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I've decided to add my two cents as well—while the esteemed Sandro is still finishing the walkthrough for Campaign 5, I'll post my thoughts on Campaign 6: "Unclean Alliance." This opus does not claim to be the final word; during the playthrough, the emphasis was not on record speed, but rather on a calm game for pleasure. All scenarios were completed at 200% in the "Heroes 3 - Complete Collection" version. Criticism and objective remarks are welcome in DMs :smile01:
1. So, the most difficult mission in my opinion is "In Search of the Legionnaire" (with Craig Hack). The peculiarity is that at the start you are given only one miserable little village where all somewhat valuable buildings are blocked. Craig Hack, you see, was touring Erathia and suddenly decided to engage in charity—to collect a whole statue of the legion for the local peasants. We are offered to start with a built-up lone guard tower, upgraded pokemon, and a level 25(!) hero. In light of this, a level 2 magic guild seemed like the most convenient bonus to me. Gloves are also great, however—but there are several development options here, so choose for yourself. Since the poor Craig's secondary skills are determined randomly by the machine, quite some time will be spent initially picking the required set. IMHO, you can bet on a few options: when expert earth and slow appear in the guild, when blindness appears in the guild, or when expert diplomacy and visions appear in the guild (of course, there is always earth and wisdom). I chose the latter (obviously, if you choose the bonus—the guild; if we decide to get gloves—it doesn't matter at all), but I failed to win logistics in this lottery =(.
The main thing in this mission is efficiency. There are 2 AI enemies: blue to the south and brown to the west; they each start with one castle without build restrictions (unbuilt) and a village slightly better than ours. Each has a formidable knight (level 20-25) near the castle, and believe me, these knights aren't planning on just sitting around. On the contrary, they strive to arrive by the end of week 4, wipe out the archangels from below, and beat everyone in this village. So what needs to be done? Correct: beat one of them first, and be back home by the end of week 4 to joyfully meet the second. The path to the blue adversary is blocked by a horde of wizards who hit hard, so it was decided—we're visiting brown! To do this: on the first day, take some wood to the right; you can get some gold even further right—it will be useful if you were given artillery and need to build a forge and buy a ballista—it does significant damage in battles here. Build a tavern (don't forget to stop by and learn magic), hire a lackey, and run to the peasants on the left. These unfortunate souls, probably out of desperation, will join us (indeed, who in the village is going to feed 300 healthy men with pitchforks? Better to come to us—here there's three meals a day and all the perks of an army!) and then you can capture the external dwelling of horses. Meanwhile, the lackey collects archers from below (they are unguarded) and soon Hack, with archers and 2 horses, breaks 200 halberdiers (split peasants into ones and distract them while the ballista, magic, and archers do their work) to the northwest of the village. Next—to the swordsmen from the southeast, and there you can also take back the gold mine from the dendroids near the archers. Thus, by the end of week 1, everything except the griffins above will be captured and collected by lackeys. And here is the first good news—the villagers aren't just sitting around waiting for a miracle; it turns out they build something tasty every week! In week 1, these are archers (non-upgraded—yuck!), in week 2—griffins, and so on. In week 2, we gather the army into a fist, go to the griffins above—with diplomacy, they should join; worst case, scatter. Over 50 upgraded griffins are a significant addition to our frail army, and after taking out the pegasi at the second gold mine, we head for the exit on the left. There are 22 champions there; these bastards definitely won't join, so you can kill off various trash like peasants on them. There is also a blue tent above to the right; they ask for 8000 gold for passage—better leave it for now, we aren't in a rush, and 8 kilobucks will come in handy. So, in the middle of week 2, with 4 horses, 24 swordsmen, about 60 archers, and a bunch of griffins, we bolt for the exit. Then quickly move among the trolls to the west, straight to the "cans" (angels). You'll have to sacrifice quite some meat here, but angels! Slightly below the cans will be a passage even further west; there is a horde of evil trolls. We rip through them, and to the west is already the AI city! Having captured it, immediately go down on foot, along the path to the main brown castle; I managed to wipe it out in week 3 without problems, especially since the main hero with offspring was sitting there. Meanwhile, lackeys at home painstakingly visit every external dwelling—every unit counts! It makes sense to build the guild in the AI's city to the max; I got resurrection there. That's it, brown is finished. Collecting what you can in the castle, race back along the same path, having previously sent a lackey with the third week's growth to meet you. Meet him somewhere near the upper brown city, and here you can grab utopia on the way. Or get beaten up by dragons yourself—depends on how meaty the utopia is and the presence of angels and meat. Better not take it with heavy losses—it will cost more. Around this time, a horse's face from the blue should start appearing on the southern horizon, so let's quickly reach the mages below the trolls (the guys joined me for about 20 units) and give him a warm welcome! There are also 2 cans there, by the way. If you managed to take them first—good; if not—there will be losses in battle. As an option—don't run headlong toward blue, but stop by the wizards—they aren't picky either, maybe they'll join. But here is the risk that the blue villain breaks into the village in the meantime and starts committing atrocities.
