Warlords: Battlecry Unofficial Strategy Guide and FAQ by Kasey Chang released January 16, 2003 0 Introduction This section is for "what the FAQ is about" and things like that. Feel free to skip this section. If you like the FAQ, please send me a dollar. :-) See [0.3] This FAQ is primarily about the single player game, though it has some references to the multiplayer game. However, I don't much on the multiplayer aspect as there is a MUCH more comprehensive guide to it, "Tomes of Knowledge", that covers the stuff much better than I can. 0.1 A WORD FROM THE AUTHOR I don't see a FAQ for Warlords: Battlecry, so here's my version. There is a mutliplayer guide (Tome of Knowledge), and a Gamespot (tm) guide, but no FAQ. This is a FAQ, NOT a manual. You probably will not be able to learn how to play the game with this document. This USG only covers the PC version since that's the only version that I have (and existed). Some of you may recognize my name as the editor for the XCOM and XCOM2: TFTD FAQ's, among others. 0.2 TERMS OF DISTRIBUTION This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2003, all rights reserved excepted as noted above in the disclaimer section. This document is available FREE of charge subjected to the following conditions: 1)This notice and author's name must accompany all copies of this document: "Warlords: Battlecry Unofficial Strategy Guide and FAQ" is copyrighted (c) 2003 by Kasey K.S. Chang, all rights reserved except as noted in the disclaimer." 2)This document must NOT be modified in any form or manner without prior permission of the author with the following exception: if you wish to convert this document to a different file format or archive format, with no change to the content, then no permission is needed. 2a) In case you can't read, that means TXT only. No banners, no HTML borders, no cutting up into multiple pages to get you more banner hits, and esp. no adding your site name to the site list. [Small exception: a "small" toolbar with no banners embedded is okay. See IGN or Neoseeker for examples.] 3)No charge other than "reasonable" compensation should charged for its distribution. Free is preferred, of course. Sale of this information is expressly prohibited. If you see any one selling this guide, contact me (see below). 4)If you used material from this, PLEASE ACKNOWLEDGE the source, else it is plagiarism. 5)The author hereby grants all games-related websites the right to archive and link to this document to share among the game fandom, provided that all above restrictions are followed. Sidenote: The above conditions are known as a statutory contract. If you meet them, then you are entitled to the rights I give you in 5), i.e. archive and display this document on your website. If you don't follow them, then you did not meet the statutory contract conditions, and therefore you have no right to display this document. If you do so, then you are infringing upon my copyright. This section was added for any websites that don't seem to understand this. For the gamers: You are under NO obligation to send me ANY compensation. However, I do ask for a VOLUNTARY contribution of one (1) US Dollar if you live in the United States, and if you believe this guide helped your game. If you choose to do so, please make your US$1.00 check or $1.00 worth of US stamps to "Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. 0.3 VOLUNTARY CONTRIBUTION Gamers who read this guide are under NO obligation to send me ANY compensation. However, a VOLUNTARY contribution of one (1) US Dollar would be very appreciated. If you choose to do so, please make your US$1.00 check or $1.00 worth of stamps to "Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. For the record, out of ALL the FAQs I wrote (33 at least count) over the past six years, I've received exactly 7 dollars and 2 sets of stamps, as of release of this guide. So I'm NOT making any money off these guides, folks. 0.4 HOW AND WHEN TO CONTACT ME PLEASE let me know if there's a confusing or missing remark, mistakes, and thereof... If you find a question about this game that is not covered in the USG, e-mail it to me at the address specified below. I'll try to answer it and include it in the next update. Please do NOT write me for technical support. That is the job of the publisher. Please do NOT ask me to send you a list of controls, the manual, etc. If you borrowed the game without borrowing the manual, blame your own stupidity. If you bought the game without a manual, blame your own stupidity. If you copied the game without copying the manual, you're not only scum, but STUPID scum. Please do NOT ask me to answer questions that have already answered in this FAQ/guide. It makes you REALLY idiotic. I will NOT answer stupid questions like the ones above unless I'm in a really good mood. If you send questions like that, do NOT expect a reply. The address below is spelled out phonetically so spammers can't use spambots on it: Kilo-Sierra-Charlie-Hotel-Alpha-November-Golf-Seven-Seven AT Yankee-Alpha-Hotel-Oscar-Oscar DOT Charlie-Oscar-Mike To decipher this, simply read the first letter off each word except for the numbers and the punctuation. This is "military phonetics" or "aeronautical phonetics" in case you're wondering. This document was produced on Microsoft Word 97. Some editing was done with Editpad (editpadclassic.com). 0.5 THE AUTHOR I am just a game player who decided to write my own FAQs when the ones I find don't cover what I want to see. Lots of people like what I did, so I kept doing it. Previously, I've written Unofficial Strategy Guides (USGs) for XCOM, XCOM2:TFTD, Wing Commander, Wing Commander 2, Wing Commander 3, Wing Commander 4, Privateer, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, Mechwarrior 4, Mechwarrior 4: Black Knight, Need for Speed: Porsche Unleashed, The Sting!, Terranova, Fallout Tactics, Starfleet Command Volume II, DS9: The Fallen, DS9: Dominion War, Driver, and a few more. To contact me, see 0.4 above. 0.6 DISCLAIMER / COPYRIGHT INFORMATION Warlords: Battlecry was published by SSI (Strategic Simulations Inc.), part of Mindscape and "The Learning Company". It was created by SSG (Strategic Studies Group) of Australia. This USG is not endorsed or authorized by ANY of the companies mentioned above. There is an official strategy guide published by PrimaGames (primagames.com) The information compiled in this USG has been gathered independently through the author's efforts except where noted otherwise. Some analysis and information are excerpts taken from "WBC Community Tome of Knowledge". This document is based on the V1.04b patch, and thus information listed here may NOT apply fully to earlier versions. The campaign walkthru was written with the game difficulty setting at "easy". It can be assumed that enemy will attack earlier with more force and build up faster if you play at "medium" or "hard" difficulty levels. 0.7 HISTORY 16-JAN-2003 Initial release 1 Warlords: Battlecry General Info 1.1 THE MOST FREQUENTLY ASKED QUESTIONS Q: Can you send me the game (or portions thereof)? A: No. Q: Can you send me the manual (or portions thereof)? A: No. Q: Can you tell me how to play the game? A: Read the manual. Q: Can you help me get the game working? A: That's the publisher's job, isn't it? Q: How about a patch? A: There is one official patch: V1.01. There are three unofficial patches: V1.02, V1.03, and V1.04b. There is an "all-in-one" patch that will patch the original V1.00 release all the way up to V1.04b. While also released by SSG, the unofficial patches are considered "beta" and are NOT supported. You can download those from the SSG website below. There is also a main EXE patch which allows custom scenarios to have introduction speech as well. Q: How about Expansion Packs? More missions? User-created missions and campaigns? A: You can download extra missions from SSG's webiste at http://www.ssg.com/au/download.htm. There is no expansion pack. Q: How about a sequel? A: Warlords: Battlecry 2 is already out. Q: Is WBC compatible with Win2K and/or WinXP? A: Unknown. It may depend on the number of hotfixes and such applied. Some people have luck, others don't. Q: Can I play any race other than human in the campaign? A: Unfortunately, no. There are some hacks that allow you to put in a non-human hero. However, you WILL command more than just humans in the campaign. Q: What network modes does WBC support? A: IPX, TCP/IP (MPlayer, Gamespy, Direct IP), and Modem. Q: Why is the game telling me "You have too many men"? A: You have reached your army limit. Look on upper left hand corner of the screen. That shows your army limit and capacity used. If you have reached your limit, the building still stop at 99% and the queue gets "stuck". 1.2 WARLORDS SERIES HISTORY Warlords franchise is one of the oldest names in fantasy strategy gaming, even older than the original Warcraft from Blizzard. It defined turn-based fantasy strategy as a computer game genre overall. There has been 3 Warlords titles, with the fourth due sometime in 2003. Warlords: Battlecry took the mechanics of the game, balanced it for real-time gameplay, added many innovations, and produced a modern classic. 1.3 WBC HARDWARE REQUIREMENTS Excerpt from the README file: Minimum Specification Pentium 233 or equivalent 64MB of RAM Windows 95/98 (Windows NT and Windows 2000 are not officially supported) Direct X 7 For 56K modem games, we require at least 33.6K connection to an ISP to access the Internet. Warlords Battlecry games which have one or more players who have less than this connection speed may expEyrience extreme lags, synchronization problems and/or game dropouts. CD Requirements You must have the CD in your drive to play either single player or to host a multiplayer game. You must also have the CD in the drive if you are hosting OR joining a game from a lobby (such as MPlayer) Without the CD in the drive all you will able to do is to join multiplayer games. NOTE: Some of the unsupported "beta" patches removes the CD requirement. NOTE: The game is rather small. Even with the movies, it takes up 1.4 HOW DOES THE GAME PLAY? WBC is basically a fantasy real-time strategy game, albeit with heroes. As your "personal avatar", he or she has special abilities that can affect the course of battle, and you can develop him/her in RPG fashion by modifying their attributes, giving him/her new skills, and such... Think of this game as the prequel to Warcraft 3 and you won't be too far off. Almost all features in Warcraft 3 can be found in some primitive form here, including heroes, learning experience over multiple battles, branching campaign, retinue (units that you can keep from one battle to another), decent story, lots of units, multiple sides, developing heroes where different branches offer different capabilities, and so on. 1.5 BUGS AND FIXES Those using V1.04 may encounter a sound bug. There is a fix available at the SSG website. The patches rebalanced the units by adding or subtracting slightly the cost, the combat effectiveness, and so on. For a full list of changes, please see the README file. 1.6 EXPANSION PACKS? SEQUELS? RELATED TITLES? There is no expansion pack for WBC. There is a sequel to WBC called Warlords: Battlecry 2. Related title would be the older Warlords sEyries, which is turn-based fantasy combat. Warlords IV is in design and may appear sometime in 2003. 1.7 NOTES ON ORGANIZATION This guide is organized as similar to the actual manual as possible, mainly acting as a supplement. After all the areas of the manual have been covered, there will be a full analysis of each and every unit available, plus all the spells, and such. The finally, there will be the campaign walkthru, and miscellaneous stuff. 2 Armies This section explains additional items about the armies, and adds tips as well. . 2.1 PRODUCING ARMIES TIP: Army production (actually, ANY production, including "skills" which are really upgrades) can be queued beyond the 5 shown onscreen. Actual limit is not known, though I've queued at least 15 before. Usually you should keep the queue to less than 10 items. NOTE: Only the first five items can be REMOVED from the queue. NOTE: To remove queued items, click on the item in the queue. Thus, only the first 5 items can be removed. TIP: It is better to remove items from the queue that is NOT being worked on (i.e. don't remove the first item). If you remove the first item, you lose any progress that's been done. TIP: All production buildings should have a rally point set, and changed as you see fit. TIP: Set rally points to somewhere the units can be out of the way and be useful. Just outside the camp "entrance" is good. TIP: You can set the rally point to be a building. If you set the rally point to be a defense tower, then the units will enter the tower. 2.2 ARMY LIMIT TIP: You can SEE the army limit via that little indicator on the upper left, which shows used capacity versus total capacity. Most units count as 1 against the limit. Some units, like cavalry, count as 2, and so on. Dragons, giants, etc. count as 4. TIP: Convert enemy buildings when you can. While they can't produce things (unless you can build that structure), they do add toward your army limit, and you don't need to spend resources and time to build them. TIP: Orcs can build orc huts, which are cheap and adds to their army limits. Undead can build gravestones, which also adds to the army total. NOTE: You get a voice warning about "too many units" when you're about to exceed the limit. Your production of new units will stop, but the queue remains intact. The production stops at 99% and stays there until you free up enough unit limits. TIP: Watch the limit, and build new capacity before it's too late. Build additional level 1 keeps to increase the limit, or anything else that's cheap. NOTE: Sheep counts against army limit, so don't overbuild, esp. if playing minotaurs. 2.3 ARMIES AND MEDALS TIP: Killing heroes and buildings gain more points than killing enemy units. See manual for details on what can be gained. TIP: Units with more experience are more effective in fighting, and should be preserved as much as possible. They gain more hit points and have more combat ratings. TIP: With higher "training" skill, not only do you get more XP for your hero, but the units being produced also start with more XP (instead of zero). This has the effect of making ALL your armies stronger. TIP: If you want a lot of XP's for a specific unit, attack enemy building until the building is ALMOST dead, pull the armies away, then send in one unit to deliver the coup-de- grace (final hit). That unit will get the kill credit and the XP. NOTE: Lower level units (less than level 5) must gain high experience (level 2 or 3, to be exact) by the end of the scenario to join your retinue. Other "generals" may appear randomly with no experience. 2.4 GENERALS AND ALLIES NOTE: Your retinue may swell with generals from other races. For example, a human hero can get Moonguard, Reaver, Dryad, and more in addition to the 3 types of Mages that usually appear for humans. NOTE: Allies are basically special "Neutral" units, like Elementals, Archons, and Daemons. They can't convert or command, but they are REALLY fierce in battle. Archons and such have combat ratings in the mid-teens, and do like 30-50 damage per hit. Preserve them and they can REALLY help you in battle. TIP: Keep those generals that can convert buildings (see manual). They can go out and convert those places instead of your hero taking the risk. TIP: Don't keep TOO many high value units, as you don't have enough "keep points" to take them into battle. 2.5 RESEARCHING SKILLS TIP: Skills cost resources to research, and once researched, improve ALL your army units (including those in production or already produced). Usually, the researched skills are worth it if you got the resources to spare and don't need the building to crank out more units (at least not temporarily). NOTE: Sometimes you'll see me calling these "upgrades" instead of "skills". To clarify, these are the stuff you pay for at a building, like "Weaponsmith" at the Smithy. TIP: It is possible to build MORE THAN ONE of the buildings and have them conduct different researches at the same time, or have one produce units and the other do research. That depends on how much resources you have. In fact, you should make two (or more) buildings or more of the same time and use them together. TIP: Human's "Jack of All Trades" hero skill means all research skills gets 25% discount, which can be quite significant. TIP: Merchant skill also affects the amount of resources needed for research, as well as other stuff. 3 Heroes 3.1 STATISTICS AND SKILLS NOTE: AP = ability point. You win those after gaining a level after level 3, to improve your hero, such as statistic, skill, spells, or special abilities. How much you get depends on your level, training skill, and your level of victory in the battle. NOTE: A full list of how your hero's statistics and skills are on page 29 of the manual, and will not be repeated here. TIP: To view full stats of your hero, right-click the hero's portrait while on the hero selection screen or while in battle. NOTE: See how "Training" is affected by ST+IQ? So gains in ST or IQ will improve the amount of AP and XP you receive from each battle. Similar changes in other statistics will affect other skills. ANALYSIS: When you get AP, you can enhance Statistics for 5 or 6 APs depending on the skill, or enhance Skills for 1 AP. But how many skills does each Statistic actually affect? Here's a little chart: Statistic Skills Affected by Increase Strength Combat (2x), Health, Training, Conversion Intellige Command, Magery (2x), Resistance, Training nce Dexterity Health, Speed (2x), Morale, Resistance Charisma Command, Morale, Conversion, Merchant (2x) NOTE: You can use AP enhance the skills. However, it is not quite as cost effective after a while. While the first pt cost 1 AP, the second pt cost 2 AP, and so on. Depending on which profession and specialty you picked, different parts of your statistic are designated as primary, secondary, and tertiary. Primary stats can be increased for slightly less cost in AP than secondary and tertiary stats. For exact deals, please see "Tomes of Knowledge" appendix. TIP: Most people agree, it is best to increase "training", until rating 19 or 25, so you and your armies gets bonus. 3.2 CASTING SKILL NOTE: the skill level you have in that magic sphere gives you the "chance" of success. This is called the "casting skill". For higher level spells, there's a "penalty" in casting. For example, if your casting skill is 10 in Alchemy, and a level 4 spell "Create Artifact" has a -8 penalty, your net rating is "2", which is pretty low. So your chance in succeeding in the cast is pretty darn low, like 15%. TIP: Picking one of the specialties can gain you some more casting skill points. For example, choosing "Ranger" gives you +5 in "Nature" magic sphere in addition to other gains. In other areas, choosing "Research" as special ability will give you +5 in Alchemy as well as give you the first level spell. NOTE: All spells must be purchased with APs. This has nothing to do with the casting skill itself. However, casting skill itself can also be purchased with APs, at great cost. NOTE: With nine different "spheres" of magic, there sure are plenty of choices. However, NOT ALL are equally useful. Humans, with their selection of white, red, and black mages, may want to concentrate on some other forms of magic than those available to those mages. Other races with spellcasters have similar choices. 3.3 HEROES AND LEVELS NOTE: Choosing a profession (Warrior, Wizard, Rogue, or Priest), will give you a 1 pt enhancement to one of your statistics, depending on your choice. Choosing a profession also limits your specialty later, which gives you further enhancements. Consider the chart in [1.1] and the quick reference card before making your final choice. For exact bonuses of the various choices, see the WBC Quick Reference card. NOTE: For level 1 and level 2, you can ONLY gain 12 XP per level. That is as designed. From level 3 on you can gain more XPs (if the map allows that many). TIP: For skirmish/multiplayer heroes, it is possible to create "training maps" that pit your hero against a horde of enemies, and earn over 100 XP per win. How this actually works: when you gain a level and get some AP to spend, the game looks at your race and profession (for example, "human fighter", "orc pyromancer", etc.) and display all the special abilities that applies to you. A "human fighter" would see both "human special abilities" and "fighter special abilities", and so on. I'm not going to list the AP cost for each and every one. You can look those up in the manual and the README file. Some of the costs have changed slightly. Here's an analysis of the various "special abilities" on how they pertain to the race, specialty, and so on. 3.3.1 Human Special Abilities Jack of All Trades: As the humans are always short on gold, ANY type of savings in gold (or any other resources) is good. For example, consider flaming arrow, which costs almost 1000 gold and 1000 ore to research. If you can research that for 25% off, the savings are enough to produce 8 pikemen (provided you have enough capacity). Jack of All Trades can be further enhanced by the "Merchant" hero skill. Research: not that interesting, unless you chose wizard of priest as your profession, and specialized in Alchemy. "Tomes of Knowledge" experts agree that Alchemist is the worst "combat" magic specialty you can have, so even with the +5 it's not much of an advantage. Still, there are some spells in there that's interesting, like "acquire" or "create artifact". And the golems are excellent as defensive structures. They are as powerful as a tower and can do some decent damage. Knight Commander: half-priced knights are a SIGNIFICANT advantage for humans, and thus a MUST-have. This makes knights as cheap as mercenaries (except for the need for ore). 3.3.2 Dwarf Special Abilities Rune Lore: +5 to Runes. Makes casting rune magic easier and more accurate. Runes includes "dig", which helps dwarves build. Just remember to cast those spells when you need them! It is not easy to remember to use those spells, so SLOW DOWN the game if you need to, cast those spells, and start building! Dwarven armor: +1 to all damage types armor, always good to have more protection, esp. without researching for it Dwarven hammer: +5 to damage, always welcome to land more damage, but you still need a high combat rating to ensure a hit. 3.3.3 Undead Special Abilities Wraithmaster: +5 Necromancy Casting skill, useful, as a lot of those spells can be deadly. Dark Summons: +5 Summoning Casting skill, always helps. This makes undead master in both necromancy and summoning. Skull Lord: Half price skeletons, even better for the early rush. Too bad you need to advance a couple levels to get it. Cheap skeletons mean more skeletons. 3.3.4 Minotaur Special Abilities Fire Priest: +5 Pyromancy Casting skill, helpful if you specialize in that area. Gore : +5 to all hero's damage rolls, extra damage is good, but you still need high combat rating to actually LAND those hits. Charge: +3 Speed skill, useful to chase down enemies or making fast raids. Higher speed rating also means your hero may get the first hit off, which can make all the difference. 3.3.5 Orc Special Abilities Hordemaster: -25% cost of all Orcish armies, definitely helps, as you can use this to churn out more units and build up faster. Orc Lord: +4 Command skill, not THAT useful if your command is already high enough. Leave this for "last". Chanting: +5 Summoning Casting skill, only if you specialize in that magic sphere or plan to. 3.3.6 High Elf Special Abilities Elcor's Path: +5 healing Casting skill, always help to heal your troops, even with that "healer" building around. Golden General: +5 Command skill, leave this last as command rating is not THAT important. Golden Host: Half price `Rune of Animos'. Animos is rune of cavalry, but you only pay this "once", so this is hardly much of an improvement. Still, this gives you a slight head start on cavalry (and thus, dragon knights). 3.3.7 Wood Elf Special Abilities Druidic Magic: +5 Nature casting skill, best combined with ranger's +5 nature Scouting: Increased viewing range for hero, not that useful, though ability to spot enemies before they spot you can help a little when you're personally leading an attack. Also, later in the game your view range is LESS than your command radius, and that can lead to some problems. Skylord: Half price `Rune of Cielos', which is for archers. This just let you put out archers a little ahead of schedule, since you only pay this "once". 