Heroes of Might & Magic 2 |
PC |
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Type these while playing a scenario. Hint: Battle Garb Of
Andura: HEROES OF MIGHT AND MAGIC II HINTS Best Choice:For small and medium maps-> Knight or BarbarianFor large and extra large maps-> Wizard, Warlock, Necromancer or SorceresFor long games the final battle is between Wizard, Warlock and Necromancer Knight->Attack2 Defense2 SpellPower1 Knoledge1 Basic Baslistics and Basic Leadership skillBarbarian->Attack3 Defense1 SpellPower1 Knoledge1 Advanced Pathfinding SkillSorceress->Attack0 Defense0 SpellPower2 Knoledge3 Basic Wisdom & Advanced Navigation skill Spellbook with Bless spellWarlock->Attack0 Defense0 SpellPower3 Knoledge2 Basic Wizdom & Advanced Scouting skill Spellbook with Curse spellWizrd->Attack0 Defence1 SpellPower2 Knoledge2 Advanced Wizdom skill Spellbook with Stoneskin spellNocromancer->Attack1 Defense0 SpellPower2 Knowledge2 Basic Wisdom & Basic Necromancy skill Spellbook with Haste spell__________________________|Castel |Income|Costs| Speed of the creatures:|-----------|------|-----| ______________________________|Knight |8750 |11865| Knight |VS|A |F |F |VF|US|S=Slow|Barbarian |8750 |13450| Barbarian |A |S |VF|A |F |F |A=Average|Sorceress |8750 |13200| Sorceress |A |A |VF|VF|F |UF|F=Fast|Warlock |12250 |22180| Warlock |A |VF|A |VF|VS|VF|VF=Very Fast|Wizard |8750 |24000| Wizard |S |VF|S |A |VF|VF|UF=Ultra Fast|Necromancer|8750 |15100| Necromancer|A |A |F |F |VF|A |-------------------------- ------------------------------ Few =1-4Several=5-9Pack =10-19Lots =20-49Horde =50-99Throng =100-249Swarm =250-499Zounds =500-999Legion =1000-4000 -----------------------------------------------------------------------------
HHHHH HHHHHHHHHHHHHHH HHHHHHHHHH HHHHHHH HHHHHHHHHH HHHHHHH HHH HHH HHH HHH HHH HHH HHH HHH HHH HHH HHH HHH HHH HHH HHH H HHH HHH HHH HHH HHH H HHH H HHH HHH HHH H HHH HHH HHH HHH HHH H HHH HHH HHH HHHHH HHHHHHH HHH HHH HHHHH HHHH HHH HHH HHH H H HHH HHH HHH HHH HHH H H H HHHH HHHHHHHHHH HHH HH HHH HHH HHH HHH HHH HH HH HHH HHH HHH HHH HHHH HHH HHH HHH HHH HHH HHHH HHH HHH HHH HHH HHHHHHHHHH HHHHH HHHH HHHHHHH HHHHHHHHHH HHHHHHH HHH HHH HHH HHH O F M I G H T A N D M A G I C I IHHH HHH HHHHH HHHHH >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Heroes of Might and Magic II Frequently Asked Questions Version 1.0 Latest Update in July 7, 2002>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>By Joseph Andro ArtantoE-mail: arsin@indosat.net.idSite : http://www.geocities.com/TimesSquare/Dragon/3939 Hello! we meet again! For a VERY long time i've ignored the all-timefavourite GameFaqs routine... Now i've decided to go back and take lookone more time to the faq-writing carreer that i've been into in the pasttwo (or three) years... First, I'm sorry for all e-mails I haven't replied. Second, I apologizeI dont answer for a LOT of e-mails. Third, I am really sorry for beingvery passive on working on my faqs. I promise, from now on, I will try to reply all e-mails immediately. For my next faq, wait for one, cuz the game (guess) haven't released :) Hope you still have fun reading my faqs. Thank you, Joseph Andro Artanto note: my website is surely left behind, I hate updating websites. I'm sorry. Special Thanks :----------------Note that all part of this faq are simply a part of a website: http://www.astralwizard.com/And I, admit and give my very special thanks to the webmaster: Julia Skipper, AKA AngelA (angelshome@ns.sympatico.ca) Astral Wizard Website AmbassadorAnd their contributors in the respective website: Sebastien Patenaude Eonoak (eonoak@yahoo.com) Maneater (kalin99@yahoo.com) Etc.Please visit http://www.astralwizard.com/ for more complete info aboutHeroes of Might and Magic 2 and Heroes of Might and Magic 3. You can get the newest version of this faq at:- http://www.gamefaqs.com/- http://www.geocities.com/TimesSquare/Dragon/3939or you can e-mail me at arsin@indosat.net.id Unpublished work Copyright 1999-2002 Joseph Andro Artanto.