Overall, if everything is done correctly and seasoned with a healthy dose of luck, the battle with blue won't cause much trouble, and Craig Hack will calmly march south to finish off the AI. After a couple of days, it's done, the AI is defeated, and you can relax. Slowly build all guilds (a town portal must appear somewhere, and we happen to have expert earth—oh, what a coincidence!), visit all the leveling external dwellings scattered sparingly across the map (the arena behind the crystal dragons in the west—you might miss it sometimes!) and remember the mission's goal. Ah, yes, the legion! The head is kept by some local crime boss who hangs out on his island. And so that the enemy doesn't die from the capture of all castles, taking the valuable relic to the grave, there is a hidden blue city in the same dungeon (Were you not bothered that the blue flags on the mines didn't go out a week after wiping blue? Exactly...). To get to him, buy a ship at the shipyard in the center of the map and land on his island through one of the whirlpools. The scoundrel has gathered a decent army, but we have Craig Hack himself! In principle, there is both the sword of justice and the helmet of celestial enlightenment on the map (all in the southern part, near enemy castles), and if you're interested in smashing the bastard's helmet in all its glory, you can collect those. Although it doesn't change much. By the way, the thug is prudently equipped with handcuffs, so there's no escaping us. Taking the legion's head from the mortal body, don't forget to run to the red tent and dive into the dungeon on the island near the shipyard. There you can mock the evil dwarves to your heart's content as they attack any army over a couple of piles of gold, and then enter the teleport behind the small red tower. There, 25 and 50 spectral dragons await us, guarding the limbs, buttocks, and breasts of the legion. Before collecting the whole statue and taking it to the starting city, run through the map and all guilds one more time—did you forget anything?
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2. Now for the second mission—"Requiem." This time it's a heart-wrenching story about Gem, whose buddy was brutally killed (guess by whom? surprise, surprise—necromancers!!!), and of course, Gem must figure out all the intricacies of the enemy's cunning plan. And how do we usually figure out the enemy's plans? Correct: wipe the enemy out root and branch, and then see what happened. Well, this time the task isn't particularly original—find and beat Lord Fayette, Gem's former mentor, now a slightly pale death knight in the service of necromancers. The layout is as follows: we have 2 unbuilt castles in the northern half + there is a neutral city slightly south of the right castle, as well as 2 (!) level 25 heroes—Gem and her eternal lover Clancy. With skills, it's simple—almost everything for Gem is fixed; with restarts, literally one or two slots change, resulting in 3 magics, wisdom, plus, for example, logistics, and the rest is junk. For the Necropolis: 2 castles (unbuilt), one neutral on southern territory, and a cozy little town in an underground cave where our dead guy has settled. The culprit has locked himself behind a blue tower blocking the entrance to the underworld, and left the tent with the key above behind a pile of gold dragons in the bottom right corner of the map. The AI doesn't like gold dragons, and for the first month you can be calm—no one will approach them, meaning Fayette is securely locked up. The AI's troops at the start are purely nominal; however, the main bad guy has about fifty death knights, and by the end of the 2nd month they turn into about a hundred upgraded ones, so it's not that simple!
But, in order. For the first couple of weeks, without hesitation, we run around and reclaim the mines: boys to the left, girls to the right; don't forget the cave in the northeast with the gold mine and the neutral city. As a bonus, we choose elves, of course; Gem has lightning written in her book from the start (hurray!), Clancy has arrow, there's enough mana, and everything generally proceeds smoothly under the pompous messages arriving every day. There are no particular problems, except for minerals; building 3 cities from scratch consumes them simply immensely, so whenever possible, don't be lazy and build resource warehouses (there is a cyclops dwelling in the forest behind the neutral city that might help if needed). Of course, the map is designed so that you can't get to the desired hero without wiping out all necromancers; our lands are connected by only 1 narrow passage in the forest, but maybe it's for the best—at least no one will be getting underfoot. By the beginning of the third week, we have over a hundred upgraded elves, plenty of Centaurs, and as an addition, boards with horses. I didn't mention trees by accident—the passage is guarded by black dragons and archdevils, so for these battles, we leave the elves out and use the dendroids as meat. Next, it makes sense to first wipe out the enemy's bottom right castle, and then push through the garrison (the guards are total trash) to the western part of the lands. Almost no resistance is encountered; one serious hero might flash by, but he is quickly liquidated under a hail of elven arrows...
That's it, smoke break. The second phase begins—building guilds up to level 4-5 and gathering all troops. It is highly desirable to have a city portal—it always comes in handy. But at level 5, there will be nothing tasty besides explosion. Having visited the blue tent behind the gold dragons and gathered all troops into a fist, we slowly descend into the dungeon. There, taking a deep breath, we press on Fayette's castle, attack, and are surprised by the number of his sinister knights. In principle, the main thing is not to let this stack leave the castle—place some meat under the gates and shoot them down slowly with magic and elves. It is highly desirable that the catapult breaks a breach and our knights show their faces in there—then the elves hit with direct arrows. But if they did come out—put any meat in the way just to delay them and keep them away from the shooters. If it doesn't work—try taking Clancy with Armageddon and giving him five or ten gold dragons; let him fly around and thin out the enemy stacks, and then Gem will arrive with the main forces. If Armageddon isn't found—just buy up Necropolis troops from everywhere and give them to Clancy—overall, it should help. Sooner or later the last knight falls, funny falling on his side along with the horse, we are congratulated on victory, and Gem with all her bells and whistles moves to the next round!