3.3.8 Dark Elf Special Abilities Dark Blade: +4% Assassin skill, which isn't much, but if you take all the OTHER bonuses by specializing in assassin, you have a 20% chance of killing enemy units outright. Dark Rituals: +5 Summoning Casting skill, helpful if you specialized in that sphere. Sorcery: Half price `Rune of Manos', which is the sorcerer / mage. Let you put out those ahead of schedule, but not much else. 3.3.9 Barbarian Special Abilities They don't have any. ;-) 3.4 SPECIALTY SPECIAL ABILITIES When you pick a specialty "career", like "alchemist" or "archmage", you also pick the choice of special abilities. The full list is in the manual, so I won't list them again here. Instead, I'll just make notes of some of the more significant ones: Alchemist: humans have a "research" skill that complements this nicely. And even though many say this sphere is not quite as powerful as others, it is also much easier to reach master and grandmastery with it. Also, "herbalism" complements the Healing sphere magic quite well. Don't forget that "create artifact" is the only way to get the best items. Archmage: get immune to magic damage ASAP... If you can cast some other resist spells like stone skin, resist fire, and such, you'd be temporarily invincible, esp. if you got grandmastery. Use this time to soak up enemy damage, and cast some truly killer spells. Assassin: get all the 4% bonus ASAP. Helps if you are a "dark elf", as you get that extra 4%, for an even 20% of assassinating a target outright, and that's ANY target. Barbarian: riding is good, as you can get even MORE cavalry out there for the early rush. Bard: not a direct fighter at all, the special abilities are all for enhancing your armies. Stay in the back and let your army do the bashing. Get all the "command" skill enhancements as you need to fight from the back. Druid: gets animal training (half price cavalry) and treemaster, which halves cost of treants, both of which are pretty good. Fighter: take "weapon mastery" first, as you need those extra XPs early on. Arms lore helps a lot in combat. Healer: get the upgrades to be even MORE effective... But again, don't fight yourself. Get command radius upgrades to increase effectiveness of your healing (heal more units). Illusionist: the bonus means you should also specialize in necromancy Necromancer: get the vampirism special and your hero will live a lot longer... if he fights. Paladin: double mana regeneration is good if you're a spell caster. Pyromancer: permanent immunity to fire is always good, as is setting targets on fire. Ranger: get unicorns and flying units for half price is well worth the AP spent... Runemaster: you get some alchemy spells, so think about double-schooling... Summoner: you can get bonus in pyromancy, or give daemons extra combat power... But how often do you find daemons unless you summon them? Thief: that extra income is always nice, as is the merchant skill, which makes things even cheaper. Half price spell upgrades in library is good, but you lose those after the scenario is over. Illusion bonus means you should also be an illusionist... 3.5 COMMAND RADIUS TIP: You can temporarily boost the command radius with one of the "common" spells... If you can cast ANY spells at all. NOTE: Depending on your command skill, armies inside your command radius get a bonus. NOTE: Command radius controls conversions. The larger your command radius the more things you can convert all at once. TIP: Your command circle just needs to "touch" the building/mine in order to convert it. With a late-game hero, it's not unusual to convert 4-5 buildings simultaneously. NOTE: Command radius can EXCEED view distance, so you may end up converting things you can't see! This can be both a blessing and a curse. 3.6 RETINUE TIP: Not all units that join you can help you with conversions and such. Refer to the manual for a list of units that can convert buildings. For example: If you're playing humans, white/red/black mage can convert buildings and such, which can leave your hero to do other things, like building stuff, convert more stuff, etc. NOTE: Lesser units (less than level 5) must have at least 20 XP to join your retinue. Level 5 units (generals) can be from any race. TIP: Everybody should have a white mage in their retinue (if they can get one) as a white mage's "heal" makes all armies nearby last longer. TIP: Don't pick all high-cost units for your retinue. You usually have 10-16 pts or so to bring into battle, and having all high-cost units means you can't bring any into battle. The pts depends on your command skill, among other things. 3.7 SCENARIO START RETINUE TIP: Before the scenario starts, consider your goals in the scenario, then pick the starting units. COMBAT: If you don't need to build anything, bring some high- power units, like ogre, troll, etc. You need HPs, not quantity. BUILD: If you won't see combat for a while, pick builders, because they can build things, leaving your hero free to convert mines and such, and boost production later. The hero's conversion radius is larger than those of mages and other units. RUSH: If you need to rush some enemies, pick cheap combat troops and attack immediately. The enemy will not be ready unless they have existing units standing by. Consider leading your attack with your hero. Your main camp will be undefended, but if you succeed, you'll surely win the battle. TIP: In general, it is better to bring one high-power unit than two weak units. The stronger unit can survive and be healed, while one of the weaker units will simply die. 3.8 HOW TO DEVELOPE A HERO NOTE: Health rating actually controls your healing rate, not your maximum hit points. TIP: You should improve training to 13, 19 or 25. This way you gain extra XP from each battle and gives your army extra XPs when they fight as well. Beyond those numbers you need a LOT of AP (ability points) to make an upgrade, and thus would not be worth it. TIP: Merchant skill is always good, as it gives you discounts on making units, researching skills at buildings, etc. Of course, the human special ability "Jack of All Trades" is very good too, and is pretty cheap. TIP: Spellcasting heroes need magery and speed (to run away from things you can't handle). TIP: Fighting heroes need high combat rating, as high as possible. Any sort of resistance is also good. NOTE: If the difference of combat rating between you and the target (or vice versa) is greater than 20, the target will receive additional damage. TIP: Don't increase command TOO much, as having a command radius larger than your view distance doesn't help much. TIP: Health is more important than resistance, in general. TIP: Find artifacts that will enhance those ratings you need. If converting, add speed and conversion. If fighting, add combat, command, and resistance. You can "customize" your hero this way. 4 Additional Gameplay Info 4.1 RESOURCES TIP: In general, the Humans/dwarves need lots of gold, the orcs/minotaurs need lots of ore, and the Elves need lots of crystals. Everybody needs stone for buildings. NOTE: All workers inside are destroyed when the building itself is destroyed. TIP: Due to the bonus for razing, raids on enemy mines are good ideas, esp. for the primitive races. NOTE: Shipyard, while not a resource, works the same way. If destroyed, it will be automatically rebuilt and end up as a neutral building until someone convert it. TIP: The "primitive" races like barbarians, orcs, and minotaurs, have a "razing" bonus. Every building they raze is worth 100 units of a specific resource. So sometimes, it PAYS to wreck buildings and mines instead of converting them. TIP: An ancient wisp produces crystals as a level 1 mine. of course, you need to spend 100 crystals or so to fuse 4 wisps into an ancient wisp, not to mention all the crystal used to make the 4 wisps in the first place. TIP: Get the workers into the mines ASAP to push up production. You need more production, even if it means delay some of the upgrades. 4.2 PUTTING UNITS TO WORK TIP: You can set the rally point of the keep directly on a resource building. This way, the worker units will walk directly from your keep directly to the mine, and help speed up production. Combined with queues, this can simplify a lot of your management. Just remember to switch from one mine to another. NOTE: The maximum number of workers in a mine is 8, though a dwarf smith counts double. NOTE: It is NOT possible to get the workers OUT of a mine once you put them in. So protect those mines! TIP: one way to fill up a mine quickly is with the "summon thrall" spell/skill. Then you can put those 10 thralls, 8 into a mine, the rest sent into the world as their own "free" adventure... TIP: Another way is the kill the thralls and resurrect them as skeletons. NOTE: Wisps cannot be put into mines, so the elves are at a disadvantage in that regard. However, elves can use "inn" to trade if properly researched. TIP: It is more "profitable" to reinforce a high-level mine than a low-level mine, unless you can only protect the lower one. TIP: You really don't need to reinforce mines other than the one your race needs the most. Again, humans need gold, and so on. TIP: Don't forget the zombie's ability to scavenge, once you get that researched. Bring one along into battles and have it scavenge the place. 4.3 STOCKPILING RESOURCES NOTE: the only way to stockpile more resources is to build a bigger/better "keep" NOTE: the maximum you CAN store for each resource is 3000, as only the largest keep is used for that calculation. NOTE: If you lose the high level keep, your storage will fall to 1000 research each, which means you can lose several THOUSAND units of gold, ore, etc. TIP: Have more than one keep is always a good idea, as "backup". On the other hand, having more than one high-level keep may not be necessary, unless your enemies raid your keep and manage to destroy it. 4.4 RESOURCE MINES TIP: You can see what "level" a resource building is by looking at the number of "carts" next to it. Level 1 would be 1 cart only, and so on. Crystal mines have extra crystals beside the main one. NOTE: Destroyed mines will become a fully functional neutral mine in 3-5 minutes of game time. NOTE: A mine CAN run dry, so a game does NOT last infinitely. 4.5 ANIMALS NOTE: Not all maps have animals. NOTE: Sheep can be raised in corrals by certain races. However, they count against the army limit. NOTE: Trolls gather sheep to be throw as ammo. Click on a troll and you'll see how many sheep is that troll holding. NOTE: Minotaurs eat sheep to heal HPs and cure any disease/poison. This applies to both heroes and units. NOTE: There can be "geese" flying around. Those are neutral. NOTE: Cows can be loaded in catapults and does a LOT of damage. 4.6 ITEMS TIP: Resource items usually appear near mines, but sometimes appear in enemy camps, or near ruins and such. Just walk into the items to "grab" them. TIP: Special items in chests are usually quite weak, maybe +1 or +2 in something. I've even seen -3 items. TIP: The best bonus you can get is +5. Some of the best items in the game have THREE +5's. Those are usually created from "Create Artifact" spell, with "Grand Mastery" in casting. The chance of getting something useful from chests is usually minimal. NOTE: You can sometimes get items from quests. Sometimes the shrines / mausoleums / pyramid will "sell" you an item for a price. 4.7 QUESTS Quests may be riddles, kill something, destroy something, pay something, etc.. TIP: In case you need some help with the riddles... Here are the answers: Sword, Arrow, Night, Flower, Youth I'm sure you can figure out which one goes with which question. TIP: Get quests BEFORE you head into combat. That way, if the quest is combat related (destroy X buildings, kill X units, convert X buildings, etc.) you don't have to backtrack. 5 Spells Spells have some of the most interesting effects on your heroes and your surroundings. While combat is important, spells can affect combat in a big way. There is a full list of spells in the manual, so I'll just go over the basics. According to Tomes of Knowledge, the best spells are: Best spell overall: illusionism / mutate -- great for minotaurs and orcs as it turns enemy units into sheep! Minotaurs can munch the sheep to regain HP and cure disease, while trolls can throw sheep and cause more damage. Second best spell overall: necromancy / vampirism -- takes enemy HP and add them to your own. Makes your units last MUCH longer. Do 10 pt damage, you gain 10 pts back. Cast them on your units before they head into battle. Other useful spells include: Alchemy / Acquire -- great for heroes/mages that can run really fast... cast "acquire" on those mines and poof! They're yours! Add some speed enhancements on the hero through artifacts... Another way... Run into enemy base and cast acquire, and watch the fireworks as the enemy defense towers turn against their own base! If you have plenty of mana, cast this multiple times inside an enemy base and you got yourself a ready-made base! Time this with your attack and you can wipe out the enemy in a true blitzkreig. Alchemy / Create Artifact -- if you can get spell grand mastery, create artifact can create +5, or even TRIPLE +5 items, which are nearly impossible to find in most scenarios. Healing / Group heal -- great if you don't have a white mage tagging along... Keeps everybody in tip-top shape. Rune / Dig -- decreases build time, get your base up and running that much faster! Alchemy / Golems (clay, stone, metal) -- excellent defense. Cast one near your towers (or just in front of your group) and enemy will try to hit it, while it hits back with magic bolts (of which few have resistance for), and other defenders are hitting back. Needless to say, you need spell mastery, then grand mastery, to caste the really effective spells, and that means you need to specialize in magic. Still, being a dabbler in magic can help. 6 General Shortcuts Here are some time savers to help you manage your units on the battlefield. 6.1 USE GROUPINGS! Group your units and you can access them quickly. I usually group my hero alone as group 1, and my white mage as group 2. My important characters would probably be group 3. Then the rest of the numbers can be assigned as I build my attack groups. You can even set grouping to BUILDINGS, so that you can instantly "snap" to it. 6.2 USE MOUSE SHORTCUTS! Double-click on a unit will select ALL units of that type on the screen. This helps you set groupings. Right-click on a building immediately brings up the building menu, better than click on the building, THEN click on the menu button. 6.3 USE QUEUES! Most of you know about the production queue, but did you know you can queue buildings as well? Hit Build when you have a builder unit selected, the hold down the shift key, and click on a building. Now you can click multiple times on the map, and the builder unit will continue building one after another until either you run out of resources, was blocked, or otherwise interrupted. 6.4 USE WAYPOINTS! Waypoints can be very helpful if you want to specify a path for a unit around certain enemy strong points and such. However, a hero (or any other unit that can convert) can use waypoints on his/her conversion trip. For example, you can set your hero to go to a waypoint. While the shift key is held down, click on the flag icon (convert), and that waypoint will have a blue "convert" icon on it. Repeat for every waypoint you wish the hero to do a "convert", and the hero will do the route, do convert, then run for next waypoint. 6.5 USE STOP! Often, you'll notice your units, heading toward a waypoint, walking right past enemy units, who are hitting them. Just select your units and hit STOP, and they'll detect enemy units and engage accordingly. 7 Phases of a Typical Battle If the battle involves building, there are usually six phases: setup, entrench, probe, raids, all-out battle, and finally, clean-up. Different races are vulnerable during different phases, and different races have different tempos moving from phase to phase. 7.1 SETUP The purpose of setup phase is to get your camp started, and make sure you don't run out of any resources for upgrade to level 2, as well as making your camp defensible. When you first start, you should have some mines nearby. Immediately have your hero convert the nearby mines. Start building your keep immediately. Locate a good defensible position. If the keep also produces workers, put the keep near the mines. Else, put the keep in a corner where it's defensible. Send other conversion units out (with escort) and do a quick search of nearby area and convert additional mines. Build the unit producing structures (probably with your hero as you send the idle worker into the mines) Immediately produce 2-8 early units to help you defend. Upgrade keep to level 2 when ready. You should attempt to do this BEFORE you get raided by enemy heroes. A lot of races are vulnerable in this phase. If you don't have enough defenders early on, a quick raid by the enemy hero with his units can take out your camp just like that. 7.2 ENTRENCH Once you got the keep up to level 2, it's time to get some better units on the field, and consolidate the hold on your camp. If you got the resources, start building towers to guard the resources and your keep, and get those infantry units in there. If enemy attacks, put the hero in a tower as well, and that enhances the combat of the tower significantly. Keep adding workers to the mines, and locate additional mines. Remember to PROTECT the mines. By now, you should have seen enemy raids. AI will only come from one or two directions, so build more towers to protect against attack in that direction. Against humans, you may need to just keep a central reserve instead, and keep towers separated. Against AI, some AI heroes seem to concentrate on converting the mines nearby (depending on their personality), so if you have earlier converted all the nearby mines, they will spend times converting them, giving you more time to get entrenched. Consider sending the hero out to convert them back. Don't reinforce those mines with workers. Just convert them back when you get a chance. Build some cavalry if you can and group them to explore the land, and maybe destroy some enemy mines. Expand the search circle around your camp first to locate more mines you can convert later. Keep expanding the camp by adding additional defensive units and towers. Upgrade to level 3 keep when ready. 7.3 PROBE During the probe phase, your camp is established, and it's time to scout the land and locate the enemy. This phase is usually short, as you can make a fairly certain guess on where the enemy is coming from by observing their raid patterns, and/or by placing a unit to follow the retreating enemy. The other way is scout by air. Build a single eyrie, and start making low-level fliers, and send them out to explore the world by flying to the four corners of the map, and start the "grid" search pattern. It doesn't matter if they die, they will have served their purpose. Once you've identified enemy camp or mines, send in more fliers to ascertain their location, as you need to locate the side that's least defended, and their critical structure that will put a severe crimp in their effectiveness. For humans, go after the keep or stables. For Undead, go after the tombs, and so on. You can also use small but fast ground units for scouting. Goblins are great for this as they are fast and they have big view zones. 7.4 RAIDS The raid phase is where you seek to weaken the enemy camp so they are vulnerable for your big push, while you defend yourself from enemy raids. Cavalry, with their high speed, are the best raiders. Your scouting should have paid off and located enemy structures and mines for you to attack. Resource denial should be done first. Send out raids to destroy (or convert, if you're the elves) mines (fliers are okay), esp. unprotected mines. Target the resources need by your enemy. Humans need lots of gold, undead need lots of ore and crystal, and so on. They can't protect every mine. Raid stone mines as well as that is needed to build towers. You also need to prevent the enemy from doing this to you. Having some anti-air units (or a tower) stand by near each important mine is good. Air units over each concentration of mines are also good. You should work on your skill upgrades in this phase, to enhance the combat power you'll need in the big battle. Send out LARGE groups of fliers to hunt the mines, and cavalry to hunt towers and structures. If you can, bring them home to be healed, then send them out again. Keep making raiding groups to replace the losses. Keep strong defenses at home and try to catch the enemy heroes raiding you. Keep your hero at home or at least give him a large escort (10 or more cavalry units and some flyers). 7.5 BIG BATTLE The big battle phase is where you send in the huge army you've accumulated while fending off the few enemy raids, and this huge army will wipe out the enemy camp. Before you attack, get the quests from the shrines/masoleums/pyramids. If it involves destruction or conversion, this is the time. If you've been whittling down the enemy camp, send in a flier or two as scouts. If you don't see any one protecting the place, feel free to send the hero in (with escorts) to convert the place for your use. Else, just send in the attack units and watch them level the whole place. Remember to move the idle units so they'll attack the next series of buildings and such. If there are more than one enemy camps, you may need to repeat this and earlier phases. 7.6 CLEAN-UP This phase is pretty short, as this just involves cleaning up the map of all your opponents. Some may have escaped and may be rebuilding elsewhere. Build some flying units, maybe even dragons, and send them out to explore the place. One frequent nag is you need to destroy ALL units, that include warships. Once you wiped out all the warships, and all the land units, that side is toast. If the battle still doesn't end, you may need to move your hero to a specific spot. 7.7 ALTERNATIVE STRATEGY: LIGHTNING RAID Sometimes, if you have a decent starting army (6-10 units), and some strong characters, it may be worth the risk to start an IMMEDIATELY attack on the enemy camp. Usually, the enemy camp is not entrenched yet, and if you attack early on, they may not even have many defenders up. So if you can take out the enemy hero right then and there, you can convert their camp and eliminate two birds with one stone. However, this strategy carries significant risks. If you have mission-critical characters, losing them means the mission's over, yet the less fighters you bring, the less likely your strategy will succeed. If you don't have a white mage handy, the damage you suffered in this battle means you may not be able to fend off raids from other factions. Finally, this strategy does NOT work if the enemy is already entrenched, with towers and more defending. 7.8 ALTERNATIVE STRATEGY: EARLY RAID The races that get early cavalry, like humans (mercenary) and barbarians (riders) may wish to adopt an early raid strategy to keep the enemy off balance. The cavalry units are fast and can do significant damage to a camp if the hero is out and about leading a raid (hero always takes "mixed" units, some of this and some of that). Open the corridor by destroying a tower, then head inside and destroy/destroy critical structures. At the minimum, the structure is weakened and they must spend resources to repair (if possible, not all races can repair), or else you can send in another raid at the same target. Orcs may also wish to adopt the early raid strategy, esp. after wolfrider gets "rabies" upgrade. You want to pass disease, even if the wolfrider dies. 8 General Tactics Here are some tactics that everyone should know. 8.1 START NEAR MINES YOU NEED Start your keep near the mines you need. That way you spend minimum time reinforcing the mines with builders... if you can or need to. There is an exception: The undead make builder units from Tomb, so the keep can be anywhere you want. Similarly, dwarves make builder units from smithy. 8.2 BUILD ALONG THE EDGE AND CORNER Build along the edge of the map, preferably the corner, in a "square" fashion, is the best. That way, you can protect yourself by exposing only 2 sides, and make sure you have enough towers for defense 8.3 EXPLOIT NATURAL TERRAIN You can't cut trees and move hills in WBC, so those forests are there to stay, unlike Warcraft series. Use them as natural walls to protect your camp. Look for choke points near you and seek to control them with your towers and/or units. Beach is not as good as it can be subjected to amphibious assault. River is not as good as it is rather narrow and missiles (and long-range conversion) can be done from across the river. 8.4 MAKE YOUR TERRAIN Orcs should build orc huts as "walls" to protect their surroundings. A walled off orc town with towers is a tough nut to crack. Undead can do similar things with gravestones, but those are individually too weak to do much, and requires too much crystals. Building additional keeps is a possibility. 8.5 OFFENSIVE TACTICS Some races should 'rush' the enemy with some of the earliest units you can build, esp. high speed ones. For example, Barbarians, with their early Barbarian riders, love to rush you with 6-12 riders. If you don't have some defenses set, those raiders can hit you quickly while you attempt to grow your base. Other races may be better rushing in the mid-game, or like humans at the end game. Consider sending your hero to raid enemy camps. If they don't have a lot of defenses up, your hero may be able to single-handed-ly take over the enemy camp. However, if you lose the hero, you are doomed. 8.6 DEFENSIVE TACTICS Towers are excellent defensive structures, if you have the resources to build them. Build towers in pairs or triplets, as a single tower is too easy to destroy. Put some melee units in front of the tower to soak up the damage first, while the tower shoots back. Put some archers and other missile units (trolls, giants, liches) behind the towers, and if you got them, projectile siege weapons. Put your hero, mages, dryads, and such inside a tower and they can do even MORE damage, and gains a lot of HPs (temporarily due to the tower). Dwarves are best on defense as their crossbow counts as "advanced archers" and those arrows will do a LOT of damage. Any kind of defensive units in a tower will do a lot of damage. Just remember to repair the tower, if you can. If the enemy hero leads the raid, KILL the enemy hero! Doing so means their game is virtually doomed. They can't convert any more resources unless they make more level 5 units (exception: humans with level 4 white mage). Search for chokepoints, and block it with certain structures. Orcs, for example, can build orc huts as walls, and put shamans behind that as shooters. Others can block with other units that are not critical to the war effort (i.e. you need just one, but can build more) 8.7 GUERILLA WARFARE Elves can send Phoenixes out to convert mines and buildings ALL OVER the map. This is best used after you get the "Farseeing" skill, which reveals the whole map and enemy units, but can be used before then. The phoenix is relatively cheap and fast. Set them to cowardly and send them to find and convert enemy mines and buildings. Other races can do this too with their heroes, esp. Alchemists, who can get the "Acquire" spell. "Acquire" allows him to acquire all buildings inside a certain radius almost instantaneously. Run in there, cast, run out. Wear a few more of those speed-enhancing special items and they can't even touch you! You can even make a few kills on the way. This is best used again races that do NOT convert a lot of buildings (primitive or civilized races). Those races need to get up to level 5 in order to produce more conversion units. Before then, only their hero can convert. 