Table of Contents:
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1. Introduction
2. Useful Tips
3. Walkthrough - Masters Of Magic Campaign
3a. The Isle of Pyre
3b. Sklart's Ford
3c. Lambent Plains
3d. Mt. Anon
3e. Mire of the Dead
4. Walkthrough - A Bard's Tale Campaign
4a. Isle of the Dawn
4b. Thunderflash Mountains
5c. Uludin Foothills
5. Walkthrough - A Matter of Life and Death Campaign
5a. First Contact
5b. The Hidden Hand
5c. The Dark Path
5d. The Rescue
6. Walkthrough - Might Makes Right Campaign
6a. The Unexpected Prize
6b. Allies Lost
6c. An Uncivil War
7. Walkthrough - Opposites Attract Campaign
8. Walkthrough - The Gathering Storm Campaign
9. Miscellaneous
10. Credits
11. Version Info

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1. Introduction

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This is my first walkthrough for gamefaqs.  Recently I played Heroes V.
It is a great game and reminiscent of the old Heroes I-III.  But IV was
a departure and I pulled the game out for old times sake.  I was
surprised not to see any walkthroughs on gamefaqs.  So here it is.

The walkthroughs will be in campaign by campaign allowing me to get in
depth.
The walkthroughs are not in 3DO's order but mine.
Agraynel's development could effect your choice of Alita's ( Life and Death )
And Alita's development could alter your choice of Kozuss'.
This FAQ at the moment is incomplete in that it includes only the first two of
the campaigns.
Each successive version number will be in 1/6ths.  Any version numbers
not a 1/6th means I made adjustments to the previous versions without
adding a new campaign.

I am assuming you know how to play the game as this is an expansion
pack for Heroes of Might and Magic IV.  There are excellent walkthroughs
for the Original Campaign in gamefaqs.  Have fun there.

I am also assuming you know how to cut and paste from the content listing
and use a find function to skip to the section you want.

I do have some unique tricks and tips.  this is not because I am better,
but just have a different style of play.

Before we start the walkthrough, the standard legal stuff

1. You may not use this walkthrough for profit. At least not without me
and gamefaqs getting our cut.

2. You may post this wherever you wish. Just give me and gamefaqs credit.

3. In general I play at at Expert or Champion, But I wrote the walkthrough
with Advanced in mind.  The two exceptions are A Bard's Tale ( easily played
at Champion ) and The Gathering Storm. Tricky, but Champion is doable.

4.  Good scores in general are Intermediate 2500, Advanced 3000, Expert
3500, champion 4000.
Although you can get about 20% more on any of those.  And 5000 is
needed for Megadragon status.

5. many title's are Easter eggs ( Bard's Tale and Masters of Magic are
classic games.  In fact I would recoommend downlaoding MOM from an
abandonware site.  It is still highly playable today. )
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2. Useful Tips

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General:

If you are playing for the best score you can possibly get there are
some things that you can do to maximize it.
 First: Scout out the WHOLE map!  At least as much of it as you can
get to. Even to the point of popping some barbarians on a boat and
scooching them around.
 Second: Your score is not on the DAY, but the WEEK.  There is no
difference between beating the scenario in Day 1 of week  11 or Day 7
of week 11.  Plan accordingly.
 Third: (THE BIG ONE ) Everytime you restart to try and win a battle
over again your battles won goes to zero.  That's right. In some cases
you are better off just losing the battle and doing another week.
This can get tricky when leveling up.  Especially if like me you save
those trees and Arenas for last so you get maximum level from them.
You can end up restarting and hoping for a better selection of skills.
 Fourth: Killing every loose creature of an enemy is not a big issue.
But owning the maximum towns is.
Picking up resources and flagging every mine is not an issue, but
picking up that silly ring that you have 10 of for some reason does
count.
 Fifth: Having your spare resource pick up hero check out those Imp
Lairs and Pyramid's at the beginning of every month really REALLY
boosts your score.  Especially Mausoleums and Pyramids.  All those
goodies and only 10 defenders.
 Sixth : The day before you are going to win the scenario stop and
sell off all your resources.  Either at a real Trading Post ( preferred
) or just in the market function.  Then in your defending castles,
spend about half the money buying your troops.
 Seventh : There seems to be a limit to the scores in many areas.
So getting $5 million gold versus $500k  seems to make no difference
Therefore, use a grain of salt on all the above.



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3. Walkthrough - Masters Of Magic Campaign

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There really is no advice on Hero development.  Bohb is what he is.
And alot of what you get is based on what is offered.  Bohb can get you
confused with all 5 magic schools.  Focusing him on two or three is the
key.  He will most often get Order as his natural class.  And that is
fine.  And at least the first few scenarios boost Nature.  So the
designers probably expected you to pump that.

However, I would probably focus on Life as the secondary for troop
boosting.  It will help in the sixth scenario especially if you can
have TWO heroes with Divine Intervention to raise others who die.

The good thing is that Necromancy and Summoning are disabled.  So
skills are not wasted on those as they only annoy at anything below
Grandmaster.

The bad thing is all 5 of his skills are selected.  So he gets no use
out of Veteran's Guilds.

Order spells to make sure you get.
Slow ( always your friend ).  Mass slow ( best of all ) and
Forgetfulness ( goodbye enemy archers ).

In general the first few scenarios have absolutely no issue getting to
max level.
So use all chests for money.  The last scenario there is no limit.  So
whenever you do not need the money get XP instead.  And even if you do
not get to Max level on the first scenario chances are you will only be
about 1k-2k short.  Easy to make up on the later levels.

***
3a
***

Scenario : The Isle of Pyre
Victory : Find the Wayfarers Boots
Carryover : Bohb and Violet level 13.  Wayfaring Boots ( 25% more
movement, ignore all terrain penalties, +10 spell points -- these boots
by themselves rock!).

The first thing you will notice is you start in a Might castle.  No
spell points.  Lucky for you there is an Apprentice's Journal ( all
first level spells ) right by the castle.  And you have a sidekick for
this journey who is a General.

Violet Rocks.  Focus on her tactical skills and otherwise try to get
her to Grandmaster Archery. You probably want to also get her some
magic ( so she can use Magic boosts ) Life tends to work well as she
can at least heal during non-combat.  I also get her Nobility if it is
available as a couple hundred gold and the creature boost is nice for
just a couple thousand gold early.  Scouting can round her out nicely
as that combined with the boots and stuff can have your army moving
along.  But a spare Scout is fairly easy to create and you can always
use him/her to flag stuff.

They key later on is Bohb casting Mass Slow and Violet ripping them
apart at long range.  While boosting whatever troops you have with her
tactics.  You also should often make use of Confusion when Bohb and
Violet are alone against single type stacks or stacks with no more than
two types.  She rips apart the moving stack and then the confused
stack. Another tactic is that in the first three scenarios you get
Strongholds with Centaurs and Cyclops.  Both turn nasty with Precision.
But in the first scenario this is the key to winning easily.

First join your armies and circle around starting with the sawmill to
the southeast then going north.  Make sure to get the Apprentice
Journal for Bohb.  Personally I use a barbarian to do that and pick up
the smaller resources.

From there head East and south.  You will find two Nature upgrades.
A conservatory of nature ( to buy the spells ) and a Tree of knowledge.
Clear that out as fast as possible.  Unless you focus yourself on
nature.  There is no need for anything but 3rd level and below.  I
would say getting Summon elves (precision) and Summon Water Elementals
( another slow ) as worthwhile.

To the north of this area is all the really nice resources in the snow.
You can create a secondary Scout hero to take out and flag those mines
as your two heroes head further south.

In the southeast corner is Red.  There is an island to the west of him
with a Stronghold town and a Preserve (owned by green ) connected by a
bridge.
And to the far north west is another island with one more preserve town
owned by green.

Taking out Red is usually not a big problem.  That should be your first
task after getting to the Nature magic upgrades as he will be going for
your town. But green often gets the neutral Stronghold town before you
get there.

Once you have visited the conservatory of Nature.  Have your heroes
head southwest until you encounter a school of war by a lookout tower.
Head east and flag the Harpy nests if you can.  And take over Red's
stronghold.
There is a school for Violet behind it and it is worthwhile to upgrade
her a bit.

Now you can worry about taking out Green.  The druidess Eradawn is the
goal of the scenario.  When you defeat her you get the boots and the
scenario will end.

If you want max credit and score for exploring the map and conquering
everything, you can keep her back.  Otherwise, when your Heroes are max
level and you can take out the Army do so.

To the north of the neutral island is a bridge to the Nature island.
Just west of the bridge ON the neutral Island is the first of the
nature towns.  Make sure to visit it.  This may be your only chance for
spells.  Sometimes Eradawn stays in that town and you have to go for
the other one.

Once you have that town  Gather your troops together and go across the
bridge heading East for the final town.

One trick is to use a combination of troops from the two towns ( the
three Strongholds ) without heroes to guard the foot of the bridge.  Or
if Eradawn  takes the neutral stronghold in the southwest ( I have
often found her there ) squat your army by the choke point just north
of there.  She tends to sit.

My result on Advanced:
Day 7 week 3 Month 2 ( I could have done it a day earlier but wanted to
transfer at max level and remember no score difference between day 1 and 7).

Bohb Basic ( Life and Death ) Advanced ( Order and Chaos ) Expert
( Nature )
Violet Grandmaster Archery ( also I got her Nobility and Life )
Score : 444

***
3b
***

Scenario 2 : Sklart's Ford
Victory : Find the Archmage's Hat
Carryover : Bohb and Violet ( level 18 ) Wayfinder's Boots, Archmage's
hat ( +10 spell points and regen 2 per day and permanent Blur )

This is a much bigger map with a continent divided between snow (east)
and grassland (west).
There are two preserves on the south east peninsula's.  You start at
one of them.
Two strongholds dividing the continent in the middle with red holding
the north one.  And Two Academy towns in the far North and Far south of
the continent Owned by teal and a neutral Order town..

Start by building a Tavern and Hiring a secondary hero.  I tend to select a
scout so that quickly he/she can move faster once they level up and get
pathfinding.  They can even now and then give your main army a temporary
speed boost.

Just to the south of your town is a chest and a random item.  Feel free
to restart until you get a good one.  Join your two Heros and go collect
the item. Kill the stacks guarding the Ore mine and blocking the wolves
dens in the circle.  Let your back up hero do the flagging and picking
up resources.

Next take out the stack definding the sawmill and the Crystal mine just
north of you. And head up along the Western coast until you get to the
point you can see the lookout tree.
At that point split Bohb and Violet up.  Send Violet east to take out
the Stronghold and Bohb west and south to take the Preserve town.

Clear out the surrounding areas and then join your armies back near the
lookout tree to move north ( grabbing two more nature magic power ups
near a  Tree of Knowledge ) and go after red's last red stronghold.

Just to the East of the northern Stronghold you will see a stack of
Titans.  Leave them be.  They block teal from making sorties into your
territory.

Head West of the stronghold to the Pheonix Pyre.  Awesome!  Best of all
if you defeat Red and go to the quest hut just west of the Pheonix Pyre
.. once you defeat the Pheonix Pyre it is built automatically in both
your Preserve towns for free.  LOTS of 4th level creatures.

Work your way along the west coast and south clearing out what you wish
then head back to the town you started in.  Stopping off at the other
Preserve if there is a Spell  you are just dying to have.  Just south
of the town is a stack of TOUGH creatures.
They are random.  But I had 40 Goblin Knights.  This leads you to a
wharf that teleports you south of the other Preserve town where there
are power ups for Violet. One each of Tactics, Nobility and Combat.

Now head back down to the southern Stronghold Town.  Just south and
east of that you will see a tiny stack of Titans.  They are guarding
the Conservatory of Order, an Order Power up, and a Tree of Knowledge
( you could probably skip that one but as long as it is not gems money
should be cheap at this point ).
During all this time gather all your troops ( via your heroes or
caravan ) that you wish to carry in the northern stronghold town ( I
chose almost all archer type units as I got lucky and found a sniper's
crossbow.  -- permanent mass precision ) and get ready to take out the
stack of Titans we used to choke teal.

The pathway tends to be the first Academy town,  North past the Schools
of Magic and Combat to the second town.  Then South past the quest hut
( looks like a barn and doesn't give a quest.  But if you do not hit it
your score will be a teensy bit lower so what the hell ).  And the last
town in the south.

Now back up to the Gold mine and head west towards the Coliseuem of
magic.  Your victim tends to hide there.In fact, many times he won't leave
and you can't visit the coliseum.  Oh well.

One thing to note on this level.  There are THREE level ups.  Two trees
and the Coliseum.  Since you only get 6 more levels max, you should
have no problem getting to 18th.  In fact you could probably end the
first scenario at 10th level and make up the difference here.  If you
are at or near the max carryover of 12th level you will easily be 15th
to 16th level or more before you even start to take out teal.

My result on Advanced.
Day 7 week 3 Month 2 ( I could have done it a day earlier but wanted to
transfer at max level ).

Bohb
Basic ( life and Death )
Advanced ( Order and Chaos )
Expert ( Nature )
Violet
Grandmaster Archery and Melee.
Advanced in all tactics.
Rounded out skills in Nobility, Scouting, and Life.
Score : 502
(NOTE : You might want to try to lower nature and get Expert Order and
Advanced Nature -- this would get you the slow spell and especially
Town gate sooner ).

***
3c
***

Scenario : Lambent Plains
Victory Conditions : Find the Angelfeather Cloak and defeat Oreha the
Barbian.
Carryover : Bohb up to level 22.  Wayfarer Boots, Archmage's Hat, and
Angelfeather Cloak (+10 spell points, Flight and Heavenly shield).

You start on an Island at the north end now with a Academy Town.  To
the south is another neutral Academy town that has a pre-built
Shipyard.  This is your way off the island.

Gather your heroes inside the city.  I probably wouldn't buy a
University, but you can save the game, buy it.  See if it has something
you need.  But personally I would build in order, Level 1 Institute of
Magic, mage Tower, Cleric Library,  Temple of wishes, Caravan.  Then
later on if you get the chance work towards Titans and the Cloud
castle.

Work your way down south flagging as you go and when you get to the
woodmill split off Bohb.  He needs to go west and north to get the
Altar of Order power up.  Violet meantime keeps working her way down
south to take the neutral town.
Bohb with his wonderful boots should be able to catch her before she
takes the town.

Now buy a boat and head up north and east to the Island with a
Conservatory of Life, Tree of Knowledge and several Life Magic Boosts.
You will have to fight a stack of 8-10 angels.  But with Blind, mass
slow, etc.  You can take them out.  Collect all your level boosting and
you can either (A) split off one dwarf to collect the goodies on the
ocean then Town gate back home build a new boat.  Or, (B) Just Town
Gate and summon the ship.  And after you get to the mainland split off
a dwarf to collect items on the ocean.

Ignore the light tower, as you won't be on a ship long enough to make up
two days getting on and off the ship to flag it.  You can always later
on send an extra hero to flag it if you like flagging everything.

Go more or less straight down and you can land by a sulfur mine.

I got to the mainland in two weeks.

Now the mainland at the start of the game has 4 Haven towns ( Purple )
on the west coast and three Strongholds ( Red ) on the east.  The
northernmost Stronghold and the southern two havens are neutral.  By
this time Oreha ( red ) had taken over all three of the neutral towns.
Normally he gets the two southern ones and Purple gets the northern
neutral Haven.

Go straight south and take the lower Stronghold.  Build a caravan to
get your Order Troops off the Island at some point, then head west
across a bridge to a little island with a teleporter.  This gets you to
Oreha's secret Stronghold on a death like terrain.  Once you have
conquered that town you can head back to the mainland via the
teleporter.

As always creating a secondary hero to flag things behind you is
worthwhile.  Especially if you can get Lord's with nobility and teach
them scouting ( Or obviously scouts and teach them Nobility ).  After
15-25 turns they pay themselves back.

Now up and west to the Northern Stronghold ( This is where I defeated
Oreha ) and then south and west for the southernmost Haven town.

Work your way up north and west to get the last of the neutral towns
and it is time to hunt down Alberan and get the cloak.  Up and west to
the northern Haven and then down and slightly west to the last town on
a peninsula.  You can leave a huge stack of troops at the bottle neck
of the peninsula and keep his troops there while you go back and hit
any remaining structures upgrades or items you wish.

Now one problem is often Alberan sits outside of his castle and you
can't conquer it without killing him and ending the scenario.
I suckered him out by running down to flag the structures near his
castle.  Went to the coast by the windmill and summoned a ship, and
sailed down.  He came out to reflag his Archery Ranges and the windmill
and I landed behind him forcing him to run for the other neutral castle
( where I left my troops to defend)  Grabbed his castle and spent a
couple days running him down and bashing him.

MAJOR NOTE: TOWN GATE rocks here.
I did learn later on a sneaky trick that I should have used.
Kill the bastard.  However you can but leave one unit alive.
Then towngate away.  Many times the silly AI doesn't take him back to a
castle to revive.

This scenario is difficult to level up to the max 22nd level unless you
leave Violet behind often as she doesn't carry over.  I accepted the 1
level loss ( I reached 21st beating Alberon ) as solo in the next
scenario will EASILY catch you back up.

My result on Advanced.  Day 7 week 4 Month 2 (Lost about 5 days to get
Purple eliminated completely ).