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3. Mission 3—"Harvest"—again suggests that we destroy all the Necropolis bastards without losing the main hero—Yog. Here is where I had a total mess—I played Heroes 3 Complete Collection and instead of Yog, they gave me some random level 25 hero. Accordingly, bonuses don't work, Yog isn't there (although when I played on SoD 3.2, everything was ok there, I remember clearly). Otherwise, you should choose birds. What does the map have in store for us? At our disposal is a full Stronghold (zeroed out, though); the enemies to the northeast have the same castle and a city nearby. They were given only 3 heroes at the start: 2 around level 25, 1 approximately level 30. And the entire eastern part is dotted with Necropolis—there are as many as 4 neutral ones! Therefore, on this map, truly, delay is akin to death. To the south of our castle, about 3 days' journey away, there is indeed another barbarian town; however, the developer clearly overdid it here—in a shabby village, the guards are 5 cyclops and 10 ogre mages and thunderbirds each—that's just too much! And for what? To then spend a bunch of money building up the fort and then build a zeroed castle? Money is already desperately short! Once during a playthrough I fell for this lure, built both cities in about 3 weeks, and on the 4th started slowly buying troops—but alas, by this time the AI already had 5 castles and nothing helped me—the AI heroes are very strong, plus they have excellent mages. So don't repeat my mistakes—build up your home castle as quickly as possible and forward, into hand-to-hand combat right-up along the path. By the way, the map is equipped with a device popular in SoD: a two-way teleport blocked for us by a blue barrier; where is the tent? Logically, with the AI! So from week 3 on, he will be able to send his scouts to you without hindrance, and you won't be able to stop it—another argument in favor of rushing on this map.
First things first, sort out the skills for our leader—logistics and ballistics for sure, preferably earth magic and as many military skills as possible. He'll never become a mage. Then I recommend making a small trip north of the castle; there are many crystals and a mine guarded by about 15 griffins—not even a problem with starting troops. Meanwhile, lackeys collect resources and as much gold as possible—it will be very needed here. Next, there are two paths: if your map didn't glitch at the start and you were given Yog with 4 birds—you can build the guild and immediately push south to the champions (10 units) who guard a mass of resources, an external dwelling of hippogriffs, and a +4 shield (which can be exchanged in the seer's hut north of the castle for a +5 shield, but why on earth waste time?). Ideally, slow appears in the guild immediately. If you start without birds, taking out the champions will involve too many losses; better to carve up the group of crusaders on the left, who guard the gold mine. And then in week 2, get after the horses. On the way down, don't forget to buy a ballista if you have artillery—it will be very useful. Then at the beginning of the third week, with 5-7 hippogriffs, run for it toward the fanatics who separate us from the AI. In the two main castles, you likely won't encounter resistance; usually, the AI goes down the map with all heroes. I strongly recommend wiping out the black knights in the north—there are many of them, but they guard gloves and boots; our hero simply needs to run around like a maniac; I was too lazy to go for the gloves and regretted it for a long time afterward. Then begins the tedious running around capturing castles—three enemy villains race across the map, we follow them, and pray that the AI is as stupid as possible so we can kill him sooner...
Under heart-wrenching descriptions of necromancer atrocities arriving in messages, enemy castles fall one by one, skeletons crunch, and goblins who eternally serve as meat groan. All this causes nothing but yawning and swearing interjections; eventually, the exhausted AI, deprived of offspring, huddles in a castle where he is reached by the mighty punishing hand of the barbarian. That's it, wipe the sweat from your brow and watch the next cartoon.
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4. "In Search of the Killer." This mission is perhaps the easiest of the first four. Gelo suddenly discovers that one of the local representatives of authority was poisoned, and what's more, he was a vampire! The matter requires his immediate intervention, and our hero decides to resolve this thriller using the well-known method—kill everyone.
Gelo rules as always—6-10 snipers + a whole green dragon (clearly the coolest of bonuses) at the start, and you can boldly set off to clear the nearest territory. However, skills. I recommend getting earth, wisdom, and logistics; the rest—as it happens. Intelligence would be good too—a stupid elf constantly suffers from a lack of spells, but such luxury, despite all attempts, never dropped.
