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Heroes of Might and Magic 4: Winds of War
Heroes of Might and Magic IV: Winds of War
Campaign 1. The Rule the World
Campaign Instructions. You have at your disposal a Chaos mage with some knowledge in generating additional income. By the end of the first mission, it is realistic (and necessary) to seriously level up his Chaos magic. This is because he will have to spend the entire beginning of the second mission without the help of troops, facing own considerable crowds of enemies. In the second mission, you need to finish leveling Chaos and focus on improving the hero's power attributes, because by the end of it, the hero will finally be noticed and attacked. It is impossible to play with separate thieves here; strong monster stacks are positioned too densely. However, using a thief as an accelerator for the main party is quite possible. Additionally, a tactician hero is desirable in the party during the second and third missions; otherwise, victory will be impossible.
Mission 1. Anduran Foothills
Victory Conditions: Capture all castles. Hold them for three days.
The Chaos hero Spazz Maticus (does his name ring a bell?) once decided to seize the resource-rich areas of the Anduran mountains. But something kept getting in his way. Probably the enemies scurrying underfoot.
There is nothing very interesting in this mission. The most interesting thing is the sea covering half the map, which there is no point in entering. From the starting location, head east, sending a couple of monsters north (let them collect useful items). Immediately after the learning stone, turn north. There, using a tower, you will see the surrounding territory and the castle that will become yours by the end of the first week. After capturing this castle, go strictly east to the second one. And from the second, head south to the third. The minimum program is complete; you can now develop the castles and produce monsters in them. Meanwhile, spend your time visiting all sorts of useful buildings discovered by your scouts (since that pair of monsters at the start wasn't the only ones, right?).
The next stage is clearing a group of peninsulas in the north, connected to each other by bridges, from monsters. There, a bunch of unicorns guard many, many stat bonuses, and even a Chaos magic boost. This activity takes time, but it is necessary.
If you did everything correctly, the enemy will destroy the group of monsters blocking their exit just as you return. All that remains is to gather all the previously positioned monsters, enter the forests (you are facing a Nature hero), and capture all three castles. Only they must be held for another 3 days, which, however, is not difficult at all. The enemy leaves very decent monsters unredeemed in the castles, which helps us win.
Mission 2. Rusted Desert
Victory Conditions: Destroy the red player and summon a megadragon to your aid.
Spazz continues to seize local mines, although now Death heroes are trying to oppose him. However, even they are well within his power.
The mission is exceptionally tedious. Spazz possesses a staff that increases Chaos magic damage by 50%, armor, sandals that speed up movement across sand, a couple of castles, and nomad neighbors who look very unkindly upon anyone passing by. The beginning of this mission is played as follows: Spazz, with minimum troops (or even none at all), heads north, destroying all encountered nomad squads along the way. Simultaneously, 2-3 heroes are deployed for scouting and grabbing everything that isn't bolted down. It is useless for them to engage in clashes with nomads, so they safely flee from battles. Spazz, meanwhile, proceeds to the north, where he captures a mercury mine. This will be needed to create hydras.
After this, the clearing of the desert begins to reach the enemy castle located in the center of the map, while the junior heroes seize all remaining mines. You won't be able to take the castle; and even if it happens that no hero is present there, he will return—and then you will regret it. If you have any army at all, you can proceed to the main part of the plan: wearing the enemy down. To do this, Spazz heads north and captures the northern castle. There is another enemy castle far to the east. "Informant troops" should constantly be stationed near the enemy's main castle. As a result, the main hero will simply barricade himself in the castle and wait for events to unfold. Meanwhile, you deprive him of his last mines and bring up reinforcements. Most likely, one day he will finally give in and set out to reclaim his castles. But this will be done in the best traditions of the genre—one big crowd moving across the entire desert. Give up the castles and capture them back. The main thing is not to let the enemy hold the mines for long and to withdraw all troops from the surrendering castles.
The signal for the start of the final battle will be the appearance of a group of 30-35 hydras in your ranks. Specifically hydras; dragons are much worse. The key moment of the battle is the fight between hydras and vampires. There are many vampires, so the hydras must become cat-like in their agility (to land 2 hits) and try to strike first. All that remains is to deal with the megadragon. It lives in a small cave in the east and requires dragon skin armor and shield and 100 units of sulfur for its "public appearance." Don't even hope to get the megadragon before defeating the enemy, because you will take the armor and shield from him after the victory.
Mission 3. Frostrift River Pass
Victory Conditions: Capture Frostrift River Outpost castle.
Spazz has secured the support of megadragons, and now he fears nothing. Let the enemies be afraid now.
You start in the southeastern corner of the map. Every month, 1 megadragon is allocated for your needs. In addition to this, there are 3 houses with knight-goblins around the castle. So your army will be quite well-supplied. The familiar damage-increasing staff will also be with you.
