ships — there are plenty of corium mining spots near your base.
- Capture "Central Beam" complex in the southwest
- Destroy all silicoids
Still, nothing can compare in effectiveness to clearing a spot with a missile and then landing troops reinforced by towers. Just don't miss — if the shockwave covers the complex, you will have to start all over again.
Black Octopuses
Black Octopuses / Mission 1 / Reconnaissance
- Build a base
- Conduct reconnaissance of the sector and destroy the enemy
40 minutes are provided to complete the objectives. Therefore, start building quickly. At the beginning of the mission, there are two silicoid patrols on the map — in the north and in the west. To ensure the security of your base, unlock "Light Laser" technology as soon as possible — this will allow you to build cannons.
There is very little metal in the nearest deposit, so do not miss the chance to build a new mine before you spend the last reserves of this resource. For complete victory, it is necessary to destroy the base located in the middle of the southwestern edge.
Black Octopuses / Mission 2 / Cover
- Escort all cargo submarines to the storage and unload them
A mission for your reaction speed. Immediately after its start, send all cargo submarines and most military ships to the center of the map. Lead the remaining ones slightly forward. Barely will you have time to give orders before the enemy begins an attack in two directions. 5-7 of their ships will rush in pursuit of your caravan — they should be stopped by the part of the flotilla left behind. The second group, much more massive, will rush toward the storages. You must manage to bring all your remaining troops there — at least one storage must survive.
- Build 3 containers with 1000 units of corium each, load them onto Platforms and lead them safe and sound to the tunnel in the north
Most of the base is already built. This slightly eases the task. However, to build cargo platforms, several technologies must be researched. Use this time to create a more powerful fleet — the northern corner is guarded by a purple base. In addition, the tunnel itself is also guarded by another reinforced patrol.
Black Octopuses / Mission 3 / Rescue
- Escort all Platforms with corium cargo to the eastern base, protect the Black Octopus artifact
Another objective requiring speed. Immediately send all civilian ships to the base, and advance military ones north — you will encounter a red patrol. Engage them in battle and try to delay them — they will attempt to give chase.
- Protect five Platforms with corium and an artifact until they reach the north
The situation is similar to the previous mission: a base guards the passage, and a patrol awaits within it. Assemble a fleet and deal with them. Then send the platforms there.
Black Octopuses / Mission 4 / Retribution
Sea Titans
- Destroy all White Shark forces
- Protect silicoid observers
- Capture three samples of enemy technology, load them onto Platforms and deliver to the main base in the northeast
The disposition is as follows: besides yours, there are 5 enemy bases on the map. All of them will have to be destroyed. But artifacts are present on two of them: one in the southern corner, two in the middle of the southwestern edge.
The war will be long and bloody. Remember that two roads lead to each base on this map. One entrance is "formal" — through a wide canyon toward enemy cannons. The second is "backdoor" — the path runs from the opposite side through the mountains; it will lead your ships to the rear of the base.
The following tactic works well: bring ships to the main passage to the base — the main forces of the opponent concentrate on them, while you deploy as many towers as possible directly at the enemy buildings.
Black Octopuses / Mission 5 / Allies
- Build a teleporter in the southern part of the sector
- Free silicoid prisoners (six stationary submarines) at the enemy's western base. Load them onto Platforms, deliver and unload them at the teleporter
- Hold back the enemy until reinforcements arrive
As soon as the base you start building reaches impressive proportions and begins to grow cannons — expect guests. Therefore, do not send the ships given to you at the beginning on deadly cruises prematurely.
There are only three enemy bases on the map: red in the western corner, purple and green in the eastern. The prisoners are with the reds. That is who you need to deal with.
The tactic described in the previous mission works best here: bring your entire fleet to the passage in the mountains leading to the base (approximately in the middle of the map). Cannons are stationed there, and upon seeing you, the main forces of the opponent will also arrive. Engrossed in the fight, they will not notice 5-6 cannons and several ships that you will drop into the western corner.
Once it becomes safe, load the silicoids and take them to your base. Shortly after this, their convoy will appear.
- Destroy all White Shark forces
A huge convoy of silicoid ships will slowly proceed to your base, pick up their own, and sail back. Your main task is to ensure that the purple and green forces do not destroy a single one of the former prisoners: several patrols will attack the convoy.
After the silicoids leave, you can take on the remnants of White Shark. Use the same tactic.
Black Octopuses / Mission 6 / Exposure
- Build a locator in the southeastern part of the sector within 20 minutes
- Protect the locator until the silicoid convoy reaches the White Shark base
Build the base as quickly as possible. About five minutes before time runs out, teleport (you can also bring them by their own power, but there are minefields along the way) a builder, several ships and — it would be good to have — a couple of towers to the southeastern edge. An attack is unlikely, but possible.
- Capture an artifact at the White Shark base
- Transport the artifact to your base
- Protect the artifact and Central Computer until the ship "Retribution" arrives
You can attack the base where the artifact will be brought head-on and even succeed. However, there is a much simpler and less costly path. Build three teleporters. It's expensive, but worth it. Then begin a massive troop transfer. Teleport approximately 6 ships and several towers exactly into the southern corner, then again ships and again towers. This will be enough to suppress resistance and establish yourself in that area. The artifact itself is slightly further north, and you will reach it without problems.
But do not rush to send this item to your base. As soon as it appears in the vicinity of the Central Computer, silicoid groups will rush toward it from two sides. Pay attention to the passage north of your base in the mountains. Fortify it and the western part of your base. The enemy will try to break through directly to the building, ignoring everything else.
Black Octopuses / Mission 7 / Deep Strike
- Capture the research laboratory and protect it
- Research "Plasma Generator" technology
- Build a Terminator, load it onto the "Storm" platform and take it to the northern part of the sector
Sea Titans
Act quickly. Create several heavy cruisers to support existing ships. Then advance them to a point slightly south of the center of the map, between mountain ranges. There will be two deposits that are vital for one of your opponent's bases located in the south. Build cannons there; fortunately, there is a mountain nearby — an excellent position for artillery.
Having ensured the security of this crossroads, move further east — toward the sought-after laboratory. It is guarded by another base. Attack it, and meanwhile teleport your cannons to the nearest hills — with their support, victory is inevitable. Watch your ships carefully — do not let them destroy the laboratory in the heat of battle. In general, it's better to bring a couple of raiders and capture all enemy buildings — air extractors, factories and other infrastructure will not be superfluous.
Another important point. Having captured the laboratory, do not delay. You must quickly assign research for "Plasma Generator" technology before access to enemy technologies ends.
Now you can deal with the other enemies. The base in the southern corner, cut off from resources, is in a deplorable state — accumulate a decent fleet and finish it off. After that, move north. Before transporting the built terminator, you must clear the path. First, an artillery battery will meet you, and then a small red settlement.
Black Octopuses / Mission 8 / March
- Protect the research laboratory from White Shark attacks for 20 minutes
2-3 times light red patrols will visit you from the southeast — the ships and fortifications present from the start are quite enough to repel these attacks. Engage in strengthening the northwestern passage in the mountains. About five minutes before the deadline, silicoids will visit you from that side. Build 4-5 cannons and "cover" them with a protective field generator.
- Destroy all silicoids
- Destroy all White Sharks
- Laboratory must be preserved
It's better to take on the reds first — it's easier. Build teleporters and leisurely transfer troops into the eastern corner. Having assembled a group there, move it south. Only a couple of cannons will block your path to the base; others are on mountains and cannot reach you.
By the time you get to the silicoids, they will have managed to dig in quite a bit. From your base, move along the edge of the map to the southwest. There will be a narrow passage in the mountains and several cannons. Do not rush further — as soon as you approach, a patrol will sail toward you. Lure it into your cannons. Perform such a maneuver a few more times until the enemy sends all its patrols at you. Then begin slowly but surely breaking through to its base in groups of 6-7 cruisers.
Black Octopuses / Mission 9 / Fatal Surge
- Destroy White Shark forces
- Destroy all Launchers in the region
At the beginning of the mission, you already have an almost full base. You just need to finish building it. While doing this, pay main attention to quickly researching "WMD Defense" and "Laser Bomb" technologies. The first will allow you to distort the course of missiles flying at you; the second — to build your own.
There are three purple general-purpose bases on the map and three yellow ones, which guard the launchers. And all of them will have to be destroyed.
Starting ships are enough to deal with one of the purples immediately. The closest are to the south or northeast of you. Another is in the center of the map. It is best protected, as it's from its location that you can sail to the yellow settlements (two are nearby in stone rings with a single passage, and the third is further, straight ahead).
Build your base keeping in mind that at least three missiles will reach it before you destroy all launchers. The best way to fight them is to cover them with your own bombs. However, this is expensive and quite slow. Moreover, the remnants of bases will still have to be finished off "manually", i.e., by ships. Remember that you have excellent reconnaissance means in the form of locators, all sorts of stealth units, etc.
Black Octopuses / Mission 10 / Rigging
- Capture Complex within 80 minutes
The task is not simple. The thing is, the troop disposition is similar to the previous mission. In the very center, in a stone ring with a single entrance, the Complex is located. Around it is another ring, also with one passage. And the gap between them is filled with cannons and other silicoid filth mixed with their own ships. But this is only part of the problem. Four more bases are located around this mountain range. And your forces are divided in two — in the northern and eastern corners.
Until then, you can calmly develop your two bases — the silicoids are somehow passive about your presence and bustle past without distracting themselves by your destruction.
Use this time and the ships available at the start to destroy the base separating your forces (on the northeastern edge).
Your next goal should be the vacuum bomb launch complex. It is located in the middle of the southwestern edge. Reaching it by ship is practically impossible: enemy bases are on the way, and there is no time to build a decent fleet — the longer you dawdle, the more bombs you will receive. It's much faster to build your own laser projectiles.
When the enemy threat in the form of weapons of mass destruction is dealt with, take up the slow destruction of the remaining purple bases. As always, the best way is to try and cover them with your own bombs. However, it's not that simple because you will often miss...
After clearing the perimeter comes the most interesting part. A breakthrough to the Complex awaits. The entrance to the stone labyrinth is located in the west. Try to drop at least one bomb near the entrance — it is narrow, and cannons are behind it. If not cleared in advance, many of yours will fall...
Having broken through inside, proceed along an arc to the north, and then east, destroying everything and everyone. Upon reaching the Complex, do not rush to capture it. Bring a builder and fill the passed arc with as many cannons as you can. With ships, block the passage to the Complex: as soon as it is captured, a huge flotilla of Silicons will come from the west. Their main goal is to break into the center and return control of the Complex to themselves. Unfortunately, even hundreds of cannons will not be enough to kill them all — some will break through. Concentrate your ships' fire on the usurpers — they are the equivalent of raiders designed for capturing buildings.
Silicoids
Silicoids / Mission 1 / 10%
- Build 2 corium mines and one warehouse
To the west and east of the starting point, there are two corium mines each. Choose any to your taste.
- Collect 6000 units of corium
While emptying the deposits, do not expand too much — enemy patrols float all around, and you have little to defend yourself with for now.
Silicoids / Mission 2 / 20%
- Preserve Core structure
- Deliver 6 Scavengers with cargo to the western part of the sector
Build your base keeping in mind that in a few minutes enemies will begin to actively attack your mining facilities. It is especially important under these conditions to occupy the metal mine to the southeast and guard it carefully.
Once all vital facilities are erected, build research modules and upgrade your troops. Without dreadnoughts and cannons, achieving victory will be impossible.
Create a more powerful fleet and move toward the center of the map, then turn northwest. There will be a base located there that must be destroyed — that is where you need to bring the scavengers.
Silicoids / Mission 3 / 30% - Escort the messenger and artifacts to the White Shark base - Escort three Scavengers to the White Shark base Head to the southern corner along the edge of the map, then turn southeast on the other side of the mountain range. Do not miss the necessary passage leading to the eastern corner—it is covered by a stone "overhang" and is very easy to overlook. Despite the fact that no fewer than three patrols lie in wait for you along the way, there is no need to worry or be anxious—the ships provided at the start will be enough. - Build a Core in the eastern part of the sector and research the "Local Teleportation" technology Don't forget to build a silicon mine immediately, then a corium mining shaft (the deposit is located in the eastern corner). The same technology module will provide the technology you need. To win this mission, you do not need to destroy the enemy. Completing the objective is sufficient. Silicoids / Mission 4 / 40% - Capture the "Terminal" center at the northern Black Octopus base using the "Retribution" Usurper At the start of the mission, the disposition is as follows: your forces are in the western corner of the map, the Octopus base is in the north, and another enemy base is in the east. "Guests" will periodically sail to you from there, so arrange for a proper welcome in advance. Roughly halfway along the northwestern edge of the map, hidden by rocks, there is a passage leading straight to the northern base. To simplify the future task and minimize losses to your personnel, I suggest the following maneuver: take two or three rays and drive them at full speed through the aforementioned passage east toward the northeastern edge. There will be many guns along the way—ignore them. As a rule, at least one ray definitely reaches the goal. The guns are located around the perimeter of the settlement, so do not fly too close to them. Send a ray north, hugging the edge of the map tightly: it will calmly fly onto the enemy base and wipe out almost all of it. Just be careful not to burn down the center you need. Now it is only a matter of building a more powerful fleet and destroying the outer ring of defensive structures. After capturing the center, you will need to return to your own base and research the required technology. Be attentive: when a couple of minutes remain until the end, the second enemy base will attack you. Silicoids / Mission 5 / 50% - Capture the scientific centers in the northern part of the sector The northern part can only be reached through a mountain pass located roughly in the center of the map. However, on one side—the side closer to you—it is guarded by a patrol from the base in the eastern corner, and on the other side by a patrol of the northern enemy. Furthermore, you cannot destroy them slowly—the enemies constantly replenish these units. To solve this problem, build a fleet of ten heavy ships and take ten prototype modules. Attack the patrol with military units and, under the cover of noise, build a fortified area right at the passage. Even if your fleet is destroyed, the enemy will perish from the gun fire. Secure yourself in the same way further north, at the exit of the gorge. Now you can start building a real fleet and calmly sail to deal with the northern base—your fortified area will take care of the "friends" from the east. Two minutes after capturing the scientific centers, artifacts will appear, which must be transported to your base. Then destroy the remaining enemy forces. Silicoids / Mission 6 / 60% - Ensure the protection of the Black Octopus base and scientific center from White Shark attacks To the west of your base is a small settlement of one of your enemies (red). You can finish them off immediately or leave them alone entirely. However, keep in mind that they will constantly send small patrols from there. This base is practically unprotected by guns, but there are plenty of ships. Build several guns and mortars in the west and lure them there. After that, feel free to move further—even five or six ships will be enough for you to completely destroy this base. Nevertheless, do not forget the main objective. The Black Octopuses are settled in the northern corner, and massive groups of White Sharks constantly sail toward them from the southeast. The Octopuses can handle one attack. But later they will need help: you must block the mountain pass to the south. You will either have to build many guns there, bring ships, or both. You need to hold out for about 45 minutes. - Ensure the protection of four platforms until their arrival at the Black Octopuses - Escort the platforms to the southeastern part of the sector As soon as the platforms appear at your base, a group of White Sharks will sail out from the western corner, clearly planning to attack the long-suffering Octopuses—you must stop them. Meanwhile, lead the platforms to the scientific center in the north, and after unloading and loading, send them southeast through the mountain gorge. But before that, launch as many of your ships there as possible—the White Sharks will set an ambush there. Silicoids / Mission 7 / 70% - Deliver trailers to the southern base and unload them From the starting point, move south and then along the corridor to the southeast. You will encounter only one patrol on this path. But the main danger will not be the patrol, but numerous mines, the only way to detect which at the moment is to run into them. Therefore, send two or three rays ahead of the main group as minesweepers. Remember that you cannot lose more than one trailer. Upon reaching the portal, cross into the mountain range and set up there. - Destroy the White Shark forces You need to destroy two Shark bases (in the north and southeast), plus get rid of the remaining two patrols in the mission's starting area. After accumulating submarines, teleport to either—there is no fundamental difference, both settlements are poorly guarded. The greatest threat is posed by enemy buildings called "disorienters." Submarines that lose their orientation start fighting anyone they come across, while meanwhile the enemy can kill them all. Silicoids / Mission 8 / 80% - Ensure the protection of the Core - Capture the portal in the southeastern part of the sector and guard it until the courier arrives An enemy base and the portal you need are located in the middle of the southeastern edge of the map. Build five or six bio-stormtroopers as quickly as possible and attack—then resistance will be minimal. But keep in mind that you will have to hold these positions for some time against weak incursions by the enemy. - Build a Core in the northern part of the sector and deliver the courier there Load the courier and the ship arriving with him onto scavengers—the valuable cargo must be protected. Now you need to build a sufficiently powerful group and send it to the northern corner. A weak base is located there, but the approaches to it are mined. After breaking into its territory, clear a bridgehead and move there—either on their own or via scavengers—first the prototype for building the Core, and then the courier. After that, you only need to wait for the construction work to finish and for the Black Octopus forces to arrive. Silicoids / Mission 9 / 90% - Build a Core, Quantum Paralyser, and Portal within 15 minutes The greatest difficulty in this mission is the lack of resources. Therefore, think a hundred times before building anything. Another big problem will be the laser bomb. The enemy located in the eastern corner possesses it. They use it irregularly, but it is important to account for its presence: build widely and, if resources allow, try to destroy the launcher as quickly as possible. A patrol cruises to your north. You can deal with it, but a significant part of your fleet will perish, and there is currently no way to replenish its ranks. When the construction of the necessary objects is nearing completion, ensure your protection from the south: soon forces appearing from nowhere will begin to attack constantly from there. Submarine squads will stupidly push through to your buildings, ignoring obstacles. Therefore, meet them with your boats along the way so that not a single one reaches its destination. - Receive three ships with artifacts within five minutes Three ships will arrive in the eastern corner. You simply need to lead them back to your base. Lead them along the edge, and the nearby guns will not bother them. - Prepare for the meeting of three platforms in the northwestern part of the sector within 15 minutes A gorge runs from the north to the south of the map, packed with three groups of guns. These guns must be destroyed at all costs within 15 minutes. The main thing here is caution. Let your ships "rest," replenishing their strength using their available energy reserves. After 15 minutes, the platforms will appear and sail independently toward your base. - Deliver artifacts and platforms to the western part of the sector If you have three or four ships left after clearing the gorge, this task will not seem too difficult. A small enemy fortified area is hidden in the western corner. Bring the platforms and artifacts there, and at the same time take a few prototypes—there are two deposits of corium and metal located there, 20000 units each. - Destroy the Intelligence Center, three Teleporters, Power Shield, and Scientific Center located at the northern base Even after obtaining new resource sources, doing this with a direct attack is not easy. It is better to focus your efforts on building long-range weapons—launchers. Silicoids / Mission 10 / 100% - Reach the portal and take it under control - Create the second part of the portal in the center of the sector - Deliver the platform and artifact to the Core Go through the canyon into the western corner of the map, then turn northeast. A portal occupied by the enemy will be found there. It is not difficult to win it back. Then build the second part of the portal in the central part and cross over there. Begin setting up. Before crossing further east, keep this in mind: as soon as you capture the buildings located in the east (which is necessary), a couple of patrols will teleport to your center. Therefore, first ensure good defense for yourself. Move east using either the second portal or scavengers. The second method is slower (a scavenger can carry only one unit at a time and must "rest" periodically) but cheaper. As I already mentioned, do not rush to capture the eastern portal entirely if you have not ensured your safety. In addition to the attack on the central sector, expect constant "raids" from the southern corner—one of your two enemies is entrenched there. The second base is in the east. You will have to deal with both of them. Resources are inconveniently located, but they are available. Therefore, you can resort to bombing.