Bohb
Advanced ( Death and Chaos )
Expert (Life)
master ( Order and Nature )
Violet ( doesn't carry over -- you just beat her barbarian foes ).
Score: 545

***
3d
***

Scenario : Mt. Anon.

Victory Conditions: Get the ring of flares ( +10 spell points all
spells cost 2 less spell points ) from Rayon.  Carryover.  Bohb with
the four items at up to 26th level.

When you play this level you will see why I was unconcerned about being
only 21st level at the end of the 3rd scenario.
There are two Coliseums of Might a Coliseum of Magic and a tree of
knowledge.

This makes 25th level, with only one level needed from experience to
max out here.  Interestingly there are alot of veteran's guilds which
Bohb has no use for.  The Coliseums of Might can be a challenge for
Bohb as Black Dragons are immune to magic.  But you may not even need
them.  And that IS what summon creature is for. This might be the only
reason to ignore my advice on previous levels and get yourself to
Grandmaster Nature.  Dragon-strengthed summon Mantis' rip black Dragons
apart without them being able to attack your mage.  Next best is
Griffins.

Starting off you are on the southern shore with three haven towns.  The
westernmost your own.  The is a small island to the northwest with alot
of Life troop generators including angels and the main volcanic Island
in the middle with four  Asylums.  One is neutral.  But believe me it
will not be by the time you get there. Rayon ( orange ) will conquer it
long before you can.

To the north of your starting town is two more Life power ups and a
Coliseum of Magic so grab em and move on.  Since you are on your own
here you can move faster but life is not easy.  That Grandmaster
Archery and Melee was really helpful.  So you will need to build and
bring troops to support you as much as you can.

Progression along the southern continent is pretty straightforward.  It
is thin enough you can see it and a straight line.  Create a secondary
hero and flag behind Bohb  while Bohb clears stacks and takes towns.
When you get to the third town there is a stack of dragons guarding the
Chaos improvement grounds ( The standard school of magic, tree of
knowledge, two Altars of Chaos magic and a Conservatory of Chaos ) but
also the Shipyard where you can get off the island.

There are quite a few islands with mines on the ocean.
A secondary hero with a good amount of troops can waste time flagging these.
Otherwise you may easily lose a month embarking and debarking plus sailing
to all of them.
(Thought: If you select a secondary hero with Combat only skills and leave
him Combat only, his use of those veteran's guilds could get him up to 100%
magic resistance and Grandmaster Combat.  Could be easier for him to kill
Raylon ... haven't tried this though ).

The only island that is worth stopping on is the one with the
teleporter to the western shore with all the Life troop generators.
Once you have flagged those either teleport back, summon a ship and
sail from that coast or take the one way transporter back to your
starting town for restock and summon a ship from the coliseum of magic
you hit earlier.

Personally I like sailing east from the restock shore.  As you land
right by an Asylum town and a school of magic.  And close to the two
Coliseums of Might to max out level quickly.

The main island is not that hard to figure out.  It is fairly wide open
with the four towns in a parallelogram.  The top two skewed to the
west..  The reason I like heading east from the restock island is that
by taking that northwestern most town, it is closest to getting
constant daily reinforcements as Orange tries to reconquer it.

From there conquering the towns in a counter clockwise circle seems to
work best as Raylon's home castle is the Northeastern one.
And he likes to hang out there ( but do not take that for granted,
sometimes you are chasing him down in a never ending circle of him
retaking your towns ).

After owning and defending all the castles.  You have just to hunt down
Raylong and get the Ring.  A sneaky trick if you are max level is to
take Raylon's stack  on two to three times.  Kill him and any heroes.
Then run ( or Town Gate so you can keep what troops you have left ) and
come back again with a new stack to whittle down his troops.  Without
heroes he can't reconquer a castle and come back to life. (AI flaw ...
the do not use a Sanctuary to heal heroes like real people do ).

Taking out Raylon is tricky anyways because he has disintegrate.  Your
best bet is to work to constantly keep him blinded or confused or terrorized
until you remove his troops.
Then anti-magic yourself and just ice bolt him.

My result on Advanced.
Day 1 week 1 Month 2
(basically I skipped conquering all the castles and just took out Raylon
it can take two weeks to hold all the castles because Raylon really cannot
be stopped by anyone but your hero -- however notice how this was almost
my lowest scoring scenario so time is not as much of an issue as number of
towns and not restarting).

Bohb 26th level
Advanced Death.
Master everything else.
Score: 485

***
3d
***

Scenario : Mire of the Dead
Victory Conditions : Get the staff of ( +10 spell points ignore wards )
Carryover : Bohb max level of 30 and the combined artifacts ( all the
individual effects plus in addition ignoring magic resistance.  In
other words you CAN disintegrate or even heal Black Dragons!!! ).

Another one of those maps like in the 3rd scenario.  Continent split in
two by a mountain range with one choke point guarded by 4th level
creatures.  This time Bone Dragons.  Your side has four Asylums.  His
side 5 necropolis'.
Three on both sides are neutral. This means you have time to clear your
side out and max out your experience.  But in the long run if you take
too long he can start outproducing you.

You start out in an Asylum town in the south west corner.  There is a
learning stone right by the town to create a 2nd level secondary hero.
I choose a scout as this gives them pathfinding ( advanced if you build
a Tavern then a Battle Academy ). There are no troop structures in
your town.  But this is okay.
Bohb can pretty much take on all stacks alone with his variety of
spells and nearly unlimited amount of points.  Build as you can in all
structures for later.

Work your way up north flagging structures as you go.  You pretty much
cannot miss the neutral Asylum town that will be your second town and
gathering point.
Just north of this you will see the stack of bone Dragons choking off
contact with Red.  Work your way down south from there to flag the
Dragon Cave and go through the two way teleporter to the by now
familiar mage proving grounds with a Library,
Two Altars of Death, a couple power ups, a Conservatory of Death and a
Tree of knowledge.
Once you have learned your fill ( By the way this is an excellent spot
for your secondary scout to gain a few spells if you wish ) return to
the mainland and follow the mountain range north to the third Asylum
Town.

Make sure to hit the coliseum of Magic on the way up.  You can go south
of the coliseum of magic for a lot of loose stuff, but there are no
towns there so I would catch that on your return to the second town
where you are gathering troops for your invasion of the east coast.

After taking the third Asylum town, follow the north coast westward to
the final Asylum town, catching the Two Altars of Chaos under the
Blackwoods.  Notice another two way teleporter behind that town.  This
leads to two MORE Altars of Chaos as well as some top of the line
items.

Work your way back to the Coliseum of magic and pick up or flag all the
loose  stuff on that final peninsula heading on to your gathering town
by the neutral Bone dragon stack.

Grab your troops and head your secondary hero to that town, and keep
funneling troops to it.  The hero is there to prevent Red from counter
striking on your half.  He never does.  But why not play smart?
Besides you can restock later.

Now you are ready for Red.  But is he ready for you?

By now he has taken over at least three towns.  The closest town is a
tempting target and is visible just a little south of the choke point.

Take it and remember to constantly restock that garrison.  Red will try
to retake it.
And it is okay if he does.  Just give him something to think about.

Now head north until you see the second red town.  This one usually has
Cadonis at it.  You can try to take him out if you are ready to end the
scenario. But he will likely move to the next town slightly further
east. This is a flaw in the AI. Cardonis ALWAYS slips back and forth
between theses two towns.  And if you head for one he rushes to defend
it.So you can head fake him to one and sneak back to the other.

Furthermore.  If you take either town Cardonis WILL take it back and
there is nothing you can do to stop him.

Since Bohb carries over to the last campaign, ignore BOTH towns and
follow the north coast East and then south.  Hit any level up
structures, academies, mines, etc that you choose ( you are generating
as much as you really need by YOUR half of the continent, so all you
are doing is denying Red his ).
Continuing down the Eastern coastline southward you will come to the
original red town where Cardonis started.

Smash what little defense it has and then take the little bridge just
west of it and head south to the final town.

As you go you will notice a one way teleporter under a gold mine.  After
conquering that town that is your goal.  It teleports you to ... TADA
.. that first town that you took when you invaded Red's territory.

If Red took it back,  take it back again from him.  And head north for
the two towns you skipped.  Restocking and beefing up on your way north
from the choke point.

Now for the head fake.  Go a little past the first town where Cardonis
sits and watch him zoom to the second town. Go back and take the first
town. And now he will SIT on the edge of the final town to the
Northeast.

Maneuvering yourself to invade the town before fighting him can be
tricky, but it is doable.  If you are not that concerned about wiping
out red and are ready to move to the final battle, just hit him.

The fight can be nasty as they have the cloak of 100% magic resistance
on him ( making him immune to your spells ) and he has hand of Death
plus his item ( The staff ) allows him to ignore Death ward.
On the other hand if your army is as strong as his, and you can cast
Anti-Magic.  It is your bad self against his.  The danger with this is
your Potion of Immortality is turned off too.
Again, if you can kill him even without defeating his stack you are
fine.  Just run or Town Gate.
If he cannot get in a castle to ressurrect himself you can just keep
smacking him until his army is dead.
Otherwise it also works to let him hand of death you, your potion of
immortality kicks in.
Whap what you can of his Army on first turn and then town gate.
Come back and whittle him down more.


My result on Advanced.
Day 6 week 1 Month 3
Bohb 30th level
Expert Death.
Master Life, Nature, Order.
Grandmaster Chaos.
Score 512

Final Score : Average 498 Final Score X5 = 2490.

Just below good score ( 2500 ) for Advanced.

----------------------
4. Walkthrough - A Bard's Tale Campaign
----------------------
In this campaign I play at Champion.  I recomend you try it as well.
This campaign is well designed for Champion mode.  And is actually very
easy.
Believe it or not by the end of the first scenario you can easily get Agraynel
to Grandmaster in Scouting and Nature Magic.
This means the next two scenarios you will be utilizing your levels and
improvements on other skills.

One of the effects of this, if you focus as much as possible on only one
skill is that you will CHANGE classes.  This is because Summoning is
turned off.  So Nature only has 15 skills.
The moment you get a 16th skill in another group, your class will change.

In fact without spending a single skill on Scouting you can get Grandmaster
of Scouting, Stealth, Pathfinding, and Basic Seamanship from a quest hut
and two Altars of Scouting in the first scenario.

If you want an Advanced class to be part of Nature other than scouting it
either must be a Magic skill or you MUST refuse to take any Scouting skills
and ignore both Altars of scouting in the first scenario.
Of course this means you go on with only Master Pathfinding.  Which slows
you down a bit. This can be tricky at Veteran's Guilds as you may need to
restart often.

But in looking at a carry over to complement the other heroes in the sixth
scenario versus Nexus.  The one shortage they have ( unless you plan it
into Kozuss or  Dogwoggle ) that makes sense even alone is ...

TACTICS.
And the good news is it doesn't matter if you are a Warden or a Field
Marshal.  As one is +10% to Defense of all creatures ( in addition to the
tactics Boost ) and the other is +10% to offense.
Both extremely handy to Miss
I_Sneak_Behind_You_and_pull_an_Army_out_of_my_pocket !!!

The other obvious choice is Combat.  But if Agrayel is in personal combat?
You are doing
something wrong.  getting one or two levels in it at the end of the campaign
is different if you want to toughen her up a bit.  But otherwise, why have
her shoot arrows when she can summon 5 Mantis'?  And the benefit of a
Beast Lord is worthless.  So what if you get a couple more wolves or White
Tigers.  You are never gonna summon them.

There are a couple Libraries too in the 2nd and 3rd scenarios.  So you
should also have a slot set aside for another Magic skill.  I happen to
choose life, as a quick heal or bind wound NEVER hurts.

Chaos for a little offensive oomph makes as much sense.

If by some chance you can get Order Magic early on -- take it and
crank it.  Crank it through the roof and ignore those two Altars of Scouting
as well as the concept of upgrading tactics. But as this is about a 2%
chance.  Don't hold your breath.  For Agrayel ... Enchanter would rock.
+20% to all summoning spells?  Believe me, 6 Mantis instead of 5 is
a deal breaker.  Especially when you add Rings of Defense Tactics, etc.
making them essentially 9-10.  And dragon strength doubling that.

Also, if by bizzarre luck you can get Death early on?
Take THAT and crank it as well.  Not only does a Demonologist rock.
But a Demonologist with grandmaster Stealth rocks better.  Summon
Mantis or summon Devils.  Summon Waspworts or Summon Vile Spawn.
Just try to avoid any necromancy skills until you decide you want to get
into combats.  Pop a unit, delete the damn skeletons/ghosts is annoying.
And you hate wasting those vampires.  Although some people swear by
having that undead unit following your scout/demonologist to pick up
loose crap.

That is it.  Yes you can find a fifth skill group.  Combat easily makes
sense for that. But that can always wait for the sixth scenario.  You
want to focus on the two skill sets other than Scouting and Nature
through the next two scenarios.

You could also choose to make Agraynel an Archmage.  Since all
spells become 10% more effective.  That means her summoning spells
do too.  Life and Chaos make sense.  So do Death and Chaos.

Most often though, unless you are very lucky.  You will get Tactics,
Combat, Life and Chaos to choose from.  Take tactics.  And every
level up once you reach Grandmaster Nature goes to that except for
the one or two you spend on your spare magic skill.

***
4a
***
Scenario : Isle of the Dawn
Victory : Capture two Pines
Carryover : Agraynel ( 18th level ) and the
Harmonic Chain (+15 defense grants Mirth )

You start shipwrecked on a little peninsula.  yes there is stuff
in the water.  But no boats.  Ignore it.  Ahead of you is two
Altars of Nature.  Grab them.  They always seem to grant
Advanced Nature and Herbalism.  Now the goal is to get to
grandmaster Stealth so you can sneak past the thunderbird
stack blocking you from the mainlaind. Lucky for you, there
is a quest hut in the region who will teach
you that!  But you need 20 of all the resources.
Lucky for you everything but two stacks is 1st level.  So
you can sneak past them too.  And the two
stacks of 3rd level creatures are never able to be snuck past.
You gotta smash em to get the goldmines and goodies.  You
can do that later with a strong army and you have got The bad
guys bottled up if you want. You might have to if you want to
transfer at dead max level.

So let's start our tour of the peninsula.  From the Altars of
Nature, you can see some Equestrian's gloves.
This is your first goal.  Just above that you can see an
Apprentice Lab and a Sulfur Mine.  Flag them both and
leave the resources for your return trip.  Below the sulfur
mine you can see a sweet staff of summoning.  You do
not need it yet.  You can get it when you come back to
gather loose resources lying on the ground.

Go back Northeast.  You will see some altars where you can
learn spells.  I tend to ignore them except for the one with
summon Elves and Wasp Swarm.  All the other low level spells
you will probably never use much of.  And you will get them
from towns so why waste the steps.  You are now on a
semi-peninsula ... I like to circle counter clockwise flagging
the Alchemist's Lab up along the far east coast grabbing
resources ( you aren't coming back ) Gem mine and learning
stone.  Make sure to pay attention.  There is a stack of gems
on the ground on the east coast under a bush.  I use ALL
chests for experience.  Getting max level on this scenario is a
very close thing unless you go around fighting stacks once you
have the enemy bottled in.  remember to use ALL level ups
on Nature.  Your goal is grandmaster Nature by 14th level.
On the other hand if Tactics, Order, Death, Chaos, Life come
up instead of Combat, grab them, you may not get another
good chance.

Now you are at the two Altars of Scouting.  Do NOT touch them.
Even if you want max scouting, at this point they are useless
because they will only give you what the quest hut will give you
anyways.  You can come back here later if you wish.

Now back to pick up those resources we skipped ( using that
day to generate resources AFTER flagging versus before ) and
the wonderful staff of summoning.  Head down to the south
and you can see some wood and ore.  Go for those.  On
your way you should get the Day 8 journal entry.

Going almost due west you should pass past the Thunderbird
stack you need to sneak past.  And see a sawmill.  Flag it
and keep heading up north.

On your way you will see the Mushroom shaped quest hut and
three treasure chests.  Ignore them.  I told you, you need 20
of each resource.  Why are you reading the FAQ? ;-) :-P

North of that is an ore pit flag it.  To the north and slightly
west is a library.  Depending on the randomness you may not
have enough gold for it.  If you do go ahead hit it.  Otherwise
keep going straight north to grab some loose resources and due
west of there to flag the last crystal mine.

Congrats ... you now have flagged one generator of each resource,
Only a little more to go.  You should see all of the last resources
lying on the ground ... AND the stack of 3rd level creatures.  This
is tricky.  You do not want to end a turn and have them attack you.
You cannot beat them.  And you have nowhere to run.  Luckily, since
you have not been in any battles, you can restart to your hearts
content.

Once you grab all those loose resources safely head back to the
library unless you were lucky enough to get enough gold to utilize
it earlier. If you did it exactly this way and were anything but totally
unlucky?  You should have enough resources to trade your way to
20 of each.  Otherwise you may have to spend a turn or two
waiting for them to generate.

So ... now to the Quest hut.  Wiggling around the other stack of
3rd level creatures.  If you are on schedule ... you should get Day
15 Journal entry ( at the cost of 5 gold to boot ) just as you
entry the dell.  Hit the hut before the treasure chests ( so the
scouting options mostly disappear ).  Congrats you now are
magically a Grandmaster Scouting and Stealth, and Master Pathfinder.

Grab the chests and then a divergence.