The map resembles a tricky quest. The enemy cannot reach you. Your hero must first travel along the edge of the map counter-clockwise to the northwestern corner, destroying all blue player squads along the way. There are many squads, but they won't pose a big problem for a good player. After destroying all squads, a passage underground will open. Passing through it, you will receive a task to capture the enemy castle. After its capture, a passage through a previously closed bridge will open (you will quickly bring your armies), and an underground passage to the last enemy castle will open. After capturing it, the first campaign will be completed.
Campaign 2. Barbarian Hordes
Campaign Instructions. Power heroes, like Chaos heroes, prefer to solve all their problems by dealing direct damage to the opponent. Only the methods of dealing this damage differ. Some use magic, others simply and unpretentiously beat off all protruding parts of the enemy's body. No need to overthink it—level up the barbarian's strength and tactics. Although it is even better not to focus on tactics, but on thief skills. This will make leveling faster and allow for some tricks. Let the heroes joined to the party help him with magic.
Mission 1. Rivals
Victory Conditions: Capture Northaven and Pain River castles.
Mongo, a viking chief, did not hesitate to cross the northern sea to become a contender for the throne of an unfortunate kingdom. Here it is, the most primitive greed. This is one of the few missions where the issue of defeat is quite strict—the loss of the starting castle is punished without delay. Mongo arrives with 2 berserkers immediately, but you will not get new ones, so take care of these terrors. The mission walkthrough is very simple—a dash to the second castle in the center of the map (this is becoming a tradition). After this, the yellow player, also a barbarian located in the northwestern corner of the map, is destroyed. Once troops from 3 castles are gathered, you can capture the 2 target castles located in the southwestern corner of the map. After which it only remains to hold them for 3 days.
Mission 2. The Great Wall
Victory Conditions: Capture three purple castles faster than in 2 months.
Good news—you receive 1 berserker every week. Bad... actually, there is no bad news in this mission. Only some kind of wall.
Grab all the troops and move west. You should have the main hero with troops, a secondary hero for capturing mines, and a couple of monsters as scouts. Destroy everything you see. There will be enough time anyway. As they are produced, bring reinforcements to the main hero. At the end of the journey, a serious trial awaits you—a group of malicious throwers. You might not destroy them, but very serious prizes are hidden behind them. For an accelerated return, there is a one-way portal here.
At the beginning of the second week, you will receive a couple of catapults. If you bring them to the hill with the flag, a passage will open in the wall. You will have just enough time to finish cleaning up what remains on your half and can move to the enemy's half of the map. The most profitable route is along the upper part of the enemy territory westward (capturing all encountered bonuses). In the west, the first castle is captured. After this, shift slightly south, capture the second, and return east along the lower part of the map. There, the third and final castle awaits you. No resistance from the enemy was noted across the entire map.
Mission 3. Party Crashers
Victory Conditions: Capture Riverview Castle.
You cannot lose Mongo himself, otherwise the mission will end in failure.
The mission is quite tedious. In the starting castle, you steadily receive 3 berserkers a week. And if you head south immediately, you can very soon capture the Life castle. However, the most interesting part is only just beginning. Here, thief-heroes should go on the attack, crossing to the other bank and undermining the enemy's economy. They avoid direct battles—only capturing mines and monster dwellings and quick retreats back. Then, the main hero will move forward along the undermined economy. Fortunately, all secondary enemy heroes will likely come visit you themselves (although can a level 15-16 hero be called completely secondary?). All that remains is to take the required enemy castle.
Campaign 3. The Magnificent One
Campaign Instructions. The Haven campaign is the most disorderly. A normal hero won't result from the end of the campaign anyway. There is some kind of restriction in the game preventing large amounts of upgrades specifically in Haven. Although it is needed. The first mission must be finished with at least level 3 in Haven magic. Level 2 in Life magic is desirable. And also (a little secret), level 2-3 resistance to magic is desirable. In subsequent missions, try to further develop magical talents.
Mission 1. All Clues Lead to Channon
Victory Conditions: Enter the kingdom of Channon, where the secret of immortality is hidden.
Misterio Magnificent is a typical medieval scholar obsessed with strange projects. So he decided to set out in search of a cure for death. What if it works? As it happened, along with immortality, one can acquire a crown. And who would refuse that?
Note—in this mission there is no "kill them all" task. Killing everyone is extremely difficult and takes an incredibly long time. I would even say—unrealistic. Therefore, the result is achieved by creating an army that can repel the raids of any ordinary enemy, and achieving the goal with its help.
In the first week, you wait for some amount of troops to be created. Therefore, a circle is made around your castle to gain experience and collect resources. It is advisable not to engage with strong monsters. By the end of the week, gather all the troops you have accumulated and go south. Subsequently, periodically send all created troops after the hero. Experience shows that you are unlikely to hold this castle; so let it serve the good purpose of strengthening your army.
On the way south (to the very bottom), capture 2 cities and develop them. Create troops in both (special emphasis on djinns), capture all surrounding mines and bonuses scattered near the castles. Meanwhile, protect the army as much as possible. Build universities and magic towers to develop your magic. When there are about 20 djinns in the army—you can move further.