8.8 USE THOSE HERO SPELLS! Even human fighters can learn spells, though they'll probably be pretty simple ones like Alchemy sphere spells making "golems". Still, every bit counts. Some help in defense, some help in offense. For the generals, they have spells too, so use them! SLOW DOWN the game if it's moving too fast for you to cast spells. Set hot keys for the most often used spells! 8.9 WHY HEAL ARMIES? When you can simply build new ones? Simple... 1) armies cost resources to build, so if you can keep them running, it saves you resources, which can be used on other things, like building OTHER armies, or structures... or research... 2) armies that survive gains expEyrience pts, which makes them more effective. Also, only high-expEyrience units can enter your retinue. However, it also depends on the race you're playing. Barbarians would have almost no reason to heal armies, for example, since their armies are so cheap and so fast to produce. Orcs are also easy to build and cheap. 8.10 ALTERNATIVES TO HEALING While only humans have the white mage (unless they appear in your retinue), there are alternatives. [Bubblegeek] The High Elves & The Wood Elves have the Healer building which has Healing upgrades to speed recovery and "Elcor's Balm" which, for a big chunk of crystal, will heal all your armies on the map. Although not specifically Healing, the Undead have the Transform ability-morph a skeleton into a wraith or wight to restore its HPs; transform a Wight into a Liche or Slayer Knight to restore its HPs; morph a Wraith into Shadow to restore its HP-send a bunch of them into battle, take out the most damaged ones, and morph them again.. Everybody has the Retinue method-Play the humans, make some white Mages, and take them into your retinue when you leave the scenario. Now you can bring them into the game no matter which race you play. 8.11 NOTES ON TOWERS [This section is from "Tomes of Knowledge" appendix] Instead of firing its native missile type (Arrows for Civilized Tower, Boulders for Primitive Towers, or Energy Balls for Magic Towers), if missile units are placed in a tower, then the tower will fire the same missile type as the best missile unit in that tower. Thus if Gladewardens with Flaming Arrows are placed in a Magical Tower, it will shoot Flaming Arrows instead of Energy Balls. Basic Infantry still count for +2 Combat & +1 Speed when in a tower Basic Missile troops still count for + 1 Range & +5 Damage when in a tower Advanced Infantry count for +3 Combat & +2 Speed when in a tower, Advanced Infantry are: Dwarf Berserkers, Dwarf Lords, Shadows, Slayer Knights, Vampires, Reavers, & Blackguard Advanced Missile troops count for +10 Damage & +1 Range when in a tower, Advanced Missile troops are: Red/White/Black Mages, Dwarf Crossbows, Liches, Moonguard, Dryads, Sorcerers, Mystics & Druids A Hero counts for +4 Combat, +2 Speed, +10 Damage & +2 Range 8.12 NOTES ON DRAGONS Everybody can build dragons provided they want to spend the resources to upgrade their Eyries to level 3, AND spend the 1000 gold and 1000 crystal to build a dragon. It also takes a VERY long time (6 minutes to be exact) to build one. Make sure you have enough "army capacity", since a dragon counts as FOUR army units. 8.13 FULL LIST OF THE HINTS DURING LOADING SCREEN Here's the full list of hints as given in the loading screen * Hold the SHIFT key while issuing orders to set up queues of orders for your troops. * If you hold down the ALT key and issue an order, your troops will stop what they are doing and execute the new order first. * The function keys F1-F8 can be set up to hot-key spells. With the cursor over a spell in the spellbook, press F1-F8. * The '+' and '-' keys can be used to alter the game speed. There are five speeds available. * Use the TAB key to cycle through all of your buildings which can produce armies or skills. SHIFT-TAB cycles backwards through the list. * Use CTRL-TAB to cycle through ONLY the buildings which can produce armies. CTRL-SHIFT-TAB cycles backwards through the list. * Your hero is also a builder. He can build any of the major buildings for your side. * To delete old heroes from the Book of Heroes, press the DELETE key while on that screen. * Double click on a unit to select all units of that type on the screen. * You can click on your hero's portrait in the control panel to select him. Double clicking the portrait will select and center on the hero. * Use the 'Q' key to quickly check progress on a quest. A small Grail at the base of your hero's portrait indicates a quest. * Pressing 'ESC' while a dialog is displayed in the game will close that dialog down. * Use the 'I' key to quickly check your inventory. You can also open the Inventory by clicking on the Sack on the left side of your hero's portrait. * Use the 'S' key to quickly open your Spellbook. You can also open the Spellbook by clicking the Orb on the right side of your hero's portrait. * The Orb on the right side of the hero's portrait fills as you gain mana. The small numbers beneath it show exactly how much Mana you have accumulated. * As your hero takes damage his portrait will gradually turn red. When the portrait is ALL red, your hero is mortally wounded. * Pressing CTRL 0-9 will define a group of units. Pressing 0-9 will then select the group. * Putting infantry and archers inside a Tower helps to strengthen the tower. Only small units will fit in the tower though! * An infantryman placed inside a tower adds +1 to Speed & +2 to Combat for that tower. * An archer placed inside a tower adds +5 to Damage & +1 to Range for that tower. * A hero placed inside a tower counts for two archers AND two infantrymen when calculating the abilities of the tower. * A tower is a great place to hide your hero when playing with the "Assassination" victory condition. * Remember to place builder units (i.e. Peasants, Kobolds, Thralls, Zombies & Dwarf Smiths) into mines to increase resource production. * Right clicking on buildings will bring up the production dialog for that building. * Ancient Wisps are quite useful to the Elves - they can generate crystal at the same rate as a Level 1 Crystal Mine. * You can pause the game with the F12 key (in single- player). While the game is paused, you can issue orders and set up production. * Trolls can pick up sheep and hurl them into battle. A sheep does more damage than a Troll's ordinary rock attack! * Catapults can load up cows then fling them at the enemy. This is extremely demoralizing and also lots of fun! * Minotaurs can eat sheep & cattle to heal & cure themselves. This applies to ALL minotaurs - even the hero. * Dwarf Smiths count as two men when put into a mine to increase its resource production. * Remember to seek out quests by selecting your hero and right-clicking on a quest building (Pyramid, Shrine or Mausoleum). * Remember to hot-key your commonly used spells. Do this by holding the mouse over that spell and pressing F1 - F8. * In 1024 x 768 resolution you can lock an army or building into the bottom left area of the screen by selecting it and pressing Ctrl + L. * Press SPACE to cycle the screen back to the sites of previous messages. * Don't fill your Retinue with too many high level armies. They can be too expensive to take into some battles. * Set up patrol paths for units to help in base-defense. Select the unit, press 'p', then click on the patrol point(s). * You can click and drag out sections of walls for easier building. * Beware of large groups of Barbarians or Ballistae. Their missiles can each hit multiple targets! * Harpies & Black Mages can hinder enemy spellcasters by use of their Drain Mana ability. * Press 'R' to display your hero's Command Radius. He can convert anything inside here. * Press 'A' then right-click on the map to have units attack any enemies while moving to their new destination. 9 Race Analysis: Humans Humans are an average race that maintains power throughout. The have good offense and defense in all stages. By late game, the mages and knights are very powerful. The pikemen and towers are excellent against races that like to rush. Knights with "grand paladin" upgrade are deadly against undead. Humans are heavily dependent on gold, and later ore. Later in the game they also need a lot of crystal. They don't need much stones except for building. 9.1 HUMAN UNITS Generals: White Mage is a necessity for every race, not just humans. The fact that humans can produce them with a level 4 palace and library makes humans very hard to beat in late game. Definite try to keep one in your retinue, and protect him! Red Mage is not that useful, unless the enemy is vulnerable to fire damage. On the other hand, if the enemy deals a lot of fire damage, Red Mage can cast "resist fire", which makes enemy fire much less effective and makes liches almost harmless. Another possibility is mix them in a group of knights, and have them protect the knights with "ring of fire" spell. Black Mage can be interesting with poison cloud and mana drain. Best used on other spellcasters or magic users (like an elven galleon), and esp. heroes. With no mana, a lot of the hero's firepower is negated. And a poisoned hero is easily killed. Cavalry: Knights are one of the best cavalry units in the game, with plenty of hit points and high combat rating. Their only weakness: no anti-air. Mercenaries are okay, but nothing like a good knight charge... Still, get some mercenaries out early and you can seriously hurt your enemy while you work on your upgrades. Archers: Squires are just average archers. Put two of them in a tower as defense, along with two pikemen. Still, squires are your only anti-air units unless you count mages. Infantry: Pikemen gets a bonus against cavalry, but otherwise are pretty average. Put two in a tower along with 2 squires. However, with upgrades, they become quite powerful later in the game. Workers: peasants are decent workers and can be produced cheaply. Stuff them into those mines to increase output! Best part... they count as 1/4 of an army for army limits, which everybody counts their workers as 1. This allows the humans to pump out a lot of gold by sending peasants to work in the mines. Air units: Eagle can only attack buildings and other fliers, so if you want to build some, send them out as guerilla attacks. Those without some towers or archers will have problems dealing with them. Another way to use them is to send them out and destroy enemy mines. Thus, you gain the resources, and the enemy has to get out there and convert them again (not to mention they lose the workers inside, if any). Pegasus is a decent flying unit, but not as good busting towers as griffons. Still, in a herd they can do a LOT of damage. 9.2 CRITICAL SKILLS TO RESEARCH Flaming arrows (from archery range): expensive, but worth it, also improves your other arrow shooters like towers and ships. Trade (by Market): allows conversion of one type of resource to another (at 50% loss, but better than complete shortage!) Paladin: (by Cathedral), makes knights even deadlier Grand Paladin (by Cathedral), critical against undead Weaponsmith (I and II) (from smithy), gives damage bonus, makes pikemen very dangerous Rites of Dawn (from cathedral), turns night into day, great against Undead or other races that gets bonus in the darkness. 9.3 OVERALL STRATEGY Early on, humans are good on the defense, esp. against races with lots of cavalry, like barbarians, esp. if they have a good quarry nearby and can get several towers up and man them with squires. Usually, sit back and try to grow and protect their resources. Build near concentration of gold mines as much as possible, and extend towers to protect those mines, and start on defense. Get the cathedral up, and crank out large groups of knights and clean the map with them, maybe backed up by some squires and pegasi. Figure at least 4 stables, and 2-4 eyries, and 2 barracks. Build a market to convert the other resources into resources you need. You will usually have a surplus of stone and crystals, and maybe ore. Convert that into gold and whatever you need with a market's "trade" skill is essential, and should be your first priority once available. Once you get library, the knights are almost unstoppable with white mages doing "group heal" on them. Try to build more than one cathedral on different sides of the map. That way, if the enemy manages to destroy one of them, at least you get another one to play with. Humans usually don't use much air or naval power unless the map is very constricted or is mainly a naval map. This strategy works against all races, with slight modifications. Against early bloomers, such as undead and barbarians, pikemen provides good defense (double damage bonus against cavalry), and your mercenaries are more than a match for most early riders. The main problem with mercenaries is they cost GOLD, which you're always short on. Against late bloomers, a MOB of knights with "paladin" upgrade and white mages can deal with almost anything by then. Almost ALL human units need gold (except higher up, when the mages uses more crystals), so gold is VERY important. Secure AT LEAST TWO gold mines, preferably level 3, and look for ways to add more. Having more than one conversion unit would help a lot initially in the mad dash to convert resources to your flag. 9.4 HOW TO DEFEAT The key to defeating humans is take away their resources, such as gold and ore. If you can deny the humans their resources, they can't expand / upgrade. Rushing humans early on will not work, due to their high defenses with towers and pikemen. Consider sending out guerilla units and make suicide attacks on human gold mines and quarries. Destroy their mines and they will be without income for a while. Stone is needed to build towers, and gold/stone is needed to upgrade the palaces The Elves can send out phoenix, which has pretty lousy combat stats, but can take away several mines (if packed closely together). Send small groups all over the map, both as explorers and converters. Early on humans only have their retinue to convert units, and if you can catch one of them out and about you can at least hurt them, so you can kill them later. Other races should consider exploring the map with some cheap units like thrall / kobold / zombie and then leave some units near each mine just to annoy the heroes and maybe keep him tied up converting mines. Destroy any markets you see to compound their problem. Another high priority target would be their cathedral. 10 Race Analysis: Dwarves Overall: Dwarves have no cavalry, which means they can't rush. Their "runners" don't really count. On the other hand, dwarves build faster and can get the watchtowers up faster as well. They also have a LOT of siege weapons. Dwarves produce smiths out of smithy, not the keep. Concentrate on defense first, and worry about offense later. Need gold and ore early. NOTE: Dwarves have extra resistance to "poison" and "disease", which makes them ore effective against orcs and dark elves. NOTE: Rune spell "resist missile", which works even on flaming arrows, are absolutely great for dwarves. Cast them and watch them kill towers. 10.1 DWARVEN UNITS General: Dwarf Lord can convert buildings, and has decent hit points. It is the PERFECT tower killer. Add upgrades and drunkeness, and it'll be unstoppable. Cavalry: none Archers: Dwarven crossbow is one of the best "archer" units in the game, provided you use the "drunkeness" bonus. Infantry: Runners with drunkeness can go speed 20 fully upgraded, which is one of the fastest in the game (10 normal, +6 from Royal Messenger and +4 from dwarf brew), great for chasing down pesky heroes. On the other hand, if not upgraded, they're just "normal". Dwarf Infantry is okay, nothing too special about them, except their relatively low speed. Berserkers are good, but cost a lot, and really needs a lot of upgrades to be REALLY effective. Best used as "tank" (as in "soak up the damage") while crossbowers shoot into the melee. Spellcaster: none Siege units: Dwarves are uniquely blessed with THREE siege engines: battering ram, ballista, and catapult. They each have their uses. Battering ram is good taking down towers and buildings. Worker: Dwarf Smith actually has decent melee combat and counts DOUBLE when put into mines to work. He is also one of the fastest builders. Air units: Eagle can only attack buildings and other fliers, so if you want to build some, send them out as guerilla attacks. Those without some towers or archers will have problems dealing with them. Another way to use them is to send them out and destroy enemy mines. Thus, you gain the resources, and the enemy has to get out there and convert them again (not to mention they lose the workers inside, if any). Griffons are decent fliers, comparable to Pegasus with just minor differences. With a group of them you can wipe out a lot of towers. 10.2 CRITICAL SKILLS TO RESEARCH Dwarven brew (from inn), makes your units that much more effective for limited periods of time as you engage "drunkeness". Trade (from market), allow trading one type of resources to another, makes shortages more copable Fletcher / Bower (from archery range), makes crossbow even deadlier Engineering (from library), builds cheaper 10.3 OVERALL STRATEGY Dwarves need LOTS of ore (many of their units relies on ore, esp. berserker). So build near ore mines. Due to low speed of the dwarven ground units, dwarves usually make slow but sure advances, backed up by a decent air force of griffons. Their crossbows are first rate and their ability to do "drunken fighting" makes them quite deadly in melee. They will build those watchtowers as defense and put crossbows inside to protect their surroundings, usually near ore mines. Build at least two inns. You need "trade" and "dwarven brew" ASAP. Put them on different sides of the base, preferably one deep within your tower network. Then build up to the point where they can send a series of units (berserkers and crossbows, along with a smattering of siege machines) as the "grand host", and slowly tear down all your resources and defenses. The siege machines will demolish your structures. The other units are just there to protect the siege machines. Another possibility is they will just build a big force of griffons and let them do the fighting. Griffon mainly needs rocks, which doesn't hurt the dwarves as much. 10.4 HOW TO DEFEAT Dwarves have low speed, so they are usually vulnerable to high speed attacks like cavalry charges and so on. Dwarves also need a lot of ore, so "ore denial" strategy works as well. Destroy any markets you see to compound their problem. Also go after inns, so they can't do that 'drunken' stuff. Dwarves in general are not too good against air units, due to slow speed. So if you send in a large group of air units they can do some damage, at least until dwarves build up their flock of griffons. So go after eyries. Dwarves can be affected by spells, esp. large area damage spells. 11 Race Analysis: Undead Overall: Undead plays early offense, as you can quickly get lots of skeletons up and running. The problem with undead is the higher level units are only made by transforming lower level units. This can lead to severe resource shortage if you try to convert too many at a time. Instead, MIX UP the troops. Make a FEW wights, a FEW slayer knights, etc. And send them in WITH a HORDE of skeletons. Try to fight at night or in the rain as much as possible. Use spells to turn the weather. NOTE: Undead has no psych effects (i.e. completely immune). They also are immune to disease and poison. This makes them effective against high elves (unicorn) and orcs (giant), among others. NOTE: Undead does NOT regenerate. However, morphing a lower unit to a higher unit restores its hitpoints to full. For example, if you morph a half dead skeleton to a wight, the wight would have full hitpoints. 11.1 UNDEAD UNITS General: Vampire is a REALLY weak level 5 unit. It's basically infantry with vampirism, and if you spellcaster can cast vampirism, Vampires are useless. On the other hand, they kill orcs dead, very dead, due to their resistance to crushing damage, and are likely to gain high experience points. Cavalry: none Archers: Liche technically is not an archer, but it counts as a "missile" unit shooting small fireballs. They do a lot of damage, esp. in medium to large groups. Still, you need pretty high level keep to make them, and lots of crystals, and wights. Infantry: Skeletons are extremely cheap and great for "rush" attacks. Most melee does piercing damage, but skeletons are vulnerable to crushing. This makes them great for killing towers (piercing attack). Do NOT use against orcs for minotaurs (they do crushing attacks). Build lots of gravestones to make more skeletons. Skeletons are weak though, only 20 HP. Wraiths are a bit light on HP, but ability to attack both air and ground units are good. Wights are average with decent armor, but a bit slow. It's main use is to be converted inot liches or slayer knights. Shadow is basically a bigger badder wraith. They need serious upgrades to be really effective, like Dark Mithril. Shadow is also end-of-the-line, can't be upgraded any further. Slayer Knights: very strong, very tough, very slow, end of the line (no more upgrades). Get those upgrades done ASAP! Workers: Zombies can actually attack, with a lot of damage. With a bit of protection like Dark Mithril upgrade, they are actually decent combat units. They can pass disease onto their targets. Scavenge enemy bodies, AND building... AND you can create them in the middle of almost anywhere... Interesting. Bring one along with raid or defending groups, and they can salvage resources. Air units: Giant Bats can only attack buildings and other fliers, so if you want to build some, send them out as guerilla attacks. Those without some towers or archers will have problems dealing with them. Another way to use them is to send them out and destroy enemy mines. Thus, you gain the resources, and the enemy has to get out there and convert them again (not to mention they lose the workers inside, if any). These are cheap (compared to eagles) and you can crank more them out faster. Harpy causes poison, and can drain mana, which makes them useful against other spellcasters and large groups. However, they are vulnerable to other fliers. Send other fliers to escort them on their attack runs. 11.2 CRITICAL SKILLS TO RESEARCH Burial (from tomb): allows skeletons and gravestones, absolutely necessary Dark Mithril (from smithy): gives all units more armor and more damage, requires master weaponsmith. Tombguard (from keep), upgrades combat rating of wights. Haunting / Wailing (from barrow), increases effectiveness of wraiths and shadows Torture / Fallen Knight (from dungeon) doubles / triples slayer knight's damage. The latter is only good against humans, so you don't need it if you're not fighting humans (humans in this case includes both humans and barbarians) Staff of Damnation / Liche King (from library), increases liche's damage 11.3 OVERALL STRATEGY Undead is an interesting race to play. Almost EVERYTHING (except zombies, vampires, and flying units) are based on skeletons. So the overall strategy is simple: build LOTS of skeletons, and send them in. As skeletons take damage, convert the most damaged one to wight and wraiths, and repeat. Protect your gold, metal, and crystal mines. You need those to transform skeletons into tougher units, and to make more skeletons Put thralls and zombies into mines to pump them for maximum output. Spread tombstones ALL OVER the landscape, in small groups of 4-5, or build them in tight-neat rows of 20-40 (if you have enough resources). Constantly send groups of skeletons and wights to enemy camps. You'll wear them down. Use giant bats to raid enemy buildings and as air defense. A group of them can destroy buildings easily, and can go anywhere fast. Repairing buildings use up resources too. Raid enemy mines is also a good idea. Use slavehorde to call up thralls, then kill them, then salvage them as zombies. You can also use Feast of Garok to scavenge resources with the zombies. If your hero is a necromancer, you can help by summoning thralls, zombies and vampires, which costs just mana, not resources. Use vampirism to make your units survive longer. 11.4 HOW TO DEFEAT Playing undead needs LOTS of gold, metal, and crystals. If you can deny undead their resources, you have half the battle won already, as they can't upgrade, and you can defeat skeletons easy enough. Raid enemy mines, either convert them or wreck them. They don't have that many units that can convert early on except their hero, and the more the hero needs to convert, the less he can raid you. Use units with crushing attacks to defend against skeletons. 