---------------------------------------- Heroes of Might and Magic IV Walkthrough v 1.5 By: Chino Gaston May 12,2002 ccgaston@mydestiny.net 78% completed ---------------------------------------- ----------------------------------------------------------------------- TABLE OF CONTENTS ----------------------------------------------------------------------- I. Introduction II. Disclaimer III. Revision History IV. Walkthrough -Might! -Life* -Order! -Death! -Chaos! -Nature* * NO CONTENT AT ALL + A LITTLE BIT ! COMPLETE V. Appendix -The Basics -The Artifacts -Cheat Codes VI. Notes ----------------------------------------------------------------------- I. INTRODUCTION ----------------------------------------------------------------------- This walkthrough is NOT COMPLETE it will be however (I hope). This walkthrough is nearing completion but for the meantime the following walkthroughs are available for viewing: the Might Campaign, Chaos Campaign, Order Campaign and the Death Campaign. I promise I'll find time to finish this! (any help or useful info may be sent to me via e-mail I will give full credit to anyone who can contribute any useful info or tips) ----------------------------------------------------------------------- II. DISCLAIMER ----------------------------------------------------------------------- I don't have any relations with NWC and/or 3do. I created this guide for people who want to get the best out of the wonderful game 3do and NWC published. This Document is 100% non-profit. You may put this up on your own website as long as you inform me this however may not be published in magazines ,books or other material that produces profit. Copyright Chino Gaston 2002. The most updated version of this guide can be found at www.gamefaqs.com ----------------------------------------------------------------------- III. REVISION HISTORY ----------------------------------------------------------------------- 05/03/02 v 1.0 -First Edition covers only scenarios 1 and 2 of the Chaos Campaign 05/05/02 v 1.1 -Added scenario 3 and 4 for Chaos Campaign -Added Cheats section -Added location markers to the walkthrough 05/08/02 v 1.2 -Completed the Chaos Campaign -Added more Notes 05/09/02 v 1.3 -Added scenarios 1,2,3 and 4 for the Order Campaign 05/11/02 v 1.4 -Completed the Order Campaign -Completed and added the Death Campaign -Added "The Basics" Section 05/12/02 v 1.5 -Completed and added the Might Campaign -Corrected some miscellaneous typos -Refined Walkthrough -Added an Appendix section -Added an Artifact section to the Appendix -Moved "The Basics" section into the Appendix -Moved "Cheat Codes" section into the Appendix ----------------------------------------------------------------------- IV. THE WALKTHROUGH ----------------------------------------------------------------------- ======================================================================= Glory of Days Past MIGHT ======================================================================= This campaign is the shortest one so far that I have played. It only consists of 4 scenarios and is pretty much based on defeating heroes and capturing towns. Nothing really special, one thing that I don't like about this campaign is that there is no mage class heroes for might, but they're hero's start of with 3 skills. I really like turning Waerjak (the main hero) into a Warlord (Grandmaster Nobility + Breeding Pens = 100% increase in creature growth!!) but if you're the hasty type you can also turn him into a General. ----------------------------------------------------------------------- CHAPTER I: A New Way Objectives: Capture ALL ENEMY towns Lose Conditions: Lose Waerjak Special: XP cap at lvl.12 Carried Over: Waerjak with all Levels and Skills ======================================================================= Go N of your current location and recruit some Berserkers at the longhouses. After you recruit them go S (you should gain some centaurs on the way). Keep going S until you reach a town guarded by a QUEST GUARD (43,21). Visit the QUEST GUARD and you'll get a quest to get back the "Cart of Ore". The "Cart of Ore" is with Screaming Tom (hehehe). Go E to a Shipyard (17,32) and buy a ship. Sail E to the Island and make Screaming Tom SCREAM! Once you take out Screaming Tom take the "Cart of Ore" behind him and return to the QUEST GUARD. Don't forget to visit the GRENN KEYMASTER here (3,36). Once you return the cart you gain control of Kilmar. Go SW of Kilmar and pass through the GREEN BORDER GUARD (61,35). Then go W you should pass a portal guarded by an ORANGE BORDER GUARD (69,37). Keep going W until you reach another town that is once again guarded by a QUEST GUARD (44,58). To complete this quest, just follow the river up-stream, pass the QUEST GUARD and eliminate the medusas at (19,54). Don't forget to visit the ORANGE KEYMASTER here (17,52). Once you eliminate the medusas return to the QUEST GUARD and you should have control over Frunag. After you take control of Frunag head NW and enter the portal. Once you exit the portal you'll find yourself topside, beside the blue player's base town. Capture the blue player's town of Remrick and hopefully you'll eliminate him. *Side Quest* Go back under ground and back track to the portal that's guarded by an ORANGE BORDER GUARD at (71,37) pass through the portal and head E to Battlepeak (54,42) you'll get the quest to eliminate some behemoths to the E. Pass the QUEST GATE at (25,52) and battle the behemoths once you take down the behemoths you can visit the PURPLE KEYMASTER. Return to Battlepeak and take control of it. Once you either eliminate your opponent or take all of his towns wait three days and victory is yours! Or you can simply annihilate everybody on this map. ------------------------------------------------------------------------ ---------------------------------------------------------------------- CHAPTER II: A Necessary War Objectives: Defeat all Enemies (Green and Blue) Lose Conditions: Lose Waerjak Special: XP cap at lvl.20 Carried Over: Waerjak + Second Best Hero with all Levels and Skills ======================================================================= I recommend that you immediately find another barbarian and turn him into a Warlord if you didn't do so with Waerjak. Once you start you'll notice that there's a lvl.4 enemy hero standing to the S of your town I strongly recommend that you take him out right now. After that go to town and build up and capture resource building in the vicinity. Once your ready head S to a tavern at (78,49) and hire a hero I would recommend a Barbarian to be turned into a Warlord. Continue SW and visit the QUEST GUARD that requires you to defeat some Evil Eyes (109,47). Visit the Window of the Magi nearby to find out where the Evil Eyes are. Head over to the Evil Eyes and take them out. Once your get rid of them DO NOT go back (yet) instead go NE and visit the BLUE KEYMASTER (35,44). After you visit him go E and collect the artifact then go SE to capture a neutral Stronghold (29,81) Keep going S until you hit Green's Stronghold (51,111) capture his town and then head S. Keep heading S until you reach a garrison capture the garrison then pass through. From here go NW until you get to another neutral Stronghold (84,121). Capture it if you like. Go NW of this Stronghold and descend through the tunnel at (92,97). Once under-ground head to the ORANGE KEYMASTER at (97,100) after you visit the ORANGE KEYMASTER return to the surface and head W. Keep going W until you hit an ORANGE BORDER GATE blocking the town of the Blue Player (138,78) Pass through the BORDER GATE and capture his town once you capture his town and eliminate all his heroes your done! ------------------------------------------------------------------------ ---------------------------------------------------------------------- CHAPTER III: A King's Choice Objectives: Defeat Hundric Lose Conditions: Lose Waerjak Special: XP cap at lvl.25 Carried Over: Waerjak and 2nd best hero with all Levels and Skills ======================================================================= Hundric is a level 21 General First things first scour the your starting area for fresh recruits and resource building. Defeat some neutral creatures that you think you can take on for XP and claim any artifacts and other sorts of goodies. Once you're done head W and capture the Stronghold (73,26). This Stronghold will be your primary base of operations. Build up your town and army and once your ready go W. Keep going W until you get to the ORANGE KEYMASTER (79,11). Return to your town and go S to a BLUE BORDER GUARD (95,58) be sure to take note of this. Go E through the volcanic terrain and visit the window of the magi by the TEAL BORDER GUARD (51,70) to reveal the location of the TEAL KEYMASTER. Head N of this area to the TEAL KEYMASTER (10,74). Return to the TEAL BORDER GUARD and go down the tunnel. Once under-ground visit the GREEN KEYMASTER at (44,79). Re-surface and proceed to the SE to the GREEN BORDER GUARD (65,104). Pass through the GREEN BORDER GUARD and visit the window of the magi to reveal Hundric's location make your way W to Hundric. Defeat Hundric to end this scenario. ------------------------------------------------------------------------ ---------------------------------------------------------------------- CHAPTER IV: One Tribe Objectives: Defeat Vogel Lose Conditions: Lose Waerjak ======================================================================= You start with two towns and one has a GRAIL!!! This scenario is pretty much the same as the previous one there's a lot of KEYMASTERS and LOTS of BORDER GUARDS. Start out the usual way by building up your town and army while flagging down resources and creature dwellings. Once your ready, move out and head N of your non-grail town to visit the RED KEYMASTER (64,15). Proceed E of the RED KEYMASTER to the window of the magi (54,22) to reveal the GREEN KEYMASTER. Head E again to the BLUE KEYMASTER, which is guarded frankly by Devils. Once you take the Devils out visit the BLUE KEYMASTER (52,30). Go to the middle of this area to a window of the magi (83,53) to reveal the ORANGE KEYMASTER. Now there are 3 QUEST GUARDS surrounding your area one to the E at (57,39) which requires 5K gold and 12 units of wood (weird, it said ore). Another to the S requires you to bring 40 Orcs (82,66). And the last one to the SW requires you to pay 6K gold (107,58) Do the E one first and capture the Asylum to the E (36,81) capture this town and train at least 40 orcs. Go N of this town and defeat the Blue Hero to visit the GREEN KEYMASTER. Return to your "area" and visit the SW QUEST GUARD and open it. (I would advice that you leave your orcs near the S QUEST GUARD) Pass through the QUEST GUARD and make your way to an Asylum to the S (118,85). Do what you will with this town but be sure to defeat the Blue Hero NW of the Asylum and visit the ORANGE KEYMASTER (121,75) he's guarding. Return once again to your "area" and open up the final QUEST GUARD by paying him 40 orcs. Head S and pass through the triple BORDER GUARDS (BLUE, GREEN and ORANGE) and make your way to the tunnel at the bottom-right corner of the map (74,141) go down the tunnel. Once your under-ground head N and fight your way through the two garrisons. Fight your way to the NE to the QUEST GUARD at () you need to dump all other heroes except Waerjak to pass. Pass through the QUEST GUARD and combat Vogel. Once Vogel and his goons are down for the count You've defeated this scenario and the campaign! ------------------------------------------------------------------------ ---------------------------------------------------------------------- ======================================================================= The True Blade LIFE ======================================================================= ======================================================================= The Price of Peace ORDER ======================================================================= This campaign is a little complicated (and irritating) because you control one hero then suddenly on the third mission your controlling a different hero. Both are mages so it's kinda confusing (you kinda mix their spells up). This campaign is also the LONGEST one (8 scenarios). This campaign also deals with a LOT of KEYMASTERS and BORDER GUARDS and PORTALS. And BTW in case you're wondering Emilia is the chick from the intro. Tips In case you didn't know Order has the some of the BEST ranged unit you can get in the entire game! (Titans, Mages and Genies to be exact.) Second Order has some of the most whoop a** spells in the game like Town Gate (yes, it can be used in combat, for those sticky situations) and Phantom Image and Mass Precision (to beef up your Titans!) ----------------------------------------------------------------------- CHAPTER I: At the Crossroads Objectives: Defeat ALL other players Lose Conditions: Lose Emilia Nightghthaven Special: XP cap at lvl.15 Carried Over: Emilia with all Spells, Levels and Skills ======================================================================= After the Intro move to the S and Dwarves and Halflings should join you move further SW and capture your first town (woohoo). Since the Primary objective here is total annihilation for the other players let's move on further W. Once you reach a Windmill (113,93) surrounded by crops move NW. There is a town controlled by the red player here (113,70). Capture it and you will eliminate him and you get a storyline. *Note SW of your recently capture town is a neutral town (141,73) although I think its required to finish the scenario. Go E of the town (might) and visit the window of the magi to reveal the PURPLE KEYMASTER, PURPLE BORDER GUARD and a 1-way portal. Follow the road NE until it splits into an Alchemist's Lab and a Library. Go directly N between the two mountains and capture another neutral town (58,64). Go NE of the town and collect 2 artifacts and other goodies but importantly visit the TEAL KEYMASTER. Keep going E (you should pass the 1-way portal) mentioned earlier until you reach the orange players town at (33,94) capture it you should eliminate him. Don't forget to visit the PURPLE KEYMASTER (17,90) Go back to the 1-way portal and take the exit to (96,44) It's usually named Armageddon's Gate. Go N and you'll get another storyline. Pass the TEAL BORDER GUARD and capture another town (79,17) to the NW. Now Head E to a 2-way portal. Once you exit fight through the monsters and open the PURPLE BORDER GUARD. Keep heading E until you encounter Lord Lorne and his town (9,76) capture it and eliminate the last player. Hold ALL your towns for 3 DAYS and victory is yours! ------------------------------------------------------------------------ ---------------------------------------------------------------------- CHAPTER II: An Enemy's Trust Objectives: Defeat the Solymr Hero Lose Conditions: Lose Emilia Nightghthaven Special: XP cap at lvl.20 Carried Over: Emilia and Gen. Tharj with all Spells, Levels and Skills ======================================================================= Go into your town to get a storyline and pick up Gen. Tharj. Follow the "Purple Brick Road" (to the wonderful wizard of OZ hehe) and collect the goodies littered upon it. You will notice a "fort" guarded by a PURPLE BORDER GUARD containing a lot of useful artifacts. Be sure you come back here later on for the artifacts. Keep going S and find some resource buildings gurded by QUEST GUARDS that requires you to capture Sollington (88,73)(it's to the E) Travel to the SW and you'll see a bunch of Minotaurs threatening a bunch of farmers by a QUEST GUARD defeat the Minotaurs and visit the QUEST GUARD (120,84). So now we need Medusas. Anyway, go back to Sollington and follow the road S to another "bricked" area with a power-up and a 2-way portal. Remember this area! Go back again to Sollington and this time follow the road E it should split into two one going NE the other going SE go NE first and build a sulfur mine if you like then go SE to the PURPLE KEYMASTER (55,73) Anyway, go back to the 2-way portal previously mentioned. Go to the odd-shop and buy the medusas for the quest. Go back to the QUEST GUARD that required Medusas and open it. Now, would be nice to collect those really cool artifacts. Once you opened the guard go W until you reach the town of the "Minotaurs King" capture it. There should be a 2-way portal to the NE of this town (130,74) go in and capture the other town to eliminate player orange. Now go N of the first orange town there should be a lot of artifacts here and a 1-way portal (129,55) this portal leads back home to your primary town go back if you wish to re-supply. Go back to the PURPLE KEYMASTER and go further to the NE. You'll pass a BLUE BORDER GUARD (54,91). Keep going N until you hit the town (20,72) capture it and go N to the BLUE KEYMASTER. Go SE (don't forget to pick up the goodies!!) and keep going S until you circle back to the BLUE BORDER GUARD there is a town here (60,96) capture it. Go W and follow the canyon S you should hit a bridge eventually. Cross the bridge and follow the road into the final town. Solymr should be in the town when you capture it but if not you have to find him. Once you defeat Solymr your done with this scenario. ------------------------------------------------------------------------ ---------------------------------------------------------------------- CHAPTER III: The Servant Objectives: Find the Black Dragon Graveyard and Defeat the Teal Player. Lose Conditions: Lose Solymr Special: XP cap at lvl.15 Carried Over: Solymr with all Spells, Levels and Skills ======================================================================= First of all you'll be controlling Solymr for this mission he starts at level 3 and is a mage plus he's working for the bad guy (for now). Let's start shall we first go E to the window of the magi (76,121) it reveals a tunnel, an oracle and the dragon graveyard. Go N of this location to another window (66,104) this one reveals another oracle to the W and two more to the N. Go back to town and from there travel E capture the necropolis to eliminate the green player early on. Keep going E until you encounter another town this time it's an asylum capture it if you like. And from there go N to the oracle (109,49) Return to your starting town and this time go W you'll eventually encounter another oracle (63,125) so that's 2 down 4 to go. NE of this