The disposition is as follows: a wide river horizontally divides the land into upper and lower continents. The upper one—a narrow strip of land—contains your castle to the west and 2 castles to the east: a Necropolis (AI) and an elven one (neutral, guards are either absent or symbolic). The lower one—4 unbuilt Necropolis castles with two upgraded heroes (level 20-25): Aislinna and Galtran. Starting troops are symbolic. Since Gelo level 25 with such a force is quite a mature self-sufficient man, I recommend using the nearest chests on the first move to buy a second hero—a loot collector—and quickly moving east. On the way, wipe out any zombies or other trash getting underfoot. Our loot collector follows Gelo, obediently capturing mines and grabbing resources. The goal for week 1 is the elven castle, the one at the very left border of the map. Don't forget to hire peasants in a hut on the way—they will serve as excellent meat for towers. Having captured the castle, we find that elves, pegasi, horses, and (hurray, comrades!) a level 3 guild are already built there. But I don't recommend venturing to the necros at first—the unholy ones managed to cram 40 liches, 5 ghost dragons, and 100 skeletons into the castle guards! Moreover, they behave quietly and don't stick their noses out of the castle. Meanwhile, we calmly put a lackey on a ship (shipyard below the elven castle) and quickly clear the river before the AI thinks of it. In my case, Gelo didn't have ballistics, and I managed to capture the upper Necropolis castle only at the beginning of week 3 (but how he annoyed me by smoking for those 3 weeks! =)). But the bonus is a free Capitol. Unfortunately, gem mines are not provided on our continent; you'll have to descend into the dungeon for that. Well, whatever. It's on our way anyway.
I recommend going to the enemy specifically through the dungeon; it's more convenient if you have logistics. In the dungeon on the way down, there is an exit to the island above; it makes sense to take the gold mine and the blue tent—without it, you can't get to the enemies. Also, toward the bottom, the road splits into 3: one goes down with an exit to the left necro-continent, one goes right to the right continent, and a teleport will throw us into a separate cave where, besides a gold mine and a +1 spell power ring, there's not much to catch. Except for the red tent—it only serves to open a nook in the northwest of the map—there, by the way, is a gem mine and a couple of decent artifacts: +4 defense and +6 attack. But I didn't spend time on this tent, remembering that the AI's troops from 4 castles and dwellings grow like weeds. Otherwise, there's not much to tell—just walk around and wipe out AI heroes who scatter from us into castles and dungeons like cockroaches. Only Aislinna is dangerous with her rain—she'll pour and wash away, pour and wash away... Having wiped out more or less all the heroes, leave one castle locked by a lackey with a strong army and repeat the standard procedure—a tour of the map (two +1 knowledge will be extremely useful) and castles (I managed to collect city portal, explosion, resurrection, dimension door, and fly! don't be lazy and build guilds—you will be rewarded!). All pumped up? Forward—knock out the last necromancer's kidneys and watch the next cartoon!
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5. "The Secret Revealed." The 5th mission tells how two brutal men met, united by a common goal—to give some undead a beating. This mission is where the most interesting part begins: now we have both barbarians at our disposal. Although for me this mission became a continuation of the mess—Yog was given level 5 for some reason—I had to level him up again, though now to my own taste.
Remembering past failures, the dead guys have barricaded themselves tightly—to rush their headquarters in the southeast corner of the map, you'll have to pass as many as 4(!) barriers, the tents for which are scattered across the entire map. The enemies—2 AI—have one fully built castle each in the barricaded HQ, one city south of us, and there are another 2 neutral Necropolis cities to our right and left. For themselves, those monstrosities have set up a teleport system that allows movement to almost any area of the map, and they've blocked these teleports with a black screen, placing a black tent at their home. And we can't get there until we collect the first four. So get ready—you will be constantly annoyed by enemies popping up from everywhere, striving to grab an unattended castle. We were given 2 castles, located in the north in a cozy rocky valley, and they put a small starting squad in the castles, by the way. Minerals seem like the most reasonable bonus—building two barbarian castles is no joke. The AI has 4 upgraded heroes right away; the most frightening of them are Nimbus and Moandor.
So, the global goal is to visit all 4 colored (blue, red, green, cyan) tents as quickly as possible, which are located in 4 areas around our valley; each is guarded by bone or spectral dragons in significant numbers. Accordingly, one passage from our valley leads to each of these areas, and from the necro HQ—a teleport behind a black barrier. The approximate development plan is this: Craig with his diplomacy (remember the first mission?) goes around all monsters, having previously scanned each with visions to determine if they'll join for money, for free, or just run away. Don't forget to take back 2 external dwellings of hippogriffs and 2 external dwellings of cyclops to the south—it will be very useful. Yog is on errands and collecting. At the end of the first week, Craig manages to gather a decent army, and with the help of town portal in the second week, he can actually visit two tents: blue in the right part of the map, cyan in the left. If there's no diplomacy, development will be slightly delayed—the required army will be gathered a bit later. By the way, above the right castle is huddled a horde of 250 orcs zealously guarding their gold—50 thousand. Beating up weak orcs isn't hard, and the money will be very useful in building and hiring. Around week 3, the dam breaks and enemy heroes start pouring out of teleports like a dirty stream—be careful, usually the most upgraded ones come first. Roughly halfway between our castles is a seer's hut—there we are asked to smash the face of the enemy necromancer Nimbus. Considering that Nimbus himself usually rushes in first, he's usually the first of all enemy heroes to get hit in the jaw, so don't forget to collect the reward later—20 thunderbirds. In these terrible conditions of constant necromantic pressure, you'll have to manage to pass through two more lower passages and reclaim tents there as well. The only thing that pleases is a small reinforcement in week 3—at least there was something to buy new recruits with. Better not worry about captured enemy castles—you're unlikely to keep them; the main goal now is the tents. Yog will fit the role of quartermaster here; occasionally he can be cautiously sent into battles, leveling up bit by bit. Craig Hack with his portal is much more mobile. I repeat—be extremely careful wandering through enemy lands—the opponent's troops multiply at a rabbit's pace; it's possible that on the next move an upgraded bastard will roll out from around a corner and you won't be able to fight him off—not a single battle can be lost. Save often. Another point: when you go right-down for the red tent, immediately after leaving the valley, you can notice a group of grey hippogriffs in the bushes—you need to wipe them out on the way, because slightly lower we'll be offered a quest to destroy them, and as a reward, they'll present 25 real bald cyclops! By the way, there's a cool story with those four upgraded enemy heroes—for some reason they don't run away in battle; that is, it's enough to knock them out once, and then they are gone. However, they love to leave beautifully—wiping half an army with Armageddon. I don't even know what's worse =(.