12 Race Analysis: Barbarians Overall: Barbarians are a "rush" race. They are strong early on but fades out at higher levels of upgrades. Your plan is to get cavalry ready, then produce a large group of riders (8-12) and rush the enemy camp ASAP. Later in the game, you need to get Altar up quickly, and research Berserk, Jihad, and so on. That will help you continue the rush and make your units last a little longer. Don't defend... attack! Don't forget to get some corral upgrades to make your cavalry do more damage also. NOTE: Don't forget the "razing bonus"... You get 100 gold per razed building. 12.1 BARBARIAN UNITS General: The Reaver is a very good melee unit, and can kill other level 5 units. On the other hand, it has low armor, and you don't get it until late game (keep level 5). Cavalry: the barbarian riders can be quickly mass-produced and excellent for "rush" attacks. However, they have weak HP and weak attack. The speed upgrades helps, as does the "shield of Sartek" upgrades. Won't work against humans, of course. Remember about Pikemen's bonus! Archer: Barbarian (spearman) has carry-through damage, which is useful against a "horde" of targets. On the other hand, they are relatively weak compared to other archers. Infantry: Technically Barbarians use minotaurs as infantry, and that's a level 4 upgrade... Rely on cavalry early on. Minotaurs are pretty slow, but relatively sturdy (and expensive). Worker: Thralls are quite weak and easily killed, but at least they're cheap to make. Spellcaster: none Siege unit: none Air units: Eagle can only attack buildings and other fliers, so if you want to build some, send them out as guerilla attacks. Those without some towers or archers will have problems dealing with them. Another way to use them is to send them out and destroy enemy mines. Thus, you gain the resources, and the enemy has to get out there and convert them again (not to mention they lose the workers inside, if any). Pegasus is a decent flying unit, but not as good busting towers as griffons. Still, in a herd they can do a LOT of damage. 12.2 CRITICAL SKILLS TO RESEARCH Horsemaster / Horselord / Rearing / Trampling (from corral), makes cavalry that much more effective, both speed and combat. Speed is not critical, but combat is. Magical tattoos (from altar), adding armor is always good Jihad (from altar), makes units cheaper Berserk (from altar), limited duration enhancement to combat 12.3 OVERALL STRATEGY Barbarians need to rush early and rush often. Build up a set of cavalry, say 8-12 of them, and send them to deny enemy resources and raid enemy camps. If you can wipe out their keep they will be severely set back (not to mention decrease their unit count!) If they have NO builders left, they have to use their hero to rebuild! 12.4 HOW TO DEFEAT Barbarians are pretty easy to defeat if you can survive their early rushes. Have towers set up with overlapping fields of fire and good missile fire. They need ore and stone so deny them that. They don't have much upgrades so if you can get to level 3 keep they are 13 Race Analysis: Orcs Overall: Orcs are pretty much average. While they aren't as strong as the Barbarians early on, they don't "fade" like the Barbarians at higher levels of development. Research those Arena upgrades and such to get improved infantry. Get henge up and running so you can research shamans and build some totems as defense. Build those orc huts to quickly raise your army limit. NOTE: Orcs are more susceptible to psych effects (lasting 50% longer) which means psych creatures like Unicorn, Dragons, etc. are very effective. NOTE: Orcs are immune to disease and poison. NOTE: Orcs cannot repair buildings. If it's damaged, it stays damaged. NOTE: Orcs have a razing bonus... Every razed building provides 100 stone. NOTE: Orc basilisks, when killing someone, gains 100 stone if the attack was successful (i.e. target was killed) 13.1 ORC UNITS Generals: Giants are not really worth their cost. They are big, but they don't have that much hit points. They can throw things, and can convert things, but that's about it. Cavalry: Wolf Riders can carry disease, which can do quite a bit of damage for follow-up attacks. However, it needs upgrades. Archers: Troll doesn't fire fast enough or cause quite enough damage, unless you find a sheep or two. Still, trolls have a lot of HPs, so if you have a group of them they will do damage. That means you need more than one dungeon. Basilisks are decent attackers as well and attack from a distance. Mix them in with wolf riders and enjoy. NOTE: When basilisk kills something, you get bonus amount of stones! Infantry: Orcs can be produced relatively quickly, and later upgrades keep them in the game. Goblins are too weak individually, but can be mass-produced and are reasonably fast for raids and such. Ogre can do both ground and air attacks, and is physically intimidating. Spellcasters: Goblin Shaman has some decent spells he can bring up. Workers: kobold causes poison if successfully hit, but otherwise is a normal "worker". Siege units: none Air units: Giant Bats can only attack buildings and other fliers, so if you want to build some, send them out as guerilla attacks. Those without some towers or archers will have problems dealing with them. Another way to use them is to send them out and destroy enemy mines. Thus, you gain the resources, and the enemy has to get out there and convert them again (not to mention they lose the workers inside, if any). These are cheap (compared to eagles) and you can crank more them out faster. Harpy causes poison, and can drain mana, which makes them useful against other spellcasters and large groups. However, they are vulnerable to other fliers. Send other fliers to escort them on their attack runs. 13.2 CRITICAL SKILLS TO RESEARCH No Pain! (from arena), resistant to missile attacks Cowards! (from arena), double damage to missile/archer units Thump! (from arena), +10 damage for ogres Rabies (from cave), adds disease to wolfriders Shaman (from henge), allows shaman and totems 13.3 OVERALL STRATEGY You get scout towers early, so consider an early rush of goblins. While they are relatively easy to kill, you can build a LOT of them with just a couple scout towers. Goblins already carry disease, which can soften up the enemies for later attacks. Send them in from different directions so you can be sure of infecting different armies. If you can poison the enemy hero, yahoo! Safeguard any quarries nearby. You needs LOTS of stone. While some can be generated by basilisks, it's not guaranteed. Build up to level 2 and put down many (at least 5) caves to produce wolfriders and/or basilisks. Then upgrade them, and use them to rush the enemy base. With extreme high speed (up to 19), they are excellent Send Wolfrider with "disease" to attack enemy heroes. They have high speed needed to chase down heroes, and disease, if not cured, makes hero VERY easy to kill. Build Eyries (at least 3?) and send in LOTS of bats, to raid mines, enemy buildings, and as air defense (if necessary). Use orc huts to block off the parts of base you wish to protect. They increase your army limit as well as give you a bit of "wall". Basilisks kill things and produce stones, which helps make more trolls. So send trolls and basilisks together! Use basilisk to kill animals on the map to get even MORE stone. 13.4 HOW TO DEFEAT Orc need a LOT of stones. If you can deny them the early need of stones, and don't let the basilisks generate more stones, you can win. Orcs are weak against fire and magic damage. Deny the orcs of their "razing bonus" by destroying the building yourself (Ctrl-D) when it's almost dead. Undead is immune to disease and poison of the Orcs. Flyers are good against orcs as orcs don't have many anti- air units except giants, ogres, trolls, and shamans. All are late-game units. Bats are too weak. Elf should build towers against orcs, as those shoot "magic balls". 14 Race Analysis: Minotaurs Overall: Miinotaur starts strong, but does not get that many upgrades. They have NO archers and NO infantry, so they are pretty slow and melee only. The lack of "healing" hurts as well, and if you raise sheep, that counts against your army limit. However, the ability to build an Inn and get morale bonus as well as dwarven brew helps in combat. You need to get some units out and attack early on. The power graph basically is high in the middle, fades in mid-game, and rises up at the end due to Minotaur kings. NOTE: minotaur is resistance to chaos, but if it takes hold, it doubles in duration. NOTE: minotaur has razing bonus... every destroyed building yields 100 metal/ore. NOTE: minotaur can only heal /cure by eating sheep, including minotaur heroes. 14.1 MINOTAUR UNITS General: The Minotaur King is an awesome unit. Two of them can kill a dragon (yes, they can hit air units) and costs less (and builds in less time). Eat some animals to heal, and if you can get some vampirism spell on them, they are perfect raiders. Cavalry: none Archers: none Infantry: the basic minotaur is a decent melee fighter with crushing damage. Spellcaster: Goblin shaman is same as orcs. Worker: Thrall is easily killed. Siege Unit: battering ram and catapults are available. Air units: Giant Bats can only attack buildings and other fliers, so if you want to build some, send them out as guerilla attacks. Those without some towers or archers will have problems dealing with them. Another way to use them is to send them out and destroy enemy mines. Thus, you gain the resources, and the enemy has to get out there and convert them again (not to mention they lose the workers inside, if any). These are cheap (compared to eagles) and you can crank more them out faster. Griffons are decent fliers, comparable to Pegasus with just minor differences. With a group of them you can wipe out a lot of towers. 14.2 CRITICAL SKILLS TO RESEARCH Shield of Sartek (I and II) (from Smithy), increases protection ____ of Sartek (from Ziggurat, all levels), all enhances your warriors in some way Dwarven brew (from inn), gives temporary enhancements to your units Farseeing (from scout tower), the only other race with this ability other than Wood Elves, tremendous advantage to see the whole map Berserk (from altar), gives unit temporary advantage in combat 14.3 OVERALL STRATEGY Get two ziggurats up ASAP, and build a full set of thralls to reinforce each and every mine you find. You need ore and stone mines nearby. Build arenas and start cranking out units. Keep one keep on research and upgrades, and the other keep to make more thralls. Use those to explore the world for more mines. Your hero should be converting more mines as well. Add corrals to make basilisks, and start with a smithy for upgrades. Make a force of basilisks and minotaurs, and send them to raid enemy camp, mainly to kill enemy armies so you can get more stone. Make eyries and start making air defense forces. Make towers as defense, and start making ballistas as harrassment units. Send those in and go after enemy mines and buildings along with air units. Build shamans when you get to keep level 4 and put them in towers as air defense. Keep harassing the enemy with ballistas and minotaurs and basilisks. Save the rest of the resources for upgrade to keep level 5. Once keep level 5 has been reached, send most of your ground units in and rush the enemy base. You need to reduce your head count so you can make minotaur kings. After that, minotaur kings will rule the battlefield. 14.4 HOW TO DEFEAT Do NOT allow Minotaur players to survive to keep level 5. If they can get that high, minotaur kings are hard to kill (except maybe by Barbarian Reavers) Control minotaurs by taking away their resources... ore and stone. If they can't upgrade early, they won't survive to the point of making minotaur kings. Missile/archer and spellcaster units can kill minotaur kings, if there are enough of them. 15 Race Analysis: High Elves Overall: High elves needs LOTS of crystals, and being the only elves with "market" helps a lot in that regard as you can research "trade" as you get that at tower level 2. Wood elves have to wait until tower level 3, and dark elves have none! Having the healer building also helps. Cathedral and dragon shrine helps you create some of the heftier units. NOTE: High elves get slight combat bonus in day time NOTE: High elves are immune to fear and terror, which means they remain effective against daemons and dragons. NOTE: High elves have NO resistance against poison and disease, which makes Orcs their natural enemy. NOTE: High elves are the only ones who can build ALL types of ships. 15.1 HIGH ELVEN UNITS General: Moonguard is a very weak level 5 unit, when compared to other level 5 units. The multi-target shot are not that useful unless being swamped by multiple small targets, and then only with some powerful archery range upgrades. Cavalry: Dragon Knights can hit both ground and air units, and with bonus, can actually take on dragons. However, it is a late level unit and requires a lot of buildings to produce. Unicorn is a decent cavalry as it causes psych effects on the targets. It's a little expensive though. Archer: longbow is okay, arguably one of the top missile units, probably third after dwarf crossbow and wood elf glenwarden. High Elves can also summon imp, whish is a decent missile unit but uses up a lot of crystals. Ancient wisp can also perform as a long-range attacker, but is actually closer to a spellcaster than a missile user. Infantry: Iceguard is decent, but nothing too fancy about them. Spellcaster: Mystic is okay, nothing too special about them. Worker: Wisp and Ancient wisp cost a LOT of crystals, and CANNOT be put into mines. Air Units: Phoenix is an interesting early raider. It can shoot small fireballs, and it can CONVERT enemy buildings and mines. So send them out and use them to convert mines that no one will reach early on. Having the scout tower "farseeing" skill really helps as you can send phoenix to where the enemy is NOT. Pegasus is a decent flying unit, but not as good busting towers as griffons. Still, in a herd they can do a LOT of damage. 15.2 CRITICAL SKILLS TO RESEARCH Healing (I, II, and III) (from healer) enhances natural healing rates Elcor's Balm (from healer) heals everybody immediately Trade (from market) trade resources from one type to another and solves shortages Dragon Warriors (from Dragon Shrine), gives iceguards +10 damage Knights of the Dragon (I, II, and III) (from Dragon Shrine), gives BIG combat bonuses, AND increases damage against dragons, but only for dragon knights Licorn (from Magic Pool), gives unicorns +10 damage, makes them more useful 15.3 OVERALL STRATEGY High elves are late-bloomers. They shine when level 4 keep is made, which is when they get dragon knights and unicorns. This, combined with pegasus, makes for a potent combo that'll have you drowning in hooves. Early on, they're pretty weak, and rely on towers and longbow to hold enemies at bay. Iceguard is not THAT good, and longbow is just "okay". So high elf defenses are not quite as strong as the humans. Use natural terrain, and build up towers to hold your resources. Build up some units to man defenses, concentrate on growing your keep and build better units instead of on building more units. Dragon shrine is important, so you basically have to survive until that gets made (which is only level 3!) The level 4 unicorns also help a lot, as they cause awe in most units. Consider sending phoenix out to convert enemy mines and buildings, and as "explorers" to open up the map. You can both deny enemy resources and gain your own. Against enemies without many conversion units, this is invaluable. 15.4 HOW TO DEFEAT High elves rely on market (convert resources), dragon shrine (dragon knights), and cathedral (other upgrades). Destroy any of them would help a lot. Early rush against high elves can work, esp. if they have no existing towers. Rush high elves early with tower-busting units. Don't let them reach level 3 and they won't be dangerous. Standard advice: take away their resources. Raid mines and destroy them. 15.5 RACE ANALYSIS: WOOD ELVES Overall: wood elves rely on their archers and treants. They have the most archery range upgrades, and the white tree makes treants even more dangerous. White tree also produces pixies and sprites (at cost of more crystals). The problem with wood elves is you are going to be SEVERELY short on crystals until you can build an inn and accumulate enough to research "trade". NOTE: wood elves have bonus against fear and terror NOTE: wood elves have penalties against poison and disease (extra susceptible) 15.6 WOOD ELVEN UNITS General: The dryads are some of the fastest units in the game, and great for hit-and-run conversion attacks on enemy resources, esp. with 25% faster conversion built-in. However, it has no firepower, and should be set to "cowardly" unless part of a group. It can be produced very quickly (compared to other level 5 creatures) and thus can provide a lot of firepower. Cavalry: Woodrider is average, not too many HPs. Archer: Gladewarden is one of the best archers in the business, but only after all the upgrades. Sprites at higher levels can be a good substitute for Gladewarden, with higher speed and ability to fly over obstacles. Infantry: you get forest guard and treants. While forest guard is just "normal", treants are big and tough units that can take a lot of punishment, but it's also quite slow. Treants can also build, and can be enhanced by doing some research at the White Tree. Spellcaster: Druid has some decent magic, but no HPs to absorb any hits. Siege units: none Workers: standard wisps and ancient wisps, enough said. They cannot be put into mines, and you need like 300 units of crystal to make an ancient wisp. NOTE: Treants are considered builders as well, and causes FEAR. It can also cast "entangle", which slows the target down. Air Units: Phoenix is an interesting early raider. It can shoot small fireballs, and it can CONVERT enemy buildings and mines. So send them out and use them to convert mines that no one will reach early on. Having the scout tower "farseeing" skill really helps as you can send phoenix to where the enemy is NOT. Griffons are decent fliers, comparable to Pegasus with just minor differences. With a group of them you can wipe out a lot of towers. 15.7 CRITICAL SKILLS TO RESEARCH Healing (1-3) and Elcor's Balm (from healer), enhances healing rates Farseeing (from scout tower), reveals everything on the map, and just need some gold, a tremendous advantage. Bowmaster (from archery range), gives extra damage to gladewardens Trade (from inn), solves resource shortages Thorns / Ironbark / Mighty Oaks (from White Tree), makes Trenants that much more dangerous 15.8 OVERALL STRATEGY Wood Elves have speed and range, and thus are perfect for guerilla attacks, except Treant. They don't have much hitpoints though, except treant, which is VERY slow. Treant is best left home as defensive unit who can also help you build things. They can be used as a "moving wall" of sorts to keep the enemy at bay while the gladewardens perforate them with arrows. Get out there and claim gold and crystals, and work on defense, defense, and defense. You need to create enough treants and Griffons / Sprites / Imps to create the crushing force. Griffons takes just stone and gold, the two things Wood Elves don't really need (or just needs less), so make lots of them. Get Farseeing, and use that to direct your war effort. Send out Phoenix to raid enemy resources. Send out large flocks of Phoenix to raze enemy armies and resources, esp. armies that have lousy anti-air, such as Orcs and Minotaurs. Build many white trees in order to build up a large flock of pixies and trenants. White trees can often be hidden in forests away from your main camp. 15.9 HOW TO DEFEAT Wood Elves need crystals, so if you can control the mines, you got the game half won. Take out the inn, and they can't exchange resources. Take out the tower, and they can't do Farseeing. Keep archers around mines to protect them from Phoenixes. Two to three of them should be enough, but if he sends larger groups you'll have problems. Don't let them get up to keep level 4, which is where they can make treants, and/or get upgrades for it. 16 Race Analysis: Dark Elves Overall: Dark Elves need their spells to survive, and uses a LOT of crystals. Their combat units are not quite up to par. On the other hand, their ability to build tombs and gravestones means they can send out hordes of skeletons. They can also put zombies into mines to work. This makes them bloom later in the game due to upgrades with the Dungeon (slavehorde, Blood Potion, and Dark Order), and Altar (Summon Mana, Sacrifice, Sorcery, and Darkbolt). Of course, those research will cost you resources and time. NOTE: Dark elves get a combat bonus fighting a night. NOTE: Dark elves are immune to fear. NOTE: Dark elves are extra susceptible to awe (double duration) 16.1 DARK ELVEN UNITS General: One trick to use with Dark Elves is to use the blackguards as assassination units. Use the "invisibility" spell to get through enemy territory, then attack a unit that is slightly apart from the rest. Otherwise, they are quite "normal". Cavalry: Dark Riders are below average Archer: Dark archer is slightly weaker than their other elven bretherens. Imp is a decent missile unit, but takes a lot of crystals. Ancient wisp, which is also a worker, does decent damage. It also generates crystals as a level 1 crystal mine. Of course, it takes 100 crystals to fuse 4 wisps into an ancient wisp. Infantry: Dark infantry is quite weak, and not really up to the task of direct combat. Assassins, on the other hand, are interesting. They have a chance to assassinate a target outright. They can also poison . With speed 16 they are quite fast and can chase down most other units. Of course, they are expensive. Worker: Wisp is okay, but you can't reinforce mines with them. You can only spend 100 cyrstal and combine 4 of them into an ancient wisp, which actually eats more crystal, since it takes almost 50 crystal to make each wisp to start with. How long do you keep an ancient wisp just to make back 300 units of crystal? On the other hand, ancient wisp has a longer attack range, does more damage, and has more hitpoints. Spellcaster: Sorcerer does pretty nasty damage, but can't receive any damage. Siege unit: none Air Units: Phoenix is an interesting early raider. It can shoot small fireballs, and it can CONVERT enemy buildings and mines. So send them out and use them to convert mines that no one will reach early on. Having the scout tower "farseeing" skill really helps as you can send phoenix to where the enemy is NOT. Harpy causes poison, and can drain mana, which makes them useful against other spellcasters and large groups. However, they are vulnerable to other fliers. Send other fliers to escort them on their attack runs. 16.2 CRITICAL SKILLS TO RESEARCH Burial (from tomb), you need skeletons, and lots of them Black Ward (1-3) (from tomb), adds a lot of "resistance" Blood potion / Dark Order (from dungeon), adds to assassin's chance of assassination Darkbolt (from altar), +10 damage for sorcerers Sacrifice (from altar), sacrifice units and see if you're lucky enough to summon a daemon to fight for you... The more you sacrifice, the more likely you'll get a daemon... 16.3 OVERALL STRATEGY Dark Elves is an interesting mix between Undead and Elven tech tree. Early on, get skeletons and use them to rush, while you keep building your force. Build infantry and archer to defend the place, but don't build too many. The skeleton should keep the enemies busy. Upgrade all the way to keep level 3, which should allow you to work on Altar and Dungeon. Send out phoenixes and raid enemy mines. Use thralls and/or zombies to explore the landscape. Send out some zombies to raid enemy camps and see if you can spread disease. Upgrade to keep level 4, and you get harpy, which is a decent air unit that can drain enemy mana and such. Start cranking out assassins, which should become your best units. Send a group of them to take out the enemy hero and/or lone units. Get those upgrades done for assassins as well. Send them on raids. Try to research sacrifice and see if you can get daemon to help you with you war... 16.4 HOW TO DEFEAT Dark elves have lousy defensive units, and rely on their hero for early defense, esp. with spells. So if you can rush them early (whatever early cavalry and such) you can take them. Even in mid to end-level they still have relatively lousy units. Take them out in early stages of the game would help. 17 Campaign Walkthru The single-player campaign is human-only, no other races allowed. 17.1 CHAPTER 1 : THE PROPHECY You should review the Intro movie before starting. Note what the white mage said... "Navarre". 