oracle is an academy town you can capture it if you like. Go back to the Necropolis town you captured previously and head N through the snow until you reach another asylum (78,56). Capture it. Go E and work your way to the oracle to the NE (45,60). Keep going E and eventually going SE to a necropolis (55,90). Capture it. Return to the oracle at (45,60) and follow the road W to yet another necropolis. Capture it and you defeat the orange player. To the NE of the necropolis is another oracle that you should visit. Make your way to the NE corner of the map to find Bloth the Hatcher and his town (11,77), defeat them both and proceed to the quest guard adjacent to the town. Visit the oracle (that's 5 down 1 to go) and enter the 1-way portal. Once on the other side of the portal visit the final oracle and dig for the treasure (All that for this piece of crap. Sheesh!) Anyway just go down the tunnel and find a violet, teal, blue and red 2-way portals. All four of them lead to various undead and death related monsters and a bunch of resources and goodies. Just go SE to the 2-way portal at (72,94) enter it and go through another 2-way portal (101,112) on the other side once you get out. After you exit the portal head SE to the dragon graveyard. Defeat the teal dragon army and your done. ------------------------------------------------------------------------ ---------------------------------------------------------------------- CHAPTER IV: The Rainbow Crystal Objectives: Defeat Old King Dreggar. Lose Conditions: Lose Solymr Special: XP cap at lvl.20 Carried Over: Solymr with all Spells, Levels and Skills ======================================================================= Go down S until you reach an academy (36,66). Try your best to capture this town early on as this will be your base of operations. NW of the academy is the GREEN KEYMASTER (37,47) to the E of the KEYMASTER is a "Scale Mail of Strength". Now head N from your academy until you encounter a PURPLE BORDER GUARD (6,39) and a window of the magi (14,28). The window reveals a tunnel, which we have to go through later on. (You can go on there now but you'll be skipping a lot of cool artifacts and experience. Go W until you get to the tunnel but don't go down go S and you'll see the RED KEYMASTER (46,13) the path is blocked so it looks like you have to do a quest. Go SE of the KEYMASTER and pass through the GREEN BORDER GUARD to collect the goodies. Go SW of the GREEN BORDER GUARD and visit the PURPLE KEYMASTER (58,30) Now backtrack to the PURPLE BORDER GUARD and take the "Cap of Knowledge". Head to the WITCH'S FARM (46,47) and give the seer the "Cap of Knowledge". Now head back to the RED KEYMASTER (the boulders should no longer be there) and talk to him. Now we're ready to go under-ground. But there's a problem the road to the tunnel is sealed. So visit the sapper brothers at the Quest Hut (38,17) and buy their explosives for 6 thousand gold and 20 units of mercury. Once under-ground head E and eventually S you'll eventually get to a cross-road one leading N another to the W and another to the E. The N path leads to a "Crusader's Mace" and other minor goodies. The path to the W leads to a necropolis, a neutral hero and a "Brimstone Breastplate" and finally the path to the E leads to the Lich-King Dreggar and his town. This is where you have to go to finish this scenario. Assuming you took the path E you simply pass through the RED BORDER GUARD (22,42), capture the town and hunt down Dreggar (if he was not in the town) who should be in the area. Once you defeat Dreggar your done with this scenario. ------------------------------------------------------------------------ ---------------------------------------------------------------------- CHAPTER V: An Unusual Betrayal Objectives: Defeat Sir Landrew Lose Conditions: Lose Emilia Nightghthaven Special: XP cap at lvl.30 Carried Over: Emilia and Gen. Tharj with all Spells, Levels and Skills ======================================================================= This Map is generally larger than any other map we've played so far and we're using Emilia again. Scour the area around you and collect the minor artifacts and capture resource buildings. Visit the window of the magi (29,130) to reveal a prison, a town and a shipyard. Enter the 2-way portal nearby take the exit to "Ungthor's Path" visit the PURPLE KEYMASTER there and take the portal again but this time to "The Gate of The First Elves". Go S of the exit and capture the town here (78,66). Go SW of the town and enter the ORANGE portal (105,61) and go NW to find another town (149,44). Capture it. Return to the portal and this time take the GREEN portal (91,75) it's to the E of the ORANGE portal. After you exit take the 1-way portal to the N to go under-ground. Once under-ground head E and capture the town to eliminate the teal player. Explore this entire area for some really nice artifacts and bonuses. The exit is a 1-way portal to the SE of the town (127,147). Take the exit at the S portion of the continent it's usually named "Dragonlock". After you exit go S to capture the town previously revealed (125,180). After you capture it go W to the Shipyard (130,170) and buy a boat. Sail DIRECTLY W to a quest hut named "Salty Dog Shanty" (143,154). Kiss the sailor and go S to "Asp Isle" free the poor sod then sail N. until you reach a lighthouse land on this patch of land and defeat the thief and his band of goons. After you defeat the thief hop back into your boat and sail NW of your current location to a beach. Land here and capture the town to the N. After you capture the town follow the road N first to collect some good ranged artifacts or follow the road S to a garrison that eventually leads to Sir Landrew. Follow the road to the W into a QUEST GUARD (179,100) who should open if you have Reed (the guy you busted out of prison). Keep following the road until it branches to the N and S. Go S and find the town (207,119) of Sir Landrew. If his not in town he'll be in the vicinity since he cannot pass the QUEST GUARD. Once you defeat Lord Landrew your done! ------------------------------------------------------------------------ ---------------------------------------------------------------------- CHAPTER VI: Slave to Fear Objectives: Find Emilia Nightghthaven Lose Conditions: Lose Solymr Special: XP cap at lvl.30 Carried Over: Solymr and all Spells, Levels and Skills ======================================================================= This scenario perhaps is the easiest one in the entire order campaign but it takes a lot of time since you have to recruit 50 genies (hint) You are now controlling Solymr again. You start in the bottom-right corner of the map so make your way W then N and visit the Altar of Wishes for a little dialogue. Just keep following the road as it twists and winds until you reach an Academy to the E (97,118). We need to capture this early on since we don't have a town of our own. Once you capture this town start building up your army. Once you're good to go head W and enter the quest hut (108,91). So you need to capture "Cauldron Hill". To get to "Cauldron Hill" you have to make your way all the way to the W. Once you get to "Cauldron Hill" (129,66) and re-captured it. Return to the quest hut and visit the window of the magi for clues on Emilia's location. NOTE- Try and capture as many Academy towns in this map as your gonna need them later. Now let's go to the Woodcutter's Cabin that the window revealed. Make your way N into the snowy wastelands. But we can't access the Woodcutter's Cabin just yet because it's blocked off by friggin trees. So go W until you encounter a QUEST GUARD (74,14) and a town. Capture the town and pass through the guard. Visit the quest hut here and find Gen. Tharj. He requires 50 genies to get you to Emilia. Once you have 50 genies come back here and give the to Tharj. After you give them to Tharj the path to the Woodcutter's Cabin should be clear now so proceed there. Once there talk to Emilia at the Woodcutter's Cabin and your done with this scenario! ------------------------------------------------------------------------ ---------------------------------------------------------------------- CHAPTER VII: To Slay an Immortal Objectives: Find the Sword of the Gods and defeat Mazellian Lose Conditions: Lose EITHER Emilia or Solymr Special: XP cap at lvl.36 Carried Over: Solymr, Kodge and Emilia with all their Spells, Levels and Skills ======================================================================= First of all your controlling both Emilia and Solymr (yipee! The best of both worlds!) Solymr will be under-ground while Emilia is above-ground. Since you can't get Solymr above ground or Emilia unger-ground I split this portion into two one covering Emilia the other covering Solymr. First let's do Emilia The first thing you'll notice is that you have a lot of hero's and no creatures or reinforcements for that matter so I recommend you stick them all into one group. Fighters in front spell casters and archers at the back. Go N there is blacksmith nearby (43,91) purchase some plate mail for the dwarven brothers and crossbows for everybody. Keep going N until it bends to the W keep following it pass by the BLUE BORDER GUARD (25,72) But keep traveling W. You'll eventually reach a rally flag (39,59) let's make this a land mark you'll notice that the terrain is divided by a mountain range into two, N and S the N area is snowy and the S grassy. Let's head S first collect all the artifacts here until you reach a dead end. Return to the rally flag and this time go N. Keep going W then eventually S you'll see an asylum on the way but there's nothing you can do about it. You'll also pass by a ferry (88,44) take note of this. Just keep going S you can go to the window of the magi (116,46) to find a tunnel, a QUEST GUARD and an under-ground town. Keep going S until winds to the E you should reach a 2-way portal eventually (106,100). Enter the portal and once on the other side go S then W when your at the bottom of the map to the QUEST GUARD (93,128) previously revealed by the window of the magi. Pass through then fight through the garrison and get to the portal on the other side of the garrison. Enter the portal and you should exit beside a tunnel. Enter the tunnel. Once under ground you instantly fight bone dragons so be prepared. Once you defeat them check the pandora's box and claim the sword of the gods! NOTE The portal to the W is a portal leading to all the KEYMATER tents in this scenario you can go there if you like to capture the towns above ground. So now we start with Solymr. Visit the QUEST GUARD in front of you and bring back 8 Earth Elementals from an Earth Portal (78,5) to the W. Once you bring the 8 Elementals to the spirit at the QUEST GUARD travel S. After a little walking you should encounter the spirit of Daeraphena again. After that you gain a town to the E. Make your way to your recently acquired town and scour the area for resource when that's done go S (you should encounter some bone dragons, take note of their position) and take a turn to the W and visit the RED KEYMASTER (87,70) Go back to where the bone dragons were and go E. go to the window of the magi (52,105) then proceed NE through the RED BORDER GUARD and capture the town of Mazzak (15,84). Return to the window and pass through the QUEST GUARD (49,108) and keep going S until you hit the town previously revealed by a window above ground. Go S capture the town and if Mazellian isn't there he should be in the area. Once you defeat Mazellian your finshed with the scenario! ------------------------------------------------------------------------ ---------------------------------------------------------------------- CHAPTER VIII: The Price of Peace Objectives: Defeat Gavin Magnus Lose Conditions: Lose EITHER Emilia or Solymr Special: XP cap at lvl. none Carried Over: ======================================================================= Wow the final mission! You get an ally (yippee!) to the NW but usually more often than not he gets annihilated in the first month alone. All right, let's get started by first visiting the window of the magi that's right outside your base. It reveals a ferry, a bridge, a 1-way portal entrance and exit. Make your way NW towards the ferry. On your way there you should encounter a town (108,150) do what you like. SW of the town is a garrison (130,151) punch through it and head SW to the green players town. Once you capture his he will be eliminated. Now head back to the ferry (92,125) that the window revealed earlier. Before you go through though there is a piece of chaos armor to the SW (108,127). Once on the other side of the ferry make your way E to the bridge. Once over the bridge go E to capture and eliminate the red player (32,136). Once you take over his town go NW through the mountain path. Make your way to the 1-way portal to the N (7,114) Its guarded by some titans with the Mind Shield! Take the titans out and enter the portal. Once you exit the portal take the road in front of you W. once it splits head to the NW. Keep going NW until the dirt road merges with the stone road follow the stone road and you'll eventually wind up in Gavin Magnus's town (159,65). Once you put Magnus out of his Misery your done with this scenario and the campaign! ------------------------------------------------------------------------ ---------------------------------------------------------------------- ======================================================================= Half-Dead DEATH ======================================================================= Now this scenario is much more simpler since it mainly deals of land combat and your undead so more often than no you get to go first in combat since your opponents suffer morale failure. Plus, almost every map size on this scenario is SMALL!! So it's very short, a very good storyline and easy to play. All newbies should try this campaign first. ----------------------------------------------------------------------- CHAPTER I: Eater of Children Objectives: Capture Vitross Loss Condition: Lose Gauldoth Special: XP cap at LEVEL 12 Carried over: Gauldoth and all spells, skills and levels ======================================================================= I recommend you turn on the stationary guards mode for this campaign. IMPORTANT NOTE NECROMANCY IS A MUST FOR THIS CAMPAIGN DUE TO THE SHORTAGE OF TROOPS!! First recruit your troops from the Barrow Mound and Cemetery. Then move N and capture the Stronghold (29,57). There is a tunnel at (28,63). Go down if you wish to recruit more undead units and a couple of minor artifacts. Anyway, head W to another Stronghold (66,38) and capture it. Once you capture it backtrack to the first town you captured and take the ferry to its NW (31,48). Once on the other side of the ferry go NW to capture the Druid's town of Greenwood (22,39). Once you've captured the town head N to another tunnel and go down (14,26). Visit the BLUE KEYMASTER here and return above ground. Pass the BLUE BORDER GUARD (24,26) to the W and follow the Enchanted Road to Vitross. Once you capture Vitross your done with the scenario! ------------------------------------------------------------------------ ---------------------------------------------------------------------- CHAPTER II: The Fiery Realm Objectives: Rescue Kalibarr Loss Condition: Lose Gauldoth Special: XP cap at LEVEL 18 Carried over: Gauldoth and all spells, skills and levels ======================================================================= First pick up your army, then head N to the window of the magi. This reveals two GREEN BORDER GUARDS, a GREEN KEYMASTER and a Quest Hut. After that head E and follow the road to a Necropolis (66,37) and capture it. Once you capture the Necropolis head W then S then E to a 2-way portal (81,56). Enter the portal and once you exit head S (you should pass a QUEST GUARD return hear once you have the "Angel Blade") then eventually E to another Necropolis capture this town then proceed N to yet another Necropolis. Capture this town and soup up your army. After all your preparations are done head to the QUEST GUARD to the SE (74,89) and visit the GREEN KEYMASTER. Level Gauldoth to the MAX then go to the QUEST HUT (83,140) via the GREEN BORDER GUARD (70,105) claim the "Angel Blade" and go back to the QUEST GUARD I previously mentioned if you forgot just head to the bottom-left corner of the map. Once you take the QUEST GUARD out of the way take the portal to "HELL" once under-ground take the 1-way portal the succeeding 1-way portals until you reach an island with a lvl 20 General and a Prison once you defeat the General go to the Prison and bust Kallibar out and that's it! ------------------------------------------------------------------------ ---------------------------------------------------------------------- CHAPTER III: Points of Power Objectives: Flag all 5 Points of Power Loss Condition: Lose Gauldoth Special: XP cap at LEVEL 24 Carried over: Gauldoth and all spells, skills and levels ======================================================================= In this scenario you'll have to flag ALL 5 points of power. A point of power looks like a tower with a light on top and has the description of quest hut. Start by capturing resource building, training troop, the usual stuff. When your ready go NE of your town and defeat the venom spawns to get to your first POINT OF POWER (2,76). Now go SW of town to a window of the magi (40,77) It reveals another point of power (fifth) to the W side of the map. Go to the area with your two garrisons and pass through the garrison on the N and make your way W you should encounter an enemy Necropolis (99,34) to the N of this Necropolis is the second POINT OF POWER (76,3). Backtrack to a QUEST GUARD (82,52) and go N of it to a 2-way portal. Enter the portal and once you exit go W to a bridge cross over the bridge and go W to the third POINT OF POWER (108,109). Once you activate it head back to the road and follow it E, over the bridge and capture the town (77,134). Go N of this town and over the bridge to the fourth POINT OF POWER (51,122). From here go NW to the area where your to garrisons are take the N one again and go W but try to stick to the mountains to the S and you'll get to a garrison. Pass through the garrison and go SW to a QUEST GUARD (106,73). Go through the QUEST GUARD and unto the fifth POINT OF POWER. Once you capture this your