White Sharks / Mission 1 / Preparing the Ground
Sea Titans
- Protect friendly Shipyard and Warehouse
- Research "Mobile Repair Submarines" technology, build 3 repair submarines and a Trade Center
From the very beginning, research technologies that allow you to build cannons. They will be very useful when hostile elements arrive from the north shortly.
Fortunately, even if your defense cannot hold back the first wave of attackers, you will get a second chance: as a rule, the enemy destroys several buildings and retreats.
- Collect 4500 units of corium and load them into 3 containers with 1500 units in each
- Deliver the containers to the southern part of the sector
Do not forget that White Sharks use three resources. At the same time, unlike corium and metal, gold is easier and simpler to mine: first, no ships are needed to deliver it to the warehouse; second, gold mining installations can be built anywhere and in any quantity. Then you can exchange this precious metal for the resource you need at the trade center.
Once the containers are ready, load them onto submarines and send them in the required direction — without escort, straight at the enemy. They will, of course, be destroyed, but the objective will still be completed.
- Destroy all enemies
Build as many ships as you can and send them north through the canyon. You will encounter two groups of enemy ships, then three cannons.
White Sharks / Mission 2 / First Blood
- Find the outpost
- Protect the outpost for 15 minutes until reinforcements arrive
The disposition is as follows: the purples are settled in the north, and the reds in the south. Therefore, you must proceed carefully, exactly down the middle, toward the eastern corner.
Upon reaching the required point, immediately begin erecting fortifications. First and foremost, of course, cannons. Deep-sea mines have proven themselves well. You can rely on ships, but then do not forget to build a repair center to fix your battered fleet after an attack.
White Sharks / Mission 3 / Deal!
Sea Titans
- Lead 4 repair boats to the Black Octopus trade center "Market S27" and unload containers there
- Deliver the ship "Black Widow" to the starting point within 20 minutes
- "Black Widow" must survive
The objective sounds as if you are facing another speedrun mission. However, this is far from the case. Establish yourself at the starting location and build powerful defensive redoubts.
Once your fleet reaches impressive proportions, head to the western corner, and from there along the edge to the northeast. There will be many cannons on the mountains. Destroy them and place your own in their stead to grandly meet the enemies who will rush over upon being called.
Thus, step by step, we advance into the northern corner, where the red base is comfortably spread out. It will have to be destroyed. From there, the trade center you need is just a stone's throw away. Send a couple of loaded submarines there: they will manage to unload before the troops arrive. Most likely, these will be 6-7 purple ships. If you are not confident in your strength, let them deal with the same — they are quite satisfied with this and sail away. Once they have retreated further, send the second two.
Only now is it better to support them with cannons and a fleet — after unloading, "Black Widow" will appear, who must be loaded onto a submarine and taken back to your base safe and sound.
White Sharks / Mission 4 / Shockwave
- Capture the Central Computer in the central part of the map using a Marauder
- Protect the Central Computer for 15 minutes until two submarines arrive
- Find two experimental submarines in the northern part of the sector; load them onto submarines and deliver them west to the starting point
The Central Computer is located in the middle of the map. If you act quickly, only 2-3 cannons will be guarding this building. Accordingly, five cruisers should be quite enough.
After capture, the main task becomes ensuring your own security — erecting cannons. Then — building a fleet of ten ships and several more cannons to support the offensive.
After 15 minutes have passed, send your strike group north. The same tactic as before (use the fleet to take out enemy cannons and send your own in). Then bring up cargo submarines, load "Tiny-1" and "Tiny-2" (floating in the northern corner) and quickly head back to base. The haste is due to the fact that troops of your other enemies will sail to aid the main opponent.
White Sharks / Mission 5 / Hurricane
Sea Titans
- Detect the lost convoy and submarines with samples of new technologies within 25 minutes
From the starting point, head to the center of the map, and then strictly south.
- Deliver cargo submarines to TechCenter "TXS 467-K"
You must bring the ships back safe and sound. Some will try to prevent this — the reds will chase after you. Leave part of your fleet to delay them.
- Research "Teleshield" technology. Cargo submarines must survive
Note the two containers on the submarines — they contain a very significant amount of metal and corium. They can be painlessly unloaded into your trade center.
Several times, while you are researching the required technology, groups of 4-6 red ships will teleport to you. Be on guard.
Then you will have to take up the destruction of the purple base. Head through the mountains, along the edge of the map, to the northwest. The same tactic repeatedly described above works here as well.
Once the base in the western corner is dealt with, silicoids will appear.
White Sharks / Mission 6 / Little Surprise
- Detect and join the fleet of the 2nd Department within 10 minutes
Proceed cautiously to the northwest. Along the way, several cannons will be waiting for you, so do not drive all your ships blindly forward.
- Build a Shipyard in the northeastern part of the sector next to the friendly base
- Protect three TechCenters of the 2nd Department from enemy attacks
Soon there will be one massive "raid" on the base. In principle, they will fend it off themselves, but it is better to help as much as you can.
- Build 6 containers with 2000 units of corium each and load them into the trade center
You will have to accumulate for quite a long time. However, you can speed up this process by building more gold mines and quickly exchanging the resulting gold for corium.
At the same time, you will have to fend off rare enemy attacks. So do not forget about strengthening your fleet and defensive lines.
- Capture the silicoid Portal in the northwestern part of the sector
- Wait for the arrival of two artifacts
- Load the artifacts onto Submarines and deliver them to the TechCenter
- Research "Psi-Technologies" technology. Artifacts must survive
Head north to fight. Do not forget to build a Marauder — it is needed to capture enemy buildings. The military actions should not drag on — very often allies rush to your aid.
- Destroy the silicoid fortified area in the western part of the sector
Break through there via the previously devastated northern area. Once you are done with them — sit back and observe another piece of nastiness...
White Sharks / Mission 7 / Retribution
- Build an InfoCenter and Sonar in the southwestern part of the sector within 10 minutes
- Detect the abandoned locator "Big Ear 17" in the central sector and capture it
After building the base and ensuring its security, send your fleet northeast through the canyon. The locator is located in the middle of the map. Before capturing it, make sure you have enough ships left to ensure its security when guests arrive.
- Guard the locator until two artifacts arrive
Two artifacts will arrive escorted by enemy forces. While destroying them, keep an eye on the locator — the building must be preserved.
- Build a TransCenter. Guard it and the artifacts until reinforcements arrive
Having loaded the artifacts onto submarines, sail southeast and establish yourself there, awaiting the arrival of reinforcements.
- Provide the opportunity for "Hercules" to build a TransCenter in the southern part of the sector
Simply escort the appearing builder to your new base and ensure that no one interferes with his creative process.
White Sharks / Mission 8 / Still Waters
- Build a Teleshield next to the "Magic Gates" TransCenter in the southwestern part of the sector
- Build 7 containers with 1000 units of corium each, load them onto friendly Submarines that will arrive shortly, and deliver them back to "Magic Gates"
- Do not destroy the silicoid base in the northwest
To start with, get a good defense. Pay special attention to the tunnel in the mountains to the west. Then, having accumulated a bunch of ships, a couple of builders, and as many resources as possible, teleport to the "Gates". But do not rush to build the shield — incessant attacks will soon begin. Therefore, it is better to install defensive structures that will help you repel the assault. Only after that should you erect the required building.
As soon as allied submarines start arriving, teleport them to your base, and from there transfer them back. This is an extremely convenient and safe method; however, to implement it, you will have to build several teleporters.
- Destroy "Gates"
- Build containers with 10000 units of metal and 5000 corium. Deliver them to the northeast
Quickly destroy the building and engage in accumulation. Then simply send the containers without escort to the northeastern edge of the map — upon arriving at the location, they will disappear. But first, make sure you have a decent fleet and several extra towers.
- Ensure safe construction of TransCenter "TFB 34" with the help of builder "Leviathan"
- Protect "TFB 34"
Once the containers disappear, transfer towers and your fleet there — soon a builder will appear there, whose security you must ensure.
- Protect "Star". Build a Psychotron in the specified place within 15 minutes
- Allow silicoids to capture the Psychotron
Soon the ship "Star" will appear and, sailing to the center of the map, will build the required building there. Escort it and protect it from attacks until the job is done. When the construction of the psychotron is completed, simply lead your troops away.
- Capture all Protoplasm Generators in the sector
To complete this objective, you will have to destroy all silicoids (best done from west to north) and Octopuses (from east to north).
White Sharks / Mission 9 / Meat Grinder
- Protect TransCenter, Central Computer, Market, two Submarines with artifacts, and a Submarine with "Recruit" on board for 10 minutes
- Infrastructure in the northeast and southwest must be preserved
- Capture the teleporter in the southeast and deliver "Recruit" there
Sail to the center of the sector and build a base there. Fortify the northeast and southwest — the allied forces located there are insufficient. The main flow of enemies, the purples, will come from a second direction — their base is located nearby.
Do not forget to build a repair center and set your ships in combat guard to "repair if damaged by 50%". They will automatically exit combat and be repaired, which will significantly save you money and nerves.
- Defend positions for 15 minutes until the builder arrives
Continue digging in and fending off enemy attacks. At the same time, build a teleporter and send troops and a couple of cannons to the enemy teleporter in the southeast. It is not heavily guarded, but the blue base is located nearby — you will have to destroy it, otherwise there will be no peace. Once this is finished, capture the teleporter and bring "Recruit" to it.
- Wait for the arrival of "Stinger"
- Research technologies "Corium 296" and "Thermonuclear Technology"
Once you research the required technologies, new objectives will appear.
- Build a Plasmatron and a Launcher within 20 minutes. Launch a missile strike on the Octopus Central Computers in the northeast and southwest of the sector
The best and most painless way to deal with enemies is to launch missile strikes until nothing remains of them. However, this is a very costly and slow process. It is much simpler to blow up vital structures and then teleport your fleet there to destroy the enemy base from within.
Then you will be ordered to finish off the silicoids in exactly the same way.
White Sharks / Mission 10 / Hard Nuts
- Capture Plasmatron, 2 Launchers, Trade Center, Shipyard and Air Extractor
- Artifacts must be preserved
You have a long journey ahead: first to the center, then northeast almost into the very corner, then northwest to the western edge and from there to the northern corner. The main danger is that you will not be able to replenish your fleet for some time, while there will be plenty of opponents on the way.
So, moving north, "feel out" the enemy towers. Do not destroy them. It's easy to do, but absolutely unnecessary. Capture them with a marauder. One by one. If during this process your ship is "battered", do not be afraid — after all, you have a couple of repair submarines. In general, do not forget to repair even seemingly insignificant damage to your flotilla after every skirmish.
Having captured 3-4 towers, line them up at the entrance to the canyon leading northeast. Create a minefield some distance in front of them. After preparation is finished, sail there and provoke a patrol — let them sail toward your redoubts. You should do the same with the second group of ships located slightly further. Do not forget to capture enemy towers. As many as you can.
Moving through the canyon, do not miss the tunnel to the north. Beyond it lies a small enemy town with several cannons and another patrol. The tactic remains the same. If any mines are left, use them too. Do not let your ships blow enemy buildings to smithereens. Among them is a repair center and a submarine production center. If you have extra resources, you can replenish your flotilla.
On the way west, you will encounter a small base of yellow silicoids. You can leave it alone and boldly sail past, continuing to use the tactic described above.
- Unload 2 artifacts near the Plasmatron
- Destroy Central Computers in the central sector
After capturing the required buildings, fortify the approaches from the west. Shortly after unloading the artifacts, when you can start building missiles, red ship patrols will begin to arrive from that side regularly.
Two other submarines contain containers with corium. Unload them into your trade center, and you will have enough resources for missile production. With their help, you will easily destroy the Central Computers. In case the missiles miss, use the teleporter to deploy ships into the required zone.
- Build a Trade Center in the central part of the sector and guard it until the ship arrives
- Do not enter the southeastern and southwestern parts of the sector
The easiest way to complete this task is when all resistance has been destroyed by missiles. Do not rush, save your ships — there are plenty of corium mining spots near your base.
- Capture "Central Beam" complex in the southwest
- Destroy all silicoids
Still, nothing can compare in effectiveness to clearing a spot with a missile and then landing troops reinforced by towers. Just don't miss — if the shockwave covers the complex, you will have to start all over again.
Black Octopuses
Black Octopuses / Mission 1 / Reconnaissance
- Build a base
- Conduct reconnaissance of the sector and destroy the enemy
40 minutes are provided to complete the objectives. Therefore, start building quickly. At the beginning of the mission, there are two silicoid patrols on the map — in the north and in the west. To ensure the security of your base, unlock "Light Laser" technology as soon as possible — this will allow you to build cannons.
There is very little metal in the nearest deposit, so do not miss the chance to build a new mine before you spend the last reserves of this resource. For complete victory, it is necessary to destroy the base located in the middle of the southwestern edge.
Black Octopuses / Mission 2 / Cover
- Escort all cargo submarines to the storage and unload them
A mission for your reaction speed. Immediately after its start, send all cargo submarines and most military ships to the center of the map. Lead the remaining ones slightly forward. Barely will you have time to give orders before the enemy begins an attack in two directions. 5-7 of their ships will rush in pursuit of your caravan — they should be stopped by the part of the flotilla left behind. The second group, much more massive, will rush toward the storages. You must manage to bring all your remaining troops there — at least one storage must survive.
- Build 3 containers with 1000 units of corium each, load them onto Platforms and lead them safe and sound to the tunnel in the north
Most of the base is already built. This slightly eases the task. However, to build cargo platforms, several technologies must be researched. Use this time to create a more powerful fleet — the northern corner is guarded by a purple base. In addition, the tunnel itself is also guarded by another reinforced patrol.
