Auto-translated
A couple of weeks have passed now)
I’ll write about what I’ve completed before I forget.
So, in the pirates campaign, the hero picked up Stealth 2 (the brigands still brought the ship, but it was useful), then we board two ships — the thief separately, everything else separately. The fast thief scavenges wreckage and such, while the combat hero hits the small fry. Still, the combat hero is very slow, so the thief soon joins up, and the brigands stay behind to finish sweeping the sea. We capture the second city up top, build Nightmares (Ifrits aren’t available there I think, but we don’t need them anyway). We prepare to take on the fight. In principle, Hydras were already built but not yet taken; I decided to fight the Chaos Hero. It didn’t work. Still, we captured his castle while he was away, bought a couple of Nectars, and took him down at nearly the cost of the entire mini-army. I gave the thief the fight, and then the caravans brought Medusas, Nightmares, and Hydras, making the army even bigger than before. I got the Necromancer and one Chaos Hero — the guilds weren’t great, but I saw the Book of Chaos under the bottom castle — (not much use from it, except maybe for the final fight with my army advantage). Still, the Chaos Hero came in handy, Knife on the Nightmare (and Hydra), Bad Luck.
The Barbarian maxed out in Combat. Had a chance to buy Tactics, thought about it but didn’t take it, which I regretted — -1 skill in the next scenario, oh well. The thief leveled in Combat and Scouting; Chaos didn’t reach level 3, but there are no guilds either, so no big deal.
With the troops, everything gets cleared, built up, cities taken; the bottom city was taken without much trouble.
Two armies were left to break through level 4. Breaking through is a must — good artifacts, but most importantly, crystals. Near the Fire Arrow were Phoenixes and Griffins, maybe Earth or Unicorns, I don’t remember anymore — the combat hero’s Web Arrow, the Chaos Hero’s Question Mark, and then Medusas / Hydras took care of everything.
The second one, right near the bottom city, I first thought was optional, then saw +3 Defenses for each hero — so it was mandatory. There were 4-slot stacks — the Hydra solved everything. The final battle was with my 5+ times larger army and strong heroes against weaklings, I won quickly; the level 4 guards were more problematic.
Next map — City Defense — they give me my Knight-turned-Powerhouse (almost a powerhouse) and a zero-level Elf. They also give a Mage, who is an ally, but he can’t be lost. And his city has no University, with resource-rich terrain but no Seminary and no freedom to retreat, which will be a hindrance — you can’t escape from certain positions — it’s pretty annoying. Oh well. Here problems with gaining experience start — there’s enough, but just barely. There are two trees; we quickly level the Knight (he couldn’t beat Phoenixes near his castle at the start of the campaign, cleared everything else alone). In the center, I found a very good Seminary, but it was guarded by Goblins and Medusas, who kept stoning the Knight until I raised Resistance from 2 to 3. Cleared it, bought skills, leveled Combat, Nature, Order to 3. There was no Town Portal.
Leveled up to level 16, quickly ran through the trees trying not to engage anyone so as not to waste experience, took the Elf along to level up. Yellow was just starting to try and get aggressive, so everything had to be done quickly. However, since the heroes and Fairy move fast, Yellow was afraid to leave the tent and didn’t cause trouble.
Later, I leveled the Elf. Managed to level the Elf to Order level 4, Warfare and Archery to 5 (0 Resistance and Melee), a couple of Nature skills, and Life 1 with nothing (messed up on Resurrection). In the guild, I learned Blind and Forgetfulness; these spells were EXTREMELY helpful in the next General mission. Would have been tough without them. Leveled the Elf too.
Almost done leveling, Red showed up. With a considerable army that I might have had to run from and finish later, he chased Yellow, but Yellow successfully ran away. Red appeared quite late, which is good — castles aren’t active since besides leveling, I also had to protect the weak, uncontrollable Mage.
Only at the end of the mission did Yellow dare to leave the tent (the Necros drove him out), where he was defeated. Skills are boosted, heroes all leveled except the Mage, mission completed.
But the next Necro mission I played relatively poorly. It should have been done with a fast rush — Tactics and Necro-Vampires allowed it, maybe even ignoring the starting city. But I decided to take it slow, clear the territory, take the gold mine. Not much time was lost, but it cost several Chaos Altars and crystals. Here, in turn, I took the Necro city, cleared the territory (shouldn’t have), went and beat Green, then the Knight, then the Chaos Hero, then scavenged everything possible, and won. Leveled Chaos to 4, found a portal, Order 3 or 4 — forgot. Necro-Vampires and Tactics make the mission easy, but I managed to mess up.
Next mission is again for the Barbarian and Thief. The Barbarian smashes everything and everyone, first takes a city, then clears the top. The Thief, unexpectedly with almost 5-5-5-5 Scouting, can barely handle one army a day and not all (level 2, max 1 fight per day), but we don’t take crystals, saving them for the Barbarian. Still, the Thief had enough strength for the city, didn’t touch the Hydras in the garrison (and wouldn’t have beaten them), nor the strong guards around the city. The city is taken and we wait for the Barbarian.