done! ------------------------------------------------------------------------ ---------------------------------------------------------------------- CHAPTER IV: Life and Death Objectives: Defeat Malvich Loss Condition: Lose Gauldoth Special: XP cap at LEVEL 30 Carried over: Gauldoth and all spells, skills and levels ======================================================================= You start on the NE corner of the map. Head S then visit the window of the magi to reveal a tunnel. After you reveal the tunnel head W then eventually N to a town (49,62) capture the town since we don't have one. To the W of the town is a QUEST HUT that requires you to bring back "Death Armor" in exchange for a "Life Shield" which we need. Go W of your town to a window of the magi that reveals a garrison. Follow the road W to another garrison. Capture the town here if you like. Then go to the garrison that was earlier revealed. Pass through the garrison and go S to a QUEST GUARD (100,64). Defeat the Black Dragons and claim the Death Armor. Go back to the QUEST HUT and trade the armor for the shield. After you have the Shield return to the area where you got the armor and head E. Simply make your way E to the tunnel and go down. Once there, make your way W to the RED KEYMASTER (79,47) Go back to the QUEST GUARD and head SE of the tunnel to a RED BORDER GUARD (65,101). Make your through this area until you get to Malvich's town to the SW (98,115). Once you put Malvich out of his misery your done! ------------------------------------------------------------------------ ---------------------------------------------------------------------- CHAPTER V: The Unholy Breath Objectives: Capture Nekorrum and defeat Kalibarr in 4 months Loss Condition: Lose Gauldoth ======================================================================= The only tough part here is that there IS a time limit of four months so try your best to avoid any casualties, heck even a few skeletons can make the difference between life and death against Kalibarr. The first thing you notices is that there is a town that's blocked of by a wall. So you'll have to deconstruct the wall by finding a QUEST HUT. Go visit the window of the magi to the W to reveal a 2-way portal, a 1-way portal and a QUEST GUARD. Go and make your way to the 2-way portal to the N (19,22). Enter the portal and once on the other side you'll notice that there is no portal leading back. You'll be transported on the NW side of Nekorrum. Go S then W to the one-way portal mentioned earlier. Enter the portal and head W to capture Rija. This will be your town of operations. Head N of Rija and follow the road then eventually E to a 1-way portal (4,34). Enter it and follow the road E pass by the QUEST HUT(CAVE) at (55,53) to free Hadrin and his zombies. Remember the town that was sealed of by a wall previously well it ain't sealed no more. Head over to that direction and take the town if your lucky Kalibarr will be in town and you won't have to hunt him down here. Once you find Kalibarr go back through the portal that's guarded by a QUEST GUARD at (14,24) Once above ground again go E and capture Nekorrum once you've captured Nekorrum you've beaten the CAMPAIGN!! ------------------------------------------------------------------------ ---------------------------------------------------------------------- ======================================================================= CHAOS A Pirate's Daughter ======================================================================= This by far is the toughest campaign I have ever encountered since it mainly deals with sea combat and you always never start with a town plus the maps are to big also the XP cap is to small for the missions. *Tips* Pete Girly WILL become your enemy later on so be very careful on what skills you give him. Don't give him Armageddon or Chain Lightning or any other 5th level Chaos spell for that matter. Don't even turn him into a mage. If you like to ease things up a little bit screw his stats up (hehe) but it's not very advisable since you get to fight him on the second to the last scenario. and that's a LONG way so just give it some thought. ----------------------------------------------------------------------- CHAPTER I: The Pirate's Daughter Objectives: Capture BOTH Frigston (Might) and Yanathrae (Nature) Loss Condition: Lose EITHER Tawni Balfour or Pete Girly Special: XP cap at LEVEL 12 Carried over: Tawni and Pete + all skills and a "Steadfast Shield" ======================================================================= After the story you are set on a little island, and you don't have a town (boo hoo). So lets get one shall we. First go to the XP stone and then the window of the magi you'll get a glimpse of the town we're gonna capture. Get the goodies down below (fight through the pirates) then capture the sulfur mine. There's a chaos shrine down here so you might consider going back here if you have a sorcerer. (But it's really not worth it since by the time you get a sorcerer you'll have your own town) Get on you're ship then sail NW recruit pirates here. Then sail E and capture the Gem mine. Proceed N (hitting goodies as you pass them). A little N of the pirate camp is bandit camp recruit if you wish. Directly E of the bandit camp is an island with an Alchemist's Lab but is guarded by water elementals, which right now is TOO tough to handle. Come back later when you have efreetis or nightmares. There is also an artifact here wich is guarded by elves (160,83) who are also tough right now. Now go N to the town (136,32) but beware of a hydra that lurks near the shipyard! Capture the town! This should be pretty easy considering they only have Minotaurs as their strongest unit. If you can't punch through, just recruit more pirates/bandits. So now we have a town (whoopee!) (IMHO I would recruit a sorcerer here.) Hero Note: I prefer turning Tawni into a Ranger then Pete Girly into a Guildmaster (for the Dragons) or a Fire Diviner if you don't want an additional hero. Also ALWAYS equip Tawni and Pete with a POTION OF IMMORTALITY. ====================================================================== CREATURE DWELLINGS I prefer to build a Labyrinth (Minotaurs are very useful in sieges) then a Dark Wood(I feel nightmares are better than efreeti) then Finally a Dragon Cave.(duh) ====================================================================== So now we have to gather resources. There is a Lumber yard NE of your town and an Ore Pit SE. go N recruit Medusas if you like at the statuary garden there is also a gold mine to the N of here. Visit the BLUE KEYMASTER'S TENT(106,13) to the E of the Gold Mine. E of your town in the grassy area is War Academy and Training grounds if you have the resources you can turn Tawni into a Ranger here. Try not to wander off into the grassy area since it's literally crawling with enemy troops and HEROES! Which would probably crush you like a bug. S of the Ore Pit are some Orc towers (recruit if you wish). NE of the Orc Towers is a 2-way portal(123,54) that leads to other portals guarded by the GREEN BORDER GUARD(s).S of the Orc Towers is the BLUE SEA BORDER GUARD(138,59) since we visited the BLUE KEYMASTER hop into your ship and unlock the gates(border guard).Before you pass through however it is advisable to bring a formidable army (i.e. 50 black dragons,100+ Minotaurs and 500+ Orcs) since you have a steady supply of sulfur it's no problem you can also trade the your gems for the gold. You may also want to re-visit the island with the elves and water elementals for the "cloak of distraction" and the Alchemist's Lab. Sail down S until you see a Town(Nature)(165,115). Capture it since you'll want to cripple all enemy attempts to use boats this island frankly has a shipyard. There is also "Elven Chain Mail" on this island. It is however quite annoying to keep this town due to the !#&%*)@ 1-way portal at the S tip of the island(174,141). To the E of this island is big island skim the coast (avoid the whirlpool) of this island and you will find Yanathrae(128,109) one of the towns your supposed to capture on the N tip of the island. There is apparently no entrance into the island since it's blocked of by ORANGE BORDER GUARDS so it looks like we're gonna have to find the ORANGE KEYMASTER(71,183). To the E of the "Yanathrae Island" is an island with wolf dens, a sanctuary, tavern, shipyard, trading post and a bunch of goodies. Stop by here if you want to recruit or trade or etc(104,109). Either way go NW of the previous island to find a School of Magic(109,94) N of the school you can recruit pirates if you like and further N is the PURPLE SEA BORDER GUARD.