************** sidenote: *********************

  You should go up at least one level (two if they are all 1500 XP)
  and you may have noticed that sometimes TWO of your choices are
  scouting.  One for Grandmaster Pathfinding and one for Basic
  Seamanship.  Agraynel is never on the sea.  Not in this campaign.
  Not in the 6th.  It is useless.
  But if you want to limit the number of Scouting options on level up,
  you can go back and hit one of the altars to get Grandmaster
  pathfinding.  then only Seamanship will ever be offered ( and it will
  ALWAYS be offered ).  The detour will not cost you in the long
  run because you will more than make up for the days spent with
  your increased speed.
  However, if you want to change your class from bard to something
  combined with Nature  -- hitting both altars or ever picking
  Grandmaster fighting could make that never happen.
  The one exception is Archmage.  If you do everything you possibly
  can and spend nothing but level up choices on TWO other magic
  skills, you can hit Archmage just as you reach maximum level for
  the whole campaign if you get JUST Grandmaster pathfinding.

*******************************************

I assume you choose to grab one if not both of the altars.  I grabbed
only one.  Allowing at least the possibility of Archmage is worth more
to me than not.

Now we can sneak past the thunderbirds and take over the Preserve
just south of them.  A town with NO defenders.  A sweet little town
pre-built to 3rd level creatures and 4th level spells.  Make sure to
actually ENTER the town to get those spells.
Your goal in this scenario is to get to Grandmaster level spells (even
though none are available) and otherwise hopefully get
Summon Water Elementals and summon Griffins.  At 3rd level you
would also like an Anti-Magic.  That is how Agraynel takes out stacks
of Mages, Genies and Water Elementals. Don't grab any troops though,
they just screw up your stealth.  Noisy things.

You are now on a mini-island.  Some resources lying around, but
wolves can pick those up.  Although there is Miners Guild and Imp
Pit to flag.  But main thing is there is a prison with Larenthal you
need.  Grabbing Larenthal causes you to fight the cerebi.  You can
always run now.  But even at Champion level, Agraynel and
Larenthal can toast them just by Agraynel summoning whatever
elementals she gets ( she SHOULD be getting some by now )
and Larenthal Lightning bolting them.

Split them up.  Send Larenthal back to Davenport, and have
Agraynel flag the Imp Pit and head off the island.  She can
grab resources as she goes if you want.  Not really a big deal,
That is what Larenthal should be doing while we Agraynel sneaks
around for the next month.

During the next few weeks of Agraynel scouting,  Larenthal should
circle the island --- running if caught by a defending stack --
and grab resources.  Then return to Davenport.  He doesn't carry
over, so unless you need his Chaos lightning bolts.  Who cares
about his experience level.  Agraynel should flag the windmill just
before the bridge to the main island.

Davenport really doesn't need anything built other than a Creature
Portal for Water Elementals ( or whatever you like from that
facility ) and whichever 4th level creature you prefer ( I am a
Fairy Dragon guy -- that allows Agraynel to cast Wasp Swarm,
the fairy Dragon confusion, and two units out of the picture while
Larenthal and the rest of the army rip the other things apart ).
I go with Water Elementals ( slow ) or possibly Mantis' if the
stack I need to get past later is Black Dragons.

Now Agraynel is on the main island.  What she needs to do is
flag the three Treetop lodges and conquer the two towns as
fast as possible, so the are generating troops as soon as they
can.  The first treetop is visible just to the west,  right by the
stack of elves guarding it with the campfire you are gonna grab
too.

Do NOT actually buy elves.  You just want them generating.
Buying them will cause the defenders to attack.  Defeating the
elves in the actual Treetop Lodge?  If you can't defeat 15
Elves with a Mage who can summon Elementals ... you do
not need a walkthrough, you need to play the Original campaign
again.

The next treetop lodge is just to the East and a bit north.
I go ahead and gather the resources in my way and also flag
the woodcutters cottage.  The final one is all the way to the
west and a bit north of a town.  So we will go to the
southwest preserve and take it.  grabbing any goodies and
flagging any mines that are in our general path.
Which to me means the Ore Mine, Sawmill, and Sulfur Mine,
but not the Alchemists lab.  Although you should grab that if
you are a Pheonix type of person.

Take the town by going along the southside of the lake.
The way I tend to take this town, since the troops just
sit in the town and wait, is to build up about 30 elementals
.. then send them forward.  Buffing the elementals with
speed, stone skin, giant strength, etc as they charge and
bash down the gate.

Now just north of the town on the shore of the lake is
a 3rd level Nature Shrine.  head to it.  Grab it if
it has a spell you like.  And just barely west of it is the
last of the Treetop lodges.

It is just now the start of my fourth week.  Time for the
last town, jog north of the mountain above that 3rd level
Nature Shrine and you should see the town.  This town
has Elves defending it.so you can't do the elemental build
up ... you need to use either fire Elementals ( to return
their fire ) or Water ( Ice bolt instead of arrow fire ).
They will ultimately wittle down the elves and you can build
them back up to 20 or so and send them off to finish the
wolves and pixies.

That phase is finished.
Now it is tempting to circle and explore the rest of the
mainland, flagging mines and stuff.  But there is something
better to do.
First the two new towns need to be built to suit your needs.
With three treetop lodges, you may as well go with Elves.
Which I would go with anyways ... Unicorns die too fast.
I prefer Griffins which Davenport already has, but geesh the
cost of a Citadel versus the cost of a rainbow is huge.  But
whatever generally floats your boat.  You may not have enough
gold but by now you should have a crap load of resources.
Sell off what you do not need to build what you want.

Send Agraynel down to get that Alchemist's Lab we ignored,
and then back up past the final town head mostly North grab
what is on your way.  Just barely above it is a stand of
treees with a temple of nature.  And a stack of 4th level
creatures on either side of the stand. Sneak past the ones
on the West.  You will notice a burned out town with one
of each resource.  These are defended by HUGE stacks.
Don't worry about them, but remember them if you need
some experience near the end to max your level to 18.

Sneak past the unit guarding the Mansion.  Go west and
north grab what you can sneak past who you can.  Now
if you are lucky,  Red hasn't gotten the Town to the
Northwest.  In fact if you are really lucky,  Red has been
so whacked by the neutral armies, you can whack him good.
But it isn't important.  You got here first.  you are going to
circle the Northwest castle, grabbing and flagging, then east
along the northern path grabbing and flagging to the
Northeast castle ( your final objective ) and then back
along the southern path grabbing and flagging all the stuff
he didn't get.

THIS is the technique you will use again and again.
Grandmaster Scouting class is get there fast, get there first,
sneak in and deny your enemy his resources, treasure items
and suck them up until he can defeat the defending neutral
stacks.  Hell, you could often end the campaign simply by
taking the objective this fast.  But as Agraynel is only about
10th -11th level ... we need more experience.  So instead
we are going to sneak past the eastern 4th level stack after
we have grabbed what we can and head east along the top
of our half of the mainland.  Grab and flag EVERYTHING.
Even sneak up to the the third level stack you can't get past
for the experience. Make sure to hit the Library  ( which for
me gave me Grandmaster Nature ) and make sure to get the
resources that may be hiding just under the northeastern-most
Sawmill.  Then down along the south still grabbing and flagging
EVERYTHING as you head back to Davenport for Larenthal,
spells and troops to defeat a fourth level stack.  By the time
I got back to Davenport it was the middle of the 6th week.
All three towns were built up to Creauture Portals, 4th level
spells and it is time to figure out what kind of creatures I
need for my stacks.  And to build up an army to take them
down.

My two stacks happened to be Dark Champions ( can cast
fear ) and Behomeths.  The Behomeths are nasty, but slow
them and confuse them and rip em apart at long range.
So I want at least one fairy dragon ( with confusion by Larenthal
and wasp swarm by Agraynel ).  I also want water elementals
to slow them while they are confused.

So Davenport will get the fairy Dragons, the rest will just build
up creatures for when Agraynel picks them up when she visits
to learn her spells.  When building troops in Davenport
remember not to use the castle auto build function.  You will
get griffins, Wolves and White tigers which you won't use.
Build up a few ( at least one Fairy Dragon and 15+ water
elementals ) then go get the treetops freed, hitting any glades
or money fights you can. while you build up troops in your
other two castles.
I ignore Caravans, because Agraynel moves so fast SHE can
shuttle a good group of troops.  Build the troops in the
southwest town send agraynel around the little corner just
southwest of it I had her ignore to grab resources and
flag stuff while you build.  Hang there if you have to.
Free the last of the treetops and stop in the central town
.. taking as long as is necessary to buy that troop castle
down to zero.
This happened to coincide for me with exactly Day 1 of the</pre><pre id="faqspan-2">
3rd month.  Once past the stack, depending on how whittled
down your army is you are tough enough to take the
northwestern town, bottle up Red in just the northeastern town
and probably even take him out.  Although you are probably
short XP.  I for example was about 4,000 XP away from
17th level.  So I needed to hit a coliseum and count on
the final battle either getting me close enough or at least pretty
close. During which time I intended to funnel a few more
replacements up to the new northeastern rally point.

After reaching maximum level it kind of depends on what
the actual result was.  Again.  Sometimes red is so
whacked down by the defending neutral stacks there is nothing
in his army. Sometimes he is able to put together a decent
army.  It just sort of depends on luck.

But basically thwack the castle.

My result on Champion.  Day 7 week 2 Month 3 .
Araynel : 18th level.
Grandmaster ( Scouting/Nature all skills )
Advanced Life and Healing.
Score: 874

---
4b
---
Scenario : Thunderflash Mountains
Victory : Capture two Pines
Carryover : Agraynel ( 18th level ) and the
Harmonic Chain (+15 defense grants Mirth )
Necklace of Muses (+15 Spell points and regen +5 spell
points a day)

Pretty simple map.  Once you get near the Thunderbird region
there is a journal entry regarding using them to help you
defeat Red.  Shyeah right.  Why?  You would take longer
whittling down the stacks and defeating them to open up the
thunderbirds and then waiting for enough to generate.  You
are a SCOUT ... remember what I said.  Move fast, get
there first, take away his resources, treasure and goodies.

You start in a preserve.  You have plenty of time to build
troop generators and Mage Guilds, so do what makes sense.
This is another case in the end of Pheonix or Fairy Dragon
both work fine.

There is plenty of time, since you move fast though to also
take a slightly circuitous route.  Just south of you is a dell
blocked by a fourth level stack that do defeat will take months
of building up troops.  You CAN do it, and the treasure they
guard is usually worth it ( like Breastplate of Regeneration AND
a mantle of Spell turning 70% ).  But I save this for if I need
a little oomph to hit that last Experience level.

Basically send Agraynel off on her own to the windmill to the
west then follow up the coast north to the corner goodies.
Then just keep along the north side, flagging and grabbing as
you go.  Some things are literally blocked by the troops.  But
nothing you absolutely need.  Keep going east until
you hit the river separating your side from the other side.

Following south along the river you will see a War university.
Hopefully it has stuff that can help you.
Restarting based on just this may actually be worth it.  The
only other reason to restart is later on there is a Conservatory
of nature.  This will be your ONLY 5th level spell until the next
scenario.  If it isn't what you like ... well ... tough. personally I
hope for either Mantis or Dragon Strength ... to take on the
coliseum of Might.  Necessary to reach max level here.

Just east of the University is a bridge across the river and to
Red's Northern town.  If it is un/lightly guarded?  Heh ... take
it.  what the hell.  It is again possible that Red may have whittled
down his stack to the point you can take out his leaders by yourself.
If so -- do it.  No 12th level Death mage is better all the time.

Otherwise ( or after ) head north and keep grabbing/flagging.
You are DENYING Red this goodies.  Chests for money to buy
troops, those wonderful winged sandals that make his troops move
+2 ... even a gold mine that the longer you have it the more
you get 1000/turn and not him.
You are tough enough now, that even at champion level, those
orc ruins, Thieves hideouts, glens, etc are also easy pickings.
Do NOT leave them for red to collect the gold.
DENY DENY DENY.

Once to the eastern edge head down south and continue doing
the same.  Sooner or later Red will come out of the castle and
take some stuff back ... that is okay ... you just take it back
again on your return.

At a point there is a bridge over the feeder river separating
Red's north and south halves.  The castle in the southern half
is your final goal.  But for now do a clockwise circle flagging
and grabbing and denying.  Red's resource generators all have
20 zombies defending them.  Cheap experience points.  One
Summon griffin ... or even hell ... just stuff them yourself..

Once you have everything flagged head back towards the
northern red Castle and the War university ... now it it time
to scout out YOUR half of the continent.  Again ... if the
fool left the castle undefended ... deny him even THAT.

Once back at the war university ... head south ... there
is a gold mine to the west you could take ... but it is a
close battle.  try it if you want.  You should notice that
money right now is not an issue ... and you have plenty
of resource generators.  :-P They just happen to be Red's!!!!
 Following generally south along the river you will see the
coliseum of Might and a Tree of Knowledge.  Come back
to these later when you are nearing your maximum level for
greatest bang for the buck.

Once you get as far south as you can go had back West.
Flagging and grabbing.  You will notice a Pyramid ... if you
try real hard and get a little luck you can take it out.  But if
you can get a couple more levels and that 5th level spell it
will actually become easy. So keep going, hit the veteran's guild
NOW while you haven't been in any battles so restarting doesn't
screw up your battles won score.

The minotaurs maze you can probably take out ... just double
up the summon Griffin's before sending them on ... and keep
pumping more while they and the Minotaurs duke it out.

Heading further west you will finally see that sweet Conservatory
of Nature.  Cross your fingers and hope for something good.
From there head up in a northerly direction towards the woodmill.
Keep heading northish until you see the southern town.

Guess what ... the designers probably intended for you to go
here first rather than swipe all of Red's goodies.  But that is
what THIEVES do!

At this point I was in day 5 of the 4th week.  I had 28,000
gold using chests for only experience, and 100 -150 in wood,
gems, ore,and 50+ in Sulfur, crystal and mercury.  My home
castle was built out to the max in everything ... and I have all
the resources I need to make a duplicate.

So west a little further for a quick cleaning out of those resources
there and then back up north to our home castle.  But in a
slightly circuitous route.  If you go south from the lower town and
then east again you will see a lair ( easy pickings ) with a gold
mine above it and some goodies just past it.  Yep flag and grab.
Keep heading a bit east and then straight north to the veteran's
Guild.  You will see two abandoned Gold mine's guarded with
creatures in them.  NOW you can take them out with a good
5th level spell.  But still.  You have so much money
and resources, you may as well flag and grab the rest of the
stuff between your two castles.

Then we will do a circuit of thunderflash mountains making sure
to sneak close enough to all those thunderbirds so as to gain
maximum experience.  Also to flag those three Gold Mines guarded
by Ghosts or whatever.

Back to the tree of knowledge below the southern Castle ... buy
out all the troops in the northern castle and ship them to the
southern castle while doing this.

After hitting the tree go to the southern castle and buy out all the
troops there too joining the troops at the end of the caravan.
And make sure to buy 10+ Potions of immortality.

Now it is off to the East to take out Red.
On the way ... going along the southside ... hit that other Tree
of Knowledge ( separating Agraynel from her army to sneak past
the guards ) and also the Coliseum of Might.  Now how does
Agraynel take out 6 Black Dragons?

Summon Mantis is easiest.  But if you do not have that ( I got
Fairy Dragons ) then summon Griffin and slip them slightly away.
Summon a second stack. You get hit by the dragons and should
barely survive.  griffins fly in and pound ... you summon more.
Dragons kill you.  You revive and either beef up the stack
( Bless if you have life, Slayer if Chaos, Dragon strength if you
got that one, otherwise Giant strength ) and keep on getting one
extra group of Griffins or beef them up, then replenish your
potion of immortality just before you die.
Pretty soon there is only 3 dragons nd you can get two beef
ups, restocks.  And pretty soon there is no Dragons and you
just gained a level.

Okay.  Off to The northeast castle.  Pop it,  shuttle any new
troops you may have to replace and head south. Now remember.
If you are at maximum level, you do not have to wipe out Red.
All you have to do is take the last Castle.  In fact you could lose
the northern one.  Taking the southern one ends the scenario.


My result on Champion.  Day 7 week 1 Month  3
Araynel : 25th level.
Grandmaster ( Scouting/Nature )
Expert Life and Defense,
Advanced Tactics and Offense.
Basic Combat.
Score: 898

---
4c
---

Scenario : Uludin Foothills
Victory : Find the Mandoline
Carryover : Agraynel ( 30th level ) and
the Harmonic Chain (+15 defense grants Mirth )
Necklace of Muses (+15 Spell points and regen +5 spell points a day)
and Ailf's Mandolin (Grants the holder Song of Peace, unholy Word,
and Mass Fervor spells)
All items together make the MELEE attack of the Hero cause their
opponent to be under the effect of Song of Peace.
( works very well with Aura of Fear and first strike ).

Final scenario.  You start out at a preserve.  Pretty much no
matter what Agraynel can take out a good amount of what is
out there by herself.  There is a time limit.  But you really do
not have to worry about that.  you also do not have to take
out the enemy stacks.  You just need to find and visit 9 Oracles
and dig up the Mandolin.  However three are protected by pretty
tough stacks.

Screw that.  Kill the evil bastards.