The next point of the plan is capturing all enemy castles. Only capture; you shouldn't worry about holding them. The castles provide information on how to enter the required "crypt." Also, a quest house northwest of the center of the map is quite important. In it, 90 peasants are exchanged for a couple of low-value items that carry over to the next mission and will be needed there. After capturing the last castle, go to the southwestern corner of the map. That is where the sought-after "crypt" is located. If you have visited all castles on the map, the passage there will open. For this, check the location of the castles in the attached screenshot.
Mission 2. Search for the Tower
Victory Conditions: Find the way to the secret tower and learn the secret of immortality within it.
Although the mission goal sounds beautiful, you will still have to kill everyone. To start, you gather all troops and capture the Haven altar near the castle. What a surprise—there is a town portal! And that is the key to victory. Move north to the sawmill. In the quest house, artifacts from the previous mission can be exchanged for 3 nagas and a heap of resources. Take them! After this, return via the portal to your city. And immediately run across the bridge to the west. There is another city that you must capture at the end of the first—very beginning of the second week. And wait. This city gives 5 nagas once a week, so it is strategically important for you and the enemy should not be let in. You need to wait because in the second week one of your rivals will come to the city via the sea. Naturally, he will have to deal with guardian dragons, and his army will be significantly reduced as a result. Most likely, this will be the yellow player. Well, finish him off. These are a couple of his main heroes; focus all fire on them.
After this, cross to the other bank and capture the castle located there. Then a positional war begins. The purples are not especially strong, so they can be ignored. You have already weakened the yellows enough. All that remains is to destroy the main red heroes. They will come themselves. The best way to destroy them is by surrendering a castle to them like a Trojan horse. Then both heroes will be at the wall and can be easily destroyed; without them, the army represents nothing special. Further—it's just a matter of technique. Accumulate troops for 2 heroes. One guards the castle where enemy heroes are collected. The second, the main one, captures enemy castles, jumping via portal to the scene of events if necessary. A bit west of your third castle is a quest house where you will receive more carry-over artifacts.
The conclusion of the entire mission is located in the northwestern corner. There, to pass to the tower, you will be asked to visit 5 places of power (they disappear after visiting). What and where needs to be visited can be seen in the magic mirror if you go south from the first castle. To reach the last place of power—you must destroy the yellow and red players (draw your conclusions). Well, that's it; victory is in your hands.
Mission 3. Magnificent Revenge
Victory Conditions: Capture all castles
A beautiful start—2 heroes. One of them is a necromancer trained in tactics, level 12. The second is your main hero. In addition to them—2 castles. But... You need to take control of all castles. And that will not be easy, especially considering the number of gates with monsters guarding them. Therefore, you will only start winning when you destroy the garrisons of these gates and begin capturing enemy castles. It is difficult to suggest a walkthrough strategy for this confusing map. The only important point—a thief is necessary in the party to speed up movement. Tactics have already been given to you. Destroy all opponents and hold the castles for 3 days, and victory will be yours.
Campaign 4. Enough is Enough
Campaign Instructions. As game practice has shown, one should not hope that it will be possible to level up a Nature mage. This is indicated at least by the fact that among your hero's starting skills, combat ones are more developed than magical ones. And throughout the game, upgrades in Nature magic are not granted very often. Therefore, level up combat (especially archery), and you can even start a bit on thief skills.
Mission 1. Art of Persuasion
Victory Conditions: Convince all other druids to help you by capturing their cities. Destroy the defenders of the main enemy city.
Our main hero, Erutan Revol, is more of a specialist in face-beating than magic. Therefore, he will convince the druids via face-beating, and not by means of persuasion.
The main thing here is not to doze off. You have 2 opponents. Each has 3 castles. One is north of you, the other—south. It's better to start with the one in the north. The capture of each castle is accompanied by a one-time reinforcement (the amount and nature of reinforcements vary). Quickly destroy the northern opponent (necessarily completely, so he doesn't rise at an inconvenient moment) and take up with the southern one. After destroying both, the passage to the last castle will open. After hot clashes with druids, capturing it is not difficult.
Mission 2. The Sacred Vale
Victory Conditions: Capture all castles
A strange "transitional" mission between the first and second. Aimed at acquiring a wonderful bow for the last mission.
Your castle must not be let go under any circumstances. Free unicorns come to you through it. And even more necessary is to capture the castle located near the center of the map, because phoenixes fly into it one per month. A bit few, but still pleasant. Also, the central castle helps control enemy movements and allows you to deliver targeted strikes.
Then slowly knock people out of castles, uniting them under your command. Just don't overdo it. The thing is, in the southeastern corner of the map there is a guarded territory where for 12000 and 25 precious stones you can buy a super-bow, without which it will be impossible to pass the last mission of the campaign. And why wait longer? Because with each destroyed player, the number of guards protecting this treasure decreases. Angels and catapults leave the battlefield, which cannot but please. After acquiring this artifact, destroy the last opponent and move to the next mission.