(100,79) SE of the island with a lot of wolf dens is an archipelago with the PURPLE KEYMASTER'S TENT(85,134) it is however guarded by black dragon's (*sigh* SQUISH 'EM!!) E of the PURPLE KEYMASTER'S TENT island is another island that is "snowy" it's another of the "shipyard" islands. Land on it and capture the town(might) on the island. You will probably face a lot of Nomads so be prepared(47,184). Now head SE of the second "shipyard island" and you will find a "desert island" (or is it sand)(79,182) find the ORANGE KEYMASTER'S TENT(71,183) at the N area of the island and talk to him. Okay, so now we have access to both Frigston and Yanathrae Let's do Frigston(122,81) first since it's easier to defend later on. Head back to the PURPLE BORDER GUARD(100,79) and open the gate. Sail until you reach land land on the W side of the cove you enter. Punch through the garrison and overrun Frigston (though it's easier said than done. hehehe). If you want to sidetrack a bit for XP or to recruit some dragons visit the GREEN KEYMASTER'S TENT (123,65) it's to the N of the garrison then go through the portal to the W and exit to the upper-right corner of the map (129,64). There is an enemy town (10,109) here once you exit the portal (4,116) you can capture it if you like but it's not necessary (although it decreases the chance of a retaliation) follow the road NW until you find a bunch of thunderbirds (49,75) whack them and enter into the forested area recruit here if you want. Enter the portal if you like some dragons.(39,76) Since we captured Frigston sail down to the "Yanathrae Island" enter either to the SE (180,157) or SW (126,192) it doesn't really matter so just hack and slash your way N into Yanathrae. You will pass through some garrisons just kill everything that stands in your way and capture Yanathrae. Capturing Yanathrae is really annoying due to the f****d up farie dragons who shoot fire balls at your heroes. So every time you start combat drink a potion of immortality. Farie dragons however are seriously outmatched by black dragons since they're immune to magic and farie dragons cast magic. So basic strat to defeat this town is to crank out a lot of black dragons. If it's still to tough you can try and capture 1 of the nearby towns and recruit dragons there via caravan. And keep sending a suicidal army (preferably with the town portal spell) to take out a fraction of their defences followed up by the main attack force to Yanathrae. And that's that for scenario 1 ------------------------------------------------------------------------ ---------------------------------------------------------------------- Chapter II: Bloody Cove Objective: Defeat Captain Swift Defeat Condition: Lose EITHER Tawni or Pete Special: Start with "Steadfast Shield", XP cap at lvl.18 Carried Over: Tawni and Pete with all skills and lvl. ======================================================================= Start of by collecting the two Boots in front of you. Go S to the window of the Magi (50,87). You will see 2 KEYMASTER TENTS and 2 shipyards (one guarded by a quest guard). Go down either through the SE or SW garrisons and capture the two towns located there one to the SE(32,110) and another to the SW(60,81).Explore the vicinity and capture all necessary resource buildings and the like(goodies, creature dwellings etc.) Note-I would split Tawni and Pete having Pete go through the E side of the island and Tawni W side of the island. Anyway, go S via the coastline on the (E or W) part of the island. You will eventually hit a town on either side (E= 74,149 and W=104,123). You must capture both one on the E and W to eliminate the purple player (it's required later for a quest guard). There are portals here that leads back near your base towns one to the SW of the W town (139,125) and one to the S of the E town (94,164) Go further S until you reach a Garrison on the middle of the map (123,148). Fight your way through here and capture the final town for the green player. There is a 1-way portal to the E of the town that leads to "Bloody Cove" (123,176). There is a GREEN KEYMASTER'S TENT to the W of the garrison (131,144). Go to the W of the keymaster's tent and you will find a shipyard(finally) Go to the PURPLE KEYMASTER'S TENT(it should be revealed now)(215,105) it's to the W in case your wondering. After that head N of Bloody Cove(if you went there earlier). You should be at the upper-left corner of the map land on the the narrow sandy part of the island (118,38). capture the town to the E to eliminate player blue (86,56). Head W now fight through the garrison and capture the town here (116,10) if you wish or if its occupied by blue then imperative that you capture it. NE of this town is the ORANGE KEYMASTER'S TENT (0,0). Since we vanquished all three opposing players we can now pass through the QUEST BORDER GUARD(119,206). Head over there now and pass through then grab a boat sail N until you hit an island land there and pass through the PURPLE BORDER GUARD it should be open now (69,179) and visit the BLUE KEYMASTER'S TENT (65,169). Head N until you get to the BLUE SEA BORDER GUARD (13,119) open it and go down the whirlpool (6,115). Now we're face to face with Captain Swift he's a lvl 18. Ranger and is backed by Black Dragons(20+) Beholders(300+) Pirates(400+) and Bandits(600+). This could be tough since it's sea combat plus some of your troops got whacked in the whirlpool. Once you beat Capt. Swift and his gang your done with scenario II. ------------------------------------------------------------------------ ---------------------------------------------------------------------- Chapter III: The Strait of the Lost Objective: Build an Eye of Chaos in the town of Rumport + eliminate RED PLAYER(mermaids) Defeat Condition: Lose EITHER Tawni ,Pete or the town of Rumport Special: Start with "Steadfast Shield" and 2 "Croc. Boots", XP cap at lvl.23 Carried Over: Tawni, Pete and Cyrca with all skills and lvl.+ "Giantslayer Sword" Important Locations: Rumport(140,97) Red Keymaster (119,159) Blue Keymaster (189,79) Prison (26,136) Gold Oracle (115,219) Grail (115,224) ======================================================================= *****IMPORTANT***** This part of the walkthrough is rough at best so pls. DO NOT mail me complaints about this section since I'm working on it. Helpful E-mails however will be very appreciated. *****IMPORTANT***** You start off on a small desolate island with three ships and a few pirates and bandits. Visit the Window of the Magi and locate Rumport and the area your supposed to land to get to Rumport. Head S to Rumport and you'll encounter the QUEST BORDER GUARD (only tawni may pass). Pass through it and through the garrison and capture Rumport. Build a shipyard, create an army and move to the RED KEYMASTER. Head to the RED BORDER GUARD (40,140). Pass through and into the PRISON and free Cyrca. *tips* Cyrca is a full time mage (woohoo!) so advice you to keep it like that for a while till she gets some really damaging spells. Once she gets Disintigrate or Chain Lightning I usually turn her into a Fireguard or Pyromancer. Now go to the QUEST GUARD (190,83) at this point 50 medusas join you near the BLUE KEYMASTER'S TENT. **Grab the "Giantslayer" to the S (200,89) it's guarded by behemoths Now that we have the keywords head to the BLUE SEA BORDER GUARD (147,125) Land on the island in the middle of the cove (125,146) and enter the portal (119,145) Talk to the GOLDEN ORACLE and dig for the GRAIL now that you have the GRAIL bring it back to Rumport and begin construction. Now simply eliminate the RED player (THE MERMAIDS) these are the following locations of the mermaids you need to eliminate -114,3 -100,26 -92,43 -78,75 -82,80 -62,63 -156,72 -162,94 -145,126 -136,149 -101,209 -175,108 -122,211 -167,141 -62,63 ------------------------------------------------------------------------ ---------------------------------------------------------------------- CHAPTER IV: Bay of Maids Objectives: Defeat Pete Girly Defeat Condition: Lose EITHER Tawni or Cyrca Special: Start with "Steadfast Shield" and 2 "Croc. Boots", XP cap at lvl.28 Carried Over: Tawni and Cyrca with all skills ,spells and lvl.+ "Giantslayer Sword" Important Locations: Green Keymaster (93,126 UG) Pete Girly (86,32) ======================================================================= First things first head to the Window of the Magi and you'll see the GREEN KEYMASTER and a town. Head N and capture the town at (47,84) (DON'T FORGET TO CAPTURE RESOURCE BUILDINGS ON YOUR WAY THERE!!!) then move E of the town and enter the 2-way portal at (29,103). You will be transported to the S of the continent capture the town if you like (92,156) Go S of the town and go UG via the tunnel at (109,178) Go W then N to an underground ocean get take a boat and sail NE to (105,134) separate Cyrca and any Medusas into a separate party and send them through the QUEST GATE talk to the GREEN KEYMASTER and head to the portal to exit to the NW. Bring Tawni back to the shipyard and make her wait there. Bring Cyrca to the shipyard and link up with Tawni and this time head NW to (165,112) and go to the tunnel at (196,85). Above ground you can go SE of the tunnel and capture a town at (193,115). Either go N to a tunnel at for an artifact (141,106) or S to another tunnel at (176,141) and claim another artifact. Go back up and go thru the GREEN BORDER GUARD at (145,161) and capture the town at (136,151) build a ship and sail. Whack the following mermaids at these coordinates -146,149 -146,132 -140,98 -130,127 -115,108 -103,123 -103,95 -79,93 Now head to the QUEST SEA GUARD at (133,87) and open the gate. Head N until you spot three ships punch right through them and proceed N until you reach another QUEST GUARD at (105,11) go E until you see Pete Girly. KILL THE