With the Barbarian, we clear everything, hit Chaos Heroes along the way (but don’t take their cities, no need), then run to the Thief — quickly gather the crystals the Thief left, finish levels, and return. Meanwhile, Chaos Heroes stick their noses out again — but — we’ll flee from the Thief’s territory into the Chaos city, having first blocked the Power city — that’s why we didn’t take other cities. We buy skills from magic schools and the University on the map, level the Thief. He barely managed to level Chaos to 3 — almost missed it, but it was enough. Then we simply destroy the cities. We only carry Ifrits (and of course, only build them). The Power city remained locked by Hydras — after the Barbarian’s visit, it didn’t need a second visit, and we had enough power with just Ifrits — birds would have been nice but didn’t fit the route. We also clear all cities, take stat boosters, win, buy out Dragons and everything.
The Thief ended with Combat, full Scouting, Chaos 3, Order, and, I think, Nature. The Barbarian ended with full Combat, lots of Tactics, Order, Nature, and Life or Chaos. Forgot)
Next, the map is called “At Each Other’s Houses.” Upon entry, we have a dominating Knight, a strong Chaos Hero, a somewhat competent Elf, and a scrawny Mage with 2 Dragon Golems. The Knight dominates everything, takes a city. The Mage absolutely cannot delay; we take a city. Wait an extra moment, and he won’t manage it. The Chaos Hero clears, kills many Dragons solo. Life + artifacts from previous victories allow this — first a Dwell of Dragons, then a city, then map locations for artifacts. We move with Dragons and Ifrits. We do NOT take the city. Just clear everything around. Managed to catch Green outside his city, beat him (though taking the city with the Chaos Hero is no problem at all) — but still don’t take the city. It will interfere, so just clear the territory. The Elf has a relatively long run to his city, so capturing it is not urgent (but will be briefly postponed anyway).
The Knight cleared everything. We bought the Mage a Lord; he scavenged Knowledge Stones and Word Interpreters, then fled to the Knight. Soon the Mage also fled to the Knight, leaving the Dragon Golems at home.
We level him, build up. Troops include Angels in the castle, Champions nearby; we also buy Lords. Clear the Knight’s location. Caught a Necromancer on the map, killed him. Got a notification that one Necro died. Raised the level cap for both heroes, don’t take the Necro city. Visited everything; the only thing was I should have bought Mage scrolls at the Seminary for growth, but overall, level 2 spells are a minor loss.
After that, we go to the Necro city (and we have no Town Portal there) — Knight, Mage, Angels, Champions, Lords. Outside the city, we deploy the Knight and Mage separately, block the Knight’s city with 4 Squires, attack, sacrifice almost the entire army, and flee to the Mage’s territory. Then the Lords with Angels and Champions take the city. The Knight and Mage won’t return there; Blue is no longer there.
Meanwhile, while the Chaos Hero is spreading out, the Elf passes by Vampires, doesn’t touch them — lacking strength — finds the Armor of Regeneration guarded by Poisonous Creatures — Blinding, Forgetfulness, Slow, buffs, took the armor; similarly a mine; somewhere dug up a Web Arrow; then we return to the Mausoleums and Vampires, now we take them. By luck managed to use all the Altars without triggering Summoning — leveled Nature. Skipped a location with a Dwell of Griffons — no crystals or stat boosters. Nothing interesting, and up top the Necros eat crystals. We don’t take the Elf city until the Knight’s territory is cleared — scared Green, and then went to scare the Necros, eating crystals along the way. As soon as the Knight and Mage left for the Mage’s territory, we return and take the Elf city without issue, then wipe out the Necros. Very lucky with artifacts (Armor of Regeneration), so we managed without armies.
Immediately after the Knight leaves, the Chaos Hero takes our city, builds what we hadn’t finished.
With the Chaos Hero, there was one conditionally glitchy difficulty. The Necros were killed by neutral Wasps. This would have prevented winning the scenario, even by completely killing Blue. So I had to beat up the Wasps for the Necros and flee far away, waiting for the minor Necros to resurrect them. Two heroes were lying there — one of the main Necros and a minor one. I didn’t immediately notice why they were trampling him, but they did take the main Necro and resurrect him. Hooray. We resurrected an enemy Necro, or we wouldn’t have won. The Chaos Hero has Order 3, Life 3, Nature 3 or 4. In the Menhir, I got a Spell Scroll Town Portal — none of the other heroes had it except the Chaos Hero. With the Chaos Hero, we attack the Necro with Ifrits and Dragons, sacrifice the army, use Town Portal to flee to the Knight’s territory into the Necro city, where through 2 stat boosters we get Life 4 and 4 spells, attack a deliberately left army around the Life city, block the Necro city, and fly back to our Asylum. The Chaos Hero won’t visit anywhere else.