Mission 3. Wrath of Nature
Victory Conditions: Capture Ginvil castle within 140 days
Without the bow, it's better not even to play this mission. The enemy has a level 28 hero and two level 30 heroes. If you don't have the bow—they will come visit and beat your head so hard that it won't be pleasant.
Start by advancing east. There you will find a house, capturing which allows you to recruit gargantuans, and a quest house. In it, you will be asked to put things in order in the nearby dungeon. Why not? Order must be brought to the phoenix dwelling. And this will give you the opportunity to hire these wonderful birds later. Furthermore, at the far end of the dungeon lies a heap of artifacts, and in the branches there are 3 gold mines. But for now, you can likely capture only one. After this, you need to return quickly to your castle because an enemy hero with a decent army will come there. If you destroy it—you're simply a hero. If you shake them up well (do I need to explain how?), that's also not bad. He will be offended and lock himself on the island. The other gold mines are best captured by a thief, as their guards are quite brutal.
After dealing with the enemy hero, go to the southeastern corner of the map. Another castle awaits your control there. If you have already captured the gargantuan and phoenix dwellings—additional beasts of these types will come to this castle. After this, all that remains is to accumulate an army, capture structures around the enemy castle, and wait for a mistake in the form of his troops being split into parts. That's how they should be destroyed—in parts.
Campaign 5. Death March
Campaign Instructions. What could be better than a necromancer with a heap of vampires? Correct, nothing. Therefore, level up your hero's black magic skills, and he will reward you with efficiency in his use. Nothing more to add.
Mission 1. Prelude to Invasion
Victory Conditions: Destroy all opponents and capture all monster settlements
In general, Baron von Tarkin has the most understandable goals. He is a principled opponent of Life, specifically its representatives who rule Rylos. Furthermore, he is a magnificent warrior. And therefore, the undead dispatched him to establish their order in the kingdom of Life. And he carries out these orders worthily.
The mission is quite tricky, with many additional tasks. The first thing to do is acquire an additional hero. Let it be a skilled tactician with some knowledge of Death magic. He should also be well-leveled. The thing is, he moves to the next mission (and a couple of strong heroes are always good). The second feature of the mission—5 dungeons, the entrance to which is closed by gates passable only by heroes. Well, what's the deal—pass through with a hero, take the artifact lying in the dungeon (a necromancer can do this), and the gates open. The problem is that in the center of the lake there is a quest house where you are asked to collect all 5 artifacts (they will be exchanged for several very strong items carrying over to the next mission). And the enemy is not sleeping either, and gladly appropriates your artifacts for themselves.
Fighting enemies in this mission is quite tedious, but it's within your power. And, as always, a large number of additional heroes are desirable for capturing places that provide resources and monsters.
Mission 2. Flies in the Ointment
Victory Conditions: Destroy all opponents, then pass through the gates
And again—destroy them all. The first task is to capture the Death castle in the northeastern corner. It will be even more valuable to you than your starting castle because reinforcements are regularly dropped there, including one dark knight per week. The second task is to knock down the gates of all portals; that is, destroy all defenders of these very portals. After this, you can travel very quickly through portals and establish order in any part of the map. That is, your necromancer becomes own same terrible in his wrath.
The last thing remaining is to complete the task in the house on the north of the map. There they offer you to kill druid Worden (in the northwestern corner of the map), Thomas Acorn (died before I received this task), and pay 12000 (now that's just greed!), in exchange for which they will give you a very decent sword, naturally carrying over to the next mission.
After destroying all opponents, simply pass through the gates in the west of the map (they won't let you in before then). And the next mission will begin.
Mission 3. The Hand of Death
Victory Conditions: Capture all castles
In your starting castle, it is impossible to build high-level buildings. But that's no trouble. To the west of your city is a quest house where you can buy an extension producing vampires for your city. And to the north of the city will be exactly the same house selling an extension with bone dragons. Then these guys will even come for free as additions later. The other thing is that such construction is not cheap, but it is necessary. It is best to capture structures on the map by circling it counter-clockwise. Especially since this is the closest route to another quest house in the northeast of the map. There, a breach to bone dragons and dark knights is sold. Yes, the task distributors here are terribly mercenary.
Campaign 6. The Last Bastion
Campaign Instructions. A campaign consisting of one mission—super original. But... it can be replayed for each of the five heroes you have leveled up. Another thing is whether you will have the desire to play this mission so many times. And the most wonderful choice, in my opinion, is the Death hero. And this is even correct in some way; he is fighting against Life...
Mission 1. Last Man Standing
Victory Conditions: Capture Rylos castle and destroy all your competitors
Each of the contenders for the throne receives 3 castles, their own conqueror hero, and two level 10 heroes (1 fighter and 1 mage). Enclaves are separated from each other by flimsy Life castles. The most profitable approach is the initial destruction of all competitors followed by moving to the main goal—Rylos castle. Another pleasant feature of this mission—a huge number of artifacts. Moreover, not only standard ones, but those characteristic only of certain "races."