And after three or four weeks of crazy running, our time comes—4 tents are collected (by the way, behind each colored barrier awaits a bonus of 50000 gold, so don't rush into battle—first walk around and collect all the gold and buy an army), and fierce Craig Hack flies into the necromancer base, tossing everyone right and left to hell. Having visited the black tent, we basically reduce the rest of the game to a calm mopping up of remnants. However, also remember about leveling—surprisingly, there are many useful things on this map; there's even a library near the red tent. Ideally, at the end of the scenario, both main heroes have explosion, city portal, resurrection, and all visited upgrades on the map in their arsenal—everything will be useful in the future.
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6. "Vengeance." From mission 6 in this campaign, it's basically a rest. We are given two upgraded heroes (Gem and Gelo), carefully raised by us in previous missions, and offered to finally not grind everyone into powder, but capture some city called Crypthem—a local strategic point. The opponents—there are two of them—have settled comfortably each in two castles; their lands are separated from ours by our own garrisons of as many as 12 gold dragons each, so everything is okay—the AI won't be able to break these garrisons in its life for the first month. Two orange castles are located accordingly to the southeast and southwest of us; between them is the first red one. To the south of the red one is the second, actually our sought-after Crypthem. Near each castle is an upgraded hero, but they aren't particularly own savage.
A small catch—there are absolutely no free resources or chests on this map at first. Like, absolutely none. Near the mines under monster guard lie lonely piles (of resources=)), and for the first week we sit almost without money. True, this gap is quickly filled by two gnome dwellings and pit fiend pits, but you have to run to them first. Otherwise, everything is trivial—Gelo to the left, Gem to the right, quickly reclaim all mines (as a bonus it doesn't matter what to take—both elves and pegasi will be useful in the household), treasuries, several artifacts; immediately capture cities on the right and left (it's better to build magic guilds in them first so heroes can restore spells; for the first week we fight mainly with magic). Above you can see a couple of tents—but they play absolutely no role in this mission; they just open passage to dendroid dwellings in enemy territory, so don't waste precious move points. Don't forget to take elves and centaurs from huts and descend into the underground cave—there are 2 sulfur mines there. There is one more "but"—the approaches to the orange AI are blocked by 2 garrisons, and in them sit 50 black knights, 20 bone dragons, and 600 skeletons; but if you honestly built all guilds in Gelo's mission, you surely have either fly or dimension door in your pocket, so why wait? In week 3, having 50-100 snipers as an asset, Gelo stands close to the garrisons and teleports/gracefully flies with his horde onto enemy lands. Here we find that we are not expected at all; the AI is weakly developed, and by week 3 you can take both castles from orange; Gem with her town portal controls everything wonderfully, and thanks to expert air and celestial eye she also serves as a local intelligence service—constantly monitoring the location of enemy heroes and how close they've come to our castles.
Having captured the upper three castles and awaited the fortunate demise of orange, we go down and find that necro is not so simple: his last and most important castle for us is locked by a garrison in which 100 spectral dragons, 80 liches, and 60 vampire lords meet us. The garrison stands close to the castle; you can't jump over it or fly over it. Well, what to do—you'll have to wait, accumulate strength for another 2-3 weeks, and at the same time run around the map, leveling up a bit. By the way, excellent meat for breaking the garrison is found in the lower underground cave (entrance to the right of Crypthem)—these are crystal dragons. Don't be lazy, open the dragon external dwelling in the dungeon, and you will have a reliable strong unit that also brings crystals. A separate unpleasant moment is when you hesitate at the start of the mission and the AI first captures the crystal dragon dwelling—2-3 units in the skilled bony hands of an upgraded necromancer become dangerous weapons. Otherwise, if everything is done correctly, by the middle of the second month you will have a quite sufficient army for breaking the garrison, and what you encounter after that in the castle will seem like child's play.
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7. "Sandro's Wrath." In the seventh mission, they suggest a sharp change of scenery and feeling yourself in the skin (or rather, in the skeleton) of our old acquaintance—the necromancer Sandro. Bonuses are equal; you can choose either +3 knowledge or +3 spell power.