Make sure Agraynel is wearing her two artifacts.
On the island with your preserve town you have a Mage Tower
( if you can't stuff 33 mages with 4th and a 5th level summoning
spells you need more than a walkthrough ) a Wooded Glen (cash
and resources ) as well as two Fae trees.  Go ahead and grab
and flag. From the oracle you can see a Conservatory of Nature
across the way.  That is tempting.  But truth is you have faster
things to do.

A little bridge takes you to the second preserve town.
It happens to be defended by 20 some Goblin Knights.  Not really
an issue.  remember they stay in while you summon up 12 4th level
creatures, beef them up with Stone Skin Giant strength, Bless,
whatever.  I prefer to spend whatever time I am doing my thing
building up troops in these towns as quickly as possible.  The sooner
the generators are built, the more troops you have to pick up later.
There will be plenty of time to get yourself to be able to max up spells.

From here you can see a bridge across to the West and a ferry leading
west towards that Conservatory.  The designers expected you to go one
way or another. Again,  I head straight north.  Get in enemy territory,
steal their stuff.  Smack em down if you can first and fast.
Just north of the town is a little glen with goodies clean it out and flag
the unicorn glade then the griffin nest. By the griffin nest you can see
another glade protected by a 3rd level stack with a Tree of Knowledge,
an Oracle, and a gold mine.  You would love to get in there, but that
probably is too tough for about 2 weeks of maximum creatures generation.
Unless it is ground only movement ( i.e. Crusaders ) and you can
summon water elementals to slow them and Mantis' to pin them down.
So move on and let your troops build.  That stuff is not going anywhere.

Going a little further north you can see ANOTHER bridge heading east.
Ignore it.  Go north to the gem mine, sneak past the Dragons
( if you think you can flag the Dragon Cave go for it.  You cant get
them out without having that stack of dragons stuffed guarding it.  But
it is experience.  By the cave is a red tent.  And you can just see a
Red Border gate.  Flag the tent and head through the gate and across
the bridge.
You just found the Red hideaway, that only he ( and now you ) can
get into.  Red and orange are a team.  So even when you get Red
down to just a little, he can try to sell his way to freedom to one of
their towns.  Often i let him.  You can quickly gain $10k to $20k gold
almost every few turns just letting him keep his heroes.  But ultimately
I want to kill the heroes.  Then the towns are mine to generate gold
every turn.

The main thing is to kill that 30th Level general.  Ignore what the
scouting tells you.  You CAN defest his Army.
( That was a typo but defest is kinda funny -- so leaving it in :-P )
What you need IS a Summon Mantis/Fairy Dragon and a bunch of potions
of Immortality ( which you get from snacking one of his castles ).
The General has an armor of Regeneration ( you want this ... it is
BETTER than the Harmonic Chain without the other artifacts ) so he
can handle a stack of anything less than 12 or so Mantis'
He will also have between 12-18 Bone Dragons.  Keep summoning
Mantis to whittle down the Bone Dragons.  If at all possible try to
get the Mantis' to a place where they can not be made to run
away from the fear.  When you get a chance bless them or otherwise
buff them up.  Once they can do 400+ points of damage to the
General have them take him out.  Then you can either run, and
hope he doesn't come back to life in the other castle and then take
out the stack in a second wave.  Or if you think you are not about
to die ( i.e. still have an active Imortality on ) just summon
mantis and Holy Word the Bone Dragons.
Notice I mention only the Bone Dragons.  There is a smattering
of other stuff, but they generally are just annoyances.

Once you take the castles and bounce the general.  Flag the
Bone Dragon generators and head out the west portal to flag
resource generators and THREE Gold Mines.  The third Gold mine
is just outside the Red border gate.  There are a few other
goodies there and the path is often blocked by a stack of 3rd
level creatures that you should have no problem taking out.
I leave them alone and turn around and head after orange.
If that stack isn't there congrats they probably helped whittle down
red for you.  Again.  Take THEIR resources and deny ...
before you flag yours.

Now Red has four castles and a 20th level fireguard with black
dragons.  the Dragons are taken care of with Mantis.
The other creatures are just annoyances.  The fireguard though
needs to be killed quickly.

As you come off the causeway leading west from the red area,
you will notice the first castle.  Red will probably be guarding this
with her Army.  Just south and slightly west of this is her second
town.  Generally easily defended.  Go ahead and take it.  And if
your lucky get a new 5th level nature Spell.

Once you leave the general area she will rush to come take that
back.  It is okay.  you are going to keep her pinned down between
these two towns while you take the other two.  Also grabbing as many
resources as you can so she doesn't get to Dragon Caves to resupply
her Dragons.

The next town is all the way down south to the shore and then west.
The final one is to the north of that through a passageway cluttered and
guarded.  You can also get to it  by going due west from the first
Asylum town.  That is what I prefer to do.  It allows me to go back past
those first to towns and retake the one if I lost it, or sometimes grab
the other one.

Once you get her pinned into a castle ( easiest in the long run is the
Northwest castle )  Get bone dragons ( at least 5-8 ) from the
Death zone while you grab and flag generally around her area.  You
want enough bone dragons to seriously damage her and get the attention
of her disintegrates, while you summon Mantis to take care of her dragons.
Once the dragons are occupied, you summon a few fairy dragons
( hopefully by now you can -- if you do not ship two over from one
of your starting Preserves -- they should be able to build one by now
.. and you only need one) and THEIR job is to keep her confused
until the Mantis' can skip over to her.
A nightmare wouldn't hurt either .. so you can terrorize her and get
some time. Remember the trick of every nightmare stack gets only
one terror.  So you can have three stacks of 1, and get three terrors,
versus one stack of three for one terror.
Once she is terrorized a couple summopn water elementals work too.
Also if you can get her in a castle, the Dragons will stay put and let
her do the work.  Even after you take her out.
You can thus just terrorize her.  use three turns or so of summon
water elementals to ice bolt her to death, then keep summoning them
and killing off any medusa, Orcs, and secondary heroes. Finally summon
about as many mantis as black Dragons bless (or slayer) them giant
strength them, and let them pound the dragon stack.

Once you are finished off with her there are generally just a few
stacks of loose creatures running around.  It is time to flag and grab
the rest of this part of the continent.  Make sure to visit all the
unblocked oracles.  Just travel alone and sneak past the guards.
I also often create a thief at each of the Asylums to flag structures
so Agraynel can just run around and sneak and grab.
The southwest castle has a Shipyard, to get maximum score you need
to make a ship and send any unit ( even a lowly thief ) out to run
the southwest ocean and make it visible.  there is nothing there, you
are just uncovering the map.

You can generally do anything in whatever order you want.
There is a gold mine up at the northwest and two more in the
southeast near the bridge to your preserve.  There is a little dell with
a library, veteran's Guild, a peasant hut, and other useless stuff.

Along the north you will see the second of the Oracles blocked by
a stack of creatures.  As well as alot of goodies, including some
nice ones at the farthest  NW corner.  You can take the stack out
if you want maximum credit for picking up items.

Once you have gotten everything done on the western Continent it
is time to go back and get YOUR side done.  The side the
designers expected you to get.  But instead you did the sneak
and grab, pound the enemy while he is weak technique.
Depending on whether you ended up at the bottom of the map
or the top you can either go through the Eastern Red Border gate
and back along that arena, or go head towards that conservatory
of nature we spoke about.

I ended up south so I am going to go to the Conservatory.
If you ended up top reverse the next seven paragraphs.

Taking the ferry, you finally notice the THIRD oracle guarded by a
stack you cannot sneak past.  As well as two treetop lodges, and
a new town for you.  By now they have a 30-40 goblin knights,
but not a big deal.  They sit in town while you summon a horde
and buff them up.

Dependent on what kind of stacks you have to fight ( I had one
with 100 Sorceresses :-O ) You may or may not have to build
this up to create high level troops.  Often building them just to
Elf stage is fine.  Although the more water elementals you can
get the better ... so Creature Portal is good too.  I definitely work
the Magic up if I haven't gotten all four of my 5th level spells.
( Still looking for that Damn Dragon Strength ).

After getting the town further south grabbing the last treetop lodge
and sneaking past the 4th level stack guarding the Conservatory picking
up stuff as you go.

Now back up across the ferry, up north and across that bridge to the
east we skipped early to take out Red. There is another big stack hiding
some items.  You CAN take them out if you want, but you can sneak
just close enough to grab one of the items ( Mine was crusaders mace
.. making me basically summon even STRONGER creatures ).

Very soon you will see the final Nature town.  grab and snag.  Build
according to your tastes.  But keep heading north.

Keep heading north and grab any fun stuff, you will see the 6th
unblocked Oracle, and the coliseum of Magic with that stack blocking
the path from the red castle.  By now you should be 27th level, ready
to hit the two coliseums and that one tree of knowledge after you kill
the stack guarding it.

Now back to the southeastern most preserve town ... normally I build
caravans and ship reoops there.  This time I got a Purse of penny
pinching, so I decided to have Agraynel buy them and ferry them
herself.  Getting ALL the nature type troops.  Don't forget those
fae trees that should be in the hundreds and the Unicorn or Griffins
you flagged at the beginning of the game too.

By the time I got there it was just a few days after the start of the
3rd month.  I had 22 Fairy Dragons, and hundreds of almost everything
else.  And still was left with 430k+ gold and resources out the arse.

Once you have beaten whatever stack and seen the oracle grab
reinforcements from the southwestern town.  Go back across the ferry
and take out the stack protecting the Tree of Knowledge.  Stopping at
that nearby town for more reinforcements if needed.  Clear it out
( easiest of the three stacks ... sometimes Agraynel can take it out
by herself ) and head up towards the final one just north of the
death castles.

I do it in this order for a reason.  The mandolin is ALWAYS in the
same spot.  Which is nearest to this oracle,  on the ground past the
sawmill just south of Red's castles.  And if time is tight, remember once
the stack  is dead you can separate the creatures from Agraynel so
she can move faster, have the CREATURES look at the last Oracle
and send Agraynel off to the spot you know where it is going to be.

My results on Champion  Day 1, Week 2, Month 3
( I lost a day by accidentally hitting turn over, cost me a whole
week of score ).
Agraynel Level 30
Grandmaster in Scouting, Nature Ressurrection,
Master in all life Skills, a smattering of advanced tactics and Combat
skills.
Score : 905

Final Score : Average 892 Final Score X5 = 4460.
just below an Excellent score ( 4500 )worthy of a Behometh
(Megadragon is best ).
----------------------
5. Walkthrough -A Matter of Life and Death Campaign
----------------------

-----------------------------------------------

5. Walkthrough

---------------------------------------------
This campaign can be VERY tough on the first scenario.  In fact the
first scenario is damn annoying. You easily spend a month takling BACK
your castles from the opposition who sneak in again and again.
And worse just when you take out their top heroes, along comes some
fool to free him. GRRRRRRRRR.

Yet it is interesting.  Which is why I made it third after Bohb and Agraynel.
Yes you can alter her class.  In fact they make it pretty easy to turn her
into an Archmage with a couple great ways to get Nature Magic.  And with
two altars in the second scenario, all you need is one from one of the Havens.

But a Dark Priests abilities can be HIGHLY useful and snazzy.  The secret is
to max out her Melee skill. If she is strong and tough in physical combat she ]
can get two life draining attacks ... both maximum damage ( she can bless
herself ) meaning she essentially regenerates in combat at the same amount
of damage as she puts out.  In the final campaign give her the Dogwoggle's
items ( for Dragon strength ) and Cat's grace her by Kozuss or Bohb and
send your Divine Intervention resurrector forward to lay the smack down with
her hammer without any fear.

I am going to work this walkthough on that assumption.  And it even goes with
the designers intent.

However, something could be said about going ahead with the Archmage and
try to crank her in solely Nature, Life, Death with a smattering of Combat.
If she summons 3rd level creaturs along with Bohb, and Agraynel.  You can
have  quite a stack of ready made units just poof into combat.
And her beefing up Bohb's Demon summoning skills is nice too.  However,
I think to do that you would be better off limiting you life skills from the
onset and going mostly Death and nature.  An Archmage version of a
Demonologist.  Let Bohb and possibly Agraynel worry about Divine Intervention.

The only other possible option is if by some fluke she gets a shot at 2-3
Scouting skills in one of the Semiaries.  If you can crank her up to
grandmaster Stealth ... you can easily make Kozuss Grand-master Stealth
.. Agraynel is guaranteed it ... Dogwoggle it makes sense anyways.
Then 4 of your 5 heroes can sneak past all those stacks while Bohb
flags and picks up.  If you have to fight you bring Bohb into the party
just in front of the creatures you snuck up on.
It doesn't really improve your score.  But it is fun.


***
5a
***
Scenario : First Contact
Victory : Meet with the informant
Carryover : Alita and Allenvale at 18th level max.

***** Per-scenario info ****************

First off ... you do not NEED to beat your two opponents.  Once you
are max level if you can get past them.  You can get to the informant.
But where is the fun in that?
Second.  There is one Preserve town in this map.  Two Necropolis' and
Three  Haven's.  The havens obviously are great for buying low level
secondary skills.
The Preserve is special.  It goes all the way to 5th level spells.  This
means you can get ONE 5th level spell in life.  And yes you CAN get
to Grandmaster life in this scenario just put every single level up into Life.
They even turned of Resurrction to make it easy for you.  Though it
comes n with a vengence in the next scenario.
And that is basically your development goal unless you are going the
Demonologist route.
Third.  There are two ... just TWO ore pits.  Ore is precious!
Get all you can.

**********************************

You start out near a Quest gate.  You can't go through it yet.
But your friggen enemies can at some point.  And they will until
you can block of the northeastern haven town.  You can take out
a small stack of mages for a chest, a telescope, and a staff.
Not worth it.  They will whittle down your starting troops and you
barely have enough to conquer your first castle with reinforcements.
And this is at Advanced level.  Champion you often have to wait
up to a month trying to Generate enough Ghosts to take your first
town. If you wanna beat me and best my scores ... here is the
spot to do it.  Champion in this one scenario is pretty damn near
insane.

Just go forward.  Hittnig the staute for a boost in your first fight.
And take out the guards to the 2nd level Death shrine.
Which always contains Animate Dead.

This is a sweet spell.  They use Crusaders against you?  Kill a
few and animate them for YOUR side.  You can even animate
undead troops like ghosts.
So learn the spell and get that Barrow Mound for 8 ghosts.
You will have to fight the elves there, but they won't whittle you
down too much. Just bless your crossbowmen and then animate
the elves as they die.  Grab the mine and ore ... you need them
like I said.  And get ready for one of the toughest first town
take overs you have seen.
It has either 14 Ghosts or 14 Cerebi.  Both will kick your ass
once you batter  down the gates.  Make sure everyone is blessed
before you do.
Concentrate on the ghosts/cerebi and animate them as they die.
It is doable and takeable, even with minimum casualties.
What to build?
Ghosts? Cerebi?  Or one more Guild level for 2nd level spells.

Well, that Animate Dead spell they gave you is the secret for
this level.
Have the enemy provide you with THEIR troops, and let them
thwack dead  stuff instead of your stuff. But spell points for a
little while ( about until you hit the second town ) are tough
to come by.

Outside hit the trough for a speed boost, flag the sawmill
and windmill, go down a little south ignoring the Gold Mine
protected by crusaders to fight for and flag the other Barrow
Mound ( remember as you kill Crossbowmen ... animate them
for YOUR side.  Let THEM get the return fire ).
Then get the gold mine.  You might leave an imp to scoot
around and pick up loose resources other than the crossbow
for when Alita runs out of spell points or is waiting for a troop
to die to animate it.

Then south to break out of your little corner.  Send an imp
from your home castle to hit the ice tower and open up the
map, otherwise just keep going south.  See that trading post
in the corner?  Later you may want to pop it.  It has a nice
ring of health there and that can solve your need for resources.
So I would figure out a way to hit it.  In the meantime build
troops and shuttle them every single damn turn.  You will need
them to take the next castle.
There is also a School of Magic, but that is for your backup
heroes unless you decide to go the Archmage route.

The 2nd Death castle is as tough as the first.  Tougher if you
have had a lot of troop loss.  They have 60 skeletons and
60 zombies.  Also once you get it, you have to build it to a
fort to build creatures.  The good news is that it can generate
vampires.  And at least at Advanced difficulty, 12-15 vampires
is close to ownage.

Now you have to go free your friend.  He is down south and
to the East. You may as well take out the Elf stack it will hunt
you down at the worst  moment.  Just remember.  Animate
the elves as they die.

Hit the Imp Lair too.  It is more troops.
And right here for me ...Day 2 week 3 ... frigging Red is already
at my first castle forcing me to stop progression and hunt his ass
down to keep the damn town.

A week later ... Day 3 week 4 ... I am at my second castle
with more troops than I ever had and now we can go free Alita's
friend.

Woops.  Nope.  There is frigging Red with his second hero stack
coming to free the first hero.  GRRRR.  Well by now I have a few
vampires and caravans ... so I just ship all my caravan people back
to the first town and buy out all the troops from the first town getting
them out of the castle to wait for Alita to come and free them again.

Okay a week later ... Day 1 Week ! Month 2 *whistles to self*
I am back at castle two with SIX Vampires ready to go free Alita's
friend.  ( Told you this is an annoying scenario ).

Grab 14 Imps from the generator and head south. hitting the trough
and then fighting and freeing the Learning Stone.