Heroes of Might and Magic IV: Winds of War
Campaign 1. The Rule the World
Campaign Instructions. You have at your disposal a Chaos mage with some knowledge in generating additional income. By the end of the first mission, it is realistic (and necessary) to seriously level up his Chaos magic. This is because he will have to spend the entire beginning of the second mission without the help of troops, facing own considerable crowds of enemies. In the second mission, you need to finish leveling Chaos and focus on improving the hero's power attributes, because by the end of it, the hero will finally be noticed and attacked. It is impossible to play with separate thieves here; strong monster stacks are positioned too densely. However, using a thief as an accelerator for the main party is quite possible. Additionally, a tactician hero is desirable in the party during the second and third missions; otherwise, victory will be impossible.
Mission 1. Anduran Foothills
Victory Conditions: Capture all castles. Hold them for three days.
The Chaos hero Spazz Maticus (does his name ring a bell?) once decided to seize the resource-rich areas of the Anduran mountains. But something kept getting in his way. Probably the enemies scurrying underfoot.
There is nothing very interesting in this mission. The most interesting thing is the sea covering half the map, which there is no point in entering. From the starting location, head east, sending a couple of monsters north (let them collect useful items). Immediately after the learning stone, turn north. There, using a tower, you will see the surrounding territory and the castle that will become yours by the end of the first week. After capturing this castle, go strictly east to the second one. And from the second, head south to the third. The minimum program is complete; you can now develop the castles and produce monsters in them. Meanwhile, spend your time visiting all sorts of useful buildings discovered by your scouts (since that pair of monsters at the start wasn't the only ones, right?).
The next stage is clearing a group of peninsulas in the north, connected to each other by bridges, from monsters. There, a bunch of unicorns guard many, many stat bonuses, and even a Chaos magic boost. This activity takes time, but it is necessary.
If you did everything correctly, the enemy will destroy the group of monsters blocking their exit just as you return. All that remains is to gather all the previously positioned monsters, enter the forests (you are facing a Nature hero), and capture all three castles. Only they must be held for another 3 days, which, however, is not difficult at all. The enemy leaves very decent monsters unredeemed in the castles, which helps us win.
Mission 2. Rusted Desert
Victory Conditions: Destroy the red player and summon a megadragon to your aid.
Spazz continues to seize local mines, although now Death heroes are trying to oppose him. However, even they are well within his power.
The mission is exceptionally tedious. Spazz possesses a staff that increases Chaos magic damage by 50%, armor, sandals that speed up movement across sand, a couple of castles, and nomad neighbors who look very unkindly upon anyone passing by. The beginning of this mission is played as follows: Spazz, with minimum troops (or even none at all), heads north, destroying all encountered nomad squads along the way. Simultaneously, 2-3 heroes are deployed for scouting and grabbing everything that isn't bolted down. It is useless for them to engage in clashes with nomads, so they safely flee from battles. Spazz, meanwhile, proceeds to the north, where he captures a mercury mine. This will be needed to create hydras.
After this, the clearing of the desert begins to reach the enemy castle located in the center of the map, while the junior heroes seize all remaining mines. You won't be able to take the castle; and even if it happens that no hero is present there, he will return—and then you will regret it. If you have any army at all, you can proceed to the main part of the plan: wearing the enemy down. To do this, Spazz heads north and captures the northern castle. There is another enemy castle far to the east. "Informant troops" should constantly be stationed near the enemy's main castle. As a result, the main hero will simply barricade himself in the castle and wait for events to unfold. Meanwhile, you deprive him of his last mines and bring up reinforcements. Most likely, one day he will finally give in and set out to reclaim his castles. But this will be done in the best traditions of the genre—one big crowd moving across the entire desert. Give up the castles and capture them back. The main thing is not to let the enemy hold the mines for long and to withdraw all troops from the surrendering castles.
The signal for the start of the final battle will be the appearance of a group of 30-35 hydras in your ranks. Specifically hydras; dragons are much worse. The key moment of the battle is the fight between hydras and vampires. There are many vampires, so the hydras must become cat-like in their agility (to land 2 hits) and try to strike first. All that remains is to deal with the megadragon. It lives in a small cave in the east and requires dragon skin armor and shield and 100 units of sulfur for its "public appearance." Don't even hope to get the megadragon before defeating the enemy, because you will take the armor and shield from him after the victory.
Mission 3. Frostrift River Pass
Victory Conditions: Capture Frostrift River Outpost castle.
Spazz has secured the support of megadragons, and now he fears nothing. Let the enemies be afraid now.
You start in the southeastern corner of the map. Every month, 1 megadragon is allocated for your needs. In addition to this, there are 3 houses with knight-goblins around the castle. So your army will be quite well-supplied. The familiar damage-increasing staff will also be with you.
The map resembles a tricky quest. The enemy cannot reach you. Your hero must first travel along the edge of the map counter-clockwise to the northwestern corner, destroying all blue player squads along the way. There are many squads, but they won't pose a big problem for a good player. After destroying all squads, a passage underground will open. Passing through it, you will receive a task to capture the enemy castle. After its capture, a passage through a previously closed bridge will open (you will quickly bring your armies), and an underground passage to the last enemy castle will open. After capturing it, the first campaign will be completed.