17.1.1 Undead Patrol Briefing: Patrol the area for Undead and eliminate all of them. The forces you start with are all you got, no reinforcements, no building. Don't lose any one of the special characters (Robert, Minos, and your hero). Map Layout: there is that "gap" to the north which is guarded by a Liche with nice fireball spells, beyond which are multiple groups of skeletons and an Undead hero. TIP: Minos and Robert are a bit weak to be risked in direct combat, unless you keep them out the thick of things, and have a white mage on stand-by to do "group heal"... Pick EVERYBODY and send them ALL through the gap at TOP speed, not the "slowest army" speed. (You know the key to issue THAT order, right?) You should only lose one or two from that Lich on the eastern cliff of the gap. Once you're out of range of the Liche, find a good spot and line up the pikemen up front, squires (and Robert and you) in the back. Set the group to guardian attitude (do NOT move). Send Minos out to lure the groups of skeletons, as few as possible, back to the group in ambush. Repeat until you clean out the map of the skeletons. Realign and move the formation as you see fit. Now head east, then south onto that "plateau" of the gap, and take out that Lich. Voila! You win! 17.1.2 Base Camp Briefing: You need to establish a base camp, which means a level 3 keep. However, you don't have enough "stones" to do it, and there are no quarries near you. Map Layout: To the east are many Orcs. Wandering bands (including 1 hero) will attack you, plus occasional bands of goblins, easily dispatched. There's a river to north and east, and Ogres, Orcs, and Trolls guard the bridges. Many resources to south (gold mines and ore mines). Quarries to the north. TIP: Again, Minos and Robert are a bit weak to be risked in direct combat. They are best used as a scout, as Robert's "View: 13" can be used to spot enemies without himself being spotted. Starting Retinue: A white mage can help here, as can a peasant or two to build things while your hero convert the mines. You can immediately start building your level 1 keep. Let the Peasant do it, while your hero hurry south and convert the mines there. Line up the pikemen just east of the keep and put the squires behind them in standard defense formation. Set them all to "guardian" attitude. If you see some stone carts, great! That will immediately allow you to go onto level 2 keep once you mine enough gold. If not, you may have to do a little exploration. Once your keep is up, immediately build 8 MORE peasants and send them into the gold mine. You will need a LOT of gold to keep building. Take your hero, Minos, and a couple guards (few pikemen and few squires) and start heading north. Convert the gold mine about half way up the map, take resource cart there. However, don't bother defending it. You're after stone, not gold. If the enemy hero comes attacking, just let that mine be converted. Keep going north, stay as far west as you can. There are 3 Orcs at a gap to the east, but if you stay west they won't see you. Go north until you're at the river. Now go east until you see the bridge. Line up in defense formation, guardian attitude, then use Minos to lure one or two guards from the bridge. Take care of them. Repeat for the other guards (including the ogre). Now march across the bridge, go east, and you got your own quarry for stone. Convert it. As you only need less than 300 rock there's no need to reinforce it with peasants. Just leave a couple guards near the bridge, though I doubt any one will attack you there. A couple goblins will come attacking, though you can defeat them easily. Feel free to try the Mausoleum before returning the hero to the main camp. It's probably a riddle. If you get it you will probably get a wraith. In the meanwhile, now that you got a steady income of rocks, you have a choice. You can build a barracks and get a couple more kills by lining up a more impressive defense, or you can just hurry and build level 3 keep before the Orcs mount a serious attack. With the hero's help, you should be able to repel the Orc attacks and get your level 3 keep up and running. Once you do that, you win! 17.1.3 Rescuing Elana Briefing: Keep Elana and the other special characters safe for 30 minutes from continual Orc assault. Map Layout: You have the southwest portion of the map. The middle and northeast are Orc territory, blocked off by mountains, and they have heavy tower presence. Starting Retinue: A white mage can help here, as can a peasant or two to build things while your hero convert the mines. Your objective is survival, not annihilation of the enemy. Basically, this is a building contest. Immediately convert ALL the mines near you (there would be at least one of every type around) and pluck down the palace, then barracks, smithy, upgrade the palace, pluck down stables and archery range... Start researching those "skills" in smithy to upgrade your units ASAP. Keep Elana, Robert, and Minos out of the way. You don't need them to defend. You will need LOTS of gold, so immediately start building peasants, 8 to each gold mine, to help accelerate growth. Then build 8 more peasants and send them to the crystal mine. You will need plenty of crystal to research flaming arrows. Keep upgrading palaces. You need knights ASAP, but don't forget pikemen and squires. Upgrade and research more skills any time you can. You don't need EEyries or Eagles. You will need more pikemen and squires. Definitely research flaming arrows when you can. You may not get enough time to build lots of knights, but definitely build some mercenaries. Towers may help, but eat up a LOT of stones. You don't need to explore as enemy will come to you. Don't attack them unless you have defeated the final 3-wave attack. Even then, it's not necessary. Orcs will attack you in waves of alternating Orcs and Goblins (who can poison). However, if you have enough pikemen and squire you should lose few/no units at all. Use your white mage to cure any poisoned units. With about 5 minutes to go, the BIG attack will come... A large swarm of goblins, followed by a large swarm of orcs, then finally a large swarm of harpies (bats?). If you've built up the units as suggested, then this should be no problem at all. Those flaming arrows kill things really dead. Once the timer expires, you win! 17.1.4 Elana (Video) You've found Elana, and the deceased Master Goodwine. Elana knows nothing about the two tears, unfortunately. However, she does know Goodwine's fellow wizard, Aelfwine, who may be able to help... 17.1.5 Gap of Palmyr Briefing: You need to penetrate the "Gap of Palmyr", which is Minotaur country. There are NO armies of yours on the map except what you brought as your retinue. Map Layout: Again, you start in the southwest corner, and this map is quite a bit bigger. There are TWO enemy camps... A small one to the northeast, and a big one to the northwest. There is a shrine to east on the road, and a mausoleum east of that, almost to the edge. Starting Retinue: A peasant or two to build things while your hero convert the mines. Bring a general (white mage?) to help convert things, and to heal troops. There are two ways to do this. If you are fast, you can RUSH the enemy. Yes, rush. Or you can build really fast and hope those basilisks and minotaurs don't kill you first. Rush strategy is as follows: Both you and enemy start with nothing, but computer builds a lot faster than you could. So start with 1 peasant, 1 general, and multiple squires. Start building, while your hero and white mage convert all the nearby resources. Group Robert, Minos, and the squires, and send them north through the gap, past the towers. And start destroying EVERY mine you can find. This will cripple their production, so you won't even be attacked at your main camp. Rush strategy means you have to use those characters like Robert and Minos, and if they die, you lose. Be VERY careful using them. When used right, they will give you the initial advantage. While your "task force" goes forth and conquers, your hero and peasant are busy building more structures and more units to keep things running. Send forth some reinforcements from your camp to replace losses. Consider sending the hero and/or white mage forward and use peasants to build. Beware of "infiltrators", occasional thrall or such that try to build in your territory. Occasionally enemies may also send bats or harpies on an end-run attack. Keep converting or destroying enemy buildings. Get the hero into the middle of the town while the rest of you take out the towers. Take out one, then the other town (the one to west is much larger than this small one across that little bridge). Convert works much better... Go after defense towers and the rest of town becomes vulnerable. If you got seriously hurt, back off and group heal. Your main camp should be building more units and some towers to help you secure the gap. Retreat your task force all the way to your towers if needed. Repeat until the Minotaur threat has been eliminated. Build Strategy: You need 2 or more peasants in your starting force. Secure the gap by moving your entire party east, past the shrine, and build near the gap. If you build to west the units will take too long to plug the gap. Instead, build your keep and such near the gap. Start with palace and two towers. Use your white mage and hero to convert some quarries to get some rocks and such and keep things supplied. Keep the forces between the gap and your buildings. Build up the base and keep converting more resources. If Minotaurs attack, send white mage in to heal your defenders. Once the gap is secured (two or more towers), add one tower near each group of mines. You will see some bats sneak through, and the towers with squires will take care of them. Add some squires and spread them out just in case other bats sneak through. Keep that gap secure! Enemy has two heroes that will attack, along with minotaurs and basilisks. They may also sneak some bats through, along with occasional thralls that will attempt to build south of the gap in your territory. To prevent the thralls from establishing a foothold on your side of map, send out squires in groups of 2 and explore the map on your side. Have a reaction force ready to deal with any interlopers. Now it's time to really build your army up. Build everything... Cathedral, knights, research everything, upgrade to level 4 keep and build the library and train some white mages. Then build up the army you've always dreamed of and blast them all! Start building attack groups of knights, squires, and a white mage (to keep them healed). A group of 4 knights, 6 squires, and a white mage is nearly unstoppable. 17.1.6 Aelfwine Briefing: Elana needs to locate Aelfwine, who's in the caves to the northeast corner. You must get Elana to the door of the cave. Map Layout: You start on the southwest corner again. There are minotaurs to the north, and orcs to the east. Starting Units: 1 peasant, your white mage, the rest in pikemen and squires The Minotaurs are dug in with towers, but the orcs are not, so you should attack the orcs first. Start building palace, then barracks. You need some reinforcements ASAP. Send your hero and white mage out to convert those resources, expand EAST, NOT north. North means it you get the attention of the minotaurs, which is bad, as you are not ready for them. Expand east, and you'll see more resources. Convert those as well. Send hero back to camp. Send white mage, along with your "strike group" east. Consider using a peasant to "wall off" the northern part to help you defend against minotaur raids, if any. Don't forget to add towers and such. Continue east, and slight north, and you'll see the mausoleum. Northeast of that is the Orc camp. If you see the Orc hero, kill it ASAP. Keep building units and blast or convert the orc camp. Remember, converting those buildings, even if you can't use them, raises your army limit. Blast any defense towers, then convert everything. Don't chase the orcs too far though, you don't want to attract the attention of the minotaurs yet. Once you've defeated the orcs, the minotaurs may be getting restless. While you deal with the Orc camp, build towers to help you defend the area. Upgrade to knights and such and build up your forces, repulse any attacks. Upgrade to level 4 keep. Research all the good stuff (you should have all the resources you need now). Watch for any thralls and such that escaped the onslaught. They may try to build near you. Attack and destroy them. When you build up a good attack force, go north from the camp and destroy any minotaurs and basilisks nearby. Then head north through the gap, and convert those resources. Be sure you have a GOOD force, as you will see some minotaur kings soon, which are REALLY nasty. Once your force is ready, continue to the "gate", and blast it down. Then clean out ALL the minotaurs nearby... One's up on that "plaza" to northwest corner, others are near the northern edge. Once you've cleaned out the area, build some escorts and escort Elana north to the cave. You'll have to go north, then east, across the bridge. Once there, you find Aelfwine, and you are victorious! 17.1.7 Return to Asgaard Briefing: You've located Aelfwine, and you need to return with him to Asgaard. There is a HORDE of undead in your way. If you can get someone to the gates of Asgaard, a troop of knights will come out and assist you. There is no construction in this mission. Map Layout: you start on the east side of the map, but the tower you need to go is on the west side, and in between are HORDES of undead, well over 200 total. However, all is NOT lost. Remember, undead have no brain. Starting Retinue: You REQUIRE a white mage for this. The rest can be a mix of pikemen and squires as you see fit. You get a few "reinforcements", peasants, when you visit each hut with your hero. In mobs, peasants can still be deadly. You will need to do the "Minos bait" routine. Line the peasants and pikemen and your hero up front. Squires (including Robert) and mages in the back (including Elana, Aelfwine, and your white mage). Set EVERYBODY to "guardian". Then send Minos forward to the bridge to "tease" a few skeletons over, and let the mages and such kill them. Repeat until you clear the bridge. Just across the bridge is the hard part... You must pass through this "valley", which has one tower on both north and south side, and a bunch of wraiths and skeletons near each tower, AND a force in the middle blocking you. Again, setup the "Minos Bait". Tease the blocking group toward your firepower. Repeat for those guarding the towers. If Minos gets hurt, use the white mage to heal him. Repeat until there are no more units around. Now RUSH the tower, either one is fine. You will lose several peasants, but you can take down the tower. You just need to take down one (I prefer the northern one). Keep everybody on the plateau. Line up the shooters on the "edge" (squires, mages), line up the peasants behind them to make SURE they don't move. Again, send Minos down and tease those undead units toward your firepower. Repeat until you clean out that road leading northwest toward Asgaard. This will take a white, but quite doable. If you need more peasants, you can find more huts to the south. As you reach the castle, a group of knights will appear in front of the gates. Just get Aelfwine to the gate and you're all done! 17.1.8 Aelfwine's Arrival (Video) Cinematic: Aelfwine is working on translating the prophecy... All he can tell you is that the two meteors are called "two Tears" in the prophecy. The rest... Will have to wait. 17.2 CHAPTER 2 : THE TWO TEARS 17.2.1 Scouting the Land Briefing: Paridius has ordered you to scout the land in search of the origin of the Undead that is plaguing the area. You will take available units (Dwarf Runners and Squires) and locate the Undead "camp". Map Layout: You start in the southeast corner, where Esgaarde stands. There's a mountain range blocking off access to the north, with two passes, one east and one west. The undead camp is SOMEWHERE out there, lots of forests, no river. Starting Units: As you can't build, there is no reason to bring any peasants. Bring White Mage, plus some high-powered units for your offense. TIP: "Locate" the camp means get ONE unit inside the enemy camp. It doesn't matter if he dies 5 seconds later. As soon as you get one unit inside, you win. The question is... what constitutes a "camp"? But you'll know it when you see it. Group all your units into 1 group and start heading west. You can go north through the western pass. You will encounter some orcs (in ones and twos) in the forest. Just destroy them as you have so much firepower they won't last a second. Destroy any undead you see as well. You should be able to do this without losing any units. If you're not sure, have the group stand still and use Minos to lure the enemy back toward the group. Once you passed the mountain range, start exploring east. You are looking for two "magic mushroom circles" inside the forest. When your hero steps inside, one of them produces 2 sprites, and the other 2 unicorns, both are good units (though unicorn is a lot better). Kill anyone in your way by luring them back to group. Once you found the unicorn, their higher speed make them the logical bait instead of Minos. They also have very good combat ratings. Return to the gate, and head directly north. When you start to see a tower or two, you're getting close to the Undead camp. You'll need to raze several towers, and you WILL lose units, but make them count, as you aren't getting any more units. When ready, send EVERYBODY in and wipe out the tower, preferably one alone by itself so no other tower can help. Use the unicorns as scouts. If they get hit, bring them back to be healed, then send them out again. Keep wiping out towers going north until you see a plateau, on top of which is the undead camp. Unfortunately, it has a liche, the undead hero, plus a HORDE of skeletons, plus a slayer knight and some wights (and a zombie or two). It also has two towers guarding the entrance. You need to basically CHARGE in there, wipe out two towers, and RETREAT to regroup. Heal everybody, then send in the unicorn as bait, tease the enemy units out for your group of squires and other shooters (including Elana and your white mage). This will require a LOT of patience, but it can be done. Repeat until the unicorn can enter the plateau, and you win! 17.2.2 Orcgate Briefing: You need to find your way into the mountains of the north, which may contain some shards of the blue tear... However, the Orcgate is in the area, and the Undead are fighting with the Orcs... Destroy all of them. Map Layout: you have several mines to your east and west. To northeast are the Orcs and to northwest are the Undead. There's a mausoleum to the west. There's a chest to your east and west, which may or may not contain goodies. Retinue: You may want an eagle for initial scouting and early warning. The rest you can start with peasants and some pikemen and such. There really isn't much of a trick to this... Just build, build, and build! Just protect your mines against the occasional raids, and you can let the Orcs and the Undead fight each other while you grow all the way up to level 5 keep and build the unstoppable army. On higher difficulty levels, you may need to take Elana's advice... Lure some units out of one camp into the other, and get out of the way and let them fight each other to death while you just to ready to clean up the mess. Send a suicide force as double-bait. Basically, keep them busy while you build up your army. Even if you send in a suicide team, go after their structures and such, even out the sides. If one side is stronger, attack that side, and lure the response to the other camp. If you start with an eagle, keep it near the middle to watch for raiders so you can rush units to respond. Keep building, building, building... When you think you destroyed everybody, but the game doesn't end, there's probably another thrall or such roaming the landscape trying to rebuild that one keep... Send out some eagles to scout for that last one, and blast it to pieces, and kill the thrall. 17.2.3 The Blue Shard Briefing: You have gotten past the Orcgate, but the Undead is very strong here. You are surrounded on 3 sides by Undead. Defeat them and find their source of power (i.e. the blue shard) Map Layout: You start on the southern end of the map. Just north of you are 3 mausoleums. You have mines to east and west. To northeast, north, and northwest of you are the 3 Undead camps. You need to defeat them all, and to claim the blue shard for yourself... Start by building up ASAP. You need level 2 palace to get stables up and running. You have a cathedral just west of you, so convert that and you can start building knights (yes, that fast). You don't really need Eyrie but the eagles help somewhat in scouting. However, enemy uses quite a few bats. Build, build, and build. Build multiple stables to get more knights out (3 at least). Put all the peasants you can into the mines to keep the gold coming. Keep upgrading the keep as you need more mages to sustain your combat. You will need quite a few pikemen and squires as you initial guards. Undead WILL raid you with heroes, wights, slayer knights, skeletons, bats, and zombies. I even saw a Daemon once. They come from both east and west, but only once through the middle. West side seems to attack more often. Defend yourself against the raids, and research those skills at the Cathedral like triple damage against undead and so on. Those knights will be unstoppable. Undead will be building as well... They will have built library and such. You can build catapults now so use those for long range demolition (beyond visible range!) Just line up the troops in front of the catapult and wait... Clean out the entire map, convert all the mines to your side, then walk your hero up to that hole in the ground with the blue shard... He'll mumble something about taking it back to General Paridian, and you win! 17.2.4 Translation (Video) Cinematic: Master Aelfwine has finally finished the translation... The two "Tears" are Navarre (white) and Lucifus (red). They bring great power, but great misfortune. They must be destroyed, but NOT by the hands of man. Such is the riddle... 17.2.5 The Library Briefing: Locate the ancient library 2 days west from Esgaard Towers. Explore it with your hero and Elana. All special characters must survive. No construction in this scenario. Map layout: You start in the east, west is unknown. To the south there is water. There is an island in the southeastern corner that has 4 special items you may wish to investigate. The library is on the northwestern corner. You have a long way to go. Between you and the destination are 3 orc heroes and their units. You can kill plenty of orcs on the way. Some may suggest going by sea. It's actually a bad idea since the beaches are ringed with towers and units. You will lose quite a few if you try it that way. You don't need to fight any towers if you go by land, and you shouldn't lose any units unless you encounter an Ogre or such nasty units throwing sheep and more. You have several friendly defense towers nearby. If you visit each one, you'll get pikemen and squires. Not all of them give you free units though. Convert the shipyard while you're at it. Even if you don't use it, why leave it to someone else? Build a ferry there and carry the hero to the island and grab those special items. Start by following the road and head west. When you see a road sign, follow the road sign. Avoid enemy towers. Use Minos as "scout". Lure Orcs back to your main group to be killed. Repeat as you make your way down the road. Avoid the towers. Eventually you make your way to the library. Robert remarks that the library is in ruins, and Orcs are all over it, including Ogre, Troll, hero, and goblins. Again, setup your group in ambush, then use Minos to lure small groups out for you to kill. Heal any damage, repeat until you clean the place out. Have your hero and Elana run around the library. You'll get some dialog about finding something, then something else, and voila, you win! (If you don't get it, keep moving them from spot to spot all around the library.) 17.2.6 Siege of Guardia Briefing: Towers of Guardia is under attack. You must make ALL HASTE to Guardia and prevent the Undead from taking Guardia. Reinforcements will arrive from Esgaard in 40 minutes. You MUST hold out until then. Map Layout: you are in the south. Guardia is southwest of you. A ridge containing a mausoleum divides that up into 2 "passes" you can defend. The WORST attack will come from the eastern pass, while some minor raids will come from the western pass. Basically, build, build and build! Quickly upgrade your keep to level 2, and start building towers to close off those passes. Build barracks and quickly pump out some pikemen and squires to hold the line, use your hero if necessary. You need the market and "trade" skill to convert the excess resources into resource you need. Do the usual thing: add peasants into the mines you really need (usually gold). Reinforce each tower with 2 pikemen and 2 squires. Add some towers on the ridge with the mausoleum, then 3 towers in the eastern pass and 2 towers in the western pass. Quickly upgrade to level 3 keep and build your cathedral, then get those knights out. Research those knight upgrades, esp. that triple-damage-against-undead one. Build 3-4 stables and get those knights made! They are your best undead killer. Build up library and make a white mage or two. Use one to anchor each side of defense. Add squires to back up the defense. Put some on the ridge, others behind the tower. When there's about 5-7 minutes left, the big attack will come... Lots of wraiths, then lots of liches (the worst part), then lots of slayer knights. Your towers and your knights, with the squires running backup, should be able to defeat all the waves. If you got a lot of knights left after defeating the attacks, feel free to set the knights loose and wipe out the enemy structures before the time runs out, for extra credit. 