The theater of operations is a small (the only one in this campaign) map where you start with an absolutely zero-level town in the southeast, while the enemy is represented by three castles: a Dungeon in the center of the underground, a Necropolis in the upper right, and an Inferno in the upper left. The castles are almost fully built up, and near each one stands a buffed guy on a horse. This, however, doesn't stop this mission from being even more of a breeze. Not only do we have the Cursed Armor and the Cloak of the King of Undead at our disposal, as always, but they also gave us level 25! One flaw—in the spellbook, instead of the usual magic arrow, we find some slow spell (why? the armor casts it anyway at the start of battle). First, let's decide on skills—wisdom, air, earth, and logistics are quite enough; the rest are optional. In principle, even our beloved earth isn't particularly relevant here—slow is cast by an artifact, they won't give you town portal anyway, and you can raise the dead perfectly well without earth magic. Well then—to business! First and foremost, it's necessary to get some basic magical support in battles; for this, we collect gold and wood/stone on the first or second day for the first level of the guild. Having obtained the same magic arrow in the book on the second day, boldly rush out to beat the enemies' faces, while clearing all neutrals encountered along the way—to replenish the army. Practice shows that the most trouble arises with the underground dwellers because of the black dragons, so we hit them first. To get to them—take the path to the left through the teleport (on the way, don't forget to drink from the spring to double spells), and then right-up to the center of the same Dungeon. Sometimes it's even useful to take a small detour to kill a neutral standing aside and raise five or ten liches. By the seventh or eighth day (this is important—so the enemies don't have time to buy up the growth), you need to be near the castle with about 30-40 liches and capture it; there, we get full magic and once again double spells (Mana Vortex). Then it's convenient to move right-up to the teleport that will take us above. You don't have to worry about the Dungeon—the castle brings both gold and sulfur, and a weekly growth of two black dragons can handle almost any enemy. Above, before rushing to take the enemy Necropolis, I recommend visiting the cluster of skeletons near the gold mine: there are about 500 of them; victory will significantly strengthen our army. Then we invade the nearby Necropolis and learn raise dead and possibly dimension door (sometimes they give it) there.
A small remark: every time before upgrading Sandro and teaching him powerful spells, think—you'll have to fight him in the last 2 missions. Maybe you shouldn't turn him into a complete killer monster?
Next, follow the path to the center of the map and left-up to the last enemy castle—the Inferno. By this time, it will be around the end of the second week or beginning of the third, and the situation will be as follows: both AI players are left without castles, but one managed to capture your starting town and is relatively calm, while the other got no castles and is panicking, storming the first towns he comes across. As soon as the second one dies, you can boldly go take the starting town and finish off the enemy. If there was a delay somewhere, or if an enemy captured a castle—you'll have to race all over the map, rattling bones and finishing off the remnants of the enemies—the cunning developers blocked the town portal in this mission, so it's quite tedious. There is also a red tent in the same Dungeon that opens access to a brown tent in the upper center. Now, behind the brown barrier (southeast, underground) lies an unremarkable vial with blood of life, and it's completely unclear why one should waste precious movement points on it—so don't bother with the tents. That's all from me regarding this mission.
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8. "Invasion". Mission 8 is slightly more difficult than the previous one. Sandro, sudden as a bout of diarrhea, having barely managed to reclaim his native lands, decides to invade the enemies. On the map, we are given a couple of zero-level castles; the enemies have 2 Barbarian castles from the west and two elven ones from the north, with several neutral towns between them. The build-up is complete, and even (unheard-of cheating!!!) two Capitols per AI player! Opposing us, alas, are 4 well-known heroes that we so diligently buffed in previous missions: Gem, Gelo, Crag Hack, Yog.
I would recommend immediately running toward the Barbarians and wiping them out within the first week—this is quite realistic; they have very few troops, and we'll pick up a good amount along the way. As for your own castles—decide for yourself whether to build them up or not, but every time I played this mission, they didn't make much of a difference—if Gelo comes from the north, nothing will help except Sandro himself. And if he doesn't come, so be it. After dealing with the Barbarians immediately, we head north, where Gem should be encountered somewhere along the way. She is the most dangerous opponent here, but by this time we should have a decent number of liches, and if everything is done correctly, she will quickly settle down (be laid to rest?). In any case, saving hasn't been cancelled. On elven land, a fairy tale begins: the stupid inhabitants constantly set up some ambushes, unaware that they serve as nothing more than a source of new recruits for us. Having captured Gem's castle in the upper left corner, we go right to visit Gelo, and along the way, another squad of mad elves gifts us a sniper bow—now there will definitely be no problems in the final battles.
But this is only one of the possible routes. You can go to the elves first, or use the teleport south of the castle to get straight to Gem—in any case, by the 4th-5th week, victory should be ours.
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9. "To Strive and Seek". In mission 9, we successfully switch back to the side of the forces of light and begin scouring for components of the angelic alliance. I recall that in the 4th campaign Yog successfully pawned all the parts to some petty speculating dealers, and now, naturally, these artifacts have long since spread among new wealthy owners. Gem and Gelo (and where did they even come from? we just turned everyone into liches!) must collect the boots, necklace, and helmet.