Black Octopuses / Mission 3 / Rescue
- Escort all Platforms with corium cargo to the eastern base, protect the Black Octopus artifact
Another objective requiring speed. Immediately send all civilian ships to the base, and advance military ones north — you will encounter a red patrol. Engage them in battle and try to delay them — they will attempt to give chase.
- Protect five Platforms with corium and an artifact until they reach the north
The situation is similar to the previous mission: a base guards the passage, and a patrol awaits within it. Assemble a fleet and deal with them. Then send the platforms there.
Black Octopuses / Mission 4 / Retribution
Sea Titans
- Destroy all White Shark forces
- Protect silicoid observers
- Capture three samples of enemy technology, load them onto Platforms and deliver to the main base in the northeast
The disposition is as follows: besides yours, there are 5 enemy bases on the map. All of them will have to be destroyed. But artifacts are present on two of them: one in the southern corner, two in the middle of the southwestern edge.
The war will be long and bloody. Remember that two roads lead to each base on this map. One entrance is "formal" — through a wide canyon toward enemy cannons. The second is "backdoor" — the path runs from the opposite side through the mountains; it will lead your ships to the rear of the base.
The following tactic works well: bring ships to the main passage to the base — the main forces of the opponent concentrate on them, while you deploy as many towers as possible directly at the enemy buildings.
Black Octopuses / Mission 5 / Allies
- Build a teleporter in the southern part of the sector
- Free silicoid prisoners (six stationary submarines) at the enemy's western base. Load them onto Platforms, deliver and unload them at the teleporter
- Hold back the enemy until reinforcements arrive
As soon as the base you start building reaches impressive proportions and begins to grow cannons — expect guests. Therefore, do not send the ships given to you at the beginning on deadly cruises prematurely.
There are only three enemy bases on the map: red in the western corner, purple and green in the eastern. The prisoners are with the reds. That is who you need to deal with.
The tactic described in the previous mission works best here: bring your entire fleet to the passage in the mountains leading to the base (approximately in the middle of the map). Cannons are stationed there, and upon seeing you, the main forces of the opponent will also arrive. Engrossed in the fight, they will not notice 5-6 cannons and several ships that you will drop into the western corner.
Once it becomes safe, load the silicoids and take them to your base. Shortly after this, their convoy will appear.
- Destroy all White Shark forces
A huge convoy of silicoid ships will slowly proceed to your base, pick up their own, and sail back. Your main task is to ensure that the purple and green forces do not destroy a single one of the former prisoners: several patrols will attack the convoy.
After the silicoids leave, you can take on the remnants of White Shark. Use the same tactic.
Black Octopuses / Mission 6 / Exposure
- Build a locator in the southeastern part of the sector within 20 minutes
- Protect the locator until the silicoid convoy reaches the White Shark base
Build the base as quickly as possible. About five minutes before time runs out, teleport (you can also bring them by their own power, but there are minefields along the way) a builder, several ships and — it would be good to have — a couple of towers to the southeastern edge. An attack is unlikely, but possible.
- Capture an artifact at the White Shark base
- Transport the artifact to your base
- Protect the artifact and Central Computer until the ship "Retribution" arrives
You can attack the base where the artifact will be brought head-on and even succeed. However, there is a much simpler and less costly path. Build three teleporters. It's expensive, but worth it. Then begin a massive troop transfer. Teleport approximately 6 ships and several towers exactly into the southern corner, then again ships and again towers. This will be enough to suppress resistance and establish yourself in that area. The artifact itself is slightly further north, and you will reach it without problems.
But do not rush to send this item to your base. As soon as it appears in the vicinity of the Central Computer, silicoid groups will rush toward it from two sides. Pay attention to the passage north of your base in the mountains. Fortify it and the western part of your base. The enemy will try to break through directly to the building, ignoring everything else.
Black Octopuses / Mission 7 / Deep Strike
- Capture the research laboratory and protect it
- Research "Plasma Generator" technology
- Build a Terminator, load it onto the "Storm" platform and take it to the northern part of the sector
Sea Titans
Act quickly. Create several heavy cruisers to support existing ships. Then advance them to a point slightly south of the center of the map, between mountain ranges. There will be two deposits that are vital for one of your opponent's bases located in the south. Build cannons there; fortunately, there is a mountain nearby — an excellent position for artillery.
Having ensured the security of this crossroads, move further east — toward the sought-after laboratory. It is guarded by another base. Attack it, and meanwhile teleport your cannons to the nearest hills — with their support, victory is inevitable. Watch your ships carefully — do not let them destroy the laboratory in the heat of battle. In general, it's better to bring a couple of raiders and capture all enemy buildings — air extractors, factories and other infrastructure will not be superfluous.
Another important point. Having captured the laboratory, do not delay. You must quickly assign research for "Plasma Generator" technology before access to enemy technologies ends.
Now you can deal with the other enemies. The base in the southern corner, cut off from resources, is in a deplorable state — accumulate a decent fleet and finish it off. After that, move north. Before transporting the built terminator, you must clear the path. First, an artillery battery will meet you, and then a small red settlement.
Black Octopuses / Mission 8 / March
- Protect the research laboratory from White Shark attacks for 20 minutes
2-3 times light red patrols will visit you from the southeast — the ships and fortifications present from the start are quite enough to repel these attacks. Engage in strengthening the northwestern passage in the mountains. About five minutes before the deadline, silicoids will visit you from that side. Build 4-5 cannons and "cover" them with a protective field generator.
- Destroy all silicoids
- Destroy all White Sharks
- Laboratory must be preserved
It's better to take on the reds first — it's easier. Build teleporters and leisurely transfer troops into the eastern corner. Having assembled a group there, move it south. Only a couple of cannons will block your path to the base; others are on mountains and cannot reach you.
By the time you get to the silicoids, they will have managed to dig in quite a bit. From your base, move along the edge of the map to the southwest. There will be a narrow passage in the mountains and several cannons. Do not rush further — as soon as you approach, a patrol will sail toward you. Lure it into your cannons. Perform such a maneuver a few more times until the enemy sends all its patrols at you. Then begin slowly but surely breaking through to its base in groups of 6-7 cruisers.
Black Octopuses / Mission 9 / Fatal Surge
- Destroy White Shark forces
- Destroy all Launchers in the region
At the beginning of the mission, you already have an almost full base. You just need to finish building it. While doing this, pay main attention to quickly researching "WMD Defense" and "Laser Bomb" technologies. The first will allow you to distort the course of missiles flying at you; the second — to build your own.
There are three purple general-purpose bases on the map and three yellow ones, which guard the launchers. And all of them will have to be destroyed.
Starting ships are enough to deal with one of the purples immediately. The closest are to the south or northeast of you. Another is in the center of the map. It is best protected, as it's from its location that you can sail to the yellow settlements (two are nearby in stone rings with a single passage, and the third is further, straight ahead).
Build your base keeping in mind that at least three missiles will reach it before you destroy all launchers. The best way to fight them is to cover them with your own bombs. However, this is expensive and quite slow. Moreover, the remnants of bases will still have to be finished off "manually", i.e., by ships. Remember that you have excellent reconnaissance means in the form of locators, all sorts of stealth units, etc.
Black Octopuses / Mission 10 / Rigging
- Capture Complex within 80 minutes
The task is not simple. The thing is, the troop disposition is similar to the previous mission. In the very center, in a stone ring with a single entrance, the Complex is located. Around it is another ring, also with one passage. And the gap between them is filled with cannons and other silicoid filth mixed with their own ships. But this is only part of the problem. Four more bases are located around this mountain range. And your forces are divided in two — in the northern and eastern corners.
Until then, you can calmly develop your two bases — the silicoids are somehow passive about your presence and bustle past without distracting themselves by your destruction.
Use this time and the ships available at the start to destroy the base separating your forces (on the northeastern edge).
Your next goal should be the vacuum bomb launch complex. It is located in the middle of the southwestern edge. Reaching it by ship is practically impossible: enemy bases are on the way, and there is no time to build a decent fleet — the longer you dawdle, the more bombs you will receive. It's much faster to build your own laser projectiles.
When the enemy threat in the form of weapons of mass destruction is dealt with, take up the slow destruction of the remaining purple bases. As always, the best way is to try and cover them with your own bombs. However, it's not that simple because you will often miss...
After clearing the perimeter comes the most interesting part. A breakthrough to the Complex awaits. The entrance to the stone labyrinth is located in the west. Try to drop at least one bomb near the entrance — it is narrow, and cannons are behind it. If not cleared in advance, many of yours will fall...
Having broken through inside, proceed along an arc to the north, and then east, destroying everything and everyone. Upon reaching the Complex, do not rush to capture it. Bring a builder and fill the passed arc with as many cannons as you can. With ships, block the passage to the Complex: as soon as it is captured, a huge flotilla of Silicons will come from the west. Their main goal is to break into the center and return control of the Complex to themselves. Unfortunately, even hundreds of cannons will not be enough to kill them all — some will break through. Concentrate your ships' fire on the usurpers — they are the equivalent of raiders designed for capturing buildings.
Silicoids
Silicoids / Mission 1 / 10%
- Build 2 corium mines and one warehouse
To the west and east of the starting point, there are two corium mines each. Choose any to your taste.
- Collect 6000 units of corium
While emptying the deposits, do not expand too much — enemy patrols float all around, and you have little to defend yourself with for now.
Silicoids / Mission 2 / 20%
- Preserve Core structure
- Deliver 6 Scavengers with cargo to the western part of the sector
Build your base keeping in mind that in a few minutes enemies will begin to actively attack your mining facilities. It is especially important under these conditions to occupy the metal mine to the southeast and guard it carefully.
Once all vital facilities are erected, build research modules and upgrade your troops. Without dreadnoughts and cannons, achieving victory will be impossible.
Create a more powerful fleet and move toward the center of the map, then turn northwest. There will be a base located there that must be destroyed — that is where you need to bring the scavengers.
Silicoids / Mission 3 / 30% - Escort the messenger and artifacts to the White Shark base - Escort three Scavengers to the White Shark base Head to the southern corner along the edge of the map, then turn southeast on the other side of the mountain range. Do not miss the necessary passage leading to the eastern corner—it is covered by a stone "overhang" and is very easy to overlook. Despite the fact that no fewer than three patrols lie in wait for you along the way, there is no need to worry or be anxious—the ships provided at the start will be enough. - Build a Core in the eastern part of the sector and research the "Local Teleportation" technology Don't forget to build a silicon mine immediately, then a corium mining shaft (the deposit is located in the eastern corner). The same technology module will provide the technology you need. To win this mission, you do not need to destroy the enemy. Completing the objective is sufficient. Silicoids / Mission 4 / 40% - Capture the "Terminal" center at the northern Black Octopus base using the "Retribution" Usurper At the start of the mission, the disposition is as follows: your forces are in the western corner of the map, the Octopus base is in the north, and another enemy base is in the east. "Guests" will periodically sail to you from there, so arrange for a proper welcome in advance. Roughly halfway along the northwestern edge of the map, hidden by rocks, there is a passage leading straight to the northern base. To simplify the future task and minimize losses to your personnel, I suggest the following maneuver: take two or three rays and drive them at full speed through the aforementioned passage east toward the northeastern edge. There will be many guns along the way—ignore them. As a rule, at least one ray definitely reaches the goal. The guns are located around the perimeter of the settlement, so do not fly too close to them. Send a ray north, hugging the edge of the map tightly: it will calmly fly onto the enemy base and wipe out almost all of it. Just be careful not to burn down the center you need. Now it is only a matter of building a more powerful fleet and destroying the outer ring of defensive structures. After capturing the center, you will need to return to your own base and research the required technology. Be attentive: when a couple of minutes remain until the end, the second enemy base will attack you. Silicoids / Mission 5 / 50% - Capture the scientific centers in the northern part of the sector The northern part can only be reached through a mountain pass located roughly in the center of the map. However, on one side—the side closer to you—it is guarded by a patrol from the base in the eastern corner, and on the other side by a patrol of the northern enemy. Furthermore, you cannot destroy them slowly—the enemies constantly replenish these units. To solve this problem, build a fleet of ten heavy ships and take ten prototype modules. Attack the patrol with military units and, under the cover of noise, build a fortified area right at the passage. Even if your fleet is destroyed, the enemy will perish from the gun fire. Secure yourself in the same way further north, at the exit of the gorge. Now you can start building a real fleet and calmly sail to deal with the northern base—your fortified area will take care of the "friends" from the east. Two minutes after capturing the scientific centers, artifacts will appear, which must be transported to your base. Then destroy the remaining enemy forces. Silicoids / Mission 6 / 60% - Ensure the protection of the Black Octopus base and scientific center from White Shark attacks To the west of your base is a small settlement of one of your enemies (red). You can finish them off immediately or leave them alone entirely. However, keep in mind that they will constantly send small patrols from there. This base is practically unprotected by guns, but there are plenty of ships. Build several guns and mortars in the west and lure them there. After that, feel free to move further—even five or six ships will be enough for you to completely destroy this base. Nevertheless, do not forget the main objective. The Black Octopuses are settled in the northern corner, and massive groups of White Sharks constantly sail toward them from the southeast. The Octopuses can handle one attack. But later they will need help: you must block the mountain pass to the south. You will either have to build many guns there, bring ships, or both. You need to hold out for about 45 minutes. - Ensure the protection of four platforms until their arrival at the Black Octopuses - Escort the platforms to the southeastern part of the sector As soon as the platforms appear at your base, a group of White Sharks will sail out from the western corner, clearly planning to attack the long-suffering Octopuses—you must stop them. Meanwhile, lead the platforms to the scientific center in the north, and after unloading and loading, send them southeast through the mountain gorge. But before that, launch as many of your ships there as possible—the White Sharks will set an ambush there. Silicoids / Mission 7 / 70% - Deliver trailers to the southern base and unload them From the starting point, move south and then along the corridor to the southeast. You will encounter only one patrol on this path. But the main danger will not be the patrol, but numerous mines, the only way to detect which at the moment is to run into them. Therefore, send two or three rays ahead of the main group as minesweepers. Remember that you cannot lose more than one trailer. Upon reaching the portal, cross into the mountain range and set up there. - Destroy the White Shark forces You need to destroy two Shark bases (in the north and southeast), plus get rid of the remaining two patrols in the mission's starting area. After accumulating submarines, teleport to either—there is no fundamental difference, both settlements are poorly guarded. The greatest threat is posed by enemy buildings called "disorienters." Submarines that lose their orientation start fighting anyone they come across, while meanwhile the enemy can kill them all. Silicoids / Mission 8 / 80% - Ensure the protection of the Core - Capture the portal in the southeastern part of the sector and guard it until the courier arrives An enemy base and the portal you need are located in the middle of the southeastern edge of the map. Build five or six bio-stormtroopers as quickly as possible and attack—then resistance will be minimal. But keep in mind that you will have to hold these positions for some time against weak incursions by the enemy. - Build a Core in the northern part of the sector and deliver the courier there Load the courier and the ship arriving with him onto scavengers—the valuable cargo must be protected. Now you need to build a sufficiently powerful group and send it to the northern corner. A weak base is located there, but the approaches to it are mined. After breaking into its territory, clear a bridgehead and move there—either on their own or via scavengers—first the prototype for building the Core, and then the courier. After that, you only need to wait for the construction work to finish and for the Black Octopus forces to arrive. Silicoids / Mission 9 / 90% - Build a Core, Quantum Paralyser, and Portal within 15 minutes The greatest difficulty in this mission is the lack of resources. Therefore, think a hundred times before building anything. Another big problem will be the laser bomb. The enemy located in the eastern corner possesses it. They use it irregularly, but it is important to account for its presence: build widely and, if resources allow, try to destroy the launcher as quickly as possible. A patrol cruises to your north. You can deal with it, but a significant part of your fleet will perish, and there is currently no way to replenish its ranks. When the construction of the necessary objects is nearing completion, ensure your protection from the south: soon forces appearing from nowhere will begin to attack constantly from there. Submarine squads will stupidly push through to your buildings, ignoring obstacles. Therefore, meet them with your boats along the way so that not a single one reaches its destination. - Receive three ships with artifacts within five minutes Three ships will arrive in the eastern corner. You simply need to lead them back to your base. Lead them along the edge, and the nearby guns will not bother them. - Prepare for the meeting of three platforms in the northwestern part of the sector within 15 minutes A gorge runs from the north to the south of the map, packed with three groups of guns. These guns must be destroyed at all costs within 15 minutes. The main thing here is caution. Let your ships "rest," replenishing their strength using their available energy reserves. After 15 minutes, the platforms will appear and sail independently toward your base. - Deliver artifacts and platforms to the western part of the sector If you have three or four ships left after clearing the gorge, this task will not seem too difficult. A small enemy fortified area is hidden in the western corner. Bring the platforms and artifacts there, and at the same time take a few prototypes—there are two deposits of corium and metal located there, 20000 units each. - Destroy the Intelligence Center, three Teleporters, Power Shield, and Scientific Center located at the northern base Even after obtaining new resource sources, doing this with a direct attack is not easy. It is better to focus your efforts on building long-range weapons—launchers. Silicoids / Mission 10 / 100% - Reach the portal and take it under control - Create the second part of the portal in the center of the sector - Deliver the platform and artifact to the Core Go through the canyon into the western corner of the map, then turn northeast. A portal occupied by the enemy will be found there. It is not difficult to win it back. Then build the second part of the portal in the central part and cross over there. Begin setting up. Before crossing further east, keep this in mind: as soon as you capture the buildings located in the east (which is necessary), a couple of patrols will teleport to your center. Therefore, first ensure good defense for yourself. Move east using either the second portal or scavengers. The second method is slower (a scavenger can carry only one unit at a time and must "rest" periodically) but cheaper. As I already mentioned, do not rush to capture the eastern portal entirely if you have not ensured your safety. In addition to the attack on the central sector, expect constant "raids" from the southern corner—one of your two enemies is entrenched there. The second base is in the east. You will have to deal with both of them. Resources are inconveniently located, but they are available. Therefore, you can resort to bombing.