The Knight and Mage clear the Mage’s territory (had the Mage been alone and unleveled, it would have taken long), approach the Necro city, wipe out the army, flee (no Town Portal) to the Necro city on the Elf’s territory. Gather everything on the Elf’s territory, link up with the Elf, run to his start point, there flee from the Mausoleum — back to the Mage’s territory — with three heroes — Mage, Knight, and Elf together.
Due to the abundance of Tactics Altars and the Mage’s sojourn across 3 locations, I leveled him in Tactics, at least 3 in each. Three heroes kill the Necro, then the Chaos Hero finishes off our own Necro, and victory.
Next up is that difficult mission for the Elf-Archmage. Truly difficult and very dependent on starting monsters. Right at the start were Magic Dragons with Earth, which clearly indicated that path was blocked. I had to go through the Water Portal. There were no more Magic Dragons anywhere, which was very lucky — I couldn’t have gotten past them.
We clear the territory, face a mana shortage, try to conserve. Gather Vampires and Ghosts. A total of 9 or 10 Ghosts were gathered, and this was critically important — only 2 remained; without them, there would have been no victory.
First level 4 guard: Phoenixes and Unicorns. Ghost, Vampires, Berserker, got through at the cost of one Ghost. Mana at zero, need to hurry to the city before he gets the Robe of the Guardian — but without mana, nowhere to go. So there’s time to eat some crystals near the gold mine and mill. The mine was guarded by Gargantuas, but if you don’t get greedy and don’t touch the gold, you can take the mine from above, and the Gargantuas will be blocked by the gold and can’t attack. No need to fight them — hurts, and no mana. Took the mine without a fight, and 2 blue crystals with a fight — defense is very needed. Return to the Unicorn Dwell — there are Phoenixes and Earth there. Again, killed them with 1 Ghost, took the crystals. Head to the bridge.
The bridge battle was incredibly difficult. Previously, we were fighting an average of 26 Phoenixes and level 3 units, but on the bridge there were 42 Phoenixes, and they were alone, and they could fly far. Tried fighting with Water and Ghost. Did win, but always lost the hero to burning. Finally, somehow, with 5 Ghosts (and Vampires, of course), with 1 Healing Draft from the Forge, almost no HP, managed to take them down. Guards breached, bridge clear.
Regarding the Elves, I initially had a group of Phoenixes; he was losing them in every fight, it was obvious. He passed neutrals, losing Fairies, Phoenixes became few despite all his tactics. He didn’t manage to get the Robe, wasn’t hurrying much; it was guarded by Air Elementals with someone. But as soon as the Phoenixes on the bridge fell, he rushed to the castle so fast that he ran past the Air Elementals to save time, leaving very few Phoenixes; he didn’t grab the Robe in his haste — it fell to me. We finish off the crystals, experience, and Vampires here, and that’s it.
The Ring of Health, Mana, and the Elven Cloak were guarded by Mantises; I thought about fighting them and going for him. But he relaxed and started wandering around his castle, plans changed; the Mantises survived. I go for him, capture the Phoenix building, he locks himself in the castle. Don’t take it — need to lure him out and get inside. 3 mana and the guild wouldn’t hurt. Managed to lure him out, took an Earth Elemental, stood one tile away from the castle, he chased the Phoenixes, we unloaded Earth, took the castle, entered the guild, bought some Nectars, and waited for him. He approached the castle but didn’t attack.
Had to attack myself. The field battle was the worst, because had he been in the castle, the first Strangle would have removed the hero and then Devils would play, but in the field he is hidden from Chaos and can withstand Devil attacks. So another 3 Nectars were spent with the Robe of the Guardian; I knocked him out.
Next campaign against Fire creatures. The Elf, with Order, Berserker from the Mage’s city, boosted Combat and Nature, plus the basic Robe of the Guardian, feels pretty good. From the start, beat everyone, eat Altars, try to reload on Summoning to avoid getting the wrong thing — just beat everyone, place flags, collect artifacts and potions, rest where needed after fights with Dragons or Ifrits. Have enough strength, roam, boost Combat. Prepare for the final battle, where there are many creatures. The hero alone can’t handle it. Buy a Dragon — it distracts a lot of attention, Phoenixes (2 or 3), Fires, Water, Leprechauns; before the battle, gather all Spirit and Luck buffs. I think I also took Ifrits. In the battle, first shot with Web Arrow by either the Berserker at the Phoenix, Leprechauns give Luck, others avoid engagement as much as possible but protect the hero. Berserkers, Fire Resistance potion, Heals or Healing spells and Divine Shield, with a Guardian, left the hero without an army but victorious. That’s how I won.
Next mission — a light and fast walk, with further leveling of a strong Knight in levels and skills, and of course the story of the Elves and the prophecy)
Then — another difficult mission for the Elf-Archmage. He couldn’t tear the Guild Compendium from the Magic Dragons — they wiped him out; I decided to leave it for later. Lost the first fight to Red, but won on the second try. Then I collected spells, buffs, and Vampires one by one, defeated them one after another, then the city, and victory.
I’ll write the rest sometime later; I’ve gotten to the mission for capturing the Archmage’s Codex.