17.2.7 The Undead Column Briefing: In the plains north of Esgaard, Paridian has a plan to deal with the Undead... you need to survive 30 minutes of continual Undead attacks. However, Paridian plan means Elana was sent out ALONE as bait for the Undead... Map Layout: You start on the south side of the map. To the north are two plateaus forming a valley through which ALL undead must pass. On the north end of this valley are four towers shooting magical bolts, and 2 item chests. Just north of your position is a dragon temple, where you can recruit several dragon knights. If you explore the 2 white trees just south of the temple you can also locate several treants. Retinue: bring the white mage, as usual, and a peasant. You should be able to bring a knight or two as well. You'll need their firepower early on. Send your hero north to the dragon temple and get those treants and dragon knights. They, along with your few starting knights, are your initial defense forces. Send them to the southern mouth of the valley and keep them there. Explore east and west with your hero and mage (separate directions), and convert those mines ASAP. You will be SHORT on gold initially. Build your palace and barracks ASAP and pump out some squires. Send them north and line them up on both sides of the valley with "guardian" attitude. This is the "valley of death" for the undead. Keep building with the peasant and/or hero and find more mines to convert. Build a second palace on the other side of the map to help you pump out enough peasants for more gold at the mines, as the first one is busy upgrading. Build cathedral so you can get more knights to reinforce those few you got. Research that triple-damage against undead upgrade. Line the knights up at the valley mouth and don't let them move. Consider building a library, as you need the catapult to take down those 4 towers, as well as additional white mages. Build multiple stables to get more knights. You will see plenty more of undead waves, with liches, skeletons, wights, etc. However, if you have enough knights you can repulse them easily. Then just have the white mage heal everybody. There are two shrines to north, just south of the towers, and Elana's body. However, you can't do anything with it yet. Just wait for the timer to run out. Don't accept any "convert building" missions as you can't convert enemy towers and there are no other enemy buildings to convert. When there's like 5 minutes left, the final wave of Undead will attack... Slayer Knights, Liches, Wights, and LOTS of skeletons start marching down the road. Defeat them all, and feel free to destroy all those four towers (you will take casualties though). When the time runs out, you win! 17.2.8 Death of Elana (Video) Cinematic: Paridian was so heartless in sending out Elana to be bait and got her killed... Does the ends justify the means? Or will following Paridian be your best chance to recover the Two Tears? This is your turning point... Do you split from Paridian and chase down the Two Tears yourself, or do you continue to follow Paridian in search of the Two Tears for Esgaard? If you continue to follow Paridian, go to [7.3], path of light. If you split from Paridian, go to [7.5], path of darkness. 17.3 CHAPTER THREE: THE PROTECTOR (PATH OF LIGHT) 17.3.1 Dwarf Caravan You are heading north into dwarf territory... Robert, sick with Paridian's offhand sacrifice of Elana, has left the party. While you have your reservations about Paridian, you believe that once you secure Navarre, the white Tear, you may be able to bring Elana back to life... But first, the Dwarf caravan is under attack... Briefing: Rescue the Dwarf Caravan. All your special units (your hero and Minos) must survive. Map Layout: Dwarf Caravan is in the middle of the map, under siege by the orcs in the northeastern corner, who has lots of towers, and will send lots of Ogres, Giants, Trolls, and so on. Retinue: white mage, then whatever you want. NOTE: Do NOT send forces into the dwarf camp until you're ready. Doing so triggers Orc attack. In fact, don't even move north of the dwarf camp. They have enough fighters and crossbow-ers to defend themselves for a while. Just keep building. Start building immediately. There are some mines next to you, and more mines to east (2 more on the seashore). Send mage out to convert those, while your peasants and hero build, build, and build. Build up a set of defense towers where the trees limit the movement, orienting mainly northeast. Quickly build 2-3 stables and start working on knights. Upgrade, upgrade, upgrade! You need flaming arrows in those towers. Enemy may send a flock of bats/harpies to raid your buildings and mines. Squires will take them out, esp. flaming arrows. Knights will act as reserve to block any breakthroughs. When you got 4-6 towers up, defense should be quite tough that even dragons should be no problem for you. Start building up groups of knights with squires and send THEM to raid Orc camps... Send them up the east coast. Send another group into the Dwarf camp to help them defend. Take out towers, then others, retreat when the enemy responds. Lure them back to the Dwarves and/or the towers and slaughter them. Keep repeating the raids until the orc camp is reduced to rubble. Keep a reserve at your camp to react to any last- ditch attacks by the orcs. Build towers and squires to assist in defense. Upgrade those knights (don't need the triple-damage-against-undead upgrade). Build a dragon or two if you feel like it. Watch out for new palaces being built elsewhere. When you defeat all the orcs, you win! There may be some leftover totem poles or something on the map if the scenario doesn't seem to end and you thought you destroyed everything. Send out some flying scouts and find the leftovers. 17.3.2 Mountain Trails Briefing: You are now in command of the dwarves, who will help you seek the seer far in the northern mountains. However, in your way are no less than FOUR Orc heroes, all of them want you dead. However, they will also fight each other if given the chance. Map Layout: You are in the southeastern corner. Enemies are to west, north, northwest, and center. This will be your toughest challenge yet, as you must now learn the dwarf buildings and units, while you fend off all those orc attacks. You don't quite have enough mines around the starting position, but it'll have to do for now. Build palace, upgrade, upgrade. Quickly churn out a couple dwarf fighters and crossbowers, and send this group north, all the way north, so you can take on that guy in the northeastern corner. That guy is easily beaten, and you will have HIS mines to work with as well. Build towers and such to secure the area. You only need to build ONE inn to benefit. Build more barracks and one more smithy up north to keep the dwarven smiths coming. Remember, dwarven smiths counts DOUBLE when put into mines. Watch your resources, as you will run SEVERELY short on ore and stone esp. in the middle part of the build. You will need a market with "trade" skill to balance some of that. Having those mines in the north help somewhat. Try to stay out of the way of the Orcs, as they will fight amongst themselves when they have the chance. However, when they finish consolidating (or even before) they come after you. So you better have those defenses ready. Have some heavy weapons like ballistas and catapults ready in both camps, as they do lots of damage against those large units like giants, trolls, and ogres. The dwarven towers are too weak to be useful. Build HUMAN towers (under the towers and walls menu, not the building menu) which lasts longer under enemy attacks. Build two dwarven towers BEHIND the human tower to lend support. Remember to reinforce with crossbowers and fighters. Don't build your towers too tight or your ballistas, battering rams, and catapults can't get out! Put some crossbowers on those ridges surrounding the middle cave. Set them on defensive, so they shoot, but they don't chase. They can wipe out a lot of orcs firing from that high up. When you are ready, it's time to deal with the enemies one at a time. I personally like to send in a FLEET of griffons (10 of them) and they'll just clean out enemy structures in a flash. Use them to raid enemy structures. Bring them back to be healed by your white mage. Consolidate the two small mines on the east side of the map, then start pushing west from north, then south. Remember to use the "drunkenness" special during the fight! Bring some heavy artillery to deal with enemy structures. If the enemy's too hot to handle, retreat to the towers. Heal, then move back in. Convert any mines you see. Continue the push and surround the middle red caves after cleaning out everybody. Then clean out the middle. When you've wiped out every single Orc, you win! 17.3.3 Guardians of the Seer Briefing: We're getting close to the seer, but in our way are minotaurs AND orcs. You must find out what are driving the Minotaurs wild, and locate the entrance to seer's cave... (And obviously, your hero and Minos must survive). Map layout: the map is divided by a sEyries of ridges that leads to other parts of the map. You start in the southeastern corner, and of course, the seer's cave is to the northwest. Retinue: you need your white mage, and some other starting units. Initial concern: You need towers to survive the initial attacks. They WILL raid you. Once you build enough towers to handle the initial attack, The rest of the campaign can be handled via air attacks. After the conversation, start building ASAP. Pluck down the palace, and send the two heroes to convert the mines to north and west. After palace is down, upgrade the palace, and start building barracks and towers. Start with dwarf towers (cheaper), but backstop them when you can with human towers. Dwarf use smithy to produce the siege weapons and dwarf smiths, so the production of siege units will be slow unless you have multiple smithies online. Those will have to wait. Build THREE barracks, as you need LOTS of units. Get some fighters and crossbowers out there ASAP. There are some towers just north of you, destroy them with siege weapons when you have a chance. In the meanwhile, your hero can get out there and convert some mines nearby. Remember to get OUT of range of the tower before you convert. Build up everything, then it's time to decide on attack strategy, when your defenses are set. If you prefer air attacks (and it is indeed the preferred way), build up a set of 3-4 Eyries. Then build a large group of griffons (say, 8-10), and just start SWEEPING the map of enemy mines and structures. When they're like half-damaged, bring them back to be healed, and send them out AGAIN. In the meanwhile, upgrade the Eyries to level 3 and start making dragons. You need 3 of them to build the unstoppable force. If you prefer ground attacks, get your barracks setup to produce a good stream of berserkers and crossbowers, backed by a couple of siege weapons. Keep raiding the mines near you, then explore further and further away from your towers. Destroying the mines not only give you a quick resource boost, it also deprives the enemy of their steady income. If you need some more income, build some dwarf lords with escorts (berserkers and crossbowers) and send them out on conversion trips, leave some mines nearby that are good for your use. Chase down enemy heroes, thralls and such that may be building all around you using other air units. Eventually near the northeastern enemy (directly north of your starting position) you'll find the red shard. By this time, your dragons should be done. If you have too many units, kill off some of the siege machines and cheap units to make room for the dragons. Then sweep the map with your unstoppable force. If you prefer not to fight that hard (or playing at higher difficulty levels), sneak your hero with retinue north to the red shard, then back to your camp. Then work your way west, then north to the seer's cave. Raid west into the enemy camp, clean him out to make way for your hero. You may find a hostile dragon near the seer's cave. Use your dragon force to take him out if you build one. Your griffins are afraid of dragons. Else, just RUN really fast. One dragon can't do THAT much damage to your hero. Once your hero steps across the bridge onto the seer land (after finding the red shard), you win! 17.3.4 Visiting the Seer (Video) The seer knows where the Two Tears are... both are held by the Dark Elves, beyond the Darkwall Mountains... As for how they can be destroyed... Just smash them together... However, that may be the problem... 17.3.5 The Red Maw Briefing: You've made your way back to Esgaard without further problems. Your next task is to get through Guardian pass, where the enemies await... No building, no retinue. Map Layout: this is a maze, and full of assassins, each of which can kill you by luck. Your exit is on the western end, in the middle... With a Dark Elf hero and 2 assassins guarding it. NOTE: the map didn't tell you that in EACH of the mines (and there are half dozen of them north and south of Esgaard) you can get some dwarf runners, best used as "bait" for those assassins. There really isn't too much of a trick to this. Use dwarf runner to lure the assassins out of position, so your group can get through. Then when you finally get to the exit, save the game, and try to lure the dark elf hero AND the assassins out of position while your hero and Minos step through the gate. Expect to retry this a couple times before you get the hang of it. To get to the exit, go west into the maze, then turn north. When you see that first assassin to northwest, use a runner to lure him east into the corner so you can slip past. Keep heading northwest/north. You'll see a couple bats next to that small hill, and to northwest of that, more assasins. Again, use a runner to lure them out of position. Continue head northwest, until you're almost on the northern edge of the map. If you're careful, you'll see assassins both to northeast and northwest. Head southeast. Then send a single dwarf southwest, THEN southwest (not the passage leading south, but the one west of that). You'll see FOUR assassins. Hold there. Get two MORE dwarves into position so when the closest dies, the assassins will keep chasing the next further. You need to get those 4 assassins out of position, all the way into that pocket west of you. Once the 4 assassins are inside that pocket, you should have 4 or more dwarves left. Move your hero and Minos closer. Use a single dwarf to lure the enemy hero toward your hero so your team can ambush the Dark Elf hero. She should go down quickly, and you should still have 3 dwarves left, maybe more. There are two more assassins left behind the enemy hero. Move your heroes east out of range, then repeat the dwarf bait maneuver and lure them out of position, then your hero and Minos just RUN through the gate, and you win! 17.3.6 Towards Archanon Briefing: The dark elves and the orcs are in your way toward Archanon. Lead your human army past them. Minos and your hero must survive. Map layout: You start in the southeastern corner again. The dark elves are to the northwest. A whole SEYRIES of Orc towers runs the diagonal of the map, northeast to southwest. You have some mines near you, but you're going to be a little short unless you start exploring north and west immediately. NOTE: There's a cache of 7 goodie chests in the middle of the map, protected by orcs, giants, trolls, and more. NOTE: the Orcs don't build, but the dark elves do... Retinue: you will need some heavy firepower immediately as the dark elf hero will raid you. White mage, then some heavy hitters like archon, knight, reaver, moonguard, etc. should be enough to protect you for now. Overall strategy: Same as before... Build up a group of knights, and send them on raids. Destroy the orcs, starting from a corner, then get through and clean up the dark elves. Then come back and clean up all the orc towers. This is a battle of attrition, so if you can build enough towers and squires to prevent the enemy from destroying while you build up your knights, you should win. It sure would help if you get those special skills like knight commander. You will need a ring of towers, 3 or 4 facing northwest, to defend against the raids, but you need to keep upgrading your stuff as well. You can probably forget making aerial attacks of your own as you are short on just about everything. Besides, dark elves have plenty of magic towers as defense. Clean up the map, starting with southwestern corner, then work your way up the diagonal until you see this hill. Stop there, as the Orcs don't grow, while the dark elves do. Start using that gap to send up raiding teams of squires and knights. Destroy their mines, then their structures, concentrate on towers. When they're pretty hurt, bring them back and heal them, then send them out again. Maybe have a white mage stand by there with some protection. Repeat until the dark elves are history. Then clean up the Orcs. destroy everybody, and you win! 17.3.7 Archanon Briefing: Destroy Tower of Archanon and capture Navarre, the white Tear. Destroy all dark elves in your way. Expect dragon presence. Map layout: you start in the southeastern corner again. There are LOTS of nasties, mainly to north, but also center of map. Two shrines on east and west edge of the map. Two sets of mines close by, one just northwest of you, the other further west. They have a LOT of mines, so be ready. NOTE: One interesting fact is the enemy will produce dragons after 20 or so minutes. You better have hefty defenses ready by then. Ballistas and towers are good. NOTE: AVOID the center initially, as the dark elves holding that section (they're in RED) have sorcerers that can wipe out your squires. You need a GOOD group of knights and maybe a dragon or two to defeat them. Overall strategy: if you can build a set of towers to destroy dragons and a full set of squires (with flaming arrows) to defeat other attacks, and a full set of upgraded knights, you should have no problem. The problem is getting all this done BEFORE you got overrun by enemy attacks, and enough resources to build them all. Consider building more than one palace immediately, one to get upgrades, the other to produce more peasants to man the mines. Then build multiple barracks, and later, stables. Don't box yourself in and run out of room. Leave enough room for siege weapons to get out, if necessary. Put the towers further out to north and west, but don't get too close to the center with the red dark elves... You need to carve out your own little "niche". Only put guards (2 pikemen and 2 squires) in the tower that is most often attacked, and they will come. Consider building one or two towers on that plateau with 4 mines, and put some squires up there as well. Dark Elves often send phoenixes and try to convert your mines, and you need to take them out. You need to get those towers up soon. That timer on top is the time until the next dragon's hatched. And you need flaming arrows and towers and lots of squires to take out a dragon (plus misc. flyers). You will need more than one stable, probably 3, but worry about that later. Enemy heroes will try to convert the mines to the west. Consider building a palace out west and some towers to protect that patch. Still, you will be REALLY short on gold. Having a market with trade researched will help slightly, but not enough. If you can handle the dragons, then it's time to decide on either aerial assault or cavalry charge. If you have knight command special skill, then knights are cheaper, so build a LOT of them, allocate like 10 per group, add a couple archers and maybe a white mage, and send them out to raid. Go west, then north. Another group can go north, then west. Start reducing enemy structures, and use the white mage to convert enemy mines that you see. Sooner or later, you'll whittle them down, by building up the knights into an unstoppable force. While they'll run from dragons, just lure the dragon back to your towers. Blast everything, kill all those "wisps" running around, and you win! 17.3.8 Resurrection (Video) Cinematic: With Navarre in your hands, Elana was resurrected... However, you reluctantly turn back as Lucifus is too deep in enemy territory, across the ocean... And you return to Guardia... 17.4 CHAPTER FOUR: JUSTICE (PATH OF LIGHT) 17.4.1 Thieves Briefing: Paridian has stripped you of your rank, and has quietly let out word that you should be killed, along with Elana. Elana offers you a better alternative... Steal Navarre, the white Tear, and escape with her to her homeland, the Wood Elf country... No building. Map Layout: the tents around the area either produce friendlies or hostiles, usually only 2 at a time. Your "exit" is to the east, along that "road". The Tear... is for you to find, but I suggest north. Retinue: firepower, the heavier the better. A white mage is critical. Else, a high hitpoint unit like a knight would be great. After Paridian and Minos runs off, start exploring the tents. You need squires, though pikemen are also good. By now, your hero should be a killing machine. Send him to explore the tents, kill hostiles. Don't get too close to other enemy units. The idea is to fight as few as possible, so you have a chance to heal in between the fights. Slowly work your way to north-northeast. When you see like three or four tents together in a circle with a goodie box in the middle, that's the place. Tease the enemies out, esp. knights, back to your group to be killed. Clear the area around the tents slowly. Heal and repeat. There's an enemy hero there: Sir Edgar. lure him back to your group and wipe him out. Then head inside and grab the tear. When you get the tear, head back to the group, then head east until you see the bunch fo forests, then south. Again, slowly clear your way southeast, until you get back to the road. You'll probably find groups of 6-7 pikemen in your way. Tease them and separate them, then kill them. When you make it to the eastern edge of the map on the road, you win! 17.4.2 Into Palmyr Briefing: You're in Barbarian country... You get a couple Barbarian riders from King Baragon... With that, you need to clean out the Orcs (two separate tribes). You now command the Barbarians. May layout: You start on the southwest corner. You will be attacked on two sides... north, and east. Retinue: none... Overall strategy: Build up enough towers and such to guard against enemy hero raids from the north first. Then expand east, convert the mines, and secure the other bridge with more towers. Build LOTS of units, as barbarian units die easily. Upgrade all you can, as you need those minotaur units. Regular barbarian infantry is pretty weak. Once you got both bridges secured, THEN you can pursue the enemy to northeast and northwest. I think the northwestern enemy is easier as he's closer. NOTE: Barbarians want LOTS of ore, not gold. NOTE: Beware of enemy doing long-range deep strikes with a group of bats. Fight back with a group of pegasi. NOTE: Barbarians defaults to AGGRESSIVE attitude, which means they chase enemies down. Set them to "defensive" ASAP. NOTE: Reavers can convert buildings. Send those out and convert with them. Upgrade keep quickly, multiple levels, and build at LEAST 3, maybe 4 arenas, and start pumping out the riders. You need a lot of them to hold the tide. Also build those towers near the bridge as early warning. Keep building units and set rally point near the bridge, and keep building towers. Send hero east and convert the shipyard, and the mines. Send some help when you can, as the enemy will attack from the east soon. Start making upgrade buildings like henge and so on so you can get some minotaurs up and running. You'll probably also need a market as you'll be running short on ore. Keep heading east unless you're seriously wounded, then return. With no retinue, you can't heal a lot of damage, so try not to get into a big fight with your hero. Continue east and convert more mines. Bring a thrall or two and build towers to secure the other bridge. Start building Eyries to make pegasus, your best air unit besides the dragon, and probably your primary air defense except for Robert and those spear throwers. Now it's time to push them back. Build up a big group of minotaurs and riders, and pegasi, then send them northwest, across the western bridge, and start on the towers, then just let them attack whatever they want, but towers first. Then take out the ziggurat, which will cripple storage, then the arenas. If they all die, just replace them. Once you've taken out the northwest group, send some thralls there to build a new base and make more units as replacement. Don't forget to convert all the mines nearby! Now you should have NO resource shortage at all. There's a "navy" just east of the northwestern orc camp. You'll probably want some dragons to take those out, as those cruisers have nice arrows. On the other hand, if you have a LARGE group of spearmen you CAN take them out... With heavy casualties of course. You can convert the shipyard from outside the ship's range if you want. Then it's just a matter of building enough units to destroy the remaining orc stronghold. With attacks from two sides, it will fall quickly, but consider holding out until your hero has a chance to explore all the goodie boxes around the map. There's at least one to northwest, two to east, and maybe more. 17.4.3 The Orb of Souls Briefing: You need to make your way to the "Orb of Souls" a temple where Elana believes she can find the wood elve leader Kaari that will lead you to the Woof Elves home. Map Layout: You start on the southwest corner. Minotaurs are to your east and north, and the temple is to the northwest, with quite a few elven archers in the forests as protection. Retinue: Bring a white mage, please! Add other units as you see fit. Overall strategy: You need to take care of the minotaurs first, and this may be a surprise, but you need to blitzekreig one of them immediately. THEN you can take your time to build up enough armies to crush the other one, with TWO sets of mines (the ones near your starting position AND the eastern mines). Then finally, wipe out the elves in your way. Take ALL of your units and move east. When you see a group of 3 or 4 mines, let your hero convert it. Continue east and go after towers. Use the white mage to heal so your troops last longer in combat. If you run into the enemy hero, go after him! Keep driving east. Take out his offensive units and towers, and convert his buildings. Take his keep for your own. As you attacked him this early, he has NO units other than his hero and maybe one or two units, so he should be easy pickings. As barbarians, you need gold, then rock. You don't need that much crystals until you get altar, so get the market cranking. You should have plenty of ores around. Convert his arenas, and build your own. You'll need 3 arenas. Build corals to build up a set of riders. Start upgrading the keep, and build a second one in order to pump out more workers for the mines. The other minotaur hero will probably stay pretty far away, as he's looking for easier pickings. By taking out the eastern guy in a blitzkreig, you should be safe for a while. Build, build, and build, then heal, and take out all nearby towers. If you've previously killed the hero, then this guy is toast, unless you left a thrall alive somewhere. Start building an airforce of pegasi, figure 9-12 of them. Make at least 3 EEyries and upgrade them when you can. Send a force to the shrine where you converted those mines. The northwestern force usually raids through there, and you can intercept him there. Use cavalry only as everybody else is too slow. Add some minotaurs when you have the chance as barbarians have no infantry. In fact, try this ambush tactic: use minotaurs as front attack force, keep cavalry on the edges. When the enemy hero engages the minotaurs, sweep the cavalry from the back. Caught in a pincer, the enemy hero will either flee or die. Start exploring west, then north with your pegasi, and expand your base that way. Send hero with lots of minotaurs and riders. Explore and convert those mines you were forced to initially abandon. Your force should be now big enough to easily repel any attack. Build more arena there to support more units. Then head north slowly, heal when needed, and start taking down the defenses of that remaining minotaur, and convert the minotaur buildings for your own. Kill the hero when you see him. That's it for all the active threats. When you've taken out both minotaurs, it's just the wood elves in your way... And they don't attack. So heal your air force and your ground force, and send them in to clean out the entire map. Build a couple dragons if you like. Once you clean out the entire map, you win! If you prefer not to kill everybody, take your hero and Elana, and a full set of guards, and head to the northwest corner. Then move east. There is an entrance to the "Orb of Souls" from the west where Elana and your hero can enter. 