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Mission 1.
I'll start by saying that the first mission is very easy and takes about half an hour to complete. Enemy cities are located in the northeast (yellow) and northwest (blue).
So, our city is being destroyed, therefore we begin to save it. In principle, you can do nothing, as our units are already moving in the right direction. The only thing you can do is try to save the tower, which is being actively taken down by three foot soldiers (you should attack with the unit standing in the forest to the southeast, and also: hurry! Storming is best).
After you have reclaimed the city, line up the remaining warriors on the bridge (I assure you, there will be many warriors). Begin rebuilding the destroyed city. Note that you have 20 leather armors in your warehouse. These should be spent wisely, as you will not receive any more in this mission. I recommend making 20 archers.
Done? Well, let's attack! First, destroy the blues. From the bridge, lead the archers and militia west. Soon you will see a small blue unit. Destroy it (you have significant numerical superiority plus archers). Wait. A second and third party of enemies will soon arrive. After they are dealt with—go and destroy their city.
Now the yellows: they are situated in a convenient gorge, but we will be craftier and enter from the rear (after destroying the blues, we gained this opportunity). That's it, their main forces are finished. True, a second party of warriors will soon emerge from their city, but we are already ready to receive guests; destroy them too.
Next, we go and destroy the yellow city. Mission accomplished. Now after computer battles, you can stretch your legs, but also with interest, for example, play paintball; I'll tell you a secret that some of the best conditions and prices can be found right on the website.
Mission 2.
With a certain level of skill, it can be completed in about 10-12 minutes. Very easy.
Lead your troops to the ford. Position the archers behind the mountains and put the infantry forward. Start rebuilding the city.
The enemy will attack in 5-7 minutes. Destroying them will not be difficult, but just in case—it's better to save as soon as you see them coming for your souls.
Two options are possible afterward:
1. Long. Start rebuilding the city, create a large army, and destroy the enemy, since battles in narrow places (in gorges, on bridges, fords) are the easiest.
2. Fast. If 4 or more militia, all archers, and foot soldiers survived the battle, proceed as follows: lead the archers east. There will be a narrow spot by the river, and enemy foot soldiers will be visible on the opposite bank. Carefully bring the archers to the water's edge, and they will begin shooting at the enemy. With good luck, you will shoot many of them down. Then carefully cross the ford with the militia (4-5 will be enough). Be careful, enemy archers are nearby. Then position the militia to the right of the archers. During this time, you need to bring the archers back. Now everything is ready for a good fight. Storm the enemy archers with the militia; other enemy soldiers will rush to protect them, but you move your foot soldiers forward to meet them, cover them with archers, and most likely, you will win. If it doesn't work, please don't hit me! If you don't believe me, I can send a save where I do all this (and I've completed this mission this way many times). Next in the program is the destruction of the enemy city and victory.
Mission 3.
Just a battle. Nothing complicated. Just stop the warriors immediately, place the archers behind them, and then watch as your glorious army destroys the enemy, only occasionally correcting the firing direction of the archers. Here, a glorious victory undoubtedly awaits you. My record for the coolest completion of this mission: lost three of my warriors.
Mission 4.
Perhaps one of my favorites. Don't stall, start rebuilding the city. I draw your attention to the fact that you have little gold, so it must be mined. Coal and gold veins are located slightly further south.
The only place from which you can expect an attack is the bridge to the northeast of your city, so send all troops there. The first enemy attack will begin in approximately one hour. No worries: you should fend it off with initial forces. Fortunately, the terrain helps us. Then accumulate more troops and fight the remaining enemies on the bridge. Be careful: they have a crowd of archers. Then we go in and destroy their village. But it's too early to rejoice; in the south, the enemy has created a good fortified area, a sort of Maginot Line. Here I suggest the following: take a single archer and attack one of the towers. The enemy will rush to kill you (with a small squad), and you lead them with the archer onto the bridge and destroy them there with your main forces. After several such maneuvers, the enemy will weaken, and you can storm their fortifications. If necessary, you can perform the archer manipulation a few more times. And then—a slaughter and victory.
Mission 5.
Our city is under attack. You have a choice: you can direct your archers to help your own troops, or you can help allies. Allies aren't of much use in this mission, as they won't build anything, but you can show nobility: Direct your spearmen to the barracks immediately: enemy cavalry will appear there soon, and the spearmen will tear them apart like a dog with a rag.
The mission is not difficult, but starting resources are quite meager. Your goal is to secure food as quickly as possible.
Now note how conveniently the mountains in the northeast are arranged for ambushes. That is where you should place your soldiers. Then comes luring the enemies to your positions and destroying them. As soon as you feel the enemy forces are dwindling and your army is strong enough—make a raid on the enemies (perhaps it will be their last). This will significantly weaken them.
After some time, the enemy will try to break through from the west, from the place where your army fought them (and won) at the beginning of the mission. Therefore, leave a few troops there for defense.
And one last recommendation: the enemy has a large amount of cavalry, so you must have no fewer spearmen. It's unlikely this mission will be difficult for you.
Mission 6.
An interesting fight. Position your cavalry and one squad of foot soldiers in the east and cover them with archers. Other forces should be directed north to help your allies (here, unlike the previous mission, they are very valuable). As soon as you feel you are handling the enemy in the east, immediately transfer the archers to the northern front. There they will provide invaluable help in finishing off the enemy cavalry. Once the enemy in the east is dealt with, take your cavalry and go around to the enemy archers. Show them who's boss. Soon, a few more enemy troops will appear from the north. They shouldn't pose any problems for you anymore.
Mission 7.
So, we see that you basically have enough troops, and you have allies. You don't need to worry about them; they'll manage themselves and will also help us.
Basically, as soon as our allies fend off the attack, you will receive messages that you will be attacked in 1 minute. Don't panic, Valheim is strong, but he will send only 12 crossbowmen, 12 swordsmen, and 12 pikemen against you, and the other 10 spearmen will go to the ally (should).
The key here is the ambush. Near the entrance to your city, there is a rock with iron ore. Set up an ambush there (usually foot soldiers forward, then archers behind). Also, form a strike from the rear. For this, hide the cavalry in the forest. As soon as you feel it's time—attack immediately.
So the attack is repelled.
Rebuild the city however you like.
The main basis of this mission is calmness. The enemy will attack only in 4 hours, so there is plenty of time.
To take him down, you need to set up a small ambush on the bridge. I'll say right away—despite the fact that he has huge armies—you will only need 12 swordsmen and 20 crossbowmen on both sides of the bridge—and victory.
We destroy his city (strange—he doesn't produce provisions—cheater?).
Seems like that's all, but no. On the mountain that goes further, he has fortified himself quite well, but it's okay, essentially he only has 12 swordsmen, 12 crossbowmen, and 15 horse guards there. Anyway, it won't be hard since I told you how many soldiers he has. The main problem is the towers. Oh well—not the first time, you'll handle it.
Now we watch as the master of Valheim gets his head cut off.
Mission accomplished.
Mission 8.
So, we need to repel the Barbarians who decided to encroach upon our kingdom: that was a bad idea.
A mission of, so to speak, advanced difficulty. To start, you need to fend off the Barbarian army attacking our city. For this, you need to very quickly construct a school and towers (as many as you can). Place your troops behind the towers and wait. It's started! Barbarians are serious guys with strength 4, but their defense lets them down—archers extinguish them very softly. I hope you deal with them with minimal losses.
Generally, the enemy is located to the northeast and northwest of you. I'll say right away that you must not let him accumulate troops, otherwise you might get stuck in this mission for a long time. Build the city, mine iron. Specifically, "metal" troops will provide invaluable help in this battle.
In order to prevent the enemy from accumulating an army, wear him down (best the northeastern city) with raids, i.e., work according to the standard scheme: luring with an archer. You can even build a special punitive town of towers for this. The enemy comes there, hoping to catch the wretched archer, but instead gets a stone to the head?
In 1.5-2 hours, the guys from the northeastern city will attempt to destroy you: they'll bring a crowd of horse guards (!), so pikemen and spearmen will come in very handy. As far as I understand, the enemy's main goal is your gold mines, which are in the mountains to the north. If you believe me, you can build a few towers there just in case.
Once you weaken the northwestern city, you can go and take it down. By the time you deal with it, you should have accumulated enough troops to attack the northeastern city. The enemy there fights mainly with pikemen and horse guards, but they are unlikely to cause you a problem: shoot them down with a cloud of archers and crossbowmen. Enjoy the victory!
Mission 9.
Terrible mission. When I played it for the first time, I let the enemy accumulate. The picture was horrifying: I'm hiding behind mountains, and 2/3 of the map is occupied by enemy cities and troops. Do not repeat my mistake! Your army is quite large from the start, so let's go north immediately and destroy the enemy there. If you doubt you can handle it, you can lure the enemy with crossbowmen, but I believe in you. The enemy has few troops in the north, so arrange one good battle with them; you can even lose a significant part of your army. The main thing for you is to have someone to destroy the city (crossbowmen and a couple of barbarians will suffice). Slowly but surely, the enemy in the north will be defeated. Just don't waste time: destroy only what is needed: barracks, schools, warehouses.
Rebuild the city thoroughly. There isn't that much space, but look at all that iron! Pump it out and show the enemies in the east who's boss. No, actually, if you act first as I wrote, the mission will seem very easy. You'll simply lead the enemy. Of course, if you aren't afraid of difficulties, you can play your own way. I am only suggesting the most rational solutions tested by me.
Defending the city won't be particularly difficult: a few towers placed between the mountains will dispel all enemy hopes.
Accumulated troops? Don't wait! After destroying the northern city, a loophole to the eastern one appeared. Attack and defeat the enemy! Just note that the enemy likes to build towers inside the city.
Mission accomplished!
Mission 10.
A treacherous prince decided to destroy our city. We must save it: The main thing is not to panic. Until the warehouse is destroyed, you won't lose, and the enemy will destroy the warehouse last. Plan the attack carefully. Make sure your guard attacks the crossbowmen, not the pikemen, etc. If it doesn't work, try again, as there are many ways to complete it and results vary. The main task is to neutralize the enemy's crossbowmen, and then pour your own on them. I hope you win on the first try.
Mission 11.
Do the following: start, properly, rebuilding the city (I think there will be no problems with this). Pay attention to the stone deposits in the south. Right behind these deposits lies the enemy camp, and the enemy stonemason is already busy mining stones there. Bring crossbowmen to the stones and they will start shooting at the stonemason across the mountains. A small enemy army will move toward you. While it reaches you, prepare for the meeting (place crossbowmen behind swordsmen, etc.). After the enemy squad is defeated, continue luring enemies using the method described above and destroying them. Once their army is exhausted, boldly go and destroy their city.
Approximately one hour after the start of the mission, a fairly large squad from the eastern enemy city will raid you, which means you need to be ready: build towers and accumulate armies. A small recommendation: note that initially there is quite a lot of food in the warehouse, so it's preferable to start building mines and mining ore immediately. Strong armies will be useful for repelling the raid.
After you defend the city, start accumulating armies again and prepare to advance against the enemy in the east. His fortifications are solid, so you will need many warriors. You can, of course, lure the enemy with archers and destroy them in the open field, but that's if it becomes too difficult.
Mission 12.
So, we are in the desert. Fun: after the snow. Iron is why we are here. That's what we'll deal with from the very beginning. It is to the north of us; this strategically important area is protected not by buff swordsmen, but by some spearmen and foot soldiers. Not like our army, which is large and has horse guards. Therefore, punish the enemy in the north immediately. Again, if it's very difficult, use an archer, but there's enough strength for a frontal attack. The main thing is to try to break through to the enemy archers with cavalry as soon as possible. There is also this option: set up between the mountains and the water, then the enemy will have a very hard time, as he won't be able to attack you with his entire army at once.
After you destroy the enemy, no one can stop you from building mines. Do this as quickly as possible: you will need an army.
Now turn your gaze to the east. Aha, there is a bridge. Yes, it's not just a bridge, but the main strategic object of the whole mission. Position your troops on it and lure the enemy with archers (the enemy is located slightly further east in the north and south). First, deal with those in the south. Their fortifications there are solid, so it's best to thin out the enemy army well before the storm.
As soon as you deal with the enemy in the south, go along the narrow isthmus to the north. Slowly but surely press the enemy, destroying his fortifications; soon he will meet his end. Try to feed your army more often, as a siege far from your city may drag on.
That's it, the enemy is destroyed, victory is yours!
Mission 13.
Everything is very simple. You are in a favorable position. Small enemy squads consisting of swordsmen and crossbowmen stand to the north and south of your troops. It's best to attack them immediately, as crossbowmen can change the course of the battle in your disfavor. After their destruction, turn your crossbowmen toward the already blazing battle at the pass. The enemy will be easily destroyed.
Mission 14.
It seemed to me one of the hardest and most extreme. Allies in this mission must be protected, because if their city is destroyed, you lose. There is plenty of food in the warehouse, so start building troops immediately: mine coal and iron.
The enemy from the southwest will attack in 55-60 minutes. In this time, you need to train at least a few crossbowmen and swordsmen. It would be best to place several towers at the ford from where the enemy will move. If you feel you aren't making it in time, I suggest the following: give the builder a task to build some building near this ford so that it obstructs the enemy, but do not lead roads to it. Thus, the builder will dig around the construction site, and it will be impossible to walk over. Such "quick-and-dirty" fortified areas will create significant obstacles for the enemy. But this is not a panacea, although it helps in 80% of cases.
Allies will help you repel the attack, and then start destroying the enemy city: destroy the towers. Moreover, all this must be done quickly. Once the towers are dealt with, lead your troops into the mountains located to the northwest of your city. Another enemy, located in the northwest, will not make you wait long. Repel his attack and prepare for new ones (if you still have few armies). Create fortified areas that will allow you to sustain minimal losses in battle. You can start luring the enemy with archers, or you can accumulate and smash him directly. The choice is yours. By the way, it's quite possible that allies will help you defend the city (at least that's how it was for me).
Finishing off the enemy will not be very difficult.
Mission accomplished.
Mission 15.
Huge territory for fighting, many enemies and resources—a paradise for a lover of "War and Peace". Build the city, denying yourself nothing: there are plenty of resources.
First, I'll tell you a small secret: to the east of you, the enemy is only just beginning to build his city. Take your cavalry, carefully, without disturbing the enemy troops, rush past his towers and destroy the city that hasn't even been born yet. You can leave the armies alone; they'll stand for a bit and die of hunger.
The next target is the green city to the north of you. Their armies are not strong, leather. You will easily handle them having swordsmen and crossbowmen at hand.
Then go scouting to the northeast. Here the enemy has a real fortress. He will even try to attack you after some time, but the attack will be quite weak. Here I strongly advise luring the enemy with archers, because I shudder at the thought of a storm. Weaken the enemy and only then attack. Actually, maybe laziness prevented me from accumulating a large army, as the building area is almost unlimited. Also take care of the army: always feed it before an attack, as traveling from one end of the map to the other will take a lot of strength from the troops.
Kill the enemy and the mission is accomplished.
Mission 16.
Very simple. The main thing is not to stall from the very beginning. To the north of your city, there are huge deposits of coal, but the enemy is unlikely to let you get close to them. Therefore, we take all the forces offered to us from the start and go destroy this little town in the north. If you lure the enemy, you won't have any particular problems. Be careful: the enemy has many towers.
Now you have coal, which means you have gold and iron. If you hurry a bit, you can reach the eastern enemy city in time (this city is only being built), and, having won over the small enemy forces, destroy its city.