FAGOT!! *note* Pete Girly WILL possess any skills you gave him in the previous scenarios. So if you gave him Grandmaster Chaos Magic and Armageddon or Disintegrate then your in DEEP S**T. And that's for scenario IV ------------------------------------------------------------------------ ---------------------------------------------------------------------- CHAPTER V: Never Look Back Objectives: Defeat the Mer-Queen and Destroy the Sea Monster Hatchery in no less of 5 days from each other (this means once you defeat the mer-queen you have to defeat the hatchery within 5 days) Defeat Condition: Lose EITHER Tawni or Cyrca Special: (none) Carried Over(none) Important Locations: Palace of the Mer-Queen (141,132) Sea Monster Hatchery (135,93) Final Location of the Mer-Queen (75,147) ======================================================================= OK, it's the FINAL mission so this is gonna be tougher than the others (duh) you have to simultaneously defeat the mer-queen and destroy the hatchery so that means splitting Tawni and Cyrca later on. Head E and land on the patch of land at (98,21) and visit the window of the magi, it reveals a town you will need to capture soon. Go near the town and notice that it is guarded by a PURPLE BORDER GUARD so now we need to find the PURPLE KEYMASTER. Go NE until you reach the old man with out pupils (39,83) trade your "Giant Slayer" for either a "Sword of the Gods" or an "Adamantine Shield" both are RELIC class Artifacts but you only get to choose one the former is the best army based offense artifact while the latter is the best army based defense artifact. Take your pick I personnaly go with the sword since you can always purchase potions of immortality and black dragons have the highest hit points in the game. Raid the Dragon City to the SE (36,96) for 8K gold and a "Golden Plate Mail" Follow the "lava river" E until you reach the end at (24,110) fight the elementals and take the "wand of haste" and a "brimstone armor" (sweet!) Go further SE to a ferry at (23,135). Once on the other side go W to the window of the magi at (48,130). Follow the "lava river" again but this time going W. You'll eventually see the PURPLE KEYMASTER visit him ang go NE of him past the garrison and capture the town. Open the PURPLE BORDER GUARD if you like. Since every other path is blocked the only way to go is a LONG WAY SW to another town at (162,62) capture the town. Go NE of the town to (130,66) and go S. Now go E then follow the shore S you should get to a town (194,113) capture it if you like. Go NE of the town pass the bridge and visit the window of the magi it should reveal the "Palace of the Mer-Queen" and the "Sea-Monster Hatchery" (damn, they're so far apart!) go to the QUEST GUARD to the S is a tunnel don't go down just yet but take note of it. Go N of the window of the magi and capture the town for a little story line. Now go back to the tunnel and descend make your way to the exit at the E (don't forget about the goodies here! They're kinda easy to miss). Above ground again go N and you'll see a portal wee will be going back here soon so make note of it. Follow the road until you see a garrison. Fight your way through and go to the window of the magi there is a town here capture it if you like. Go out the garrison and visit the BLUE KEYMASTER (74,169). There is another tunnel to the NE of here (49,155) Go down. Like the previous tunnel make your way to the other side whilst collecting goodies. Go back up through the exit at (113,105) Go S to the Palace of the Mer-Queen and capture it. It's time to split up Cyrca and Tawni. Buy a boat at the Palace and put Tawni in it. Now bring Cyrca S past the QUEST GUARD to a shipyard buy another boat here. And sail NW to the Sea Monster Hatchery at (195,93) Now for Tawni sail SE and navigate through the rocks to the QUEST GUARD. Open it up and go NE to a cove with the Mer-Queen at (75,147) KILL HER!!! AND THAT IS THE END OF THE CHAOS CAMPAIGN!!! ======================================================================= Elwin and Shaera NATURE ======================================================================= ======================================================================= V. APPENDIX ======================================================================= ----------------------------------------------------------------------- A. The Basics B. The Artifacts C. Cheat Codes ----------------------------------------------------------------------- ======================================================================= Appendix A: THE BASICS ======================================================================= -Always capture towns that you see. -Always capture resource buildings you come by (even in enemy territory) -Always capture creature dwelling (You never know when you need them) -Always defend your town with at least 20 4th level units. -Have at least ranged hero (mage, archer) and one melee or two ranged heroes one mage one archer. -If handling a lot of undead opponents in a scenario equip lots of morale boosting artifacts and/or skills -If dealing with plenty of (compatible) creature dwellings consider building a caravan ASAP. -Sometimes 3rd level units are more cost effective than 4th level units (i.e. Plague Spitters are better than Devils when dealing with Behemoths.) -When sieging a castle try and use summoned troops to knock down the gate as cannon fodder. If not I usually prefer using Minotaurs since they can block any sort of attack except magic. -Take note that you do not have to see your target to use Poison -Ranged attacks and Magic can only hit enemies on the towers. -Try and wait for the enemy to bring down the gate for you. -Try to use Trading Posts instead of the "Trade Menu" since trading posts give you a discount of I think 40%. ----------------------------------------------------------------------- =======================================================================A ppendix B. THE ARTIFACTS ======================================================================= *Note* The following section is actually MY guide that can also be viewed separately from another file at www.gamefaqs.com ----------------------------------------------------------------------- I. Basic Equipment ----------------------------------------------------------------------- Basic Equipment can be bought in your local towns Blacksmith, Arsenal or Alchemist. ---------------------------- a.Armour ---------------------------- Leather +5 Melee/Ranged Def. Chain Mail +8 Melee/Ranged Def. -1 Speed +1 Casting costs Plate Mail +10 Melee/Ranged Def. -2 Speed +2 Casting Costs Shield +3 Melee Ranges Def. -------------------------- b.Weaponry -------------------------- Axe +8 Melee -1 Speed Long Sword +3 Melee and Melee Def. Greatsword +13 Melee (2hand) Longbow +5 Ranged Atk Crossbow +3 Ranged Atk (longrange) Mage Staff -1 Casting Costs (2hand) --------------------------- c.Accesories --------------------------- Telescope +1 Scouting Radius ----------------------------------------------------------------------- II. Treasure ----------------------------------------------------------------------- --------------------------- a.Armour --------------------------- Elven Chainmail +10 Melee and Ranged Def. Helm of Seeing Immunity to Blind (friendly creatures also) Cloak of Warding +30% Magic Resistance Cap of Knowledge +5 SP +1 SP Regen. Dwarven Shield +3 Melee/Ranged Def. +20% Melee/Ranged Def.(Friendly targets only) --------------------------- b.Weaponry --------------------------- Dwarven Hammer +10 Melee War Sling +10 Ranged Atk David's Sling +50% more damage to 4th lvl. creatures (friendly creatures only) --------------------------- c.Accesories --------------------------- Ring of Health +50% HP Ring of Protection +20% Melee/Ranged Def. (friendly targets only) Ring of Wizardry +5 SP +1 SP Regen. Warlord's Ring +20% Melee/Ranged Atk. (friendly targets only) Ring of Strength +5 Melee/Ranged Atk. Cart of Ore +2 Ore/day Cart of Lumber +2 Wood/day Purse of Gold +250 gold/day Bag of Gold +500 gold/day Viewing Crystal +2 Scouting radius Crystal of Memory Immunity to Forgetfullnes(all friendly) Badge of Courage Immunity to Fear(all friendly) Gambler's Deck +1 luck Horseshoe +1 luck 4-leaf clover +1 luck Crest of Valor +1 Morale Spider Silk Arrows casts bind on target w/ ranged atk Arrows of stunning casts stun on target w/ ranged atk ----------------------------- d.Tomes ----------------------------- Apprentice's Handbook All 1st level spells ----------------------------------------------------------------------- III.Minor Artifacts ----------------------------------------------------------------------- ---------------------------- a.Armour ---------------------------- Magic Amplifier -33% SP usage Mullich's Helm of Leadership +2 Morale, +1 speed Hideous Mask Fear atk Golden Platemail +25 Melee/ranged def, +1 casting costs Mage's Robe -1 casting cost Steadfast Shield +30% Melee/ranged def(all friendly), +3 melee/ranged def ---------------------------- b.Weaponry ---------------------------- Angel's Blade +3 Melee Atk/Def +50% dmg vs death opponents Halberd of Swiftwatch +25 Melee Atk,+2 Speed,Pike Ability,(2hand) Crusader's Mace +30% Melee/Ranged atk (all friendly) Giantslayer +3 Melee