The map seems to be the pinnacle of ease. We have 4 castles; two outer ones, however, only allow the build-up of pegasi and centaurs among troops, but both are present there from the start. The other two are full-fledged but initially zero-level. Enemy land consists of 3 islands separated by narrow rivers and having passages between them. The enemies' approaches to our land are blocked by our own garrisons; decent troops sit there, which won't let the foes sneak up on us for at least 2 weeks. The enemies themselves are represented by two AI players: blue has 3 castles on the central island, built up to the 4th upgraded troop level and castle, and not a single hero. Turquoise has 1 castle on the left and 2 on the right; nothing is built up, but there are 3 heroes of level 20. The sought-after artifacts are located behind quest towers, one per island; they only let Gem and Gelo through. In principle, blue could be potentially dangerous, but not before the 3rd week when he buys more troops. And this mission can be played in different ways—let the AI develop, play for pleasure, and then kill them all; it depends on what's more interesting to you.
I chose a rush strategy—why bother, there have been plenty of long missions already. Fortunately, Gelo had both teleport and fly. The strategic task of the first few days is to gather wood and money. Gelo goes for the elven settlement and chests right above his castle; Gem grabs the sawmill also above the castle and collects artifacts, then portals to the castle on the left—there, two days' journey north will be a gold mine behind some pegasi. In the main castles, I built up elves—no more are needed. On the 5th day, Gelo, having gathered 20-25 elves, takes the artifacts from Gem and advances through the central garrison. Behind him near the well, an ambush of 125 thieves will meet us, but such trifles of life mean nothing to Gelo. With a full stock of spells, we capture both blue castles (turning elves into snipers along the way), carefully raising all those killed during the siege. Further, one can act in two ways: go home for reinforcements or buy archers in the AI's castles and turn them into snipers. Then we move down to the last blue castle. There might be some slight resistance, more like death throes, and it's over with blue. For the remainder of the second week, you can also beat the second AI—his castle build-up is in an embryonic state. After that, just lazily run around for experience, build up magic, and enjoy the funny messages telling you how well the enemies guard the artifacts. Finished with all business? Ok, remove all towers, steal the artifacts, and move to the next stage.
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10. "Barbarian Brothers". Mission 10 is perhaps the most interesting in the entire campaign. Largely due to the conditions: our heroes are separated by a stream of water; they go along different banks, each waging war separately. According to the plot, it's required to find the sword, shield, and armor from the alliance of angels. Rumor has it that 3 barbarian brothers who keep these artifacts oppose us. Indeed, on the surface of the map there are 3 Strongholds: brown, blue, green. The castles are reasonably built up (at least a Capitol flag sticks out of each), and near each one stands one of the three brothers. These ones apparently played sports since childhood and have now turned into real tanks (stats over 20 including artifacts!). All this estate is located in the upper left half of the map, separated from our lands by a diagonal mountain range. The blue ones also have a secret headquarters in the same Dungeon with a one-way teleport up—meaning enemy heroes can climb to us as much as they want, but we can't get to that castle at all. You can be glad at least that taverns in the three upper castles are blocked, so the three brothers won't run away much—there's nowhere to go. Exception—the blue ones; they have a tavern in the underground. Passage to the brothers' lands is possible in four places: either through anti-magic garrisons in the central part (30 cyclopses, 40 ogres, 100 orcs, all upgraded), or along the edges at the top and bottom—150 scorpicorns (that's at the start; they breed quickly!).
We, on the other hand, are given nothing in terms of real estate at first—everything is DIY as always. Near Crag stands a castle guarded by 60 up-wolves; all military buildings in the castle have been demolished (they even got rid of the goblin hut), however, a magistrate has been placed. Yog was dealt the fate of capturing an elven town (for this you must go up, then turn left, and go until you hit fifty enraged silver pegasi). And if Hack captures his castle without much trouble (bonus, naturally, orcs!), I recommend Yog stock up in nomad tents along the way—the pegasi guarding the city fly in on the first try; they're tough. 14 healthy men with sabers on horses are a great counter-argument. Yog is better off not messing with surrounding monsters for now—they're extremely aggressive. Upon arriving at the elven town, we find that buildings there are even worse—same as in the Stronghold, but without fort walls!
Meanwhile, Crag Hack turns on visions, scans the territory with eagle eye and determines which neutrals are ready to join. If it's visible that someone will ask for a lot of money, it's better not to attack yet, but save up—there's plenty of gold in this mission (lying around in piles), while things are much worse with the army. In light of this, Yog is better off teleporting to the lower castle immediately after capturing the elven one and gathering goods there, and Crag should move accordingly to the green continent with new recruits and search there for friendly neutrals.
In the first few days, building up the Stronghold (don't even touch the fortress—you could go bankrupt on just the fort alone; minerals definitely won't be enough for 2 castles) moves with a creak—too little wood and especially stone. To the north of the elven town, by the way, there is a sawmill and an ore mine—I discovered them very late, then cursed for a long time... Don't repeat my mistakes. Also useful and tasty: near Yog's starting point, a Golden Bow is under guard—it will be quite handy; many castles are to be taken. Replenishing resources can be helped by the cyclops dwelling to the west of the Stronghold (though it's guarded at the start by 75 such cyclopes and neutral growth hasn't been cancelled!). To the northwest is a human town—this one should be captured around week 2-3 and slowly built up—fortunately, part of the military buildings are already erected, and nearby you can find an external dwelling of angels and 2 tents with champions(!). An unpleasant moment—you won't be able to hire laborers for gathering immediately; taverns are blocked. However, they are encountered separately somewhere on the map.