The prince's last stronghold is in the far north. You can take your time, accumulate strength. The enemy's position is unfavorable: it's protected by nothing except a few towers. True, his army is quite good. But the terrain is very suitable for an offensive. Slightly south of the northern city are mountains from which the enemy actively pumped iron. This is exactly where you should set up an ambush. Lure the enemy and arrange a battle with him. In it, you will easily win. Then go and destroy his city, and the mission is accomplished!
Mission 17.
I'll offer a very simple completion option. The enemy advances, but you go south. Build there as you like. After that, lure the enemy into a trap with one crossbowman, and win (brilliantly). Then go and finish off the remnants of his army in the north. Believe me, this will be very simple.
Mission 18.
In my opinion, the hardest in the game. Don't believe me? Go north for reconnaissance—you'll see for yourself!
Build a city (a good city). The enemy needs to be hammered from the start. I draw your attention to the fact that in the north, there are small gorges with one entrance, so-called natural pockets? Position your troops there and lure the enemy. Soon the forces of the eastern part of the fortress will be exhausted, and you can destroy it.
Similarly, you can proceed with the western part of the fortress. Here, however, it will be harder, as the enemy has more troops. Sometimes you will see messages that the enemy is preparing an attack on our lonely camp. Well, defend it, as the resources available in this warehouse will help you a lot.
So, the central part of the fortress remains. There is no strategy here: accumulate—and storm! The enemy's crossbowmen will cause you quite a bit of trouble, but I think everything will end successfully. During the storm, don't forget about an army like the militia. You can make a lot of them, and they will tie down the enemy crossbowmen. By destroying the enemy city, you will pass this mission.
Mission 19.
The enemy advances; position your troops wisely and don't forget about the horse guards standing in the gorge. If you successfully repelled the first onslaught, consider the matter settled. Now slowly position your troops and continue the offensive. Having destroyed the opponent's troops, you will see walls and crossbowmen on them. Carefully approach the walls with your crossbowmen so that you start shooting, but the enemy does not. After shooting down the crossbowmen and noticing when the guards leave the towers, attack. The enemy city is taken!
Mission 20.
The final battle. Try to preserve as many troops as possible; if necessary, replay the initial battle.
Rebuild the city. Note that you can be reached via gorges in the northeast and northwest. Surround them with towers, as the enemy will attack in about an hour. The attack will be directed at the eastern gorge. Be careful. The enemy is very strong. You can enter the enemy stronghold through the central gates, or you can be clever. In the west and east, there are two more cities, which in turn are connected by bridges to the enemy's main city. Bridges across chasms will greatly ease the process of destroying the enemy in these cities.
After this, the enemy defending the main bridge can be attacked from the rear. Crossbowmen won't hold out long, and you will be able to win easily.
Almost everything. But in the far north, surrounded by a moat, is a small and well-protected fortress. On its walls are crossbowmen, and horse guards guard the gates. What can I say: Accumulate an army and arrange a stunning battle. Let you have pleasant impressions from completing this wonderful game.
I'll say right away that everything I've laid out below, I have tested in practice. And this method of completion seemed to me the most rational and simple. You may disagree, that's your business. After all, who forbids you from writing your own walkthrough, which I doubt is any worse than mine.
Mission 1.
1. send ALL available troops to the city in the north and defeat the enemy cavalry there (most of our troops should survive). While our warriors are going to the city, hire recruits in schools;
2. position your spearmen in the liberated city so as to repel the second attack, which is expected from the east. By this moment, 10-12 recruits will have accumulated in the barracks; from them, we make horse guards and immediately send them to help in the northern city. Swordsmen (who, we hope, remain after the first attack) are better positioned slightly west of the northern city;
3. repel the second attack on the northern city and immediately head to the city in the west. During the second attack, enemies attack not only from the east, but also a small squad of foot soldiers comes from the north; swordsmen easily destroy them and do not allow them to reach the western city;
4. all that's left is to finish off the enemies in the city in the west. There should be no particular problems here, just try not to run the cavalry into enemy spearmen.
Mission 2.
This mission is much easier than the first. All you need is to correctly position the troops (archers behind infantry, etc.). Try to ensure the enemy cavalry falls under the blow of your spearmen and pikemen. With a small squad of horse guards, you can boldly set ambushes for enemy archers. Particular problems are unlikely to arise here.
Mission 3.
You can spend a long time and effort rebuilding the village, as the enemy will not attack you. His cities are in the northeast and northwest. As soon as you create a normal squad, you can proceed to attack the northeastern city.
You can lure enemy troops with archers and easily destroy them. After the northeastern city is dealt with, you can accumulate troops for an offensive to the northwest. If you have many troops, there will be no problems, but if you have few, you can do the following: slightly north of your city, under the mountains, build 10-15 towers. Position troops between them and lure the enemy into this fortified area. The adversary will be crushed in minutes.
Mission 4.
Following the FAQ, we complete this mission.
So, you are given a few troops. Don't wait, go kill the enemy. His city is located in the east, it is unprotected, so destroy it. Further east, near the volcano, two more cities are located (green and yellow). You can try to take them down with initial forces (happened a couple of times), or you can accumulate a few troops and launch an attack a bit later. But you should not delay the attack too long, otherwise the enemy will have too many troops. To prevent this, you can lure enemies with archers and then destroy them.
After this, you will have only one enemy left, whose city is located in the north. It's easier here: the terrain is very convenient (many narrow spots). Arrange battles with the enemy, taking care beforehand that you are in a more favorable position. The enemy will soon be destroyed, and the mission will be passed.
Mission 5.
Your city is being destroyed, but we won't give up so easily! Send your troops to attack (spearmen against cavalry, etc.).
Note that enemy archers are tearing down your warehouse from the hills. If you lose the warehouse, you lose. Therefore, separate a few foot soldiers and cavalry and send them north. There you will meet a small enemy squad, which you will easily defeat.
The path is clear—direct the cavalry to the enemy archers and destroy the scoundrels. Once the archers are defeated, nothing threatens you anymore. Direct the cavalry to support the main forces and successfully defeat the enemy.
Mission 6.
The mission begins with a battle. Don't wait and direct your troops to the treasure in the south. You'll just make it in time for the start of the enemy attack. It would be good to organize an ambush with cavalry on the enemy crossbowmen. Once you deal with the enemies in the south, run to your city. Troops of another enemy are already approaching there (you can leave spearmen in the city from the start, their strength will be quite enough). Try to preserve maximum troops after these battles—this will significantly ease the further completion of the mission.
In the south, between volcanoes, is a small enemy camp. It is well protected, but there is still a breach in their defense. In the west, there is a small gorge between volcanoes. Through it, we will make our way into their camp. Their forces are meager, and you will easily win.
In the northeast is a very small enemy village. Its protection is also very mediocre. If your forces are running low, you can simply lure the enemy with archers and destroy them on your territory, but if you have enough, you'll win without problems.
The enemy's last stronghold is located in the southeast. What can be advised here... Accumulate troops and storm. The warehouse we so diligently defended at the beginning of the mission can help us in accumulating troops. Don't forget that you can build siege engines; they can be very helpful. The enemy will be defeated, and the mission accordingly passed.
Mission 7.
Starts with a battle. Act in accordance with the game hints and you will easily win.
The enemy is in the southwest (forget about this for a while) and in the west. The enemy has many troops, so your primary task is to churn out an army. The fortress in the west seems almost impregnable (reminds me of an inverted Mission 18 of "War and Peace"). But there is one point: to the north of it is a narrow bridge. This is where I recommend giving the enemy a fight.
Position your troops and lure the enemy onto the bridge with an archer. You should win quite easily. Now the northern gates of the fortress are open to us, and to the east of it stands a huge enemy army. This will be his undoing. I hope you have already appreciated a structure like the municipality. In it, you can hire a cheap and very effective unit—rebels (those guys with pitchforks). For 5 gold, you'll make an army size of 5 people. Penetrate the enemy city with such small armies and destroy the most important buildings (warehouses, schools, and taverns). It takes the enemy army a very long time and is inconvenient to get to the city, so you'll manage to demolish at least one building at a time. Once you destroy all sources of food, the enemy army will quickly die of hunger.
Now is the perfect time to pay a visit to the enemy in the south. His army has no strong "metal" troops and you will deal with him very easily. Just try not to fall under the towers. That's all.
Mission accomplished.
Mission 8.
Simple and banal. Position your archers and ballistae behind the infantry and wait. The enemy will come himself and suffer defeat.
Mission 9.
Our Castle is captured. Little iron. Horror. But don't be too upset: the mission is quite simple and very interesting.
Quickly rebuild the city, build as many gold and coal mines as possible and smelt gold. Create municipalities and hire a small army. An enemy city is located in the west. Having thought through the attack plan and carefully destroyed the archers standing on the walls, attack the city. It's best if you have rebels and barbarians (warriors) in your army. You should win quite easilyNow let's deal with the castle itself. Head southwest and find a small passage into the castle. Start your attack from there. Destroy the forces guarding it. Now you have a path into the citadel. Position your archers on the walls and your main army in the passage. Provoke an enemy attack, and if you have enough forces, you will easily win.
Now note that south of the castle, beyond the bridge, there is a small peasant settlement guarded by crossbowmen and pikemen. There will be no problems here: position your troops on the bridge and begin the assault. The enemy will soon be broken, and the mission will be completed.
Mission 10.
We have finally reached the most interesting and beautiful missions in the game.
The start will be heralded by a battle that wouldn't be difficult even for a beginner. Position your troops in the narrow gorges and crush the enemy with minimal losses.
An enemy is entrenched in the northwest. To be honest, his armies are pathetic at the start. Note that in this mission you have allies: their village is slightly north of yours. And, most importantly, they already have towers and troops. Therefore, I suggest dealing with the enemy in the northwest as follows: lure his armies with archers toward the allies' positions. Very soon the enemy's forces will be exhausted, and you will enter the empty city in triumph.
In the northeast, there is a bridge, and beyond the bridge are more enemies. Their armies are quite strong, so you shouldn't delay the attack. You can treat them the same as the enemy in the northwest. However, here you should help the allies, as they cannot manage on their own.
One last step remains to victory. In the southeast, on a small peninsula, is another enemy village. They are very weak. You can take their village by storm, or you can stand in a small gorge slightly north of their village and crush them there. Destroy their buildings and the mission is complete.
*You have many troops from the very beginning. Ensure your city has food as quickly as possible, otherwise you may meet a bad end.
Mission 11.
We are in a tunnel. This is a fairly simple mission. You just need to position your troops skillfully.
In some places, bandits will attack you from the hills. It is best to destroy them with archers, as 1 arrow = 1 bandit.
Mission 12.
An enemy army is advancing toward you. Quickly build towers and position your troops. It is best to put a small cavalry detachment in ambush to later attack the enemy crossbowmen from the rear.
Try to preserve as many troops as possible. After that, you can turn your gaze to the northeast. Walls protect your enemies. But one of them (gray) has fairly weak armies, and by luring him out with archers, you will easily win.
Next, build up your army and attack the second enemy (blue). His city is quite small, but he has many armies. You can lure them out with archers and then engage him in a general battle slightly further south, on the ice, where there are many melt-holes.
After this, only one enemy will remain, who possesses a huge army and a good fortress. You can lure him out, or you can build up your forces well and take the fortifications by storm (personally, I preferred the first option). Be careful: inside his city there are many towers that can cause you significant losses if left unattended. Finish off this city and the mission is complete.
Mission 13.
A fairly difficult battle, so I will describe it in more detail.
Immediately bring catapults to the western slopes of the hills, as enemy archers will soon appear there. After the archers are dealt with, position your troops, designate one crossbowman, and carefully go lure the enemy army located in the gorge.
Having defeated the main enemy forces, take the cavalry guard and bypass the hills from the side. There you will encounter a whole crowd of crossbowmen ready to pepper your troops with arrows. But they will no longer offer serious resistance. All that remains is to finish off the scattered remnants of the enemy forces. Mission complete.
Mission 14.
The poor enemies in their iron armor have completely given up the ghost and offer no resistance. Relax, take all your troops and destroy all enemy cities. Mission complete, and the game as well.
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"Sea Titans: Call of the Depths" is an underwater real-time strategy game made in the best traditions of Starcraft. You take command of one of three sides: the government army — the Black Octopuses, an alliance of private corporations — the White Sharks, or a high-tech alien race — the Silicoids. Battles take place in the twilight of a colorful underwater world, where humanity moved after Earth's collision with a huge comet...
All three sides pursue their own goals. The Octopuses need to deal with competitors, the Sharks intend to seize deposits of corium — a priceless mineral brought by the comet — and the Silicoids are trying to build a Beacon that would transmit the accumulated data bank to their home planet... And each side is ready to fight. To fight for every gram of corium, for every underwater grotto, for every meter of their territory.
So forward, through three dozen missions, through a good hundred technologies, through torpedo duels, toward victory — this is a call that cannot be mistaken. This is the Call of the Depths.
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Full game walkthrough
"Sea Titans: Call of the Depths" is called Starcraft underwater. And this game indeed has much in common with its great predecessor. For example, as in many other strategy games released recently, there are several campaigns here. However, in "ST", they do not just differ in plot lines, events, or characters. The differences are much deeper.
The Black Octopuses and White Sharks are similar in many ways. They use the same resources (metal, corium, gold), and they need to maintain air extraction at the proper level. Air plays the role of energy — when its extraction is insufficient, productivity drops, and construction proceeds very slowly.
The general unit structure is also similar. There are supply units (fitter or builder; deliverer intended for transporting resources; repair platform for transporting items or submarines, as well as field repairs). There are combat units (several combat ships with different armament). There are also special purpose submarines (subs intended for capturing enemy buildings, minelayers, stealth scouts, etc.). Additionally, there are cyborgs — special units. For example, the Black Octopuses have cyber-dolphins (fast and agile kamikaze dolphins packed with explosives).
However, despite the similar structure, buildings and units differ greatly in detail, which necessitates the use of different tactics and strategies.
The Silicoids, on the other hand, have nothing in common with the earthlings. They do not need air. They extract energy from metal, corium, and finally, silicon from water. They can collect ship wreckage and use it to build new ones, and paralyze the opponents attacking them. All Silicoid units and buildings have a certain energy reserve, which they use to replenish their health. Furthermore, all their buildings are not erected by mechanisms, but "grow" from prototype modules.
Useful tips
The further apart you place gold mines, the higher the gold content in the water will be and, accordingly, the extraction speed.
Remember that a cannon shoots further if it is located on high ground. Cannons cannot be built on high mountains (4 units on the "depth gauge"), however, already built ones can be moved and deployed there.
It often happens in the game that a "duel" occurs between two cannons or an enemy cannon and your ship (they shoot at each other, and both their strengths slowly but surely run out). In this case, it is advisable not to move your equipment or start repairing it, but to continue the duel: most often the enemy starts repairing their own cannon, and consequently stops firing, and that is when you finish them off.
Sea Titans
Note that the prices at which you can buy or sell metal and corium in trading centers are constantly changing. Therefore, do not rush into deals. If time permits, wait for a favorable offer.
The computer, controlling your opponents, often uses patrol tactics. That is, part of the forces under its control, gathered in groups of 6-7 ships, swim back and forth, and upon spotting your fleet nearby, rush to attack. The best method to combat them is as follows: upon spotting a patrol, do not rush into battle. It is better to bring your mobile cannons closer and then lure the enemy toward them.
Take a closer look at the repair submarines if you haven't already. These are not just transport vehicles, but also repair ships. Their help is invaluable if you face a mission with irreplaceable ship resources, or if the nearest repair dock is too far away.
Try to capture enemy technical centers — in this way, you gain access to their armaments (ships and cannons). Moreover, new technologies are preserved until the end of the game.
Note that builders can not only erect but also destroy their own buildings, returning some of the resources to you. This can be very useful when you have already turned the situation in your favor and no longer need such a number of defensive structures.
A very useful discovery is "Mobility": cannons gain the ability to move. They do this slowly and in a "packed" state. Use them in your attacks: move them along with your troops, and then no enemy attack is scary.
The Black Octopuses have a very effective means of defense — a protective field generator. However, its operating time is limited — it shuts down for recharging. It can be set to automatic mode — the PFG will start working on its own when charged. If you build a second PFG near the first and set it to auto when the first shuts down, you will ensure uninterrupted protection.
Sea Titans
Remember about such a thing as depth. The scales demonstrating it are located to the right and left of the main panel. These instruments also allow you to manually give orders to surface or dive to your troops. Here are just a few ways to use depth. First, you can create an impassable barrier by positioning your mines. Remember that the mines themselves can be raised and lowered. Second, you can painlessly slip under enemy cannons. If you swim, for example, through a gorge one level below the cannon, it will not be able to reach you.