By the way ... creating a Noble for each castle and having them
hit these two Stones to get to Advanced Nobility, and also bringing
them around later one to improve that Nobility is good.  Remember
they start with estates so after 20 turns they pay themselves back
anyways.  And if you can get them Basic Mining.  Your ore shortage
is lessened.
If you create one in the early stages you can also send him
down to the southwest by the green Quest Gate and have him
flag an Alchemist's Lab down there.
Not a bad idea, because when Orange comes to cause
problems, he will flag that first.  Giving you a warning he is coming.

You might even want to have them hit that Magic School, or create
one more Death type Mage to help them with magic defend these
castles.
We haven't even gotten Orange popping up and annoying you yet.
Don't worry it will happen.  He just started further away.

Around a little snow path grab resources if you want ... or have
those Nobles grab them when THEY visit.  And now to Free
Allenvale.
He is guarded by a stack of Ballista.  Which sucks because Ballista
cannot be Animated.  Hopefully by now you have a party with ghosts,
Vampires, and Imps ... three flying groups to get to the enemy in
two jumps.
Hold the vamps back for last though ... what you lose cannot be
replaced by Ballista juices.

And now Allenvale is free.  So back to the lower castle for
whatever  troops they generated ... as well as hitting the
two learning stones for Allenvale.
Personally I like to get Allenvale Order as Order and Tactics
work great together.  And theMagic School usually offers it.
And if he can get to Expert for Forgetfullness and/or Towngate
all the better.

Now you have a little quest to solve.  Down south below
the 2nd Castle is a group defending a hammer and shield.
The guy in the barn wants them back and will give you
resources for them.  Cool.  Although you might
want to keep them.  You do get a higher score for
completing quests though.
And pretty soon you would put those away for better items.
Or not .. just on cue here is orange looking for my
second castle and with 2 angels to boot.

Now on Day 5 week 3 month 2 I am FINALLY ready
to play the gme without ... or not ... here comes Orange
AGAIN!  And red down in the bottom corner too.
Although that Red stack only has 2 2nd level heroes
and a few ballista.  They can take anything that is defended.
And in fact a few Vampires can smack em just before they
get in range and do a Kamikaze kill the hero so it can't
claim anything attack.

Okay quest solved You may as well hit the thieves hideout
that is down there too for a cash infusion.  Then up to
the Magic School if you haven't visited it yet to get Allenvale
a Magic Skill.  And NOW for the attack ...
Or not.

Here comes Red again with 1st level heroes for my first castle.

OKAY .... now on Day 1 Week 2 Month 3 ... having smashed
the armies invading me ... rounded back up those frigging
heroes they let loose reflagged my ore pit and one Barrow
Mound ... I have an army of almost 25 vampires to invade
.. and invade I will.
I also have a Noble hero and two heroes with Advanced
Chaos and Basic Order to help defend whatever the castles
build up in defense.
Without their main heroes, the weaker heroes cannot really
take on any stack of at least 5 vampires plus Hero and
support troops.
You can hit and clear out all the generators here ...
but you can ultimately leave that to your defense troops
later on.
You won't need it to max out levels.

From the Wizard School head due east to a Border gate
guarded by Crusaders and archers. Once the archers are
dealt with you can either have your vampires take care of
the crusaders ( about 10 will heal as fast as they fall )
or just poison them and Animate Dead on the ones who die.
You can often even just poison and wait out every turn until
they all die snug behind their walls.

The first haven town ... or townlet as Red does not get
enough resources to raise a Fort is right in front of you.
When that one is taken he will no longer bother YOUR
northern Castle. That is nice as you can send all your
troops from there down south into a strong defense force.

There is a veteran's Guild by it and a Pikeman generator
above that.
To the East from the Pikeman Generator is your town and
the quest gate you couldn't get past.  To the west is the
tent that opens that gate for you.  Hit that and head due
west across the bridge for the last of Red's haven towns.

Once you have the town, capture or free the Gold mine,
hit the learning stone, use the Seminary if they have one
and go back to the other Haven where hopefully you have
built another Seminary.  I got mostly Tactics and Combat
skills offered in these seminaries.
So I filled out Allenvale's Tactics ( I was spending all points
on his Order ) and got Alita 3 combat skills.  Then a fourth
for her at the veteran's Guild.
I guess Alita is going to turn into a Grandmaster Melle
vampiric touch Dark Priest after all.

Just below this town is a steadfast shield protected by 100+
champions.
This is a good gauge of your army strength.  If you can
take out THIS stack ... you are ready to stuff anythihg.

Across the bridge a little west of that and you are now in
Orange's preserve town.  Once you captture this and get
it to be able to be held come hell or high water ... you
are set.  No more pesky issues with them taking your towns.

The area around this castle has a couple wolf and Sprite
generators, a gate only Orange can use until you are
essentially done with the campaign, a learning stone
and some random gems.
Also a Pyramid for some nice items if you have the
25-30 vampires that taking it out becomes easy.

To the south of it is another gate guarded by Monks.
I lost Allenvale there  and needed to head back to town
to revive him.  Just as well, orange peeked out with
another stack of 3 Angels.

Now through that gate is a bunch of peasant huts and
ohhhhh a Vampire Mansion :D  Reinforcements!
And just as I got them ... frigging Orange snuck past the
Preserve to prove me wrong and took my Western haven
town releasing a couple heroes and BACK I go again to
hunt down chumps.

COMMENT:  The only way to uncover the whole map for
extra score points is to also create a thief with about
Expert Scouting.  Easily doable with the 4 learning stones
and the tree of Knowledge.  Then have the thief hug the
shores to map out the unseen parts.  Now is about the
right time to worry about starting that.

Back to the mansion and on to the quests.  there is also
a Tree of Knowledge here.  You can save it or go on.
I took it because I knew that would give me my grandmaster
Life ... giving me the Guardian Angel spell.  Not as
sweet as a Divine Intervention ... but a potion of
immortality for anyone I wanna  cast on.
Making my front line troops not die so fast.

To the far south is sometimes an Altar of Combat.
Sometetimes Orange or Red has used it ... hope
for the best.  You may have to be a tad careful
as it may switch your class on Alita.  not a big
deal as you just keep focusing on Death after you
get Life to Grandmaster anyways.

from that altar is a couple goodies like lookout tower on
a thin strip of land leading to a Quest gate to Orange's
territory. The quest gate requires BOTH Alita and Allenvale.

From the gate you can see a library ... hit that ...
although the Monks guarding it will whittle your troops
down ... *wicked grin* Unless you have Guardian angel
to cast on your vampires and everything else.

Doesn't matter.  Soon you will not need troops any longer.
Frome here is is pretty much straight forward north past
some creatures ... stomping them as you go to the final
Haven Castle.  Make sure to utilize the spell generators
and the Seminary if it has any usability.
Then a little north of that is a Goldmine and some stuff
if you need more experience points.  and south of it is
the tent to get you past the rest of the quest gates.
In case you need to get back and learn some spells
from somewhere or use one of the other castles Seminaries.

To the north is also a quest gate that requires ONLY Alita
and Allenvale. No troops.  So you can go ahead and leave
them in the last castle.

Just before you get to the quest hut you are ambushed
by 150 thieves.
If Alita at max level and Allenvale can't take them out
.. you are in deep trouble.
You probably are stuck back at the how the hell do I
stop these fools from taking my damn castles!

Hit the quest hut and the scenario thankfully finally ends.

My results :
Day 1 Week 2 Month 5
Alita (18th) Grandmaster Life, Expert Combat,
Advanced Death,Occultism,
Basic Archery,Demonology.

Allenvale (15th level Illusionist )
Master Tactics,
Expert Order,Defense,Offense,Leadership,
Advanced Wizardy,enchantment,charm,
Basic nature/life.
(Allenvale carries over on three maps ... but not the
fourth and not to the sixth campaign.
So long as he is close to Alita, you will get use from him.
For example, here he beefs up the armies with Master
Tactics and stuff.  Plus he gets a Towngate --YAY -- and
Ice Bolt.  If I got a tad bit luckier, he would also have
gotten Forgetfullness.  But he will get it in the next map
probably. That is all you need. ).

Score: 505

***
5b
***
Scenario : The Hidden Hand
Victory : Get the Ring of Life
Carryover : Alita and Allenvale at 25th level along with the
ring of life ( +10 Melee/Archery, +10% to life spells, grants
Death Ward ).

********* Pre-scenario *********

This scenario is definitely easier if Allenvale has slow, and
Towngate/Forgetfullness.
I have used him in other manners, but Expert Order is all
he needs.
If you can get Master in the 1st scenario and Mass slow?
Awesome.
I have used him as pure scouting too.  If you can get him
to at least Master Pathfinding life can be pretty good too
as you scoot so fast the other side doesn't get tough
enough to be a challange for a Heavenly Shield-regen-
retribution-bless buffed Alita.

***************************

You start just south of a Preserve and can see a quest
hut beneath you.
The quest hut requires you to defeat the barbarian king
East of you ... and will give you a Death Shield.

West of that is a learning Stone and a Altar of Nature.
There are two on this map.  If you hit more than two
Alita will become an Archmage.
( if you haven't made her one yet )
The two by themselves will NOT.  Getting one makes
sense.  Free summon imps.  Getting both risks you
needing to restart whenever you hit a library.
But there are none here or on any map in the campaign.

Go to the town which joins you and provides you a decent
amount of starting troops.  Then head southwest to the
Woodmill.  Basically every resource generator is around
this town.  All are guarded, and all are needed.

We are going to do a counter clockwise circle of
this area, opening up generators, clearing out annoying
creatures, during which time we will also build up the
town to 5th level spells and a Conservatory of Life, hoping
for another 5th level spell for Alita.

Truthfully with your 10 elves and (mass) precision and
(mass) bless with Alita able to cast fatigue and Allenvale
slow ... you should be able to win every battle easily.
About the time you free the Crystal mine up north you
should be in need of reinforcements and you should also
be just at getting that Grandmaster Life spell so head back
( towngate?) before taking on the Nomads guarding the
wolf Den and some goodies.

Continue on from there in your circle and when you get
back to the town you should be at about the beginning
of week three having even assigned the Altar of Nature
and clearing out the Wooded Glen and those barbarians
and Minotaurs guarding stacks.
You should even be saving up money to buy a Creature
Portal.
Now it is off either North towards the other Altar of
nature or East.
I have done it both ways, and both ways have an advantage.
The Gold Mines are up north .. the quest sends you East.
And there is another ( get 70 barbarians ) quest there that
allows you to cause problems for Blue.
Although you have to completely defeat Red for that.

For this campaign I am going to choose east because
that is what the designers wanted with the quest hut.
Although I never get the bug I mention later if I go
north instead.
At this point you should have a bow for Allenvale, and
between the two of them they can take out just about
everything.  Especially if you have Guardian Angel and
Divine Intervention.
Basically Allenvale does what he needs to do to slow them
while Alita buffs herself ( Regen, Heavenly shield, Retribution,
bless) they kill Allenvale.  Alita takes them down until they
are no threat, Divine Intervention to bring Allenvale back to life.
So I leave the troops at home to defend the castle.

Once across the east bridge you should see below you a
Monastary which you may not be able to take out quite
yet and a Mercenary Camp to the East ... keep heading
East.
While you are not Agraynel,  I still am a firm believer in
hit hard and fast, take the other out quickly or at least
deprive them of their resources.
Keeping going East you will see a tree of Knowledge
( Save it for your last or next to last level ) a windmill,
and then the Fort you need to take.

Almost always if you re on this plan you get Red's main
hero taken out in this shot.  It is pretty easy if you do
have divine intervention.
Just cast slow/ftigue ... poison the troops.  Divine intervention
Allenvale back awake and yourself healthy, repeat.  Until they
come running out of the castle ... then you can just continue
this plan or also start animating their dead as in scenario 1.

This town does NOT allow you to build cycvlops -- oh well.
As soon as you can though you should have it build a Noble
and send them on to your preserve to boost production there.
Later on you can have that noble travel to all the Dream
Teachers to boost themselves.
They should also pick up the quest hut below the preserve
when they get there.

Going north from the town you will see in order a crystal
mine, an ore pit and slightly northeast a Beastmaster's Hut.
(And slightly northwest is a Red Gate which you can't
get through )

Going East from the Beastmasters hut is two barbarian
Long Lodges.
You need to flag those.  Because you need to build up to 70
barbarians in the new town.

Just to the north of them you can see an eye ... that is
where your pass will open up.  Just south is the tower that
requires Red to be eliminated to pass to turn in the barbarians.

Ignore it for now, keep heading south cleaning out stacks.
While your noble is heading back west to your preserve,
flagging any unprotected things.
Especially the gem mine as that is the one thing you do
not have yet.

Have Alita and Allenvale circle the lake in the lower East
corner and flag the Gold mine. While your Noble was
heading west you may have seen a stack of behomeths
guarding an Armor of Death.  You MIGHT be able
to take this out with slow/fatigue ... posion them ... run
away and snipe.
Have Alita buff herself up ... then Song of peace one
while Allenvale Ice Bolt or Magic Fists the other.

You can also pass it up for later.

Along about this time Blue should come along with his
20th level priest.
You can use everything but the barbarians ( don't wanna
lose those ) to get their attention for a turn or two and
take her on.  Except for crusaders ... there is nothing
that fearsome.  Hint Allenvale's Power Drain gets rid of
her spells fast.  During which time retribution, Heveanly
Shield, Unholy song while Allenvale is doing slows which
she promptly undoes. Once she is out of spell points, have
Allenvale concentrate on hitting her with Ice Bolt/Magic Fist,
Alita hit her with one poison, and then otherwise Alita
using whatever it takes to keep the two of them alive while
everyone whittles down on her retribution and posions.
At a certain point you can also Animate those dead
crusaders about 3 at a time.
Life Drain works too, but it also hits Allenvale.  On the
other hand if Allenvale is dead, who cares.  Divine Intervention
him just before you take on the ballista which are not hurt
by Life Drain.

Okay ... you now have the two major leaders in the Barbarian
castle in the Southwest.  Defend it and they are not going
anywhere.
Take out the behomeths if you want/can.
Then start heading north to flag some more stuff.and generally
work your way Northeast.  You have to kill all of red to be
able to use those barbarians.  Following along the northern cliff
side you have a cyclops lair to flag, and imp lair to smash and
some goodies behind griffins near a look out tower.
Before you get finished with that stuff, around that time a rescue
party should be heading out for your Southeast town.
You can get Alita and Allenvale there quickly by entering combat
and running ( or towngate ).
Also about that time if you sell all your resources ( but gems
and you may have to buy a couple ) You should be able to
buy out your creatures in your Preserve and ship them off to
hold the Fort in the Southeast.  They can also accumulate there
for when you come back to solve the quest and open up
a backdoor to Orange.

From there and back to the tower area, continuing along the
northern range westward, you have a griffin nest, trading Post,
Miners camp, the first of three dream teachers, a veterans Guild
( make sure it doesn't change Alita's class ) and a little north
of that near the imp pit is red's last town.
Okay red should be massively weakened.  His backup hero is
not that strong, but there is an Ogre Fort nearby he could
have flagged as well as two barbarian ladges and two Nomad
Camps.

Create a hero there when you can ... to flag and collect
anything around it and maybe even help a little defending it
from Orange.
If this doesn't defeat Red ... you may have to hunt him down.

Sadly this is the only bug in the game.  But it is a doozy.
If red can run and is down to his last hero, he goes behind
the gate to Orange, his ally.
Goes into a corner and sits.  And sits.  And sits.
And never comes out.
You lose.  You can't defeat red so you can't open up
the back way with the quest in the far East.

Go along the western side with Alita and Allenvale, and
then head southward back to your original castle.

There is a War College ( make sure not to change
Alita's class if you do not want to ) and the Other Altar
of Nature here.  As I said, I give ONE to Alita.
As just summoning Imps is nice, it allows her to deal
with genie/mage/water elementals stacks on her own later.


Pick up troops and work your way along the southern
border to flag and grab everything you can ... working
to the barbarian castle where your other stuff is.

During this time if you want and Red is defeated you can
send barbarian's to open up the back way.  I personally
hold off on it.  Let Orange wiggle around until YOU are
ready to smash him.  Which means you need to finish your
circuit.  Once you have your troops, that stack of
Behomeths should be easy.

Now it is on to taking out Orange.  Send your barbarians
to the Quest Cave.
You need to have defeted Red to drop the tower.
And make sure you cleared out the dwarves WITHOUT
the barbarians in your stack ( it sucks when they
charge forward and get reduced under 70 ).
Just above the Beastmaster's Hut a path opens up
into Orange.  If in doubt hit the Window of the Magi
by the Quest cave.
NOTE:  If you send exactly 70 barbarians they only take 69.
They leave you one to hit the Window of the Magi.

Almost immeadiately inside the pass is Oranges Eastern Haven.
It should be easy to take out. Real easy.  Above that is a
Learning Stone, a Coliseum of Might, A Dragon Horde, and
an Evil Eye Lair for experience.  You can hit those later</pre><pre id="faqspan-3">
after you finish taking Orange's last castle.
Make sure to enter the Haven and learn spells, use the
Seminary if it is helpful, etc.