Atk/Def 2X dmg vs 4th level creatures Sniper's Crossbow +3 Ranged atk,longrange,longrange(all friendly) Valder's Crossbow of Sloth +5 Ranged atk,longrange, casts slow on target Nomad's Blackbow +20 ranged atk Throwing Spear +3 Melee/ranged atk Barbarian's Throwing Club +5 melee/ranged atk, stun atk ---------------------------- c.Accesories ---------------------------- Snowshoes ignores snow terrain penalty Boots of the Crocodile ignores swamp terrain penalty Fireproof Boots ignores lava terrain penalty Surefooted boots ignores rough terrain penalty Sandwalkers Sandals ignores sand terrain penalty Cape of Protection +30% Melee/ranged def (all friendly) Cowl of Resistance +50% Magic Resist Cloak of Distraction ignores area threats Ring of Permanency Immunity to Dispel,Cancelation and Steal Enchantment Ring of Speed +2 Speed Ring of the Elementals 2X more Elementals during summonings Ring of the Cobra's Eye Poisoned Attack Ring of Lesser Negation Ignores all "Wards" Leprechaun Ring +2 Luck Eqesitarian's Gloves +25% Movement on land Gem Casket +1 Gem/day Crystal Figuirine +1 crystal/day Flask of Mercury +1 mercury/day Braizer of Sulfer +1 sulfer/day Sack of Gold +750 Gold/day Purse of Penny Pinching 10% discount on all creature purchases Poison Arrows Poisoned Attack Arrows of Slaying Slayer Attack ---------------------------- d. Amulets ---------------------------- Amulet of Fear grants user no retaliation ability Amulet of the Undertaker +10% Necromancy skill Statesman's Medal +10% Diplomacy skill Ankh of Life +5% Ressurection skill Necklace of Charm +10% Charm Skill Druid's Chain +1 lvl to summoning skill Medal of Honor +2 Morale(all friendly) --------------------------- e. Wands --------------------------- Wand of Weakness Cast weakness Wand of Illusion cast Create Illusion Wand of Ice cast Ice Bolt Wand of Healing Cast Heal Wand of Haste Cast Haste Wand of Fireballs Cast Fireball Wand of Fire Cast Firebolt Wand of Blessings Cast Bless Wand of Animating Dead Cast Animate Dead -------------------------- f. Tomes -------------------------- Logbook of the Master Sailor +25% Movement at Sea, +20% Melee/ranged atk w/basic seamanship Demonary 2X More Demons are summoned Journeyman's Notebook All 2nd Level Spells ----------------------------------------------------------------------- IV.Major Artifacts ----------------------------------------------------------------------- ------------------------ a. Armour ------------------------ Armour of Chaos +20 melee/ranged def, Order Ward Armour of Death +20 melee/ranged def, Life Ward Armour of Order +20 melee/ranged def, Chaos Ward Armour of Life +20 melee/ranged def, Death Ward Unnatural Armour +20 melee/ranged def, Nature Ward Breastplate of Regeneration +20 melee/ranged def, regen. 20 HP/round +2/level Brimstone Breastplate +20 melee/ranged def, Fire Shield Dragon Scale Armour +25 melee/ranged def, Fire Resistance Gryphonheart Plate +30 melee/ranged def Scalemail of Strength +10 melee/ranged def, +10 melee/ranged atk Shield of Chaos +3 melee/ranged def,+30% melee/ranged def (all friendly),Order Ward Death Shield +3 melee/ranged def,+30% melee/ranged def (all friendly),Life Ward Shield of Order +3 melee/ranged def,+30% melee/ranged def (all friendly),Chaos Ward Life Shield +3 melee/ranged def,+30% melee/ranged def (all friendly),Death Ward Unnatural Shield +3 melee/ranged def,+30% melee/ranged def (all friendly),Nature Ward Dragon Scale Shield +3 melee/ranged def,+30% melee/ranged def (all friendly),Fire Protection Lion's Shield of Courage +3 melee/ranged def,+40% melee/ranged def (all friendly) Guardian's Robe Immune to first 3 attacks in combat ------------------------ b. Weaponry ------------------------ Tynan's Dagger of Despair cast's Sorrow on target when hit Flaming Sword +3 Melee atk/def,+30 fire damage +3/level Sword of Swiftness +6 melee atk/def, extra melee atk/round Soul Stealer +4 melee atk/def, for every 2 HP of damage dealt heal 1 HP Axe of Legends +8 melee atk, +40% melee/ranged dmg (all friendly) Spear of the Centaur +8 melee/ranged atk, gains Normal Melee ability (all friendly) ------------------------ c. Accesories ------------------------ Mantle of Spell Turning +70% Magic Resistance Boots of Travel +50% movement on land Boots of the Explorer ignores ALL terrain penalties Winged Sandals +2 to movement in combat(all friendly) Mirror of Revenge magic mirror Maranthea's Mug +3 Morale Shackles of War neither armies may surrender or retreat Ring of Regeneration regen. 20 HP/round +2HP/level ------------------------ d. Amulets ------------------------ Fizbin of Misfortune cast Misfortune on all opponents ------------------------ e. Staves ------------------------ Saint Ranan's Staff Doubles effect of healing spells,ressurects 20% of killed creatures after combat,(2hand) Staff of Wizardry Lower's all casting costs for ORDER spells by 50%,(2hand) Staff of Death all DEATH spells deal and increase in power level by 50%,(2hand) Mayhem Staff all CHAOS DIRECT DAMAGE spells do 50% more damage,(2hand) Staff of Summoning reduces casting cost on all SUMMONING spells by 50%,(2hand) Staff of Power Reduces casting cost of ALL spells by 1/3,(2hand) ------------------------ f. Tomes ------------------------ Tome of Life 1st-5th level LIFE spells Tome of Order 1st-5th level ORDER spells Tome of Death 1st-5th level DEATH spells Tome of Chaos 1st-5th level CHAOS spells Tome of Nature 1st-5th level NATURE spells Master's Spellbook all 3rd level spells Guildmaster's Compendium all 4th level spells ----------------------------------------------------------------------- V.Relics ----------------------------------------------------------------------- ------------------------ a. Armour ------------------------ Adamantite Plate +50 Melee/ranged def Adamantite Shield +50% melee/ranged def.(all friendly),+3 Melee/Ranged def Supreme Crown of the Magi +50 SP +10 SP Regen. ----------------------- b. Weaponry ----------------------- Thunder Hammer +8 Melee atk,+70 Electric dmg +7/lvl,(2hand) Bullrune Axe +50 Melee atk. Sword of the Gods +3 Melee atk/def, +50% dmg (all friendly) Horned Bow +50 Ranged Atk Bow of the Elven King +5 ranged atk, extra ranged atk per turn (all friendly) ----------------------- c. Amulets ----------------------- Scarab of Summoning +100% to summoning skill,raise dead and create illusion effect ---------------------- d. Accesories ---------------------- Ring of Greater Negation Ignores all Protections,Wards and Immunities (ALL targets) Neener's Invulnerable Cloak +100% Magic Resistance Flaming Arrow Attack all targets withing a 3x3 radius --------------------- e. Tomes --------------------- Archmage's Codex All 5th lvl spells ------------------------------------------------------------------------ ---------------------------------------------------------------------- If you have anything to add to this list of artifacts or have a comment on the items just E-mail me at ccgaston@mydestiny.net ======================================================================= Appendix C: CHEAT CODES ======================================================================= During game, hit [TAB] and type any one of those cheats, then press [Enter]. Cheat Description Adventure Map Cheats ------------------------------ nwcAmbrosia - free materials nwcValhalla - win scenario nwcRagnarok - lose scenario nwcPrometheus - reveal map nwcSphinx - reveal puzzle map nwcCityOfTroy - build all buildings nwcImAGod - access cheat menu (while town is selected) nwcGoSolo - auto play Hero Cheats ----------------------------- nwcHermes - unlimited movement nwcAthena - gain skill nwcThoth - increase level nwcIsis - learn spells nwcSacrificeToTheGods - max luck nwcPan - max morale Item Cheats ----------------------------- nwcHephaestus - elven chainmail nwcEtTuBrute - dagger of despair nwcExcalibur - ring_of greater negation nwcNibelungenlied - sword of the gods In-Combat Cheats ------------------------------ nwcAres - win combat nwcAchilles - lose combat Summoning Cheats (5 units per cheat) ------------------------------ Life ------ nwcTristram - crusaders nwcLancelot - champions nwcStMichael - angels Order ------ nwcSevenLittleGuys - dwarves nwcMerlin - magi nwcCronus - titans Death ------ nwcBlahBlah - vampires nwcHades - devils Chaos ------ nwcUnderTheBridge - trolls nwcKingMinos - minotaur nwcXanthus - nightmares nwcFafnir - black dragons Nature ------ nwcDoYouSmellBrownies - sprites nwcFenrir - wolves nwcFixMyShoes - elves nwcTheLast - unicorn nwcRa - phoenix Might ------ nwcValkyries - ogre magi nwcGrendel - behemoth nwcPoseidon - sea monster ======================================================================= VI. NOTES ======================================================================= PREVIOUS PUBLICATIONS- Heroes of Might and Magic IV Artifacts Guide -HELP WANTED! Anyone who can bring any useful info on any other campaigns can send them to me and I assure you that you gain full credit from it -HELP WANTED! If anyone can give me a detailed explanation on the coordinates and how it's used would be very appreciated -Comments, suggestions and other types of mail excluding flame mail with SWEAR words (well a little swearing would be nice to look at my mail box) are welcome at ccgaston@mydestiny.net