Never rush an attack. First, make sure you have more than enough ships. If such an assessment is beyond you, simply save the game before starting the offensive. The thing is, if your attack fails, the opponent will surely launch a counter-offensive. And you likely will not have enough ships left to repel this threat.
Remember that you do not automatically receive new armaments or buildings. To enrich your arsenal, you will first have to research the corresponding technology. At the same time, what you do not unlock in one mission will carry over to the next. Therefore, try to build a research center in every mission and research all available developments.
Sometimes, when an enemy base is protected by strong cannons, it is much more expedient not to throw clouds of your boats at the assault of this line, but to build several usurpators and send them to capture. Most often, even under the most powerful fire, a ship manages to attack and capture at least one cannon. While the opponent is dealing with the building that has switched to your side, you will have time to repeat this maneuver once more.
Starting platforms do not require mineral costs but deliver pinpoint strikes, whereas vacuum bombs are capable of destroying several buildings at once with their explosion. But these bombs consume a huge amount of corium. Choose your weapon based on the tactical situation.
Backstory
In 2037, astronomers announced that Earth had very little time left — a huge comet was inexorably approaching the planet. Not losing their nerve, Earth's governments united into a coalition, calling it the Black Octopus. They called for calm and began to develop the rich resources of the world ocean, while planning to build a space fleet and escape.
But then a second participant appeared on the world stage — the military alliance of private corporations, the "White Sharks". White Shark military spies stole secret government documents and seized control of orbital platforms. They planned to use them to launch a nuclear strike on the comet.
The military conflict between the sides did not take on a large scale: the Sharks managed to acquire sufficiently large military forces, and the Octopuses, having discovered a way to extract oxygen and gold from seawater, were not very eager to fight them.
The missiles were unable to completely destroy the comet, and fragments of the celestial body crashed onto Earth, causing terrible cataclysms and bringing with them a new mineral, corium. And also... the Silicoids. This amazing race pursues its own goals, mining the precious mineral. But earthlings stood in their way, who quickly realized the value of the new resource.
And so the year 2115 arrived...
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War and Peace
https://yadi.sk/d/cuMj1JET3JPLrv
The Second Crown
https://yadi.sk/d/u69P6CcD3JPLvr
Sea Titans
https://yadi.sk/d/8ncy-C0b3JPLvt
Heroes 3 The Shadow of Death
https://yadi.sk/d/4wpQOHtD3JPLvv
01.01.2008
01.01.2018
https://yadi.sk/d/bzC1fZK_KsrNW
https://yadi.sk/d/Sic3uQRjfG2rS
https://yadi.sk/d/hdKQnoDtmMemf
https://yadi.sk/d/JXbGzxIRKoV4R
Added after 32 seconds
War and Peace
https://yadi.sk/d/cuMj1JET3JPLrv
The Second Crown
https://yadi.sk/d/u69P6CcD3JPLvr
Sea Titans
https://yadi.sk/d/8ncy-C0b3JPLvt
Heroes 3 The Shadow of Death
https://yadi.sk/d/4wpQOHtD3JPLvv
01.01.2008
01.01.2018
https://yadi.sk/d/bzC1fZK_KsrNW
https://yadi.sk/d/Sic3uQRjfG2rS
https://yadi.sk/d/hdKQnoDtmMemf
https://yadi.sk/d/JXbGzxIRKoV4R
Added after 37 seconds
Heroes of Might and Magic III: The Shadow of Death (SoD)
Campaign Walkthroughs
Campaign 1: A New Beginning (4 missions)
One of the most interesting campaigns of "The Shadow of Death". In it, you will play as a hero unusual for Antagarich — the wizard Gem, who arrived from Enroth, where the War for the Succession had just ended, to take a break from military feats. But as it turned out, the nightmare she fled from — the Necromancers — would not leave her alone here either. Joining forces with the wizard Sandro, she searches for three artifacts for him to create an amulet that repels the undead.
The campaign consists of 4 missions, in each of which the enemy has a significant advantage. This is important because in all missions, you will have to kill the enemies, even though this is the goal of only the first scenario; the Necromancers are too closely linked to the artifacts we need. In general, the entire walkthrough is based on the combination of Grand Elves — Expert Earth Magic, and fully reveals all its power. Additionally, for a comfortable walkthrough in every mission except the last, you should develop your subordinates to the maximum, as it is practically impossible to complete the campaign without this.
Campaign 2: Elixir of Life (4 missions)
The campaign is indecently simple. 4 missions, of which in the first you need to beat all the enemies, and in the others — only find a part of the artifact. Accordingly, no serious battles with the opponent are expected at all, and skirmishes with neutrals can literally be counted on one hand.
Campaign 3: Hack and Slash (4 missions)
The campaign promises to be quite interesting and, accordingly, difficult. Together with Crag Hag (the most famous personality in the entire Might&Magic world), we must find four artifacts for the wizard Sandro that make up the Armor of the Damned. The wizard promises a great reward for this service. The campaign, like most in The Shadow of Death, consists of four missions (all medium-sized maps), of which the last two will be the most interesting, especially since it is impossible to destroy the opponent starting from the second mission.
Campaign 4: Birth of a Barbarian (5 missions)
Yog's father was a Barbarian, and his mother was a Djinn. He studied at the Academy of Bracada for a long time, but he did not like this life. Physical exercise and mastery of weapons brought him more joy than the study of magic. One day he received an invitation from Duke Winston Boragus, and Yog agreed. Now he needs to escape from Bracada, but the wizards who fanatically guard the secrets of the Academy will not let him carry out his plan so easily.
Throughout 5 missions, we will not only help Yog escape but also perform tasks from the Duke.
The missions themselves are not difficult (except for the last one). The main thing is speed, which is the primary factor for victory.
Campaign 5: Rise of the Necromancer (4 missions)
The easiest campaign, if you don't perish in the first week ;)
Sandro, armed with a couple of artifacts, the first of which, the Cloak of the Undead King, allows even a beginning Necromancer to raise undead instead of skeletons from killed enemies, a more experienced one — Wights, and an expert in necromancy — Liches, and the second, the Armor of the Damned, helps Liches overcome opponents by casting Slow, Weakness, Curse, and Misfortune on them. Therefore, starting from the second week, the hero can be lost only through overconfidence or carelessness.
Campaign 6: Unholy Alliance (12 missions)
This campaign becomes available only after completing the first five. In it, we play as familiar heroes — Gem, Jelu, Crag, Yog, and Sandro, whose experience, although transferred from previous campaigns — they have a fixed level 25 — but primary and secondary skills are not transferred. Therefore, one is forced to leave the cries of "Where is my Crag?!" behind and level up the characters again. This is the longest campaign, consisting of as many as 12 missions, during which many things must be done: assemble the Angelic Union, conquer Deia, and stop Sandro, the powerful Necromancer ready to conquer the whole world.
Campaign 7: Phantom of Power (4 missions)
This campaign becomes available only after completing all previous ones. With logical play, this campaign is the easiest on "The Shadow of Death" disc. One wants to cry at how wasteful it is to lose the artifacts collected by the four heroes, but Sandro does not cry; he is plotting a new cunning plan...
I'll start by saying that the first mission is very easy and takes about half an hour to complete. Enemy cities are located in the northeast (yellow) and northwest (blue).
So, our city is being destroyed, therefore we begin to save it. In principle, you can do nothing, as our units are already moving in the right direction. The only thing you can do is try to save the tower, which is being actively taken down by three foot soldiers (you should attack with the unit standing in the forest to the southeast, and also: hurry! Storming is best).
After you have reclaimed the city, line up the remaining warriors on the bridge (I assure you, there will be many warriors). Begin rebuilding the destroyed city. Note that you have 20 leather armors in your warehouse. These should be spent wisely, as you will not receive any more in this mission. I recommend making 20 archers.
Done? Well, let's attack! First, destroy the blues. From the bridge, lead the archers and militia west. Soon you will see a small blue unit. Destroy it (you have significant numerical superiority plus archers). Wait. A second and third party of enemies will soon arrive. After they are dealt with—go and destroy their city.
Now the yellows: they are situated in a convenient gorge, but we will be craftier and enter from the rear (after destroying the blues, we gained this opportunity). That's it, their main forces are finished. True, a second party of warriors will soon emerge from their city, but we are already ready to receive guests; destroy them too.
Next, we go and destroy the yellow city. Mission accomplished. Now after computer battles, you can stretch your legs, but also with interest, for example, play paintball; I'll tell you a secret that some of the best conditions and prices can be found right on the website.
Mission 2.
With a certain level of skill, it can be completed in about 10-12 minutes. Very easy.
Lead your troops to the ford. Position the archers behind the mountains and put the infantry forward. Start rebuilding the city.
The enemy will attack in 5-7 minutes. Destroying them will not be difficult, but just in case—it's better to save as soon as you see them coming for your souls.
Two options are possible afterward:
1. Long. Start rebuilding the city, create a large army, and destroy the enemy, since battles in narrow places (in gorges, on bridges, fords) are the easiest.
2. Fast. If 4 or more militia, all archers, and foot soldiers survived the battle, proceed as follows: lead the archers east. There will be a narrow spot by the river, and enemy foot soldiers will be visible on the opposite bank. Carefully bring the archers to the water's edge, and they will begin shooting at the enemy. With good luck, you will shoot many of them down. Then carefully cross the ford with the militia (4-5 will be enough). Be careful, enemy archers are nearby. Then position the militia to the right of the archers. During this time, you need to bring the archers back. Now everything is ready for a good fight. Storm the enemy archers with the militia; other enemy soldiers will rush to protect them, but you move your foot soldiers forward to meet them, cover them with archers, and most likely, you will win. If it doesn't work, please don't hit me! If you don't believe me, I can send a save where I do all this (and I've completed this mission this way many times). Next in the program is the destruction of the enemy city and victory.
Mission 3.
Just a battle. Nothing complicated. Just stop the warriors immediately, place the archers behind them, and then watch as your glorious army destroys the enemy, only occasionally correcting the firing direction of the archers. Here, a glorious victory undoubtedly awaits you. My record for the coolest completion of this mission: lost three of my warriors.
Mission 4.
Perhaps one of my favorites. Don't stall, start rebuilding the city. I draw your attention to the fact that you have little gold, so it must be mined. Coal and gold veins are located slightly further south.
The only place from which you can expect an attack is the bridge to the northeast of your city, so send all troops there. The first enemy attack will begin in approximately one hour. No worries: you should fend it off with initial forces. Fortunately, the terrain helps us. Then accumulate more troops and fight the remaining enemies on the bridge. Be careful: they have a crowd of archers. Then we go in and destroy their village. But it's too early to rejoice; in the south, the enemy has created a good fortified area, a sort of Maginot Line. Here I suggest the following: take a single archer and attack one of the towers. The enemy will rush to kill you (with a small squad), and you lead them with the archer onto the bridge and destroy them there with your main forces. After several such maneuvers, the enemy will weaken, and you can storm their fortifications. If necessary, you can perform the archer manipulation a few more times. And then—a slaughter and victory.
Mission 5.
Our city is under attack. You have a choice: you can direct your archers to help your own troops, or you can help allies. Allies aren't of much use in this mission, as they won't build anything, but you can show nobility: Direct your spearmen to the barracks immediately: enemy cavalry will appear there soon, and the spearmen will tear them apart like a dog with a rag.
The mission is not difficult, but starting resources are quite meager. Your goal is to secure food as quickly as possible.
Now note how conveniently the mountains in the northeast are arranged for ambushes. That is where you should place your soldiers. Then comes luring the enemies to your positions and destroying them. As soon as you feel the enemy forces are dwindling and your army is strong enough—make a raid on the enemies (perhaps it will be their last). This will significantly weaken them.
After some time, the enemy will try to break through from the west, from the place where your army fought them (and won) at the beginning of the mission. Therefore, leave a few troops there for defense.
And one last recommendation: the enemy has a large amount of cavalry, so you must have no fewer spearmen. It's unlikely this mission will be difficult for you.
Mission 6.
An interesting fight. Position your cavalry and one squad of foot soldiers in the east and cover them with archers. Other forces should be directed north to help your allies (here, unlike the previous mission, they are very valuable). As soon as you feel you are handling the enemy in the east, immediately transfer the archers to the northern front. There they will provide invaluable help in finishing off the enemy cavalry. Once the enemy in the east is dealt with, take your cavalry and go around to the enemy archers. Show them who's boss. Soon, a few more enemy troops will appear from the north. They shouldn't pose any problems for you anymore.
Mission 7.
So, we see that you basically have enough troops, and you have allies. You don't need to worry about them; they'll manage themselves and will also help us.
Basically, as soon as our allies fend off the attack, you will receive messages that you will be attacked in 1 minute. Don't panic, Valheim is strong, but he will send only 12 crossbowmen, 12 swordsmen, and 12 pikemen against you, and the other 10 spearmen will go to the ally (should).
The key here is the ambush. Near the entrance to your city, there is a rock with iron ore. Set up an ambush there (usually foot soldiers forward, then archers behind). Also, form a strike from the rear. For this, hide the cavalry in the forest. As soon as you feel it's time—attack immediately.
So the attack is repelled.
Rebuild the city however you like.
The main basis of this mission is calmness. The enemy will attack only in 4 hours, so there is plenty of time.
To take him down, you need to set up a small ambush on the bridge. I'll say right away—despite the fact that he has huge armies—you will only need 12 swordsmen and 20 crossbowmen on both sides of the bridge—and victory.
We destroy his city (strange—he doesn't produce provisions—cheater?).
Seems like that's all, but no. On the mountain that goes further, he has fortified himself quite well, but it's okay, essentially he only has 12 swordsmen, 12 crossbowmen, and 15 horse guards there. Anyway, it won't be hard since I told you how many soldiers he has. The main problem is the towers. Oh well—not the first time, you'll handle it.
Now we watch as the master of Valheim gets his head cut off.
Mission accomplished.
Mission 8.
So, we need to repel the Barbarians who decided to encroach upon our kingdom: that was a bad idea.
A mission of, so to speak, advanced difficulty. To start, you need to fend off the Barbarian army attacking our city. For this, you need to very quickly construct a school and towers (as many as you can). Place your troops behind the towers and wait. It's started! Barbarians are serious guys with strength 4, but their defense lets them down—archers extinguish them very softly. I hope you deal with them with minimal losses.
Generally, the enemy is located to the northeast and northwest of you. I'll say right away that you must not let him accumulate troops, otherwise you might get stuck in this mission for a long time. Build the city, mine iron. Specifically, "metal" troops will provide invaluable help in this battle.
In order to prevent the enemy from accumulating an army, wear him down (best the northeastern city) with raids, i.e., work according to the standard scheme: luring with an archer. You can even build a special punitive town of towers for this. The enemy comes there, hoping to catch the wretched archer, but instead gets a stone to the head?
In 1.5-2 hours, the guys from the northeastern city will attempt to destroy you: they'll bring a crowd of horse guards (!), so pikemen and spearmen will come in very handy. As far as I understand, the enemy's main goal is your gold mines, which are in the mountains to the north. If you believe me, you can build a few towers there just in case.
Once you weaken the northwestern city, you can go and take it down. By the time you deal with it, you should have accumulated enough troops to attack the northeastern city. The enemy there fights mainly with pikemen and horse guards, but they are unlikely to cause you a problem: shoot them down with a cloud of archers and crossbowmen. Enjoy the victory!
Mission 9.
Terrible mission. When I played it for the first time, I let the enemy accumulate. The picture was horrifying: I'm hiding behind mountains, and 2/3 of the map is occupied by enemy cities and troops. Do not repeat my mistake! Your army is quite large from the start, so let's go north immediately and destroy the enemy there. If you doubt you can handle it, you can lure the enemy with crossbowmen, but I believe in you. The enemy has few troops in the north, so arrange one good battle with them; you can even lose a significant part of your army. The main thing for you is to have someone to destroy the city (crossbowmen and a couple of barbarians will suffice). Slowly but surely, the enemy in the north will be defeated. Just don't waste time: destroy only what is needed: barracks, schools, warehouses.
Rebuild the city thoroughly. There isn't that much space, but look at all that iron! Pump it out and show the enemies in the east who's boss. No, actually, if you act first as I wrote, the mission will seem very easy. You'll simply lead the enemy. Of course, if you aren't afraid of difficulties, you can play your own way. I am only suggesting the most rational solutions tested by me.
Defending the city won't be particularly difficult: a few towers placed between the mountains will dispel all enemy hopes.
Accumulated troops? Don't wait! After destroying the northern city, a loophole to the eastern one appeared. Attack and defeat the enemy! Just note that the enemy likes to build towers inside the city.
Mission accomplished!
Mission 10.