Then head west to the last town.  You can flag Pikemen,
Pikemen, Squires, Squires, visit a Coliseum of Life, and then
you have the final town.  Generally if you take this out you
have killed the last hero.  I also had a wandering
stack somewhere near my starting town with no heroes..
To the East of the final town is a collection of resource
generators and some decently tough stacks guarding them.
To the west is a gate that has your final objective and a
tough stack.

Funnel all your troops into the final town and while they are
caravaning, go take out those generators and town
gate back.
You can take out the stack guarding the ring of life anytime
you feel capable.
Ending the scenario requires actually picking up the Ring of life.
I do it when I am capable.  Then go back for my final levels
at the tree of knowledge and Coliseum.  I also send a Sprite
or Centaur to that little trading Post to turn in the gold the
turn before I am done.
I chose to hunt the wandering stack down ... and he was
by the veteran's Guild anyways, which I needed to hit up
-- having held off on it for fear of changing Alita into a
Crusader.

The stack guarding the ring is VERY tough.  about 60
Champions, 100 Crusaders, 200 Pikemen, 300 archers
and a 22nd level Paladin.
Confuse the crusaders with your Fairy Dragons  Slow/Fatigue
the Crusaders and Pikemen with your Water Elementals,
Forgetfullness on the Archers with Allenvale.
Believe it or not 350 fairys with master tactics/Offense
can kill a 22nd level Hero in one shot and get there
in one move too.
From there it is pretty easy pickings.
You can always play the kill the hero and town gate
away and come back for the little stuff in a second round.
Although truthfully, If Allenvale has been focusing
enough to get to Master Order.  You just blind the ones
you are not tearing apart and otherwise use his Illusionist
ability and Alita's Raise dead to kill the thngs with their own
troops.

I could have finished on Day 5 Week 4 Month 3 but
wanted Alita at Max level.
Normally I am not that concerned but there is NO cap
on scenario 4.  So you NEED to get there at max level.
It could be the difference between 34th level and 36th
for the final campaign.  So basically I gave up 2 weeks
for 3 levels here and probably one more in each of the
next two scenarios.  As well as 1 for each scenario
in the final campaign.


My results :

Day 5 Week 2 Month 4
Alita (25th)
Grandmaster Life,Healing,Spirituality,
Expert Resurrection,Combat,Death,Demonology
Advanced Melee,
Basic Archery,Magic Resistance,Scouting, Pathfinding,Stealth,Nature
(all those Seminaries and War Colleges can add up).

Allenvale (23rd level Illusionist )
GrandMaster Tactics,Offense,Defense
Master Order,Enchantment
Expert Leadership,Wizadry,
Advanced Charm/Melee/Nature
Basic Combat,Magic Resistance,Herbalism,Life,Healing
(So Allenvale caught up one level to Alita ).

Score : 583

---
5c
---

Scenario : The Dark Path
Victory : Get the Ring of Life
Carryover : Alita and Allenvale at 32th level along with the
Ring of life ( +10 Melee/Archery, +10% to life spells,
grants Death Ward ).


******* pre-walkthrough info *********
Now this is actually false.  Allenvale doesn't REALLY carryover.
He is captured  ... and when you resucue him the scenario
and the campaign end.
So in this scenario.  You use Allenvale for what you need.
Otherwise who cares. Alita needs the XP not him.

About this time if you have been playing Alita, she can really
start to get fun.
A couple of levels and luck you can have her at Graqndmaster
Melee.  She Fatigues the enemy.  Buffs herself with Heveanly
Shield, bless, regeneration, maybe even retribution.
Then goes forward with her bad ass vampiric touch.
You can often even get away with not even fatigue.
Who cares you WANT them to close.  The fools deserve
what they wish for.

*******************************

You start in the south central with a Haven.  I like to build
the Town Hall quickly for gold generation.  You do need
troops later on to hold back purple, but basically build as
it suits you.  You could go quick for a seminary in case
it has those one or two skills you lack, although you can
always visit later if it does.  Same for spells.  In this run
through I am tempted to get to Master Order to see if I
can get Allenvale Mass Slow ( rocks ).
The sooner you get to Angels of course the sooner you can
start accumulating them.

I join Alita and Allenvale and have them do a counter
clockwise circle around the town.  This gets your Wood
and Ore generating as fast as possible.
The two together can really handle just about everything
this map throws out.
( despite what I said ... carrying Allenvale does help.
It is just you can choose to dump him for easy stuff.
Also at a certain point, I like to drop him off behind at
this town to hold and defend.  With the troops the town
generates and his Grandmaster-ish Tactics ... he can defend
like crazy. ).

You will notice two gates you can't get through until you
take the necropolis to the far East.  Although the Western
gate is always closed to you.
Once you have flagged everything ( about 5 days ) Town
Gate back to town ( even it it saves you about 5-6 steps )
and start heading East.
You will have a Squire hut, a couple stacks guarding goodies
and finally a Stronghold.  The Stronghold is pretty worthless.
Basically it just generates gold although you can build a Wrestling
Pit and Arena to toughen your heroes up a bit.
I also build a Centaur Pit, just so when I need to I can send one
to the trading Post.
Going again in a counter-clockwise direction from the Southwest
of the Stronghold is a Learning Stone, Crystal Pit, Sulfur Mine
( the Golem's can kick your ass because you don't get to vampiric
regen off of them ),  a harpy nest, a school of war ( with about
40 vampires supported by ghosts.  Make sure your heoroes are in
the back row and you slow the vampires.  They can take Alita down
with one hit at that number .. but if you can get off three holy shouts
you can keep ahead of them ) and a Trading Post guarded by
elementals.

Usually about the time you have cleared and flagged all of these,
Orange ( The owner of the East necropolis ) sticks his head out.
You may have to go back and stuff his army real quick.
Although often what he does is peek his head through grab
the two mines close him him and run away.
Constantly trying to use your main heroes to stop him can
be annoying.
But if you try to leave JUST your troops there ... he will stuff
them and take all your resources, both your castles and you
gotta come back and take em back.

The answer to this?
Leave Allenvale behind for now.
As I said he doesn't carry over.

Go ahead and take them BOTH back to restock your
spell points and if necessary buy any potions
( If you built the Order of Paladins -- I didn't.
Alita has Guardian Angel ... free potions essentially for heroes.
Although at real high levels awesome with troops ).

Send Alita back East alone.  But head a little north as you go
past the Centaur huts.
You will see a stack of Dragons guarding a Soul Stealer.
Pass em up for now.  They are tough enough you need
troop support.
And Alita IS a soul stealer.  Although you can take them out
in two waves.
The first wave to take out the beholders ( who strip you of
your Potion of Immunity/Guardian Angels ) ... and Town
gate/run away once they are gone.
And the second breaks up the dragons enough that Alita
can take them out by buffing herself up while they kill
Allenvale ... then just Divine Intervention him back when
there is only one Dragon.  Then split them up from there.

From the have Alita head north, clear and flag the barbarian
Long houses if you want.  From the Easternmost you will see
some interesting artifacts guarded by a bunch of water
Elementals and Vampires.
And I do mean a BUNCH of water elementals and Vampires.
Come back here if you need XP to max alita out.
For now take the ferry.

Now you have two choices for the Ferry.
One takes you far east.
The other just a little north.  Taking the one a little
north and ending up near the War College gets you
in the middle of things fastest.
And there are some nice items there.
Also Purple will take out the Efreeti by the time you
get here, depriving you of XP.  You may want to stuff
them quickly.
Going East on the other hand gets you near a necropolis
that is pretty damn wimpy.
A few chests and a learning stone.
As well as several barrow mounds.  This is the route that leads
to the fastest win.

So take it and smack down the hero there.
For living stacks the recipe is pretty much ... heveanly shield,
regeneration, retribution, bless.  Smack the crap out of those
60-70 Ogre Magi.
For dead, Holy shout does wonders to huge diverse stacks
of undead ... hevenly shield when they get close.
Or you could just smack every one and heal up until your
Vampiric drain keeps up with their damage.

Once you take this town you will notice you can send people
through the gate to the north of your starting town.
This is cool.  But unless you have angels don't do anything
more than send out single unit Squire's to scout and snag
stuff.
Although buying a Thief at the necropolis and having him
hit the two learning stones (one below the stronghold and
one by that necropolis ) taking Advanced Scouting and
advanced Stealth and then having him sneak around constantly
grabbing purples resource generators can be fun and sneaky
and wiorthwhile.

Have Alita keep following the path north until it ends in
a swamp and a two way teleporter.
Taking the teleporter sends you all the way out west to
Red's OTHER necropolis.  If you can take this one red
will either be dead, or getting damn close to it.


In getting to it you will see a passage to the underground.
There is a quest there that gives you a need for 12 vampires.
No need to go down there until you DO have 12 vampires.
Doing that gives you a life shield which lowers a Tower so
you can get  a password tent.  There is a total of two
password tents.
When you have them both you can end the scenario anytime
you want.

Take the town and what do you see?  TADA ... They have
venom spawn .... grrrrrrrr so where are the damn vampires
supposed to come from?

Well.  Now Allenvale is no longer hemmed in.  You are
hunting down Red, Purple is in the very center in a Town
that you can NEVER get to as it is behind another quest gate
and the only tent is inside.
If you DO eliminate Red.  The rest of the map is basically
running around to solve this and one other two part quest
to finish the scenario, and raise Alita up to as close to 32nd
level as yuo can.  You can keep Purple hemmed in by creating
a powerful stack from your Haven town, then parking it with
Allenvale in front of the Purple quest Gate.
Purple will not take on Allenvale.  They will sit and hope to
outbuild you.
Of course YOU have all the resource generators, so that is
not going to happen.
Besidees what else are you going to do with your money
but buy Haven troops and funnel them to Allenvale.

Speaking of Quest huts.  Below the Westernmost necropolis
is a quest hut that requires a certain number of Zombies
for stew ( ewwww ) other than using diplomacy on
]zombies ... if someone can tell me how to get zombies on this
map, I would be happy to give you a huge bonus of credits.

Okay so you have red on the ropes or eliminated ( I have
him eliminated ) And you can hem Purple in within a few
days.
In the meantime send someone to that trading post above
the Stronghold, sell sulfur or whatever you need to to be
able to buy up all your troops.
Keep your crystal and gems above 15 so you can also
buy an Altar of Light when you can to help buff up
Allenvale.  And then send Allenvale through  the north
passage to block up Purple.

For me, this was about the end of the first month.
Not a bad first month to have total freedom of the map
and one opponnent eliminated.

SO we are going to head north from the necropolis with
Alita ... looking for a Vampire mansion.  Need it.
You will see a thieves hideout, and the pass guarded by
some 2nd level undead ( i.e. cerbebi ) Stuff the hideout
for the gold and smack down the cerebi and keep heading
north.

(Sorry one week delay ... silly purple had gotten ONE
group past me and took over the Eastern Necropolis
blocking my supply line to Allenvale. Smashed them and
am back at the hideout ).

Just north of that is the tower you need to get a life
shield for.  Which requires the 12 Vampires.  Ignore it
and head to the crystal pool and just north of that is
an Asylum.  Probably neutral if you moved this fast.
Otherwise taken over by Red usually.  Take it.  It is
there for gold generation.
You CAN build black dragons there.  It is a fully
functional Town.
I build Town hall, the Thieves Gauntlet and Battle Academy.
Sometimes the mana Vortex for a quick boost of spell points.
But unless you are way behind this pace, you probably do
not need the creatures.
Although those stacks of Water Elementals back by the
Stronghold? Black Dragons take them down easy.
Alita Holy words the Vampires.  And the black Dragons
block the Ice bolts from hitting Alita.


Just east of that Asylum is a Crystal mine guarded by
a tough stack of Paladin's who can kick Alita's ass if you
do not plan it out right ( learn to fatigue, poison, Speed
on yourself, and just run around the map popping
them with arrows until they get close, and run a little more ).
And just above that is ... YAY ... a Vampire Mansion.
You start with three.  Get about 2 per week.  So you only
need 5 weeks to get enough.  SO your goal is to level up
maximum, do what you have to do on the rest of the map.
And do it in five weeks.
THIS is why I tend to give Alita one level on Nature.
Pathfinding.
(Oh and three or four imp summonings rip necromancers
apart ).

I go ahead and flag and grab around that Asylum
( Apprentice lab, Waterwheel, and a medusa hut )
a little and then head north from the mansion.
You can see the gates you need to get past once you solve
the quests as well as a Conservatory of Death guarded by
crusaders and Mages.  LOTS of them.If you have a potion
of Immortality on you and can slow down the crusaders on
the first try, you can take this out with Alita.  You slow
the crusaders ... mages kill you ... you revive.
Summon imps who take the mages spell points and then
get killed by the mages because they are between you and
the mages.

Repeat a couple times until the mages are out of spell
points.  About that time the Crusaders are up your but
so you need to run.
Once you have enough distance poison the Crusaders,
play run run from them.  The mages if they get close
is THEIR problem not yours. But me?  I take this stack
out with Allenvale when I am ready to leave.
Knowing that that is about 20k XP.  Hopefully enough to
pop me the last level if I need it.

Going weast from those gates is a gold mine, a gem
mine and a passage under the ground.  Yep take the
passage ... go down.
Some goodies there and some portals for Earth elementals
guarded by some Earth Elementals.
256 Earth elementals seems like alot.  But with a couple
beef up spells ( and they move slow enough you do not
have to fatigue them ) Alita should be able to take them
down.  You might have to help out her regeneration a
bit with a heal now and then.  As well as reup her
Heavenly Shield after it gets knocked down.
But it really isn't hard if you do not panic.
Buy all the got.  You do not need them ALL but you
need most.
So just get what is handy.  Leave one behind to pick
up the resources lying on the ground rather than wasting
Alita's time with it.
You can always put it in a town later or just delete it.

When you come out of the ground there is a very good
chance you will run into some Efreeti.  That is okay.
You can take them out. Just slap a regen on yourself.
And actually I like the fight better with the earth elementals
there.  It splits up their attacks so they are less likely to
kill you in one fire shield go.
Although here is a good use of (mass) Chaos Ward.
They were guarding a quest mushroom.  Free quest.
You need a bunch of Orcs.  We will take care of that
n a minute.  Though grabbing the resources there now
saves you time later.

Remember the orcs can solve the quest themselves.
Just like the Earth Elementals can solve theirs.
Keep heading East and you come to the final town.
Another asylum town (see orcs !!! ) in fact there are two
Orc Towers just above it.
Take the town and treat it like the other asylum.  Town Hall,
Thieves Gauntlet, Battle Academy. And whatever else suits your
fancy.
( I like to make a few Noble heroes with all my free gold,
one for each town. Then caravan them around as a group
and hit the learning stones and the Battle Academy's.
They get to paying for themselves in resourcs, gold
and more creatures in about a week or two ).

Grab and flag the two orc huts, and keeping heading east
you will see the tower that you need Earth Elementals to
get the other clue tent.
Drop the elementals off to do that and look at the tent.
Keep heading East.

NOW you are truly just looking for levels, uncovering the map,
etc. while your vampires build.  And to show you how tough
this is.  Notice I have been having Alita do most everything.
She has only gained one level and is 25k from the next.
There is only one tree of knowledge and one Coliseum.
On the other hand I haven't finished the 2nd month yet and
only have 6 vampires.  So three more weeks before I can
even finish.  And that is still two short of maximum allowed.

At this point keep going east and grab the 4th level shrine of
Death spell if Alita can use it.  basically we are heading back
to the two way portal and flaggng and grabbing and killing
everything in Alita's way.
There are four gems of stat improvement with unicorns guarding
them and just north of them some chests guarded by 2nd
level creatures.  And that brings you back to the teleporter.

So head south.  And you are back to that War College and
veteran's guild I mentioned has one of the ferry drop offs.

Basically you have now done the tour.
The Coliseum of might is over on the far southwest corner
by the Stronghold and the Tree of Knowledge is just below
purples castle a little east of the gate north of your starting town.

From this point it is basically Alita wandering around finding
as many fights as she can get into to gain more XP while
Vampires build.

By the 2nd day of the 3rd month ( Day 2, Week 1,
Month 3 )  my vampires arrived at the necropolis closest
to the quest.  I had suckered Purple out of his tower by
stepping away from it and then zooming in and casting
Mire on him.  That allowed me to gt Alita to 28th level without
visiting the two level ups.
I sent her off to those while a hero escorted the vampires
to the final quest hut, got the shield, and have Alita hit the
two power ups.

It took one week for the vampires to do their quest and
one week for Alita to get from the Coliseum of Might join
Allenvale, and go out the gates.
After the second gate you get bushwhacked.
But it isn't a big deal 20 vampires, 5 Bone dragons,
and crap.

Head for the water trough and if you and Allenvale are in
the same party the scenario ends.

My Results :
Alita ( 30th Level ) grandmaster Life ( all )
Expert Death,Demonology,combat, Advanced Occultism,Melee,Archery,
Magic Resistance,scouting,
Basic Pathfinding,seamanship ( bought),Stealth,Nature.

Allenvale ... well who cares.  He is captured and rescuing him
ends the campaign.

Score 713

---
5d
---
Scenario: The Rescue
Victory : Capture the town Hand of Death
Carryover : Alita along with the
Ring of Life ( +10 Melee/Ranged Attack, +10% to Life spells,
grants Death Ward ) and Claok of Death ( +10 Ranged/Melee
Defense, +10% to death spells, Life Ward )
Both together give the hero a Guardian Angel at the beginning
of each combat.