Around week 3-4, having dealt with all neutrals, gathered resources and an army, you can slowly send Crag on a conquering campaign. Anti-magic garrisons never inspired sympathy, so I preferred to kill the cats. But see for yourself. If you didn't have diplomacy and failed to replenish the army for free at first—be extremely vigilant; enemies have powerful heroes and decent armies; it's not unlikely that an enemy brute will jump out from around a corner and then you'll have to load a save. A couple more unpleasant moments—as a rule, enemies come visiting from the upper continent to the Rampart, so Yog with angels must be ready; secondly, enemy heroes we had beaten will immediately end up in blue's tavern at headquarters, and he won't hesitate to release them again through the teleport. So be mentally prepared to beat the restless barbarian brothers 2-3 times until blue's army is completely exhausted. Otherwise, everything isn't so bad—stroll through enemy lands, slowly level up, don't forget to sip from the spring that doubles spells. Blue, of course, cannot be quieted down—it's easier to leave one of the heroes with an army near the teleport exit (the far northwest of the map) and then he won't even show his nose. And send the second buffed hero into the dungeons in search of necessary artifacts—they are scattered across three caves, guarded by monsters (crystal dragons, red dragons, minotaurs) and barricaded by colored towers. We have the red key (there was a tent at the very beginning of the game near Hack); others are opened one by one. By the way, don't forget to build up 3rd level magic in the human castle—there will surely be destroy undead, which will be very useful later! Once the artifacts are collected, we are congratulated and invited to the next mission.
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11. "Unification". Here it is—the long-awaited moment! All four have finally met on one map, all components of the Angelic Alliance are in hand—it's high time to settle scores with the zombies for all the hardships that befell us: thousands of killed civilians, a sea of innocent blood spilled, fucking chimneys that plague us from mission to mission...
However, stop, everything from the beginning. We have: 2 zero-level towns (upper left and lower left corners), three components of an artifact each; among heroes are 2 enraged barbarians, 1 own half-blood elf, and a no less desperate sorceress with a long-gone roof (always carries a first aid tent for some reason...). Neutral towns—2 human. They have: 7 (!) castles: 4 Necropolises, 1 human castle, 1 elven, 1 barbarian (all of varying degrees of build-up), and elite tuned necs of about level 30 wander nearby. The enemy occupies the entire right half of the map. The AI has no troops at the start, thanks for that. It seems a gorgeous slaughterhouse mission from the "Armageddon's Blade" era is before us—cool heroes, crowds of meat clashing in bloody massacres, a victory barely snatched...
But no. In reality, everything is more prosaic. The most useful bonus is archers; there are more of them, so you can make more snipers out of them too. On the first day, portal up with the barbarian and give Gelo the archers and everything necessary for the Angelic Alliance. In my opinion, it's more convenient to give the sword specifically to Gelo; he is the most mobile with his teleportation spells. Then give all barbarian troops to Crag, and he clears everything at the bottom, slowly advancing toward the neutral human town (north of the Stronghold). Yog follows him—picking up the freebies. At the top, Gelo performs the clearing on the way to the enemy elven castle (to the right of spawn), while Gem scours around for resources. By the way, so much loot is lying around that even building two towns from scratch won't be a problem. This loot is guarded by clumsy dead things—skeletons and ghosts—who are always getting underfoot, and battle usually boils down to a single cast of "destroy undead"—all creatures are swept away instantly. Meanwhile, Crag, having captured the human town and gathered small fry from dwellings, turns right toward the Necropolis castle. Capturing it will also be no trouble, and somewhere above synchronously Gelo will reclaim the Rampart. Next goal is the Stronghold at the bottom, south of the castle captured by Crag. Here some slight difficulties may arise—Sandro, having some dimension door in his book, might flutter there by the end of the first week, so you can connect Gelo with the blade to this area for a while. Cool skirmishes result—both have small armies, magic power over 20, and the first cast of chain lightning sweeps away all enemy troops, so battles here resemble classic western duels—the one who shoots first wins =). By the way, a minus for the developers—Sandro has no artifacts (apparently left them on a hanger at home and only wears them on important occasions). Quickly quieting the necs wandering around and taking the Stronghold, we thereby solve the troop problem for the barbarians. This is where it turns out that no bloody battles are in sight. Stunned by our rapid invasion, the dead things hit the brakes and start playing the fool. All that's left for us is to buy up growth and methodically visit all castles, hitting the villains settled there over the head. Of the local attractions, I can only recommend the library in the middle of the eastern border—everyone should visit. The mood is spoiled only by eternal elemental ambushes appearing periodically, and sometimes problems with resources—they take either wood or gold. In short, nothing interesting—it reminds one of beating children, that's all. All this mouse-fiddling smoothly concludes by the beginning of the 2nd month and we move with relief to the final mission.