A treacherous prince decided to destroy our city. We must save it: The main thing is not to panic. Until the warehouse is destroyed, you won't lose, and the enemy will destroy the warehouse last. Plan the attack carefully. Make sure your guard attacks the crossbowmen, not the pikemen, etc. If it doesn't work, try again, as there are many ways to complete it and results vary. The main task is to neutralize the enemy's crossbowmen, and then pour your own on them. I hope you win on the first try.
Mission 11.
Do the following: start, properly, rebuilding the city (I think there will be no problems with this). Pay attention to the stone deposits in the south. Right behind these deposits lies the enemy camp, and the enemy stonemason is already busy mining stones there. Bring crossbowmen to the stones and they will start shooting at the stonemason across the mountains. A small enemy army will move toward you. While it reaches you, prepare for the meeting (place crossbowmen behind swordsmen, etc.). After the enemy squad is defeated, continue luring enemies using the method described above and destroying them. Once their army is exhausted, boldly go and destroy their city.
Approximately one hour after the start of the mission, a fairly large squad from the eastern enemy city will raid you, which means you need to be ready: build towers and accumulate armies. A small recommendation: note that initially there is quite a lot of food in the warehouse, so it's preferable to start building mines and mining ore immediately. Strong armies will be useful for repelling the raid.
After you defend the city, start accumulating armies again and prepare to advance against the enemy in the east. His fortifications are solid, so you will need many warriors. You can, of course, lure the enemy with archers and destroy them in the open field, but that's if it becomes too difficult.
Mission 12.
So, we are in the desert. Fun: after the snow. Iron is why we are here. That's what we'll deal with from the very beginning. It is to the north of us; this strategically important area is protected not by buff swordsmen, but by some spearmen and foot soldiers. Not like our army, which is large and has horse guards. Therefore, punish the enemy in the north immediately. Again, if it's very difficult, use an archer, but there's enough strength for a frontal attack. The main thing is to try to break through to the enemy archers with cavalry as soon as possible. There is also this option: set up between the mountains and the water, then the enemy will have a very hard time, as he won't be able to attack you with his entire army at once.
After you destroy the enemy, no one can stop you from building mines. Do this as quickly as possible: you will need an army.
Now turn your gaze to the east. Aha, there is a bridge. Yes, it's not just a bridge, but the main strategic object of the whole mission. Position your troops on it and lure the enemy with archers (the enemy is located slightly further east in the north and south). First, deal with those in the south. Their fortifications there are solid, so it's best to thin out the enemy army well before the storm.
As soon as you deal with the enemy in the south, go along the narrow isthmus to the north. Slowly but surely press the enemy, destroying his fortifications; soon he will meet his end. Try to feed your army more often, as a siege far from your city may drag on.
That's it, the enemy is destroyed, victory is yours!
Mission 13.
Everything is very simple. You are in a favorable position. Small enemy squads consisting of swordsmen and crossbowmen stand to the north and south of your troops. It's best to attack them immediately, as crossbowmen can change the course of the battle in your disfavor. After their destruction, turn your crossbowmen toward the already blazing battle at the pass. The enemy will be easily destroyed.
Mission 14.
It seemed to me one of the hardest and most extreme. Allies in this mission must be protected, because if their city is destroyed, you lose. There is plenty of food in the warehouse, so start building troops immediately: mine coal and iron.
The enemy from the southwest will attack in 55-60 minutes. In this time, you need to train at least a few crossbowmen and swordsmen. It would be best to place several towers at the ford from where the enemy will move. If you feel you aren't making it in time, I suggest the following: give the builder a task to build some building near this ford so that it obstructs the enemy, but do not lead roads to it. Thus, the builder will dig around the construction site, and it will be impossible to walk over. Such "quick-and-dirty" fortified areas will create significant obstacles for the enemy. But this is not a panacea, although it helps in 80% of cases.
Allies will help you repel the attack, and then start destroying the enemy city: destroy the towers. Moreover, all this must be done quickly. Once the towers are dealt with, lead your troops into the mountains located to the northwest of your city. Another enemy, located in the northwest, will not make you wait long. Repel his attack and prepare for new ones (if you still have few armies). Create fortified areas that will allow you to sustain minimal losses in battle. You can start luring the enemy with archers, or you can accumulate and smash him directly. The choice is yours. By the way, it's quite possible that allies will help you defend the city (at least that's how it was for me).
Finishing off the enemy will not be very difficult.
Mission accomplished.
Mission 15.
Huge territory for fighting, many enemies and resources—a paradise for a lover of "War and Peace". Build the city, denying yourself nothing: there are plenty of resources.
First, I'll tell you a small secret: to the east of you, the enemy is only just beginning to build his city. Take your cavalry, carefully, without disturbing the enemy troops, rush past his towers and destroy the city that hasn't even been born yet. You can leave the armies alone; they'll stand for a bit and die of hunger.
The next target is the green city to the north of you. Their armies are not strong, leather. You will easily handle them having swordsmen and crossbowmen at hand.
Then go scouting to the northeast. Here the enemy has a real fortress. He will even try to attack you after some time, but the attack will be quite weak. Here I strongly advise luring the enemy with archers, because I shudder at the thought of a storm. Weaken the enemy and only then attack. Actually, maybe laziness prevented me from accumulating a large army, as the building area is almost unlimited. Also take care of the army: always feed it before an attack, as traveling from one end of the map to the other will take a lot of strength from the troops.
Kill the enemy and the mission is accomplished.
Mission 16.
Very simple. The main thing is not to stall from the very beginning. To the north of your city, there are huge deposits of coal, but the enemy is unlikely to let you get close to them. Therefore, we take all the forces offered to us from the start and go destroy this little town in the north. If you lure the enemy, you won't have any particular problems. Be careful: the enemy has many towers.
Now you have coal, which means you have gold and iron. If you hurry a bit, you can reach the eastern enemy city in time (this city is only being built), and, having won over the small enemy forces, destroy its city.
The prince's last stronghold is in the far north. You can take your time, accumulate strength. The enemy's position is unfavorable: it's protected by nothing except a few towers. True, his army is quite good. But the terrain is very suitable for an offensive. Slightly south of the northern city are mountains from which the enemy actively pumped iron. This is exactly where you should set up an ambush. Lure the enemy and arrange a battle with him. In it, you will easily win. Then go and destroy his city, and the mission is accomplished!
Mission 17.
I'll offer a very simple completion option. The enemy advances, but you go south. Build there as you like. After that, lure the enemy into a trap with one crossbowman, and win (brilliantly). Then go and finish off the remnants of his army in the north. Believe me, this will be very simple.
Mission 18.
In my opinion, the hardest in the game. Don't believe me? Go north for reconnaissance—you'll see for yourself!
Build a city (a good city). The enemy needs to be hammered from the start. I draw your attention to the fact that in the north, there are small gorges with one entrance, so-called natural pockets? Position your troops there and lure the enemy. Soon the forces of the eastern part of the fortress will be exhausted, and you can destroy it.
Similarly, you can proceed with the western part of the fortress. Here, however, it will be harder, as the enemy has more troops. Sometimes you will see messages that the enemy is preparing an attack on our lonely camp. Well, defend it, as the resources available in this warehouse will help you a lot.
So, the central part of the fortress remains. There is no strategy here: accumulate—and storm! The enemy's crossbowmen will cause you quite a bit of trouble, but I think everything will end successfully. During the storm, don't forget about an army like the militia. You can make a lot of them, and they will tie down the enemy crossbowmen. By destroying the enemy city, you will pass this mission.
Mission 19.
The enemy advances; position your troops wisely and don't forget about the horse guards standing in the gorge. If you successfully repelled the first onslaught, consider the matter settled. Now slowly position your troops and continue the offensive. Having destroyed the opponent's troops, you will see walls and crossbowmen on them. Carefully approach the walls with your crossbowmen so that you start shooting, but the enemy does not. After shooting down the crossbowmen and noticing when the guards leave the towers, attack. The enemy city is taken!
Mission 20.
The final battle. Try to preserve as many troops as possible; if necessary, replay the initial battle.
Rebuild the city. Note that you can be reached via gorges in the northeast and northwest. Surround them with towers, as the enemy will attack in about an hour. The attack will be directed at the eastern gorge. Be careful. The enemy is very strong. You can enter the enemy stronghold through the central gates, or you can be clever. In the west and east, there are two more cities, which in turn are connected by bridges to the enemy's main city. Bridges across chasms will greatly ease the process of destroying the enemy in these cities.
After this, the enemy defending the main bridge can be attacked from the rear. Crossbowmen won't hold out long, and you will be able to win easily.
Almost everything. But in the far north, surrounded by a moat, is a small and well-protected fortress. On its walls are crossbowmen, and horse guards guard the gates. What can I say: Accumulate an army and arrange a stunning battle. Let you have pleasant impressions from completing this wonderful game.
I'll say right away that everything I've laid out below, I have tested in practice. And this method of completion seemed to me the most rational and simple. You may disagree, that's your business. After all, who forbids you from writing your own walkthrough, which I doubt is any worse than mine.
Mission 1.
1. send ALL available troops to the city in the north and defeat the enemy cavalry there (most of our troops should survive). While our warriors are going to the city, hire recruits in schools;
2. position your spearmen in the liberated city so as to repel the second attack, which is expected from the east. By this moment, 10-12 recruits will have accumulated in the barracks; from them, we make horse guards and immediately send them to help in the northern city. Swordsmen (who, we hope, remain after the first attack) are better positioned slightly west of the northern city;
3. repel the second attack on the northern city and immediately head to the city in the west. During the second attack, enemies attack not only from the east, but also a small squad of foot soldiers comes from the north; swordsmen easily destroy them and do not allow them to reach the western city;
4. all that's left is to finish off the enemies in the city in the west. There should be no particular problems here, just try not to run the cavalry into enemy spearmen.
Mission 2.
This mission is much easier than the first. All you need is to correctly position the troops (archers behind infantry, etc.). Try to ensure the enemy cavalry falls under the blow of your spearmen and pikemen. With a small squad of horse guards, you can boldly set ambushes for enemy archers. Particular problems are unlikely to arise here.
Mission 3.
You can spend a long time and effort rebuilding the village, as the enemy will not attack you. His cities are in the northeast and northwest. As soon as you create a normal squad, you can proceed to attack the northeastern city.
You can lure enemy troops with archers and easily destroy them. After the northeastern city is dealt with, you can accumulate troops for an offensive to the northwest. If you have many troops, there will be no problems, but if you have few, you can do the following: slightly north of your city, under the mountains, build 10-15 towers. Position troops between them and lure the enemy into this fortified area. The adversary will be crushed in minutes.
Mission 4.
Following the FAQ, we complete this mission.
So, you are given a few troops. Don't wait, go kill the enemy. His city is located in the east, it is unprotected, so destroy it. Further east, near the volcano, two more cities are located (green and yellow). You can try to take them down with initial forces (happened a couple of times), or you can accumulate a few troops and launch an attack a bit later. But you should not delay the attack too long, otherwise the enemy will have too many troops. To prevent this, you can lure enemies with archers and then destroy them.
After this, you will have only one enemy left, whose city is located in the north. It's easier here: the terrain is very convenient (many narrow spots). Arrange battles with the enemy, taking care beforehand that you are in a more favorable position. The enemy will soon be destroyed, and the mission will be passed.
Mission 5.
Your city is being destroyed, but we won't give up so easily! Send your troops to attack (spearmen against cavalry, etc.).
Note that enemy archers are tearing down your warehouse from the hills. If you lose the warehouse, you lose. Therefore, separate a few foot soldiers and cavalry and send them north. There you will meet a small enemy squad, which you will easily defeat.
The path is clear—direct the cavalry to the enemy archers and destroy the scoundrels. Once the archers are defeated, nothing threatens you anymore. Direct the cavalry to support the main forces and successfully defeat the enemy.
Mission 6.
The mission begins with a battle. Don't wait and direct your troops to the treasure in the south. You'll just make it in time for the start of the enemy attack. It would be good to organize an ambush with cavalry on the enemy crossbowmen. Once you deal with the enemies in the south, run to your city. Troops of another enemy are already approaching there (you can leave spearmen in the city from the start, their strength will be quite enough). Try to preserve maximum troops after these battles—this will significantly ease the further completion of the mission.
In the south, between volcanoes, is a small enemy camp. It is well protected, but there is still a breach in their defense. In the west, there is a small gorge between volcanoes. Through it, we will make our way into their camp. Their forces are meager, and you will easily win.
In the northeast is a very small enemy village. Its protection is also very mediocre. If your forces are running low, you can simply lure the enemy with archers and destroy them on your territory, but if you have enough, you'll win without problems.
The enemy's last stronghold is located in the southeast. What can be advised here... Accumulate troops and storm. The warehouse we so diligently defended at the beginning of the mission can help us in accumulating troops. Don't forget that you can build siege engines; they can be very helpful. The enemy will be defeated, and the mission accordingly passed.
Mission 7.
Starts with a battle. Act in accordance with the game hints and you will easily win.
The enemy is in the southwest (forget about this for a while) and in the west. The enemy has many troops, so your primary task is to churn out an army. The fortress in the west seems almost impregnable (reminds me of an inverted Mission 18 of "War and Peace"). But there is one point: to the north of it is a narrow bridge. This is where I recommend giving the enemy a fight.
Position your troops and lure the enemy onto the bridge with an archer. You should win quite easily. Now the northern gates of the fortress are open to us, and to the east of it stands a huge enemy army. This will be his undoing. I hope you have already appreciated a structure like the municipality. In it, you can hire a cheap and very effective unit—rebels (those guys with pitchforks). For 5 gold, you'll make an army size of 5 people. Penetrate the enemy city with such small armies and destroy the most important buildings (warehouses, schools, and taverns). It takes the enemy army a very long time and is inconvenient to get to the city, so you'll manage to demolish at least one building at a time. Once you destroy all sources of food, the enemy army will quickly die of hunger.
Now is the perfect time to pay a visit to the enemy in the south. His army has no strong "metal" troops and you will deal with him very easily. Just try not to fall under the towers. That's all.
Mission accomplished.
Mission 8.
Simple and banal. Position your archers and ballistae behind the infantry and wait. The enemy will come himself and suffer defeat.
Mission 9.
Our Castle is captured. Little iron. Horror. But don't be too upset: the mission is quite simple and very interesting.
Quickly rebuild the city, build as many gold and coal mines as possible and smelt gold. Create municipalities and hire a small army. An enemy city is located in the west. Having thought through the attack plan and carefully destroyed the archers standing on the walls, attack the city. It's best if you have rebels and barbarians (warriors) in your army. You should win quite easilyNow let's deal with the castle itself. Head southwest and find a small passage into the castle. Start your attack from there. Destroy the forces guarding it. Now you have a path into the citadel. Position your archers on the walls and your main army in the passage. Provoke an enemy attack, and if you have enough forces, you will easily win.
Now note that south of the castle, beyond the bridge, there is a small peasant settlement guarded by crossbowmen and pikemen. There will be no problems here: position your troops on the bridge and begin the assault. The enemy will soon be broken, and the mission will be completed.
Mission 10.
We have finally reached the most interesting and beautiful missions in the game.
The start will be heralded by a battle that wouldn't be difficult even for a beginner. Position your troops in the narrow gorges and crush the enemy with minimal losses.
An enemy is entrenched in the northwest. To be honest, his armies are pathetic at the start. Note that in this mission you have allies: their village is slightly north of yours. And, most importantly, they already have towers and troops. Therefore, I suggest dealing with the enemy in the northwest as follows: lure his armies with archers toward the allies' positions. Very soon the enemy's forces will be exhausted, and you will enter the empty city in triumph.
In the northeast, there is a bridge, and beyond the bridge are more enemies. Their armies are quite strong, so you shouldn't delay the attack. You can treat them the same as the enemy in the northwest. However, here you should help the allies, as they cannot manage on their own.
One last step remains to victory. In the southeast, on a small peninsula, is another enemy village. They are very weak. You can take their village by storm, or you can stand in a small gorge slightly north of their village and crush them there. Destroy their buildings and the mission is complete.
*You have many troops from the very beginning. Ensure your city has food as quickly as possible, otherwise you may meet a bad end.
Mission 11.
We are in a tunnel. This is a fairly simple mission. You just need to position your troops skillfully.
In some places, bandits will attack you from the hills. It is best to destroy them with archers, as 1 arrow = 1 bandit.
Mission 12.
An enemy army is advancing toward you. Quickly build towers and position your troops. It is best to put a small cavalry detachment in ambush to later attack the enemy crossbowmen from the rear.
Try to preserve as many troops as possible. After that, you can turn your gaze to the northeast. Walls protect your enemies. But one of them (gray) has fairly weak armies, and by luring him out with archers, you will easily win.
Next, build up your army and attack the second enemy (blue). His city is quite small, but he has many armies. You can lure them out with archers and then engage him in a general battle slightly further south, on the ice, where there are many melt-holes.