17.4.4 Fleet of Solhaven (Video) Cinematic: You have reached Solhaven, and the wood elves have agreed to help you locate the remaining Tear. The fleet sets out for the Dark Elf continent... 17.4.5 Straits of Darkness Briefing: Locate the mystic tower of the dark elves in the strait and destroy it. No building required. Map Layout: this is going to sound stupid, but just follow the map edge. Follow the eastern edge, then the northern edge, and you'll find the dark elf base. Overall strategy: Get your ship there with minimum combat. Destroy all the defenders, and level the mystic tower. How hard can it be? This mission is extremely simple. You don't even need to fight that much. Head straight north, and take out a few Elven Galleons. You should find a mausoleum. Try the quest. Now head east to the edge, then north to the corner, warships lead the way. Once at the corner, go southwest, and you should see an island with a smithy on it. As your hero approaches, a few transports and several battering rams will appear. Convert the smithy for extra points. Load them all up and continue. Send the warship west along the northern edge. Destroy any ships in your way. Keep sending it west until they see this black elf tower. Destroy it. You are getting close. Once you destroyed this tower, start inching slightly west - southwest. You should see the tip of the island... This is the dark elven base, with the mystic tower and lots of sorcerers and dark elf archers all around. Kill them with your ships, then take down the tower. Once the tower falls, you win! 17.4.6 Elnaria Briefing: You are now leading the wood elves. The high elves apparently are also attacking the dark elves for the tear Lucifus. If you will take down the watch tower, you can both get closer to the city of Yrm... Map Layout: You start on the southeastern corner. There are two factions of dark elves... One in the northern corner (purple flag) and one in the west (black flag). There are also three islands in the middle of the map that has two mines each. There's a shrine to your north, and one of the rocks in the ocean to northwest has a goodie chest. Retinue: you need units that can convert, plus a wisp to build. Overall strategy: convert everything on your island, and build your keep and scout tower with the wisp. Your retinue can board the ships and convert those islands after the galleon takes care of the guards. Then it's a matter of building enough units to overwhelm the enemy. NOTE: enemies will send phoenix and such to convert the mines. Put some warships around the mines to guard each one. Two or three should be sufficient. NOTE: the black faction will probably send landing forces via ferries to raid you. Have warships stand by to repel. NOTE: Upgrade the scout tower so you can see the whole map. Use this to spot the hostile dragons and phoenixes and intercept it with your ships. The northeastern dark elf does not build, so you probably don't have to worry about them. On the other hand, having those extra resources (esp. the crystal mines and a cart of crystals) sure would help. The problem is... How do you get it? You need a fleet of at least six warships, preferably 8. Then start from the edge, and roll up the galleons one at a time. Then park the warships on the coast and wipe out all enemy units that are close to the edge. Then sending in the landing force... Treants, and cavalry. Send treants in first to soak up the attack, and send in cavalry to take out the archers and sorcerers and such. Now you can claim all that resource for yourself, and an extra shipyard! To take on the western threat, you have two choices basically... Attack from north, or south. I prefer a pincer, as you now have TWO shipyards and should be able to make two fleets. Build up your ground forces as well and load them onto ferries. When ready, send one fleet to northwestern corner, and the other to southwestern corner. Then both approach the island and start going after towers. Send them some air support as well in form of griffons, and when you can afford it, a dragon or two. The two fleets should be enough to wipe out ALL the towers, or at least get close doing so. Then send in the ground forces, up those corridors you blasted open with the ships. Spread out and destroy or convert ALL enemy structures on the island. Finally, wipe out that watchtower on top of that hill. Preferably use treants as they can soak up the damage, though dragons and such are also good. Once the watchtower falls, you win! 17.4.7 Siege of Yrm (grand finale!) Briefing: You landed on the Island of Yrm, stronghold of the dark elves, and nasty place all around. You landed on the southwestern corner, and the high elves have landed on the other side. Destroy the dark elves for the Tear Lucifus. If the high elves turn on you, destroy them as well. Obviously, your hero and Elana must survive (yes, the game text is WRONG) Map Layout: the island is pretty big, sort of inverted-U shaped. The citadel is in the middle. Mines are on the outside mostly, and the dark elves are in the center. Retinue: try to bring more than one unit that can convert. Dryad, white mage, red mage, black mage, etc. are good. Bring at east one wisp. Overall strategy: This is a gamble. You need the dark elf hero to raid the high elf camp before he comes after you, so you have some time to build. If he comes after you first, you're toast. The dark elf hero WILL raid you, but dark elves are weak, unless the hero calls down a heft spell. Once you've taken out the hero, the rest you can handle easily. Use phoenix to "raid" enemy mines, and there are LOTS of them. Dark elves don't ahve that many units that convert, while your cheap phoenix can do it. Send Phoenix all over the place and convert as many mines as you can as sort of "guerilla warfare". If the enemy converts them back, you go back and take it AGAIN. This way, the enemy hero is busy converting those mines instead of coming after you. NOTE: Some other strategy guides suggest you take the hero north then west and try to convert the high elf camp while the wisp build your own camp. This will work initially. However, it also leaves your camp virtually undefended, and the first raid by the dark elf hero will wreck the place and kill off essential characters. Start by moving north slightly, instead of starting right where you are, then east slightly. Build against the map's edge. Have the wisp build mystic tower, while your hero and general go out and convert all the mines nearby, both southwest and north. Once the tower is up, build two life trees against the map's edge, then start building up the rest like scout towers. Don't make too many guards, as the enemy hero will probably stay away from you provided you don't give him targets except those mines, and he'll just convert them from maximum distance. Have your hero explore the goodie boxes to the southwest. He'll also find the bodies of Paridian, Minos, and the rest of the expedition... Initially, you're going to be short on rock, so the quarry to the north, on the beach, is top priority. Other stuff like gold and ore are easier to come by. Later you'll need crystal REALLY bad. So quickly build, build, and try to build an inn, and research the "trade" skill, so you can convert resources from one type to another. You REALLY need it. Try to arrange an ambush for the enemy hero. Have your hero use defensive spells like a golem to help defend the place. If you can take out the enemy hero, his raids will fall to a trickle of just some riders and archers. However, if he were able to get a nasty spell off, you are doomed. Build an Eyrie when you can. The phoenix is very important in the guerilla resource war. It also keeps the enemy hero busy converting instead of attacking. Send out multiple phoenixes, along the northern map's edge, and find more mines to convert. Do the same to south, though one will probably die from finding the dark elf fleet. Go around the fleet, then locate MORE mines to convert. Put one phoenix near each cluster of mine so you can convert things back as soon as the enemy hero leaves. Upgrade, upgrade, and upgrade your forces by researching those skills. Keep the resources roughly balanced unless you know you need a certain type more than others. You need flaming arrows and bowmaster in order to do get good kills. Use the inn to convert the resources as needed. You don't need that much ground force once you got those researched. You also need lots of archers to defend against dragon attacks. Once the enemy hero's out of the way, send in phoenix to see if the high elves' camp is still there. More than likely, it's been wiped out by the dark elves. Convert those mines and the shipyard on the west side of the map. If the camp is still there, convert their mines any way. Keep the wisps busy by building more mystic towers. You need them to make your forces bigger. Start upgrading those Eyries and make sure you have three or more. You need a "fleet" of griffons, say 12 of them. They will bust towers for you. You probably don't even NEED dragons, so don't worry about them unless the enemy makes dragons too. Build up a ground force of elven archers, cavalry, and treants as well. When you get your fleet of griffons, it's time to attack those towers. Attack them in sequence, from the northeast corner, work your way around. Leave those "double-towers" for last. Bring the griffons back to be healed if you can. Don't forget to build those heal towers and researches. Bring the griffons back to the heal tower and cast the "heal" spell. You should have at least two shipyards by now. If there are no defenses near the third shipyard, send in a phoenix and convert that also. Build up a navy of say, 8-10 warships. Then use them to wipe out the dark elf fleet, probably on the southwestern banks. If you spot extra mystic towers around the place, convert them with your phoenix. Then the enemy must destroy them instead of raiding you. In fact, have your wisps build extra mystic towers ALL OVER the place to confuse the raiding parties may be a valid tactic. Bust those towers on the plateaus with your flying units, then send in phoenix to convert those resources. Gather your ground units and be ready for the final push. When ready, gather the remnants of your navy and sail STRAIGHT UP the middle of the U-shaped beach, as close to the mouth as possible, and let them shoot at anything. Then send in your ground force and air force and start knocking off those towers. Under triple attack, those towers won't last long. Then just set your units to "rampant" and let them wipe out everything that's still standing. When all the dark elves have been wiped out, you win! 17.4.8 The Two Tears (Video) You finally got Lucifus, and just as you try to figure out how to do it, Elana takes Lucifus, produces Navarre from her pouch... You tried to argue with her, but she said she's NOT a "man", and this will be the only way to solve the riddle. She smashes the two Tears together... There's a flash of light... And the world did NOT end. However, Elana did... As she falls to the ground, dead without the power of Navarre... The world is saved, but at what price? You're won the campaign! Now try the path of darkness as well... 17.5 CHAPTER THREE: THE CONQUERER (PATH OF DARKNESS) You turn your back on Paridian and Minos, and they are NOT happy. First you need to get away from them, then you need to raid Yrm, the home of the dark elves, and obtain Lucifus for yourself... 17.5.1 Treachery Briefing: Destroy General Paridian's forces, you and Robert must survive No building, 10 pts. retinue Retinue: with 10 pts, not too much choice. Pick someone with lots of HP, like a knight, and a white mage if you got one. If not, a group of pikemen for melee is good. Map Layout: This is the same map as "Thieves" [16.4.1]. Basically, you start next to Esgaard, and you declare that you will gain the Two Tears, and take out Paridian the heartless as well. Robert declared that he'll join you, but Minos ran away to warn Paridian. You have 3 groups of 9 squires each that will follow you. However, in your way are a lot of Paridian's troops, who will attack you. Those tents will pop either pikemen or squires when you get close. Put your squires around the tent, and approach with your hero and/or melee units. When they pop, they'll be full of arrows. Slowly go north-northeast, and head for middle of the map. When you see a BUNCH of enemies standing around, both squires and pikemen, you've found the enemy camp. Use your melee units to tease the enemy to your squires and kill them. Repeat until you've killed the enemy hero as well, and then the surrounding area. When you cleaned out the surrounding area, you win! NOTE: Try NOT to win before you've had a chance to explore the goodie boxes on the ground. 17.5.2 The Orc Ambush Briefing: Help the Orcs defeat the two clans of Dwarves at the Caravan. Your hero and Robert must survive. Map Layout: This map is identical to [16.3.1] Dwarf Caravan, except there are TWO Dwarf heroes running around. You start in the southwestern corner, with 3 mines near you. There's a cache of gold and such to your east along with mines. You start on the southwest corner. The Orc should be doing pretty well and should occupy most of the dwarves attention. Just keep building and don't expand north. Expand east instead, and avoid getting close to the dwarves. Let the Orcs occupy them, and slowly build up your army of squires and pikemen. Use your other conversion unit to convert the nearby mines while your hero runs east and grab those extra gold, which will fuel your early expansion. You can "sneak" a few mines away from the Dwarves by using the large conversion radius of your hero. Build up your base ASAP, and be ready to defend yourself once you attack. Consider build at least two of every structure, one to build units and the other do upgrade research. You probably won't have enough time or resources to do the exotic stuff like flaming arrows or paladin and cathedral and such. Instead, just build a lot of mercenaries and regular pikemen and squires and such with them. Then send in your forces DURING an Orc attack and wipe out all the dwarves. When you clean out the place, you win! 17.5.3 The Minotaur Tribes You are now leading the Orcs... Briefing: Gront the giant (orc general) is willing to show you the way to the Seer, but in your way are many minotaurs. Get past them. Gront, your hero, and Robert must survive. Map Layout: You start in the southwest corner. This map is the same as [16.3.3], and the minotaurs mainly setup in the same place: one to the north and the other to the west. Some towers are near you. There's a ravine/depression to your north with several carts of resources, a mine, and 2 goodie boxes. Just north of that is the "red shard". Retinue: get at least one kobold to start building, maybe two. Overall Strategy: As you're the orcs, build REALLY fast, and start RUSHING the towers near you with your units. Then explore the map, locate more resources, build up a HORDE of wolfriders and chase everybody down. However, there are more than one way to do this. You COULD just wipe out ONE tribe of minos, the one to the north, and then go west to the seer, without wiping out the entire map. Start building a ziggurat quickly. Your hero should convert all the resources nearby, two of them on the ridge, but convertible from the bottom. Stay away from the towers. Build some units and defend the two "off ramps". Upgrade to level 3 keep, and send out bats to locate more resources. They are sacrificial scouts. Build lots of caves (4-6) and build LOTS of basilisks and wolfriders (depending on what type of resources you have more). Defend against minotaur heroes who may raid you. Protect those two "offramps" and you should be fine. When you have enough units, send them out and take out the towers nearby. You can establish another camp on top, but that's optional. Keep making more wolfriders and goblins. You want LOTS of poison and disease carriers. Send groups of them (5 of each?) into the enemy camps and just let them hit anybody they want, while keep a group of them at home to go after enemy heroes that come by to visit. If you spot the enemy hero, send your raiders after him. In the meanwhile, keep making more basilisks, wolfrdiers, and start making trolls and ogres. Keep basilisks at home as you need them as anti-air units for now. Enemy may send bats or griffons to harass you, take them out with basilisks. When you've taken out the enemy hero, it's time to convert their camp. Send your hero (with some good escorts) into the enemy camp (the one that lost its hero), and convert their buildings, as many as you can. Remember, you can set waypoints for conversion as well. Repeat for the other camp, and go by that "red shard" for a dialog about it. Visit shrines when you can as some quests are good. Finally, after you've cleaned out the map, send your hero to the seer's cave up on the northwestern corner, and you win! 17.5.4 The Seer (Video) Cinematic (Same as [16.3.4]) You visit the seer, and learned some truth about the Two Tears... 17.5.5 King's Bridge Briefing: Capture the shipyard at King's Bridge, then build 4 Ferries. Your hero, Robert, and Gront must survive. Map Layout: You start in the southwestern corner. King's Bridge is to the east, and there is only ONE bridge across the river. There are towers just to your north on the road, then many towers in the town itself around the bridge. Resources to your east, then north. More resources in the town itself. One shrine to north, mausoleum to east. Be warned, this human hero, Kingsley is nasty, as he's already got a cathedral operational, AND he can summon daemons, and he can cast Armageddon (level 4 spell). Yep, he's a pyromancer. With ONE spell, he can take out most of your army. :-P Overall strategy: You need to work on resource denial QUICKLY. The enemy outproduce you with his mines and he already has knights. If he rushes you, your game is OVER. Immediately convert all the mines near you, to north and east. Convert, then "hide. Build ONLY along the bottom edge of the map, stay AWAY from the towers to north. Build as FAR south as possible. You can extend all the way to the river. Keep Gront at the base as defense and convert nearby resources. Send hero east to convert resources. Send your white mage (you brought one, right?) north, dodge the towers, and convert more mines to north. Build arenas and such and get a defense working. Put up two towers to north to defend against raids. You may want to destroy those 2 towers to your north, but that seems to trigger enemy raids for me. Quickly upgrade to keep level 3 and start building lots of caves and orc huts to raise your army limits. You need a lot of wolfriders to raid his buildings on your side of the river. Build bats to explore the map and figure out where his towers are. Then build a FLOCK of bats (12 at a time) and send them on "raids" on his gold and ore mines. Without them he can't build units, and he has to spend time converting them back, which means he can't raid you. He'll likely summon daemons and eagles, but you can build LOTS of bats. When your wolfriders are ready (have like a dozen or them), send them to raid structures on this side of the river, go after towers and so on, on this side. The bats go after mines. You can build bats faster than he can destroy them, esp. if you can build 3 or more eyries. Destroy his towers, then his cathedral, so he can't build knights any more. Then it's just a matter of kill those that he has. When you're short on ore, switch to goblin and basilisk production. When you got ore, switch back to orc and wolfrider production. You should be able to assemble a good- size army. Divide them into TWO groups in case the enemy hero comes casting that "nuke" spell. If he "nukes" one group, at least you have another group to chase him with. Once the enemy has been chased behind that bridge, send in more bats and maybe harpies (when you upgrade the Eyries) and take out ALL his mines. Now he can't produce anything. Level ALL his buildings by sending in ALL your ground units (except you, Robert, and Gront). They probably have a few cruisers and destroyers ready, you'll need to send in some trolls, giants, and dragons to get rid of them. Once that's done, send in your hero and convert the shipyard, then make 4 ferries, and you win! 17.5.6 Dark Straits No building in this mission. WARNING: Spoiler ahead. Do NOT read if you don't need the help! Briefing: You've arrived in the Dark Straits, where you see the dark elven fleet is fighting the high elven fleet. You must land on the island of Yrm, and destroy the mystic tower, avoid the enemy fleets if possible. Robert, Gront, and your hero must survive. Map Layout: You start on the southeastern corner. There's a big island to your north-northwest, which has another shipyard. On northeast side of the island is the high elven fleet, and on the southewest side is the dark elven fleet. Your target is further west of the island, in the northwestern corner. Overall strategy: load up and make your way to that big island. Unload everybody, send a ferry back for the units that didn't fit. Set all to defensive or even guardian, then send someone in to tease the enemy hero to you and KILL HIM, preferably with your hero with others providing support. Take over the place, esp. shipyard. Build a couple warships as escorts. Then it's just a matter of taken the warship west, take out some ships in your way, and make an extra ferry (if needed). Use the warships to clean up the island, then land enough forces to take down dark elf hero and the tower. At start, just load everybody onboard at the northwestern tip of your little island, but before you do that, let the trolls loose and let them grab all the sheep they can. Yes, I said sheep. They cause more damage when thrown. Move them around and have them grab all the sheep on the island, THEN load them onboard. You may need to leave some goblins behind. From the northwestern tip of the island, move all 4 ferries northward, and continue north, until you're about 3/4 way up the map, and you should run into an island, with some kobolds running around. Unload there, and set "defensive". Move in, and convert those orc huts. There's an orc hero to northwest of the island. Lure him to your group along with the few orcs and destroy him. Have your hero run around and gather all the gold and ore and the rest. Convert the shipyard, and build 7 warships. You should have that much gold to do it, and just enough to build a ferry when you're done. When you got at least 3 warships, start cleaning the way to the west of the island. You should find a cruiser or two in your way, along with maybe a destroyer, and a tower. If your ships are damaged (fall into yellow zone), bring it back and let it be healed by the white mage. Somehow, his "group heal" also works on ships. Then take the fleet out and finish the job. Start from the northwestern tip of the island with the carts and all the orc huts, head west. You should see a tower, wipe it out. Repair the ships. Then head west again, until you run into an island just south of you. STAY on the northern side, as there are some dark elf ships to southwest and you don't need to fight them. Load the ferries, and bring them over. Unload the white mage on the northwestern tip of the island, and get the one with your hero a little closer to the northwestern corner of the map, so his command radius helps your ships when fighting the towers. Then systematically purge all the towers and sorcerers you can