Campaign 2. Barbarian Hordes
Campaign Instructions. Power heroes, like Chaos heroes, prefer to solve all their problems by dealing direct damage to the opponent. Only the methods of dealing this damage differ. Some use magic, others simply and unpretentiously beat off all protruding parts of the enemy's body. No need to overthink it—level up the barbarian's strength and tactics. Although it is even better not to focus on tactics, but on thief skills. This will make leveling faster and allow for some tricks. Let the heroes joined to the party help him with magic.
Mission 1. Rivals
Victory Conditions: Capture Northaven and Pain River castles.
Mongo, a viking chief, did not hesitate to cross the northern sea to become a contender for the throne of an unfortunate kingdom. Here it is, the most primitive greed. This is one of the few missions where the issue of defeat is quite strict—the loss of the starting castle is punished without delay. Mongo arrives with 2 berserkers immediately, but you will not get new ones, so take care of these terrors. The mission walkthrough is very simple—a dash to the second castle in the center of the map (this is becoming a tradition). After this, the yellow player, also a barbarian located in the northwestern corner of the map, is destroyed. Once troops from 3 castles are gathered, you can capture the 2 target castles located in the southwestern corner of the map. After which it only remains to hold them for 3 days.
Mission 2. The Great Wall
Victory Conditions: Capture three purple castles faster than in 2 months.
Good news—you receive 1 berserker every week. Bad... actually, there is no bad news in this mission. Only some kind of wall.
Grab all the troops and move west. You should have the main hero with troops, a secondary hero for capturing mines, and a couple of monsters as scouts. Destroy everything you see. There will be enough time anyway. As they are produced, bring reinforcements to the main hero. At the end of the journey, a serious trial awaits you—a group of malicious throwers. You might not destroy them, but very serious prizes are hidden behind them. For an accelerated return, there is a one-way portal here.
At the beginning of the second week, you will receive a couple of catapults. If you bring them to the hill with the flag, a passage will open in the wall. You will have just enough time to finish cleaning up what remains on your half and can move to the enemy's half of the map. The most profitable route is along the upper part of the enemy territory westward (capturing all encountered bonuses). In the west, the first castle is captured. After this, shift slightly south, capture the second, and return east along the lower part of the map. There, the third and final castle awaits you. No resistance from the enemy was noted across the entire map.
Mission 3. Party Crashers
Victory Conditions: Capture Riverview Castle.
You cannot lose Mongo himself, otherwise the mission will end in failure.
The mission is quite tedious. In the starting castle, you steadily receive 3 berserkers a week. And if you head south immediately, you can very soon capture the Life castle. However, the most interesting part is only just beginning. Here, thief-heroes should go on the attack, crossing to the other bank and undermining the enemy's economy. They avoid direct battles—only capturing mines and monster dwellings and quick retreats back. Then, the main hero will move forward along the undermined economy. Fortunately, all secondary enemy heroes will likely come visit you themselves (although can a level 15-16 hero be called completely secondary?). All that remains is to take the required enemy castle.
Campaign 3. The Magnificent One
Campaign Instructions. The Haven campaign is the most disorderly. A normal hero won't result from the end of the campaign anyway. There is some kind of restriction in the game preventing large amounts of upgrades specifically in Haven. Although it is needed. The first mission must be finished with at least level 3 in Haven magic. Level 2 in Life magic is desirable. And also (a little secret), level 2-3 resistance to magic is desirable. In subsequent missions, try to further develop magical talents.
Mission 1. All Clues Lead to Channon
Victory Conditions: Enter the kingdom of Channon, where the secret of immortality is hidden.
Misterio Magnificent is a typical medieval scholar obsessed with strange projects. So he decided to set out in search of a cure for death. What if it works? As it happened, along with immortality, one can acquire a crown. And who would refuse that?
Note—in this mission there is no "kill them all" task. Killing everyone is extremely difficult and takes an incredibly long time. I would even say—unrealistic. Therefore, the result is achieved by creating an army that can repel the raids of any ordinary enemy, and achieving the goal with its help.
In the first week, you wait for some amount of troops to be created. Therefore, a circle is made around your castle to gain experience and collect resources. It is advisable not to engage with strong monsters. By the end of the week, gather all the troops you have accumulated and go south. Subsequently, periodically send all created troops after the hero. Experience shows that you are unlikely to hold this castle; so let it serve the good purpose of strengthening your army.
On the way south (to the very bottom), capture 2 cities and develop them. Create troops in both (special emphasis on djinns), capture all surrounding mines and bonuses scattered near the castles. Meanwhile, protect the army as much as possible. Build universities and magic towers to develop your magic. When there are about 20 djinns in the army—you can move further.
The next point of the plan is capturing all enemy castles. Only capture; you shouldn't worry about holding them. The castles provide information on how to enter the required "crypt." Also, a quest house northwest of the center of the map is quite important. In it, 90 peasants are exchanged for a couple of low-value items that carry over to the next mission and will be needed there. After capturing the last castle, go to the southwestern corner of the map. That is where the sought-after "crypt" is located. If you have visited all castles on the map, the passage there will open. For this, check the location of the castles in the attached screenshot.