******** pre-walktrhough info **********
Okay Alita is on her own.  But using her on the last map on
her own mostly shows you she can handle it.  Bad news for
me was I wasn't able to send her on max level.  I suppose
if you can play this at Expert/Champion you can get there
because the stacks are tougher.  Those 2 levels make the
difference here.  Because in all likelihood even at Champion,
the best you can get is one level for Experience.  This is a
tiny map.  But it does have two trees of Knowledge, and a
Coliseum of Might, and one of Magic.
That is your four levels.
One thing from my development you can see.  Even if I put
all my levels into Death, Alita will NOT get to grandmaster of
Death. She would need 7 upgrades for that.  That is okay,
I actually am not a fan of the 5th level Death spells. Hand
of Death is best, and then only mostly against Gargantuans
or Heroes.  4th level has vampiric touch though.
Which rocks when given to secondary creatures.
I also can only get Grandmaster melee by adding 3 levels
to that. But that would change my class.  I need a total
of 5 levels here.  3 to melle and 2 to Death.

This is mostly due to my avoidance of Necromancy.  *sighs*
So you learn from my mistakes.  Although all the other stuff
is bought.  The nature, and all the scouting came from Seminaries
with one from a Veteran's Guild.  If I was willing to restart and
roll waste a turn or two on each veterans guild she could be at
basic Archery and Magic Resistance and Master Melee.
And even that would be the maximum.  You may notice that
Death has 10 skills and Combat 9.  If I let Combat get 2
more than Death I switch classes.  Not a bad thing.  But I
am trying to keep with the theme of a Dark Priest with
Grandmaster melee.
When I write the 6th campaign, it will be Alita's development
basically talk about.  Everyone else will be pretty much set
in their ways.

Now for that side conversation about character development
( Something to consider anyways when getting ready for the
main campaign ) ... on to this little quicky map.
***************************************

Small map.  You start on the NorthEast corner near a quest
hut ( Cloak of Death for the Demonary ) and some goodies.
Small stuff really.  Not worth getting.  Just stuff the guards
breakoff the skeletons they create to collect them.

Shortly after that some Life Troops join you.  I drop em
off as they will slow me down.
Just after that a quest Tower, with the Demonary Behind
it as well as an Altar of Light and Archery range.
But you gotta kill the bone dragons underneath the ground
to get it. I leave the troops that joined there.
They can get the Demonary and exchange it right after
I stuff the Bone Dragons and meet me in the middle.
Keep heading west.
Well there is the Coliseum of Magic.  You can hit it or save
it for later  in hopes you can gain that one last precious level.
A red tent, and a Haven.  You last chance for any life spells
and Seminary.

To the north of the Haven is a tunnel ... bet that is where
the Bone Dragons are ... although the could be in the tunnel
undeground to the south.  Hit the north one.
By now I have a stack of about 200 skeletons traveling behind
me as well as those renegades.
Send the renegades to the town.  Build it as you wish ...
skeletons follow behind me cause I couldn't care less if they
die.

Underground some elementals protecting the requisite Amulet
of the Necromancer for undead campaigns, an Imp lair, and
yep Bone Dragons. Stuff em all.
13 Bone Dragons ... calls for heavenly shield, regen, retribution,
and holy word them goodbye

Back up top.  Go get the cloak from the troops that turned in
the Demonary. flag the Altar of Light, and back
to town  only to go underneath to see what is in that other
underground passage. Hit the windmill and the goldmine on
the way.  Oh and saw a tree of knowledge just barely East
of Town with some elementals guarding it.
Genie's guarding the Gold Mine supported by ghosts.
Dealt with them like the mages in the last scenario.
Summon imps.  Imps interpose between me and the genies,
suck off points until genies are down to zero.
Then stuff em by hand.

Down underground I see a lava pool separating me from a
Gold Mine flagged by purple, and some 15 Behomeths
guarding some treasure.
Behomeths are nasty.  Barely have time to get up Heavenly
shield before they come rampaging across the field.  regen.
Lots of heals instead of attacking so I do not die.

Coming out of the underground I see another quest tower
guarding  a group of generators for Monks, Pikemen,
and Squires under the Tree of Knowledge.
Bet they wanted those Behomeths gone.
And there are Equistrian gloves there too.
Right beside it is the gate the red tent was for.

Through the gate I see alot of resource generators
surrounding a Necropolis.  Flag the ore and Wood,
stuff the Necropolis defenders in one holy shout go
east a bit and flag a gem mine, get the crystal mine
up north ( for my altar of life ) and then the
Alchemist lab.  Ignore the Conservatory of Death.
I have to get a Death level to make use of it.
But I stuff the guards anyways. See a barrow mound
and take it.

See movement above me and think I can take the
stack ... chase it down and WHOA ... 7 Sorceresses,
10 Gargantuans and a 26th level Death caster.
I know the Sorceresses are going to strip me
of my Immortality and the Behomeths pummel
me so take on the stack of 98 Crusaders
guarding the Coliseum of might instead.  They are easier.
Back up to the top.and take out that purple town
to the far east.

Going in a counter clockwise circle of the Death hand
area there.
There is a tree of knowledge up top as well as two
Vile Spawn generators.

Two different paths to the underground.  One you saw
from the barrow mound and one by the Tree of knowledge
in the Northeast. Underground there is a mine or two,
and a Bone dragon and Devil generator as well as
another purple town.

Often this is a running battle.
As I said, The main army can have 7 sorceresses. 20
Gargantuans a 28th level Death Knight/Death Mage.

The key is that there is a tower to the back door of
the Purple Castle hand of Death.
It is a little south of the Goldmine in the middle far west.
ou need Alita to open that tower.

Taking out the castle with the main army there can
be a big challange.
It is doable. but not easy.  The real challange is the
damn gargantuans and that the main casters strip you
of your guardian Angel.
5-6 demons can kill the heros or Sorceresses.  10 is better.
Angels can bring you back to life and then you can whittle
them down.

But you do not have to fight that main group many times.
They are running around taking BACK their towns.  Let the
main army have the towns.  You just need the Hand of
Death castle to free Allenvale.

My Results:

Day 7 Week 4 Month 2.
Alita ( 34th Level )
Grandmaster Life ( all )
Master Death, Demonology,
Expert Combat,Occultism,
Advanced Melee,Archery,Magic Resistance,Scouting,Stealth,
Basic Pathfinding, Seamanship ( bought),Nature.
Score: 693


Final Score : Average 624 Final Score X5 = 3120  ( Nightmare )
But I kind of owned in the last two levels.
Which is the point of this and the next two campaigns.
It is tough the first scenario.  And then it gets easy.

-----------------------------------------------

6. Walkthrough - Might makes Right Campaign

------------------------------------------------

This is another rough start first scenario, then easier as you go along.

Character development for Dogwoggle is pretty easy. Not that
difficult of a choice. You start with Basic
combat/scouting/nobility/tactics/melee and advanced Magic
resistance. You Either go general and get lots of tactics, Or Scout
and make him a devastating force all by himself.

Since Troop build up in the Sixth Campaign is negligible ...

So what other fields of study to get him into. Well Nobility
doesn't hurt, but again, troop build up is negligible.

Spells for Barbarians are usually Death or Nature. Life is a bit
better. Especially if you can get second level for heal and Heavenly
Shield. Order is okay too at second level, for slow. Then rip them
apart. Third is even better for Forgetfulness/Town Gate.

One of my favorite builds though is Combat/Scout Ranger with Tactics
and Nature and maybe a touch of life. Basically in other words,
Agraynel with maxed out Combat. Troops in your pocket, They hit hard
whether on land or sea. And either they are killing the enemy or
holding them up while The scout gets pumped up. You can do this but
with the touch of Nobility instead of life.

That is generally my recommendation. Max out on Combat/Scouting. Get
Life to Advanced or Order to Expert ( whatever is offered in the
first Haven Town you get to with a seminary). Ignore Nobility except
for War Colleges and seminaries, add whatever is cheap and easy to
Tactics.

I would definitely read ALL the journal entries and dialogue on this
campaign. It is roll on the floor hilarious.

*** 5a ***
Scenario :The Unexpected Prize
Victory : Beat Adram Blacksword and get the Hammer of Frost
Carryover : Doggwoggle at 18th level maximum,
Hammer of Frost ( Increase melee buy 25 and opponents may be frozen
for 2 turns ).

You start by a tavern, a lowly 5th level Barbarian with all the Might
skills, and none very good. Behind you is a group of barbarians
guarding a tempting axe and shield. Not worth it though. They will
whittle down your pitifully few troops. Leave one barbarian split off
and grab a hero from the Tavern. What kind of hero? Well that depends
on whether they have a useful spell or not. You could even move
Dogwoggle and his troops forward to the campfire after picking up
some reinforcements from the Lodge.  ... there is another one too,
but oh look just southwest of them is a skeleton with a random item.
Early enough in the game to get one that is nice by restarting (
arrow of stunning yay ... I have no bow! ... woops a dwarven
shield... now That could save some stupid barbarian lives! ... hmmm a
four leaf clover? Well it wasn't very lucky for the skeleton of
it's previous owner! ... an Apprentice's Spellbook. Useless for me
BUT now I can choose my secondary hero with ease. Would I really wait
for an apprentice's book? Naw, I would have taken the Dwarven
Shield, or Ring of Protection, maybe even a wood cart. Basically
anything of more value than a boost to luck or moral. But basically I
focus on defense protection for a little here. So if I didn't get a
spellbook, I would probably have gotten KNight of life for that basic
defense and cranked that.

Now take out the barbarians and get more barbarians to replace the
ones you lost. Hopefully you gain more than you lose. Sometimes I am
even willing to lose Dogwoggle here to save a few barbarian lives as
just below you is a Sanctuary to revive him.

From there you can see an evil eye lair ( no way ) a gem mine
protected by harpies ( doubtful ) and to the far south an arena ...
that is where we are headed. From there a tree of knowledge is
visible ( pass up until later perhaps ) and some gems of stat
improvement and a chest guarded by more barbarians ) ... Still your
troops are precious. So ignore it.

Follow the road, go ahead and hit the fountain of power too. You will
not only need your secondary hero, but all the boosts you can get.
You will be lead to an Ore mine that needs to be rebuilt and THERE is
the town. With a stack of Barbarians and 30-ish centaurs. Thank God
we got everything going because it is going to be a close battle
anyways! The good news is from here, you can probably win the game.
Up until here ... you may have to restart over and over again! This
is a TOUGH beginning for advanced.

As soon as you get there get the woodpile into a wood mill. One
barbarian can do that. Ignore the Armor behind the catapults. There
is better out there. Head back west along the bottom for the gold
mine and collect everything there and flag. Send your troops and back
up hero back to the fort. Send Dogwoggle a little north. There is a
dead zone guarded by crap loads of Zombies. You can't and shouldn't
defeat them. But the wander around and you can easily grab stuff
lying on the ground there. If you hit a chest, one will attack you.
But just run from the fight. You are basically wsting time while you
build up to Ogres ( you can't get cyclops dammit ). Once you have
Ogre's go back along the bottom Westward cleaning everything out all
the way to the gems of stat improvement. Hit the tree of knowledge on
your way back. Hug the mountains north of your town but just below
the dead zone. If you create more troops you will notice there is a
little path to an arrow of stunning guarded by Centaurs. That is your
next target. There is also a School of War. But whatever it teaches,
Dogwoggle already knows.

head northish from there avoiding fights until you see another
stronghold. This starts out neutral. But most often Toadeater has
gotten to it. And he is there waiting for you. This is also a
toughish fight. But I won while losing every last one of my troops.
Build it to a fort, build a caravan and ship new troops over. During
the three turns they are caravanning flag and grab what is available.

Now head north from there. Kind of through a pass in a dogleg ( pun
intended ) to the final Stronghold town. You should be able to take
it out now. Although they could easily have 10+ Nomads. This town
can't even have a fort built! Not even a caravan. Oh well. Ferry
your your troops for a little while while you send your heroes and
what is left of your army along the north and eastward, flagging and
grabbing. Cause now Red should be eliminated.

There is a gold mine up north ( a new Noble type is good for flagging
that as well as things red already cleared. ) To the east several
other mines, an Abandoned Temple ( Orc Camp ), several other mines
and such and a Ogre Magi Hut guarded by a largish stack of Ogre Magi
that are only worth fighting if you need XP later.

To the west following the road from the middle castle is a Harpy Tree
and a Tower that requires 40 barbarians. I lost a week over this
because I lost all my barbarians in a fight for the training Grounds.

Just under the Tower you will notice a two way teleporter behind a
quest Gate. Guess where the enemy comes from. So from here you need
to continue gathering your troops at your central town and have your
Noble and the secondary healing hero guard it with what you build.

First Stage done. Second stage is a middle area with a Stronghold
just south of the tower you took down and another a little FURTHER
south of that. It is a full functioning stronghold. Yes you have to
build a fort, but you can take it all the way to Behomeths. However
straight under the Stronghold town is the blue tent that opens up the
two way portal for you. So as you head south you will see a Nomad
tent, and the stronghold is just past the tree of knowledge.
Straight south from there is the Haven town. I send Dogwoggle
straight there. And take that town out. About that time Blue is
popping through both the portal and through the tower to take your
old territory. You kind of have a choice. Dogwoggle is strong enough
to basically do what he wants with a decent army in support. And the
mission is to get the Hammer of Frost. You could decide to care less
about that area. Personally, I like owning all the towns. So I went
back via a caravan and collected even more troops on my arrival and
smashed the uprising. BUT ! One little sneaky trick I learned. That
new Stronghold that you can build Behemoths in? Send a lone barbarian
straight south past a Squire guild and you will see that Teal tent
that lets you use the teleporter. So rather than walking all the way
back after taking back my original territory, I stepped through the
teleporter and was smack in the middle of BLUE'S territory versus
the middle ground. For Stage three. Take all three of his Haven's.

From there it is mostly mop up. Wander the middle ground for the War
College, build Seminaries in towns that can and do not have them,
utilizing what you can buy and enough experience points to get you to
max level. Although you can easily handle the Coliseum of Might. And
the tree of knowledge is another level. So once you are 16th level,
you can hit those two and step through the gate north of the three
haven towns with your troops you shipped them over to one of the
haven towns ( faster now that you have the teleporter open ) during
the mp up phase.

A couple steps below the teleporter when you step through is your
goal. He has 10 Champions, 13 Crusaders, 20 Monks, 200 Squires, and
340 Pikemen ( they are the ones who hurt you the most ). But with a
decent army you should stuff him. Just do NOT get into physical
combat with him. Just the Frost Hammer is nasty by itself.

BIG NOTE : Rather than taking the tower down with 40 Barbarians and
opening up your territory there. You can go back down south where you
started. You may have noticed a stack of Hydra. With your invading
army you should have a decent chance of taking this stack out. Go
across the bridge, take out a medium sized stack of Ogre Magi, and
viola! Back door to the contested middle grounds. Then basically
perfrom the rest of the walkthrough as I stated.

My results :

Day 1 Week 2 Month 4 (friggen frackin army was 2 steps short of the
chump on the last day of the week -- also I am pretty sure a whole
month was lost on stuff I didn't have to waste time on).
Dogwoggle (18th)
Grandmaster Archery,
Expert Combat, Advanced Melee, Magic Resistance,Scouting,Pathfinding,Seamanship,
Basic Stealth, Life, Healing, Tactics, Offense, Defense, Nobility, Mining

Score: 541

*** 6b *** Scenario :Allies Lost
Victory : Beat Carsus Blacksword and get the White Armor
Carryover : Doggwoggle at 28th level maximum,
Hammer of Frost ( Increase melee by 25 and opponents may be frozen
for 2 turns ).
White Armor  (Increase Melee/Ranged Defense by 25. +2 Speed +2 move).


***********pre-walthrough info*************
Okay notice ... 28th level transfer! That is correct. There are only
three scenarios. And in the third, like Alita's last scenario there
is NO level limit.

That Hammer is NICE! I still prefer ranged. But when they get close.
Oh well. That is why I focus on Archery ahead of Melee, but Melee
comes now. Then work to get pathfinding up to Grandmaster, then
Stealth. Somewhere in there I will take an Advanced life if it is
offered.

***************************

You start out with FOUR towns. And for some reason three of them are
Necropolis' ( guess Dogwoggle doesn't mind dead people ). But on
turn 3 all but your original towns? Turn to Blue.
And you will notice
they did NOT allow you to build a tavern and buy heroes to take them
back. So anything you spend in the towns are wasted. Well except for
troops. You can buy out the troops. Get them out of town, and have
them do stuff for you. Or you can buy out the troops and leave them
there to beef up the defenses for you (And thus gain more XP ).

The thing is the little amount of XP isn't worth the value of having
them pick up resources. So a little trick here. Underground. In the
town near Dogwoggle. Build an Imp lair and buy one to follow behind
him and pick up the loose stuff. As well as hit the tent for him when
the time comes.
IN the town south of Dogwoggle buy everything. Send one imp to collect
the loose stuff, hit the water trough and go east on the bottom passage
and collect the NORTHmost resource.
He will die.
But for me that 18GP imp brought in 600 gold on the first turn.
Send another imp on a kamikaze run for the other resource.
IN the town to the east of Dogwoggle. Build an imp lair. Buy out all the
troops and send them north to circle the lake.
On the surface in the Stronghold buy out all the troops send a
barbarian west to collect resources and ultimately do a suicide
run for what he can get below the longhouse.
Send another one south to the underground entrance to get the resource
by it and what he can get to in the underground.
Send the rest up north to the bridge.
On turn 2 buy out whatever generated ( should be one of each )
in the three towns not near Dogwoggle and have them join the main
troops. Keep splitting off kamikaze's when it makes sense.
Make sure the above ground group goes through the teleportal
and collects the loose stuff there ... just to deny the other side the goodies.
To give you an idea on what happened. I bought two imp lairs and all
those troops. gained 7 sulfur, 2 crystal, 17 ore, 8 wood, and spent by
the end 2398 gold.