see. There should be 3-4 towers. Wipe them out, repair after each one. Do NOT lose a ship. When a ship falls into yellow zone, disengage it to the island. Heal and repeat. When the coast is clear, unload in the middle of the coastline, and move the ferries out. Then move the warships in. You need their artillery support. Put the white mage in the back, along with Robert and the trolls. Put the bashers up front. All units should be set to "guardian", which means they won't run out of formation. Send in your hero on a hit-and-run. Kill a sorcerer or two, then run to your group. The dark elf hero should chase you, and fall right into your ambush and die. Repeat and kill ALL the sorcerers by the tease method. Heal your hero. Then send everybody to attack the mystic tower on top of the hill, and when it falls, you win! 17.5.7 Raid on Yrm Briefing: The High Elves are battling the Dark Elves for Lucifus, the red Tear. Defeat them all and get Lucifus for yourself. Robert, Gront, and your hero must survive. Map Layout: the island is an inverted U-shaped with plateau that is U-shaped as well, and lots of towers on top. You start in the southeastern corner. The high elves are in northwestern corner. There are three shipyards, one just south of you, one inside the U, and one on the southwest side of map. Start by moving north, then east slightly, so you're on the eastern side of the map, and build your keep there. Send your heroes to southwest and convert those mines and shipyard, and send mage west to convert those two as well. Then convert the ones to north. Build 2 arenas and a scout tower. Crank out some orcs and goblins as guards. If the enemy hero comes calling (probably the dark elf hero with a few dark archers and such), destroy them, even if you need to use your hero and Gront and Robert. Send in ALL your guards. Even if most of your guards die in the attempt, it'll be worth it if you can take down the enemy hero. Once you done that, you can grow in relative peace. Build lots of orc huts to the north, next to that small quarry on the beach, and start building wolfriders with at least 4 caves. Upgrade your keep at every opportunity. Send more kobolds to work the mines. Build a second keep if you need to. Build at least three dungeons, as you need the trolls to take down those towers. Feel free to explore the map with a few sacrificial bats to determine the status of the high elves periodically. Assemble a force of 8-10 trolls, and use them to bust towers. They are big enough so they don't die in the attempt. Bring the wounded back to be healed by your white mage. Repeat until you get rid of all the towers on the ridge, going counter-clockwise from your position. You can also use bats, but they can't be healed (they die too easily). Defend your camp against raiders with your horde of wolfriders and basilisks. If the enemy builds air power, build your fleet of bats and use those as defense until you build up a set of basilisks and shamans with totem poles. Send in wolfriders to raid the dark elves. Ignore the shipyard, as there shouldn't be anything interesting there. If there are, send in some trolls to destroy them. Take out their production structures and mystic towers, and any wisps you see. The dark elves should be concentrating on the high elves, and will probably kill the high elf hero for you. By now, you should have control over most of the map, and the high elves should be dead from raiding dark elves. If not, feel free to help them along by sending a raiding force of wolfriders into their camp and kill only warriors. Leave the buildings, and send your hero in (with escorts) to convert them for your use. Bottle the dark elves in their "fortress". Repeat the move with trolls and take down all of their towers. Then clean up the whole map. There may be some high elves remaining in their ship in that shipyard to southwest. Build your fleet of warships (say, 4- 8 of them), along with trolls. Send in some other units as damage soakers first, then have the trolls and the warships arrive. Once you destroy the ships, that should be everybody, and you win! If not, run around the map and kill everything while your hero run around and convert more resources. 17.5.8 Escape from Yrm (Video) Cinematic: You now have Lucifus, the red Tear. Your quest will continue back on the mainland... 17.6 CHAPTER FOUR: REVENGE (PATH OF DARKNESS) With Lucifus in hand, you will raise an army that will conquer Esgaard and all of Guardia... And claim the white tear. And this time, Paridian and Minos will bow to your righteousness... 17.6.1 Orcport Briefing: You've reached Orcport, where 3 tribes of Orcs are fighting. If you can defeat all of them, they will rally to your cause. However, defeating THREE tribes will not be easy, as they're established and you're not. Gront, Robert, and your hero must survive. Map Layout: You start on a small island with 4 small mines to the west. The enemies are to the east, on a land mass about half of the map. There are many mines throughout the land. There is a shipyard to north and south. Overall Strategy: You need to find a place to grow your camp without being bothered, as well as some resources nearby. Preferably, you need to take over someone's mines and buildings, then you can use those as "damage cushion" against enemy raids. Retinue: Start with at least two kobolds, then a hard-hitter like giant or knight. Move all your units southwest to the corner, and have your hero convert all four mines while your kobold build a ziggurat there. Load the rest onto 2 ferries and head SOUTH, all the way to the edge, then east until you see shore. Unload there, build ANOTHER ziggurat, and have your hero run around convert all the mines along the bottom of the map... And quickly build 2 arenas, as you need some orcs to defend this place. Don't go too far east, as you may run into the yellow orc's setup. Send the warship directly east, then south until he sees a "pier", with orc huts all around and maybe an arena. Start shooting, stay slightly off land so melee units can't touch you. If a giant or troll approaches, shoot a few times then get out of there. You've bothered the red faction long enough. If you can, bring the ship back to your white mage to be healed. Then send the ship back to harass. Set your existing units to defend your new base. Have your hero run east, and you can probably find the yellow faction's keep. Convert it and all the buildings nearby. Have it build some orcs as well. Enemy heroes will raid it, but that's mainly as "bait". Send your orcs to wound him, and other enemy orcs/heroes will probably take care of him. Keep your hero, gront, and your hard-hitter (maybe a knight?) together. Together they can defeat any hero's raiding force. By now you should have destroyed the yellow faction (that keep you converted earlier). Someone else will probably kill the hero for you. Build up your forces, and keep the other orcs busy with raiding parties. Build at least 4-6 caves and dungeons. Build large parties of wolfriders, basilisks, and trolls. Send them in to raid enemy towns, but with primary target being enemy heroes, and second being enemy eyries. Don't forget to build some eyries and bats as air defense. They will have to do until you can build shamans and totem poles. Don't forget to put a few totem poles on the island when you can. Send out bats yourself as raiders. Fly them out to sea then into land rather than going straight over land to avoid enemy air units. Attack the weakest targets like scout tower and so on. When you're ready for the big push, send your wolfriders with your hero into enemy town and start converting their buildings and mines. If you have the "acquire" spell, using it will help. You should be able to clean up the red faction then the black faction further up the map. If the mission doesn't end, the black faction probably has lots of ships near the shipyard. Build a combination of basilisks, trolls, and warships, and remove them. When the last one dies, you win! 17.6.2 Temple of Ymorgia Briefing: You need to get into the temple. However, the orcs are outside, and the undead are guarding the temple gates... Defeat them all, and gain entrance to the temple. Gront, Robert, and your hero must survive. Map Layout: The map has a "circle" in the middle, with opening to the west. The "opening" is guarded by a LEGION of undead, with wights, skeletons, liches, and more. What's more, there is an Orc army with hero building to northwest (opposite you), and a roaming orc hero (who does not build). Overall strategy: It's not possible "sneak past" the undead, so you have to have a heavy-hitting team ready to clear the way. Quickly start building TWO ziggurats. One will supply more kobolds to the mines while the other gets upgraded. Have your hero explore east for more mines to convert. Build along the southern edge. Use Gront, Robert, etc. as defense while you go out and convert. When the kobold's done, build one or two scout towers, and one or two arenas, and crank out orcs for guarding the place. Upgrade to level 2 ASAP, then level 3. Pump as many kobolds as you need into the mines. Build caves and eyries ASAP and build basilisks and bats as air defense, and use other caves (have at least 4, preferably 6) to build wolfriders. They will be your primary offense. When you are within 10 of your army limit, send a kobold out to build orc huts. Build 10 of them at a time. You can queue building events, so use that feature. Don't build the huts so close the kobold can't get out! Start working on trolls and ogres when you get to it. You probably don't need giants, but wouldn't hurt to keep researching. Start making more and more units, and by this time, no raids will reach you. Send groups of enemies and just CLEAN OUT the map, avoid the entrance to the middle of map for now. Clean out all the orcs on the map, and convert their mines. NOW you're ready for the big push. Gather your army and send it at the entrance. By now your army should be so overwhelming, the undead doesn't stand a chance. Wipe them all out, and walk in with your hero. You find this wight general, who pledges allegiance to you. Walk to the ruins, and you win! 17.6.3 Siege of Archanon Briefing: You've reached the city of Archanon, where the dark elves are holding Navarre, the blue Tear. Claim it for yourself. Setroth, your hero, and Gront must survive. Yep, no Robert. Right in the beginning, Robert, the voice of "reason", was silenced by Gront. Setroth the wight will take his place... Map Layout: this is the same map as [17.3.7], Archanon. You start in the southwestern corner. There are dark elf camps to northwest, northwest, and a band of dark elf guardians in the middle guarding Navarre, including a dragon. There are two pyramids, one to east, the other to west. Start in your corner ASAP and start building and converting quickly. Raids by the dark elves will come soon, in forms of dark riders and more, and sometimes, bats and such. Quickly build and send kobolds into the mines. Build two keeps if you need to. Let Gront and your mage convert while you head east and convert more mines. You should find another set of mines in the southeastern corner. Build two arenas and pump out some guards. You need them to defend against initial assault. Also put down one or more scout towers and make some goblins to scout the area. Build, then extend east along the bottom of the map. Have your hero build a keep there and populate THOSE mines with kobolds. Don't worry about protecting those, at least not as bad as your main camp. Bring your hero back when done. Build a series of orc huts along the bottom edge of the map, use the building queue function. Build like 10-20 of them. In the meanwhile, start building caves and dungeons. Upgrade your primary keep to level 3 then 4 so you can start making ogres and trolls and wolfriders and basilisks. Keep some basilisks in your camp as you need the defenses against raiding bats and harpies, if any. Make some of your own, but enemy towers are numerous. When you have gathered a good force, send them in and wreck the towers, following the map's east and west edges. Then charge into enemy town and just kill anything you can. if you see enemy hero, go after him/her. Use a mixed force. Under the pincer movement, they should not last long, and you can build units faster than they can. Repeat the attack until the enemies along the top of the map are no more. Clean out all the towers as well. Feel free to claim any mines along the top, but that is probably not even necessary. Assemble the forces (including lots of ogres and trolls) and send them in to attack the middle group. They have a lot of units, but your units are tougher and more numerous, and you can defeat them. If the game doesn't end, you probably missed a wisp somewhere and that wisp is rebuilding in area you can't see. Send units on "rampant" and locate it, then send in your units to level the place. When you've wiped the map clean of enemy presence, you win! 17.6.4 Fall of Archanon (Video) Cinematic: Finally, you hold both tears in your hand, and ultimate power is in your grasp! Setroth will show you where you can resurrect a great Undead army with Navarre, and with Lucifus' power, nothing can stand in your way... 17.6.5 Battle of Dusk Briefing: no building.. You need to get Setroth into the tomb, which is covered with Undead... You start with some orcish armies, but not much more. Map Layout: your side and their side is divided by a pretty river with only two crossings. Overall strategy: Instead of mass assault, use lure-to- ambush. Lure a few units to you, smash them. Set units to guardian mode to have them stay put and shoot... You need to lure them to their destruction. You'll lose the bait units quite often, but be satisfied with destroying so many undead... Or you can use your hero as bait. By now he should be faster than any unit you have, and more hit points. You start on west side of the river. Have your trolls spread out and nab all the sheep you can find. There are a LOT of them. Set all units to GUARDIAN mode. Most your units close to the crossing, either the northern one or southern one would do. Put the ogres in front, in a row. The trolls just behind them, all facing the crossing. Put your hero with white mage and Gront just behind them, along with the goblin shaman. Behind them, put the orcs and the wolfriders. Send in a wolfrider and tease a few units from the bridge to you, and watch them go down from the barrage of rocks. To take care of the liches, send in Gront. His rocks are range 8, unlike the liche's range 6 fireballs. He can get in range of one liche, and kill him with 2-3 rocks. Repeat for the other ones. Heal everybody. Feel free to send in some goblins to explore the land, but it's really not necessary. There are TWO bands of undead... The black faction blocking the crossings, and the red faction next to the temple. The black faction have more units, but they're relatively lousy, mainly wights and wraiths, with a few imps. Lure them one at a time to their destruction. Move across the river in slow but sure steps. Use the superior eyesight of the goblins as your scout, figure out where the enemy is not, line up, then lure them in. When you've cleaned up the map, and have Setroth next to the temple, you win! 17.6.6 Attack on Guardia NOTE: This is probably the toughest mission in the campaign. Briefing: You are now leading the Undead. Destroy the dwarves and the humans. Gront, Setroth, and your hero must survive. Map layout: you start on the west side of the map. Dwarves are to the north, and they're already set up! The humans are to the south, and they will be attacking very quickly. There are also towers all over the place. Retinue: pick at least one zombie, as you need to build quickly. Bring a white mage, and another hard hitter. Trolls, Dryads, and such are good. Archons are great. Overall strategy: Your main problem is getting towers up fast enough to help you defend the darn place. You can't build just one... You need a set of 3 or 4. If you can kill the heroes that come visiting, you have the game mostly won. The main problem is... You can't get 4 towers up fast enough before the heroes come to visit... And if you send in your other units, you'll lose one of the critical units like Setroth or Gront. The alternative is to move your party north, then east, past the shrine, and attack the dwarf camp immediately. Leave your zombie and Setroth behind. The dwarf king has only a few crossbow and fighters up. With hard hitters you should be able to take care of the dwarves, kill the dwarf king, and claim his keep and mines. Send your hero to convert the mines to east and west Have the zombies build 2 tombs against the northern edge. One keep builds zombies for the mines (gold mine first, then the ore mine), the other pump out skeletons. Convert them to wights ASAP, as those survive much longer, and you should have plenty of metal. As soon as the zombie's freed up, start building towers, usually to east of the keep, near the other group of mines. Put the wights inside. Build at least 2 towers, maybe another one just south of the hill. Put Gront behind the towers, and dryad inside one of them, your hero in another. Keep Setroth way in the back. He's too weak to fight and he dies immediately if the tower's destroyed (he can't run from those that wrecked the tower). With the towers, you should be able to fend off the occasional raids by the humans. Convert the most wounded units into more powerful form. Put more zombies into the other mines to east and west, build another tomb if you need to. Put down LOTS of tombstones along the top edge of the map in tight rows. You should have plenty of rocks and crystals to do it. Upgrade the keep when you can. Put a tower in front if you like, but most attacks should come from southeast as there's where the humans are. Keep making skeletons and upgrade them to wights and shadows. Build dungeon and barrow and such when you can to research the improvements. Build a couple eyries and make some bats to explore the map. Upgrade those when you can to make harpies. You'll find the human towers all over the place, and the town to the south, with lots of mines and such. One thing the humans are short on is anti-air (usually), so send a LOT of bats to raid his mines, and move the LONG way around (west, then south, then east). The bats should reveal the towers. Send a large group of wights (10 or so) against the towers, upgrade the most wounded to slayer knights. Don't forget to research those upgrades that double and triple damage. Keep making skeletons and upgrade them to wights and/or wraiths. Keep a group at home in case the humans raid you (keep some bats between you and them to act as "early warning" system). Continue sending the group of wights and wraiths and slayer knights out into the enemy town, and you'll wear them down. Send harpies and such against their mines to stop them from getting more gold and crystals and such. Keep them on the defensive. Wreck all his towers, then empty his town. In the meanwhile, have your hero start converting the mines to the west and southwest, though keep monitoring him, as he may run into human raiders, and maybe even the enemy hero if he's still around. Send some escorts if you like. Once you clean out the human town, send the groups out to sweep the map of any remaining humans. They may rebuild to the west (near your starting point). When you've wiped out the map of every last dwarf and human presence, you win! 17.6.7 Siege of Esgaard Briefing: You are at Esgaard... The humans have found some allies in wood elves, Barbarians, and Orc hero leading minotaurs. Kill everybody else. Map Layout: this map is interesting as you start in the lower left corner (southwest), the humans, Barbarians, and wood elves are to the northeast. There's a big "lake" that covers almost a quarter of the map to southeast, and two shipyards, one on western shore of lake, and the other at northern shore. There's a line of towers between you and the humans, and a long series of mines all over the map. Retinue: bring at least one zombie, and some fast units capable of conversion, like a Dryad that can keep up with your hero. Don't forget a white mage if you got one. Overall strategy: Build, build, build, then upgrade, upgrade, upgrade. You need to play guerilla warfare with the resources. Convert the mines, let enemy hero convert them back, convert again... Repeat. Build enough wights and slayer knights and skeletons and shadows/wraiths to empty the map, starting with the elves. Started on the keep right away, then built three tombs. One tomb crank out skeletons, one make zombies, and one go after "burial", then more skeletons. Once burial is done, I had the zombie build like 20-40 gravestones in a row. The zombies goes into gold and ore mines, then crystal and stone mines. Strangely, the heroes never really bothered me too much. Except for one or two initial raids, they pretty much kept to converting the mines back and forth. I was able to build up a couple towers after saving enough resources, which are sufficient to repel the raids, after I put Dryad and such in the towers. I pumped enough zombies to fill up the gold mine and ore mine, so I start on the upgrades and the other buildings. In the meanwhile, the back-and-forth on the mines continued. They convert the mines, I convert them back after they're gone. There was once I ran into the wood elves party and those gladewardens shot me up pretty hard, so I abandoned the conversion and headed back to camp and attempt to heal. Any attacks by the 3 parties are easily dealt with 3 towers AND Gront, plus other units nearby. Keep skeletons in the towers. Wights are too valuable as attacking units. Build up a large group of skeletons, with 3 (and later, 4) tombs. Convert some skeletons to wights (probably the most damaged ones), and the rest to wraiths (you should have a large crystal surplus as well). Start sending them out on raids, while keeping a group at home as guard. Start patrolling for enemy towers and taking those out when I see one. Convert the most damaged wights into slayer knights and/or liches (when I get all the upgrades built). Start building eyries, and go after the gold mines and such with those giant bats. You don't want the humans to make a lot of knights, so strangle them economically. Remember to kill them economically is better than killing them physically. Research your own stuff to help the slayer knights be more power. Those double/triple damage upgrades are critical. There's a shipyard to east, but that's almost irrelevant. Enemy has some ships at the yard, but it's just a lake and they aren't going anywhere. However, beware of some enemy landing attempts. The Barbarians (Orc hero) may lead some amphibious attacks across the pond, but they're easily beat off. When I see enemy heroes leading the raid, I surround him with wraiths and shadows, and usually the hero is toast esp. if he lets himself to be surrounded. If the first time didn't work, attack again. Start taking over the rest of the mines with your hero (and a big escort, along with a zombie or two to build tomb/tower at the new site). Build a set of harpies, then everybody make dragons. Don't forget to add more gravestones to your main camp and other buildings. By now you should have PLENTY of stone and crystal. Send the bats out as sacrificial explorers. When they locate enemy structures, send in the harpies and bats to tear down the place. You will find the wood elves, usually at the north side (they may expand west) while Barbarians, south of Esgaard, may go even further south. Send in groups and groups of wraiths, shadows, wights, skeletons, and slayer knights. Spread them up slightly and send them all over the place and destroy all enemy units. Build more tombs to make more zombies for the new mines you'll take over, as well as make even MORE skeletons. Add even MORE gravestones. Upgrade your eyries, and start making dragons. You need a couple of those to go after enemy's navies. By this time, you probably have cleaned out the map except for that huge lake which covers the southeastern section of the map. Send in a few flight units and have them look around that large "lake". When the dragons are ready, send them into the lake and destroy all the warships and cruisers and such. Clean out the rest of the map as well using the dragons. Enemy may send a few Phoenix and Eagles, but your existing units and some shadows/wraiths can take care of them. Once you've destroyed everybody, you win! 17.6.8 Grand Finale (Video) Cinematic: You are at the game of Esgaard, home of the guardian knights. You've dealt with Paridian/Minos already. You remember the prophecy, but you need to destroy the guardian knights as well... You crash the two tears together. There was blinding light... Then... You stood in the middle of devastation. There is nothing left around you. 18 Miscellaneous 18.1 MOVING/CONVERTING HEROES NOTE: Some of following info is taken from the WBC "Tomes of Knowledge". Q: I have created a hero in single player but I don't see him in multi-player/skirmish. Why? Q: I have created a hero in multi-player/skirmish but I don't see him in single-player. Why? A: The heroes for single player are separate from the multiplayer/skirmish heroes and are kept in separate files. When your single-player hero win the campaign, that hero will automatically be exported to the multiplayer/skirmish hero list. Q: What do I need to copy to use my hero on a different computer? Can I fit everything on a floppy disk? A: [Stevefawkner] You'll need to take 2 files: HERODATA.XCR-for your Skirmish Heroes CAMPAIGNHEROES.XCR-for any Campaign Heroes They should fit on a floppy, especially if you zip them first (but it depends on how many heroes you've created!). 18.2 MULTIPLAYER INSTRUCTIONS --THE END--