Mission 2. Search for the Tower
Victory Conditions: Find the way to the secret tower and learn the secret of immortality within it.
Although the mission goal sounds beautiful, you will still have to kill everyone. To start, you gather all troops and capture the Haven altar near the castle. What a surprise—there is a town portal! And that is the key to victory. Move north to the sawmill. In the quest house, artifacts from the previous mission can be exchanged for 3 nagas and a heap of resources. Take them! After this, return via the portal to your city. And immediately run across the bridge to the west. There is another city that you must capture at the end of the first—very beginning of the second week. And wait. This city gives 5 nagas once a week, so it is strategically important for you and the enemy should not be let in. You need to wait because in the second week one of your rivals will come to the city via the sea. Naturally, he will have to deal with guardian dragons, and his army will be significantly reduced as a result. Most likely, this will be the yellow player. Well, finish him off. These are a couple of his main heroes; focus all fire on them.
After this, cross to the other bank and capture the castle located there. Then a positional war begins. The purples are not especially strong, so they can be ignored. You have already weakened the yellows enough. All that remains is to destroy the main red heroes. They will come themselves. The best way to destroy them is by surrendering a castle to them like a Trojan horse. Then both heroes will be at the wall and can be easily destroyed; without them, the army represents nothing special. Further—it's just a matter of technique. Accumulate troops for 2 heroes. One guards the castle where enemy heroes are collected. The second, the main one, captures enemy castles, jumping via portal to the scene of events if necessary. A bit west of your third castle is a quest house where you will receive more carry-over artifacts.
The conclusion of the entire mission is located in the northwestern corner. There, to pass to the tower, you will be asked to visit 5 places of power (they disappear after visiting). What and where needs to be visited can be seen in the magic mirror if you go south from the first castle. To reach the last place of power—you must destroy the yellow and red players (draw your conclusions). Well, that's it; victory is in your hands.
Mission 3. Magnificent Revenge
Victory Conditions: Capture all castles
A beautiful start—2 heroes. One of them is a necromancer trained in tactics, level 12. The second is your main hero. In addition to them—2 castles. But... You need to take control of all castles. And that will not be easy, especially considering the number of gates with monsters guarding them. Therefore, you will only start winning when you destroy the garrisons of these gates and begin capturing enemy castles. It is difficult to suggest a walkthrough strategy for this confusing map. The only important point—a thief is necessary in the party to speed up movement. Tactics have already been given to you. Destroy all opponents and hold the castles for 3 days, and victory will be yours.
Campaign 4. Enough is Enough
Campaign Instructions. As game practice has shown, one should not hope that it will be possible to level up a Nature mage. This is indicated at least by the fact that among your hero's starting skills, combat ones are more developed than magical ones. And throughout the game, upgrades in Nature magic are not granted very often. Therefore, level up combat (especially archery), and you can even start a bit on thief skills.
Mission 1. Art of Persuasion
Victory Conditions: Convince all other druids to help you by capturing their cities. Destroy the defenders of the main enemy city.
Our main hero, Erutan Revol, is more of a specialist in face-beating than magic. Therefore, he will convince the druids via face-beating, and not by means of persuasion.
The main thing here is not to doze off. You have 2 opponents. Each has 3 castles. One is north of you, the other—south. It's better to start with the one in the north. The capture of each castle is accompanied by a one-time reinforcement (the amount and nature of reinforcements vary). Quickly destroy the northern opponent (necessarily completely, so he doesn't rise at an inconvenient moment) and take up with the southern one. After destroying both, the passage to the last castle will open. After hot clashes with druids, capturing it is not difficult.
Mission 2. The Sacred Vale
Victory Conditions: Capture all castles
A strange "transitional" mission between the first and second. Aimed at acquiring a wonderful bow for the last mission.
Your castle must not be let go under any circumstances. Free unicorns come to you through it. And even more necessary is to capture the castle located near the center of the map, because phoenixes fly into it one per month. A bit few, but still pleasant. Also, the central castle helps control enemy movements and allows you to deliver targeted strikes.
Then slowly knock people out of castles, uniting them under your command. Just don't overdo it. The thing is, in the southeastern corner of the map there is a guarded territory where for 12000 and 25 precious stones you can buy a super-bow, without which it will be impossible to pass the last mission of the campaign. And why wait longer? Because with each destroyed player, the number of guards protecting this treasure decreases. Angels and catapults leave the battlefield, which cannot but please. After acquiring this artifact, destroy the last opponent and move to the next mission.
Mission 3. Wrath of Nature
Victory Conditions: Capture Ginvil castle within 140 days
Without the bow, it's better not even to play this mission. The enemy has a level 28 hero and two level 30 heroes. If you don't have the bow—they will come visit and beat your head so hard that it won't be pleasant.