Resources early can make a difference. Instead of waiting to BUY
because you do not have enough. Or using the bad trade market, you
have these guys collect it. AND deny Blue their services. I even
later on had blue step out and run into these troops and give me 150
a turn to buy em a retreat! :-D

Now Dogwoggle. Doing the clockwise routine. Goes to the Woodmill,
then the ore pit. Then up the passage between them to kill a bunch of
guards to the red tent. Collects whatever is there, but lets that imp
following him hit the tent. Saves him 4 steps. Then he keeps going
clockwise killing, flagging, and letting the imp bag. There are a
couple resource generators there all needing 4000 Gold and 10 ore and
10 wood each to get up and running ( see what I mean about resources
early? By the end of the first week, I had imp and skeleton
generators in my town, along with an Undead transformer and a town
hall. Solved the quest. Had re-established all three mines. And had
51 Ore, 7 Wood, 13,000 gold and 10-20 of every resource. Plus all
those troops waiting to join me or defend or still out collecting
goodies. )

Once you have completed the circuit you can take down the red tower
to the south. With the town you can Build a graveyard, and if you
want an undead transformer to get the 55 skeletons for the quest hut
sooner. ( 9000 GP for 55 skeletons ). Once through the tower and the
dogs behind it you can either bust a 4th level creature stack into
the main cavern with the underground lake or head west and down to
retake the southern town. I do both. One step and bash the 3 devils.
Then head to retake south town. I also can the imp and create a
secondary hero. Since I am not worried about Gold generation I make a
scout ( Also I have a crush on Lorelei ;-) ). The secondary hero is
better than imps because they can not only pick up stuff behind you
but flag as well.

Once taking over the town make sure to clear out the miners camp,
mercenary camp, the two Imp lairs, and hit the learning stone. The
town kind of is annoying. NOW you can build a Tavern. Thankfully Blue
didn't make a hero. Also where did those Vampires come from? Well
that is the advantage to having Life and Holy Word. BTW: You can
also see the advantage of going with Order. These three death towns
help out with spells. Death works good too. A Ranger with
Grandmaster Necromancy moves fast sneaks up on his opponents, and
leaves a stack of also fast moving vampires behind him in his
secondary hero's wake. At some point, she may only be 3-5 level. But
she has 100+ vampires!

When in the main cavern go ahead and flag the Shipyard. There is only
a little stuff guarded by mermaids, and a treasure trove you can only
get to via whirlpool from the topside. But go ahead and build a
boat. A little East of the shipyard is a stack of minotaurs guarding
a winding passage of a treasure trove. Snack em up. You will also
notice the pre-requisite two-way teleporter behind a gate you can't
enter yet but gives the enemy a backdoor to you. East of that a gold
mine.

Along the shore is a hut for speeding up on sand. And if you stop
with Dogwoggle right at the tip of the lake closest to the mermaids
they will come and attack him Snack em up. Summon that ship you built
and let your back up hero collect the goodies and flag the Pirate
cove. ( See I have reasons for my madness -- including just 1st level
Life ).

Now on to the main town. These fookers got to build a Mansion. Have
10-15 vampires, some Medusa, some Nightmares, and 80 mummies from
somewhere!!! No fair how? How is that damn two way teleporter I
think. regardless, Teal will be coming soon to snack up that gold
mine and the stuff there. This is not an easy battle. But those
zombie graveyards are for something OTHER than solving the quest to
the north of that town. Stick em in front. Bless yourself. And you
can handle the vampires when they come out. The only question is if
your Magic Resistance stands the nightmare's fear spell. If it
does. With the judicious use of a few heal spells. Dogwoggle should
own the town. If you have difficulties you can also wait for your
backup hero to arrive with the Pirates and head up north to clear the
final circuit. Now is the time to leave your secondary hero and in
fact probably create a another one this one magic based. By up all
the troops you have been gathering, create that second hero in
Southtown so she can visit that learning stone as well as the one in
Easttown and get to third level. Between her and your original backup
hero you can have quite the stack of defenders.

After clearing the final blockers from the north you will notice a
tiny passageway directly south of Easttown. here are some vampires
guarding a tent that allows you to use the gate between Northtown and
Easttown. Whack em and get ready to go upside. Gathered troops in
the Easttown join up with Dogwoggle, as well as possibly your back up
hero just to hold troop boosting items. Getting a couple potions of
Immortality is a good idea too.

Back by the Goldmine is a passageway ... work your way down it taking
the evil eye lair and the dwarven mine if they are still available.
After that is an Altar of tactics. The only Altar Dogwoggle gets in
the entire campaign (I think this is the balance of unlimited levels,
Agraynel and Bohb are limited to 30. But Bohb gets crap loads of
altars. At least 15. Agraynel gets Grandmaster stealth for free, a 12
skill gift ).
Take the passageway up and you will see that stronghold you lost.
Probably held by Carsas' Field General. A tough bugger. Use your entire
army and whack him. All those damn orcs are the real problem.
But if you got those potions of Immortality and fight smart, you can win.

Once you have that castle and the field general you are on the
offensive. You need to hold THAT town come hell or high water
though. You do NOT want a friggen Field Marshal freed from prison.

NOW ... what you are supposed to do is go north, tagging and flagging
up past the Coliseum of Magic and through a stack of Behemoths to a
small Stronghold fort that needs to be raised and a Shipyard built.
From there you head due southwest until you get to land. You know you
are on the shortest path if you run into two Pirates Treasure coves to
smash.

BUT ... EXPLOIT. If Dogwoggle has summon ship, you just go due East
of the Stronghold to where the Gem mine is. Stand on the shore and
summon that ship from the underground lake. You can either then send
Dogwoggle straight West, or do like I do.
Build a second ship. Send a loose hero or creature straight west.
As soon as they land they tag the teal tent allowing you now full access
to the teleporters ( including the one just above the Stronghold town).
In the meantime Dogwoggle climbs aboard the second ship and sails due
north straight to that stronghold you are SUPPOSED to build a Shipyard to.
Then works his way backward to the teleporter and steps right through into
Teal/Blues backyard.

At that point you basically are in the position to take out one of the
two, usually blue. Start with the Asylum to the south and work your
way north. There is an Asylum in the middle and one in the north. By
the north Asylum is a quest gate with a hero's army. Defeating this
gets you the white armor and ends the scenario. He cant get through
the gate so you can ignore him until you are ready. Defending the
north Castle ( or sometimes running back south to retake the middle )
that ha a big army. About 200 orcs, 100 Medusae, and 6-8 Black
Dragons. You may need to re-funnel troops up to the middle castle and
build for week. I did. And I lost EVERYONE but Dogwoggle. And even
Dogwoggle had to use 4-5 potions of immortality.

Sadly with Dogwoggle there isn't often alot of sneaky battle tricks.
He is pure brute force.

Now on Day 7, Week 4, Month 3. I own the map and I can just finish
leveling up Dogwoggle. Getting to 28th is complex. And truthfully can
take a lot of time and restarts. Why? The only way to do it basically
is to go on that ocean ( which is why you haven't heard me complain
about Seamanship ) and kill those friggen Sea Monsters. Even with a
potion of immortality, they can swallow Dogwoggle whole. If by luck
you got a scroll of Slow ( or Dogwoggle chose Order instead of life )
you probably have no problem. Otherwise either you get max level. Or
you restart and set your battles won periodically.

Down on the southern part of the enemies territory is a tree of life
( Last hit ) and a nice little battle to get to the veteran's guild.
At the very southern tip is a little body of water only available via
a whirlpool. :-D Or a summon ship. Travel around get levels up I
gather death troops in one castle ... chaos in the other so when I am
ready to finish I can choose the best combo of troops. Despite what
the Armor implies the Hero at the end has disintegrate and is more a
Fireguard. He has a bunch of Evil Eyes ( 180 I think ), 90 ish
Minotaurs, and 18 Hydra. Once he is gone, basically nothing that
Dogwoggle can't handle.



My results :

Day 3 Week 3 Month 4 Dogwoggle (28th level )
Grandmaster Combat,Melee,Archery ,
Master Scouting,
Expert Stealth,Seamanship,Pathfinding
Advanced Tactics,Magic Resistance,
Basic Nobilty,Offense,Defense,Healing,Life,Mining

Score : 594

--- 6c ---

Scenario : An uncivil War
Victory : Get the Tiger Helm
Carryover : Doggwoggle at any level
Hammer of Frost (Increase melee buy 25 and opponents may be frozen for 2 turns)W
White Armor ( Increase Melee/Ranged defense by 25. +2 Speed +2 move)</pre><pre id="faqspan-4">
Tiger Helm ( +5 Melee/Ranged Attack +5 Melee/Ranged Defense, Negate
First Strike)
Combined Artifacts bestow Regeneration and Dragon Strength.

******* pre-walkthrough info ********
Okay so I wasted a half a month to ENSURE Dogwoggle got maximum
level. He is a hell of a fighter and an above-average thief, with a
smattering of other skills. I didnt get to the advanced life though.
But you notice how that summon ship made life nice.

On this level there is unlimited experience. On top of that there is
-- count them -- 5 trees of knowledge and 2 coliseums!!! That
guarantees 35th level. Possibly 36th with experience. And maybe even
37th if I hold off all level increases until the very end. Figure
three will go into Magic Resistance just to get combat the hell out
of my way ( And Grandmaster Magic resistance is pretty decent
anyways) , and one into pathfinding. That leaves me three for
scouting and Stealth. Maybe four ... if I am real lucky five. Five
would be best because that is Grandmaster Stealth.

*****************************

You start with zombies and barbarians. Dump them. They slow you down,
especially the zombies, and can be used to pick up resources. You are
on a path leading north by northeast. Almost immediately you see a
pair of Equestrian gloves ( snag em ) guarded by a tiny stack of
Goblin knights and the Coliseum of Magic ( you can hit it if you want
) and just west of that is a tree of Knowledge. Damn. two quick
levels!

Ignore the path and head towards the Tree. Keep heading west and you
will see some cemeteries ( I let a backup hero flag it later ) and a
Necropolis. Get the necropolis and you are now as far west as you can
essentially go. The necropolis cannot build vampires, but it can get
venom spawn ... get em as you can. The make GREAT defense troops in
Castles. There is a teal tent by the necropolis someone needs to
visit for you sometime. There is a crystal mine there too as well as
an imp lair. When you hit the imp lair you will see a quest hut. Give
them 40 ore and you get fireproof boots. Nothing worthwhile for me,
as I have Expert pathfinding. But someone will solve the quest
later. But head there getting the gem mine and learning stone on the
way. From near there you can see an Orange Keymaster tent, a Gold
mine and an Alchemists lab. Flag all the mines, let the barbarians
pick up resources ( I drop those slow zombies off as a guard in town
). The Gold mine is protected by Efreeti. Good, cause in fighting them
you can see the one weakness of Warlords.
The frigging fireshield.
From the Alchemists guild head east and flag the Sulfur mine and then
over that silly looking bridge that is only a short cut. You will
see two potions of healing lying unprotected below the bridge. You
won't need them for a while. Let the Barbarians get it for you. An
Ore Pit, and you can see the necropolis guarded by the orange gate,
hit the wood mill and by about the end of the second week you have
your second castle and if purple has wandered off too far, purple
eliminated. This also can go to 3rd level. I build Venom Spawn just
to go with the other castle, but you can make vampires if you want.
And this is where your secondary hero comes in ( damn Lorelei ... how
did you forget everything from the last time we met? Level 1 again?
). You can often see Blue doing stuff up north of that castle, but
don't worry he can't get to you. And won't. Going south from the
castle, you hit the mercenary camp and the mausoleum if it is still
available, the water trough and go through the teal gate. Straight
south west from the teal gate is Teal's asylum. This quickly in the
game the army is weak, but that Mage can lightning bolt you to death
in two shots. But two arrows and he is gone. Another backup hero to
flag those resources or wait for Lorelei and clear out the stuff west
of teal's castle letting a backup hero flag what is there. Go south
under the Asylum castle and free up the second tree of knowledge and
the Mages Hut ( magic spells for your backups is always cool ). A
little east of that you will see a teal keymaster tent, a Den of
Thieves, and another Orange keymasters tent. Obviously you have those
tents. You will also see a two way teleporter which of course is
behind a Purple gate -- sound familiar? That is why I went with the
Venom spawn. Get the southernmost Asylum into Castle status, and send
the venom spawn there. You will have venom spawn, Medusa, and a ton
of orcs on the archery towers. Good luck for someone to take it.
Just north of the Orange keymasters tent is a hard to see path ...
take it and you can clear out a little more stuff. There is lots of
goodies on the way, but a War College for your backup heroes, a
Minotaur Maze and the Coliseum of might to the north are the key
spots. From the Coliseum you should be able to see the next asylum
town.

Just north of that is the next Tree of life, and heading north on the
path you will see Green's last castle. Another Asylum town. Day 2
of the second month I now have three players eliminated, 5 castles,
and gained a level without using a level up.

To get to blues first castle go southwest from the northeastern most
castle. Follow the line of the Efreeti Volcanic vents, you should be
able to see it a bit after the last one.

Stuff the castle flag what is around it. Visit the War College if it
has a skill you can use. and head mostly west but a tad bit north.
Clear out any stacks guarding something you want your following
heroes to flag. Go past the two Medusa Statuary Gardens and keep due
west, you will pass a crystal pond see a Library ( yay Expert life
.. now where are some spells? ) and you are on a pathway. Follow it
as it leads you west and north.

In the middle of that northern stuff one of your backups should be
able to hit the Look out tower and clear up a good part of the
screen. Following the path will lead you to Blue's last castle. The
necropolis. You can either go down the passageway to the east of that
last town or collect all your troops that you want in your big battle
and caravan them to this necropolis while you clear out the last
things up the north edge back towards the Northeastern Asylum
including ANOTHER tree of knowledge.

Once you have the troops gathered go down. A pathway basically leads
you straight to the final castle and Your target tends to be sitting
outside it. Take him down and you can go through the quest gate above
your last necropolis and end the game. There is ANOTHER tree of
knowledge down there by the way.

I defeated him on Day 1, Week 1, Month 3. So basically I owned the
scenario in two months. I was believe it or not 1,500 XP short of my
next level. Which is okay. I then spent about two and a half weeks
going back and hitting those seven level ups.

My results on Advanced ...

Day 5, Week 3, Month 3 Dogwoggle (37th level )
Grandmaster Combat,Melee,Archery,Magic resistance,Scouting,Stealth,Pathfinding,
Master Seamanship
Advanced Life,Tactics
Basic Nobility,Diplomacy,Mining,healing,Defense,Offense

Score: 696

Final Score : Average 610 Final Score X5 = 3050 ( Nightmare ) .

----------------------
7. Walkthrough - Opposites Attract Campaign
-----------------------
For Version 0.84
----------------------
8. Walkthrough - The Gathering Storm
-----------------------
For Version 1.00
-----------------------
9. Miscellaneous
----------------------

This section is mostly sneaky tricks.  Many of them repeated
from the actual walkthroughs.

When you are at max level ( so beating the whole army is
not an issue )  But the person you beat will end the campaign
and they are blocking the last town.
Kill them and Town Gate back to the nearest town.
Very rarely will the AI actually resurrect a hero.
This allows you to take that last town and then hunt down
the final stack.

Teleport you enemy in front of a stack of friendly troops to thwack
him/her.

Teleport also works very well in long range combat
i.e. Bohb.
Slow the enemy.  Smack it with whatever troops you have.
Or just poison it. Or summon more creatures.
Then everytime it gets about a step away?
Teleport it to the back of the field of play.

Taking out Water Elementals, Fairy Dragons ( coliseum )
and genies.
Basically you need at least one active Potion of Immortality
in case they move first.
Then you also need to have Anti-Magic.  After that it is
Summon whatever you can ( even just skeletons ) until
they run out of spell points.  Then summon stack killers.
Or if you have high enough combat just beat em up.
BTW: Rings and breastplates of regeneration work while
in Anti-Magic mode.  As does the Soul Stealer blade.

Personal opinion : Campaign and scenario design is tricky for this
game.  Basically, Expert Archery, Grandmaster necromancy are
known as game breakers.
But so is Grandmaster Stealth.  Or stealth in general.
You can quickly gather up exp, and resources.  And all you need
is to start with Chaos, Nature, Might, or Death to do this.


-----------------------
10. Credits
-----------------------

3DO and new World computing.
Gamefaqs and their staff.
ME.
Any opinions or advice can be sent to
[email protected]
I may reply I may not.
This is and older game, and gamefaqs requested
I do it as a complete walkthrough.

---------------------
11. Version info
--------------------

Version 0.67
Some typo corrections,
addition of the Migt makesRight campaign
Adjusted format for all scenarios.