After this, only one enemy will remain, who possesses a huge army and a good fortress. You can lure him out, or you can build up your forces well and take the fortifications by storm (personally, I preferred the first option). Be careful: inside his city there are many towers that can cause you significant losses if left unattended. Finish off this city and the mission is complete.
Mission 13.
A fairly difficult battle, so I will describe it in more detail.
Immediately bring catapults to the western slopes of the hills, as enemy archers will soon appear there. After the archers are dealt with, position your troops, designate one crossbowman, and carefully go lure the enemy army located in the gorge.
Having defeated the main enemy forces, take the cavalry guard and bypass the hills from the side. There you will encounter a whole crowd of crossbowmen ready to pepper your troops with arrows. But they will no longer offer serious resistance. All that remains is to finish off the scattered remnants of the enemy forces. Mission complete.
Mission 14.
The poor enemies in their iron armor have completely given up the ghost and offer no resistance. Relax, take all your troops and destroy all enemy cities. Mission complete, and the game as well.
Added after 2 minutes
"Sea Titans: Call of the Depths" is an underwater real-time strategy game made in the best traditions of Starcraft. You take command of one of three sides: the government army — the Black Octopuses, an alliance of private corporations — the White Sharks, or a high-tech alien race — the Silicoids. Battles take place in the twilight of a colorful underwater world, where humanity moved after Earth's collision with a huge comet...
All three sides pursue their own goals. The Octopuses need to deal with competitors, the Sharks intend to seize deposits of corium — a priceless mineral brought by the comet — and the Silicoids are trying to build a Beacon that would transmit the accumulated data bank to their home planet... And each side is ready to fight. To fight for every gram of corium, for every underwater grotto, for every meter of their territory.
So forward, through three dozen missions, through a good hundred technologies, through torpedo duels, toward victory — this is a call that cannot be mistaken. This is the Call of the Depths.
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Full game walkthrough
"Sea Titans: Call of the Depths" is called Starcraft underwater. And this game indeed has much in common with its great predecessor. For example, as in many other strategy games released recently, there are several campaigns here. However, in "ST", they do not just differ in plot lines, events, or characters. The differences are much deeper.
The Black Octopuses and White Sharks are similar in many ways. They use the same resources (metal, corium, gold), and they need to maintain air extraction at the proper level. Air plays the role of energy — when its extraction is insufficient, productivity drops, and construction proceeds very slowly.
The general unit structure is also similar. There are supply units (fitter or builder; deliverer intended for transporting resources; repair platform for transporting items or submarines, as well as field repairs). There are combat units (several combat ships with different armament). There are also special purpose submarines (subs intended for capturing enemy buildings, minelayers, stealth scouts, etc.). Additionally, there are cyborgs — special units. For example, the Black Octopuses have cyber-dolphins (fast and agile kamikaze dolphins packed with explosives).
However, despite the similar structure, buildings and units differ greatly in detail, which necessitates the use of different tactics and strategies.
The Silicoids, on the other hand, have nothing in common with the earthlings. They do not need air. They extract energy from metal, corium, and finally, silicon from water. They can collect ship wreckage and use it to build new ones, and paralyze the opponents attacking them. All Silicoid units and buildings have a certain energy reserve, which they use to replenish their health. Furthermore, all their buildings are not erected by mechanisms, but "grow" from prototype modules.
Useful tips
The further apart you place gold mines, the higher the gold content in the water will be and, accordingly, the extraction speed.
Remember that a cannon shoots further if it is located on high ground. Cannons cannot be built on high mountains (4 units on the "depth gauge"), however, already built ones can be moved and deployed there.
It often happens in the game that a "duel" occurs between two cannons or an enemy cannon and your ship (they shoot at each other, and both their strengths slowly but surely run out). In this case, it is advisable not to move your equipment or start repairing it, but to continue the duel: most often the enemy starts repairing their own cannon, and consequently stops firing, and that is when you finish them off.
Sea Titans
Note that the prices at which you can buy or sell metal and corium in trading centers are constantly changing. Therefore, do not rush into deals. If time permits, wait for a favorable offer.
The computer, controlling your opponents, often uses patrol tactics. That is, part of the forces under its control, gathered in groups of 6-7 ships, swim back and forth, and upon spotting your fleet nearby, rush to attack. The best method to combat them is as follows: upon spotting a patrol, do not rush into battle. It is better to bring your mobile cannons closer and then lure the enemy toward them.
Take a closer look at the repair submarines if you haven't already. These are not just transport vehicles, but also repair ships. Their help is invaluable if you face a mission with irreplaceable ship resources, or if the nearest repair dock is too far away.
Try to capture enemy technical centers — in this way, you gain access to their armaments (ships and cannons). Moreover, new technologies are preserved until the end of the game.
Note that builders can not only erect but also destroy their own buildings, returning some of the resources to you. This can be very useful when you have already turned the situation in your favor and no longer need such a number of defensive structures.
A very useful discovery is "Mobility": cannons gain the ability to move. They do this slowly and in a "packed" state. Use them in your attacks: move them along with your troops, and then no enemy attack is scary.
The Black Octopuses have a very effective means of defense — a protective field generator. However, its operating time is limited — it shuts down for recharging. It can be set to automatic mode — the PFG will start working on its own when charged. If you build a second PFG near the first and set it to auto when the first shuts down, you will ensure uninterrupted protection.
Sea Titans
Remember about such a thing as depth. The scales demonstrating it are located to the right and left of the main panel. These instruments also allow you to manually give orders to surface or dive to your troops. Here are just a few ways to use depth. First, you can create an impassable barrier by positioning your mines. Remember that the mines themselves can be raised and lowered. Second, you can painlessly slip under enemy cannons. If you swim, for example, through a gorge one level below the cannon, it will not be able to reach you.
Never rush an attack. First, make sure you have more than enough ships. If such an assessment is beyond you, simply save the game before starting the offensive. The thing is, if your attack fails, the opponent will surely launch a counter-offensive. And you likely will not have enough ships left to repel this threat.
Remember that you do not automatically receive new armaments or buildings. To enrich your arsenal, you will first have to research the corresponding technology. At the same time, what you do not unlock in one mission will carry over to the next. Therefore, try to build a research center in every mission and research all available developments.
Sometimes, when an enemy base is protected by strong cannons, it is much more expedient not to throw clouds of your boats at the assault of this line, but to build several usurpators and send them to capture. Most often, even under the most powerful fire, a ship manages to attack and capture at least one cannon. While the opponent is dealing with the building that has switched to your side, you will have time to repeat this maneuver once more.
Starting platforms do not require mineral costs but deliver pinpoint strikes, whereas vacuum bombs are capable of destroying several buildings at once with their explosion. But these bombs consume a huge amount of corium. Choose your weapon based on the tactical situation.
Backstory
In 2037, astronomers announced that Earth had very little time left — a huge comet was inexorably approaching the planet. Not losing their nerve, Earth's governments united into a coalition, calling it the Black Octopus. They called for calm and began to develop the rich resources of the world ocean, while planning to build a space fleet and escape.
But then a second participant appeared on the world stage — the military alliance of private corporations, the "White Sharks". White Shark military spies stole secret government documents and seized control of orbital platforms. They planned to use them to launch a nuclear strike on the comet.
The military conflict between the sides did not take on a large scale: the Sharks managed to acquire sufficiently large military forces, and the Octopuses, having discovered a way to extract oxygen and gold from seawater, were not very eager to fight them.
The missiles were unable to completely destroy the comet, and fragments of the celestial body crashed onto Earth, causing terrible cataclysms and bringing with them a new mineral, corium. And also... the Silicoids. This amazing race pursues its own goals, mining the precious mineral. But earthlings stood in their way, who quickly realized the value of the new resource.
And so the year 2115 arrived...
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War and Peace
https://yadi.sk/d/cuMj1JET3JPLrv
The Second Crown
https://yadi.sk/d/u69P6CcD3JPLvr
Sea Titans
https://yadi.sk/d/8ncy-C0b3JPLvt
Heroes 3 The Shadow of Death
https://yadi.sk/d/4wpQOHtD3JPLvv
01.01.2008
01.01.2018
https://yadi.sk/d/bzC1fZK_KsrNW
https://yadi.sk/d/Sic3uQRjfG2rS
https://yadi.sk/d/hdKQnoDtmMemf
https://yadi.sk/d/JXbGzxIRKoV4R
Added after 32 seconds
War and Peace
https://yadi.sk/d/cuMj1JET3JPLrv
The Second Crown
https://yadi.sk/d/u69P6CcD3JPLvr
Sea Titans
https://yadi.sk/d/8ncy-C0b3JPLvt
Heroes 3 The Shadow of Death
https://yadi.sk/d/4wpQOHtD3JPLvv
01.01.2008
01.01.2018
https://yadi.sk/d/bzC1fZK_KsrNW
https://yadi.sk/d/Sic3uQRjfG2rS
https://yadi.sk/d/hdKQnoDtmMemf
https://yadi.sk/d/JXbGzxIRKoV4R
Added after 37 seconds
Heroes of Might and Magic III: The Shadow of Death (SoD)
Campaign Walkthroughs
Campaign 1: A New Beginning (4 missions)
One of the most interesting campaigns of "The Shadow of Death". In it, you will play as a hero unusual for Antagarich — the wizard Gem, who arrived from Enroth, where the War for the Succession had just ended, to take a break from military feats. But as it turned out, the nightmare she fled from — the Necromancers — would not leave her alone here either. Joining forces with the wizard Sandro, she searches for three artifacts for him to create an amulet that repels the undead.
The campaign consists of 4 missions, in each of which the enemy has a significant advantage. This is important because in all missions, you will have to kill the enemies, even though this is the goal of only the first scenario; the Necromancers are too closely linked to the artifacts we need. In general, the entire walkthrough is based on the combination of Grand Elves — Expert Earth Magic, and fully reveals all its power. Additionally, for a comfortable walkthrough in every mission except the last, you should develop your subordinates to the maximum, as it is practically impossible to complete the campaign without this.
Campaign 2: Elixir of Life (4 missions)
The campaign is indecently simple. 4 missions, of which in the first you need to beat all the enemies, and in the others — only find a part of the artifact. Accordingly, no serious battles with the opponent are expected at all, and skirmishes with neutrals can literally be counted on one hand.
Campaign 3: Hack and Slash (4 missions)
The campaign promises to be quite interesting and, accordingly, difficult. Together with Crag Hag (the most famous personality in the entire Might&Magic world), we must find four artifacts for the wizard Sandro that make up the Armor of the Damned. The wizard promises a great reward for this service. The campaign, like most in The Shadow of Death, consists of four missions (all medium-sized maps), of which the last two will be the most interesting, especially since it is impossible to destroy the opponent starting from the second mission.
Campaign 4: Birth of a Barbarian (5 missions)
Yog's father was a Barbarian, and his mother was a Djinn. He studied at the Academy of Bracada for a long time, but he did not like this life. Physical exercise and mastery of weapons brought him more joy than the study of magic. One day he received an invitation from Duke Winston Boragus, and Yog agreed. Now he needs to escape from Bracada, but the wizards who fanatically guard the secrets of the Academy will not let him carry out his plan so easily.
Throughout 5 missions, we will not only help Yog escape but also perform tasks from the Duke.
The missions themselves are not difficult (except for the last one). The main thing is speed, which is the primary factor for victory.
Campaign 5: Rise of the Necromancer (4 missions)
The easiest campaign, if you don't perish in the first week ;)
Sandro, armed with a couple of artifacts, the first of which, the Cloak of the Undead King, allows even a beginning Necromancer to raise undead instead of skeletons from killed enemies, a more experienced one — Wights, and an expert in necromancy — Liches, and the second, the Armor of the Damned, helps Liches overcome opponents by casting Slow, Weakness, Curse, and Misfortune on them. Therefore, starting from the second week, the hero can be lost only through overconfidence or carelessness.
Campaign 6: Unholy Alliance (12 missions)
This campaign becomes available only after completing the first five. In it, we play as familiar heroes — Gem, Jelu, Crag, Yog, and Sandro, whose experience, although transferred from previous campaigns — they have a fixed level 25 — but primary and secondary skills are not transferred. Therefore, one is forced to leave the cries of "Where is my Crag?!" behind and level up the characters again. This is the longest campaign, consisting of as many as 12 missions, during which many things must be done: assemble the Angelic Union, conquer Deia, and stop Sandro, the powerful Necromancer ready to conquer the whole world.
Campaign 7: Phantom of Power (4 missions)
This campaign becomes available only after completing all previous ones. With logical play, this campaign is the easiest on "The Shadow of Death" disc. One wants to cry at how wasteful it is to lose the artifacts collected by the four heroes, but Sandro does not cry; he is plotting a new cunning plan...
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Heroes of Might and Magic III: The Shadow of Death (SoD)
Walkthroughs of the Campaigns
Campaign 1: New Beginnings (4 missions)
One of the most interesting campaigns in "The Shadow of Death". In it, you will play as an unusual hero for Antagarich – the sorceress Gem, who arrived from Enroth, where the War of the Succession has just ended, to rest from military exploits. But she will not find peace here; the nightmare she was fleeing – the Necromancers – are not letting her rest. Teaming up with the wizard Sandro, she searches for three artifacts for him, so that with their help he can create an amulet that repels the undead.
The campaign consists of 4 missions, in each of which the enemy has a noticeable advantage. This is important because in all missions, you will have to defeat the enemies, even though this is only the goal of the first scenario, as the Necromancers are too closely connected with the artifacts we need. In general, the entire walkthrough is based on the combination of Grandelf – Expert Earth Magic, and fully reveals its power. In addition, for a comfortable playthrough, in each mission, except for the last one, you should develop your subordinates as much as possible, because without this, it is practically impossible to complete the campaign.
Campaign 2: Elixir of Life (4 missions)
The campaign is ridiculously simple. 4 missions, in the first of which you need to defeat all enemies, and in the rest – only find a part of the artifact. Accordingly, there will be no serious battles with the enemy at all, and skirmishes with neutrals can be counted on the fingers.
Campaign 3: Hack and Slash (4 missions)
The campaign promises to be quite interesting, and therefore difficult. Together with Crag Hack (the most famous person in the entire Might & Magic world), we have to find four artifacts for the wizard Sandro, which make up the Armor of the Damned. The wizard promises a great reward for fulfilling this service. As in most campaigns in The Shadow of Death, the campaign consists of four missions (all maps are of medium size), of which the last two will be the most interesting, and the fact that it is impossible to defeat the enemy starting from the second mission.
Campaign 4: The Birth of a Barbarian (5 missions)
Yog's father was a barbarian, and his mother was a djinn. He studied at the Academy of Bracadia for a long time, but he did not like this life. Physical exercises and weapon skills brought him more joy than studying magic. One day, he received an invitation from Duke Winston Boragus, and Yog agreed. Now he needs to escape from Bracadia, but the wizards who fanatically guard the secrets of the Academy will not let him carry out his plan so easily.
During 5 missions, we will not only help Yog escape but also complete tasks for the Duke.
The missions themselves are not difficult (except for the last one). The main thing is speed, which is the main factor for victory.
Campaign 5: The Rise of the Necromancer (4 missions)
The easiest campaign, if you don't die in the first week ;)
Sandro, armed with a couple of artifacts, the first of which, the Cloak of the Undead King, allows even a novice necromancer to raise living dead instead of skeletons from killed enemies, a more experienced one – wights, and an expert in necromancy – liches, and the second, the Armor of the Damned, helps liches defeat opponents by inflicting Slowness, Weakness, Curse, and Bad Luck on them. Therefore, starting from the second week, you can only lose the hero through overconfidence or carelessness.
Campaign 6: Unholy Alliance (12 missions)
This campaign becomes available only after completing the first five. In it, we play as familiar heroes – Gem, Jela, Crag, Yog, and Sandro, whose experience, although transferred from previous campaigns, they have a fixed level of 25, but the primary and secondary skills have not been transferred. Therefore, you will inevitably have to put aside the cries of "Where is my Crag?!" and re-level the characters. This is the longest campaign, consisting of as many as 12 missions, during which you have to do a lot: gather the Angelic Alliance, conquer Deyja, and stop Sandro, a powerful necromancer who is ready to conquer the whole world.
Campaign 7: The Ghost of Power (4 missions)
This campaign becomes available only after completing all previous ones. If you play logically, this campaign is the easiest on the "The Shadow of Death" disk. It makes you want to cry at how pitifully the artifacts were taken from the four heroes, but Sandro does not cry; he is plotting a new insidious plan...
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Dear moderators, please ban this user rzShit for the sake of justice! At first, his post was amusing, but then… What kind of person can write so many words just for laughs?! And there’s a dedicated thread for jokes and humor.
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
(Василь Симоненко. Люди – прекрасні)
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