Start by advancing east. There you will find a house, capturing which allows you to recruit gargantuans, and a quest house. In it, you will be asked to put things in order in the nearby dungeon. Why not? Order must be brought to the phoenix dwelling. And this will give you the opportunity to hire these wonderful birds later. Furthermore, at the far end of the dungeon lies a heap of artifacts, and in the branches there are 3 gold mines. But for now, you can likely capture only one. After this, you need to return quickly to your castle because an enemy hero with a decent army will come there. If you destroy it—you're simply a hero. If you shake them up well (do I need to explain how?), that's also not bad. He will be offended and lock himself on the island. The other gold mines are best captured by a thief, as their guards are quite brutal.
After dealing with the enemy hero, go to the southeastern corner of the map. Another castle awaits your control there. If you have already captured the gargantuan and phoenix dwellings—additional beasts of these types will come to this castle. After this, all that remains is to accumulate an army, capture structures around the enemy castle, and wait for a mistake in the form of his troops being split into parts. That's how they should be destroyed—in parts.
Campaign 5. Death March
Campaign Instructions. What could be better than a necromancer with a heap of vampires? Correct, nothing. Therefore, level up your hero's black magic skills, and he will reward you with efficiency in his use. Nothing more to add.
Mission 1. Prelude to Invasion
Victory Conditions: Destroy all opponents and capture all monster settlements
In general, Baron von Tarkin has the most understandable goals. He is a principled opponent of Life, specifically its representatives who rule Rylos. Furthermore, he is a magnificent warrior. And therefore, the undead dispatched him to establish their order in the kingdom of Life. And he carries out these orders worthily.
The mission is quite tricky, with many additional tasks. The first thing to do is acquire an additional hero. Let it be a skilled tactician with some knowledge of Death magic. He should also be well-leveled. The thing is, he moves to the next mission (and a couple of strong heroes are always good). The second feature of the mission—5 dungeons, the entrance to which is closed by gates passable only by heroes. Well, what's the deal—pass through with a hero, take the artifact lying in the dungeon (a necromancer can do this), and the gates open. The problem is that in the center of the lake there is a quest house where you are asked to collect all 5 artifacts (they will be exchanged for several very strong items carrying over to the next mission). And the enemy is not sleeping either, and gladly appropriates your artifacts for themselves.
Fighting enemies in this mission is quite tedious, but it's within your power. And, as always, a large number of additional heroes are desirable for capturing places that provide resources and monsters.
Mission 2. Flies in the Ointment
Victory Conditions: Destroy all opponents, then pass through the gates
And again—destroy them all. The first task is to capture the Death castle in the northeastern corner. It will be even more valuable to you than your starting castle because reinforcements are regularly dropped there, including one dark knight per week. The second task is to knock down the gates of all portals; that is, destroy all defenders of these very portals. After this, you can travel very quickly through portals and establish order in any part of the map. That is, your necromancer becomes own same terrible in his wrath.
The last thing remaining is to complete the task in the house on the north of the map. There they offer you to kill druid Worden (in the northwestern corner of the map), Thomas Acorn (died before I received this task), and pay 12000 (now that's just greed!), in exchange for which they will give you a very decent sword, naturally carrying over to the next mission.
After destroying all opponents, simply pass through the gates in the west of the map (they won't let you in before then). And the next mission will begin.
Mission 3. The Hand of Death
Victory Conditions: Capture all castles
In your starting castle, it is impossible to build high-level buildings. But that's no trouble. To the west of your city is a quest house where you can buy an extension producing vampires for your city. And to the north of the city will be exactly the same house selling an extension with bone dragons. Then these guys will even come for free as additions later. The other thing is that such construction is not cheap, but it is necessary. It is best to capture structures on the map by circling it counter-clockwise. Especially since this is the closest route to another quest house in the northeast of the map. There, a breach to bone dragons and dark knights is sold. Yes, the task distributors here are terribly mercenary.
Campaign 6. The Last Bastion
Campaign Instructions. A campaign consisting of one mission—super original. But... it can be replayed for each of the five heroes you have leveled up. Another thing is whether you will have the desire to play this mission so many times. And the most wonderful choice, in my opinion, is the Death hero. And this is even correct in some way; he is fighting against Life...
Mission 1. Last Man Standing
Victory Conditions: Capture Rylos castle and destroy all your competitors
Each of the contenders for the throne receives 3 castles, their own conqueror hero, and two level 10 heroes (1 fighter and 1 mage). Enclaves are separated from each other by flimsy Life castles. The most profitable approach is the initial destruction of all competitors followed by moving to the main goal—Rylos castle. Another pleasant feature of this mission—a huge number of artifacts. Moreover, not only standard ones, but those characteristic only of certain "races."
В ЭТОМ УЖАСHОМ ОБЩЕСТВЕ ВHЕШHИЙ ВИД И СЧЕТ В БАHКЕ ЗHАЧАТ ГОРАЗДО БОЛЬШЕ, HЕЖЕЛИ ВHУТРЕHHЯЯ СУЩHОСТЬ И СВЕТЛАЯ ГОЛОВА!