>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Ia. VERSIONS>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> *Version 0.1 (10/9/1999)The initial release. *Version 0.2 (23/10/1999) Filled the Roland's and Archibald's campaign strategy. Minor corrections.*Version 0.3 (28/11/1999) Layout corrections, Minor corrections. Contact me by ICQ (55139575).*Version 0.4 (29/12/1999) A really, really big update. Added some more sections (General Tips, Using certain hero types, and some more normal strategies). The artifact list and spell list also have been updated now.*Version 0.5 (6/1/2000) Strategy Guides for normal maps section added. Minor corrections.*Version 0.6 (16/4/2000) Updates the General Tips sections. Completed the Expansion Pack campaign maps Guide section. Created the Questions of the Month section. Layout corrections. Minor corrections.*Version 0.7 (3/7/2000) Created the Author's Info section. Minor Corrections.*Version 0.8 (26/11/2000) Nothing. A complain reached me and I have given my special thanks! Please visit http://www.astralwizard.com/ for more info about the game!*Version 1.0 (7/7/2002) Nothing. Honest. Just wanted to say hi :) >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Ib. CONTENTS>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> I. VERSIONS/CONTENTSII. GAME SYSTEMIII. SPECIAL PLACES LISTIV. BUILDING LISTV. ARMY LISTVI. SPELL LISTVII. ARTIFACT LIST VIII. GENERAL TIPSIX. USING CERTAIN HERO TYPEX. STRATEGY GUIDES (BEGINNER) a.Normal Strategies b.First Week Building Tips c.Tips on Upgrading d.Fighting the Dragons e.Secondary Skills Tips f.Using Diplomacy g.Troops Assignments Tips h.The Dirty TricksXI. STRATEGY GUIDES a.Guides for Normal HOMM2 Campaigns b.Guides for HOMM2 Expansion Pack CampaignsXII. STRATEGY GUIDES (Guides for Normal Maps)XIII. QUESTIONS OF THE MONTHXIV. DISCLAIMERXV. AUTHOR'S INFOXVI. CREDITS >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Ic. DISCLAIMER>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Unpublished Work Copyright Joseph Andro Artanto 1999-2002. This FAQ and everything included within this file cannot be reproducedin any way, shape or form (physical, electronically, or otherwise) asidefrom being placed on a freely-accessible, non-commercial web page init's original, unedited and unaltered format. This FAQ cannot be usedfor profitable purposes (even if no money would be made from selling it)or promotional purposes. It cannot be used in any sort of commercialtransaction. It cannot be given away as some sort of bonus, gift, etc.,with a purchase as this creates incentive to buy and is thereforeprohibited. Furthermore, this FAQ cannot be used by the publishers,editors, employees or associates, etc. of any company, group, business,or association, etc., nor can it be used by game sites and the like. Itcannot be used in magazines, guides, books, etc. or in any other form ofprinted or electronic media (including mediums not specificallymentioned) in ANY way, shape, or form (including reprinting, referenceor inclusion), without the express written permission of the author,myself. This FAQ was created and is owned by me, Joseph Andro Artanto(arsin@indosat.net.id). All copyrights and trademarks are acknowledged and respected that are not specifically mentioned in this FAQ. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>II. GAME SYSTEM>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Heroes of Might and Magic II (HOMM2), is a strategy-adventure-RPG gamecreated by New World Computing and has been published in PC and Macintosh.However, many beginners feels confused when they play it the first time.Originally, you could choose your own map, you can just choose the campaign(recommended) or just play a map created by you or other peoples. In thefirst screen, you can choose New Game and choose what kind of game you wantto play (campaign, standard, multiplayer). Campaign leads you to a seriesof scenarios. And standard will let you to play any map in your MAPSdirectory. Finally Multiplayer will let you have a multiplayer battleagainst your friend via modem, network, or seat-by-seat/Hotseat. Hotseat isa multiplayer game in one Computer (max. 4 players).Load game is used to load your previous game. You can see some preview ofsome games created by NWC in the door (click the door on left area of themain menu).When you first enter a 'choosing maps' menu (by standard or multiplayer),click the upright button to choose your map, the info of that map is belowthe map name (like how many players, what type of heroes you want, it isoptional). Now you will enter the main game screen, which lead you to thereal game. Note, this game has experience status, this mean your level willbe increased when you have enough experience. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>III. SPECIAL PLACES LIST>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> This only apply in the world map screen, so take a note about that. If youwant to know about the buildings (inside a castle or town), armies, spells,etc, see the contents.As you know, special places are spreaded around the world, to know what theuse of certain places, see below.There is a couple of mouse icon in this game. Sword means you need to fightthat special places (like castle,army camps,etc), horses means you can walkto that place.For easy references, use 'find' and write your desired special places. * CastleThis is where you can rest, buy troops, learn new spells, or build your owncastle. If its flag isn't your own flag, it is enemy's castle.* TownSame as castle, but you cant build any buildings inside the town. You canupgrade a town into a castle if allowed.* GazeboA place that makes you meet an old man that teach you some skills, and thismeans you get some experiences by his lesson. Note that one hero only canget exp by this old man once.* ObeliskA place to get maps to reach the Ultimate Artifact (to dig the land, youmust have full 'yellow').* FountainYour luck is increased until the next battle ends.* TempleYour moral is increased until the next battle ends.* MinesThis where you get minerals like ore, crystal, gems, etc. you get some ofthem per day if you have them.* Woodfields (or something like that)Like mines, but you get woods instead minerals.* Alchemy LabYou get mercury per day.* Shrine of 1st circle, 2nd circle and 3rd circlethe place where you get certain magic of certain classes. the 1st circlelet you get a random magic from class 1 magic.* Witch HutYou can get certain skills from her (like navigation, wisdom, etc). Onlybasic ones.* ArtifactsAn important thing in this game, Artifact can make your strength or magicpower increased, even some of them will protect you from some damagingspells. See the Artifact list section for more info.* Mineral/Wood/Gold/MercuryThese are all treasures scattered around the world, collect them to getsome small amount of them.* Treasure ChestThis chest will lead you to 2 choices. The one will give you some gold, andthe other will give you some experiences.* Army CampThis where you mainly see the enemies. Go to them and you will enter abattle. You may get certain events by touching them. Like the enemies wantto join you, etc.* HeroesI know you know it. But beware of the hero's flag, as it will be the signwhose the ally and foe.* IdolSame as Fountain. Give you a luck until the next battle ends.* Tree of KnowledgeThis tree will give you a level if you have enough leadership. If not, hewill give you a fee to level up (around 10 gems).* FortGive you 1+ defense skill. Once for a hero.* Mercenary CampGive you 1+ attack skill. Once for a hero.* Witch Doctor's HutGive you 1+ knowledge skill. Once for a hero.* StonehegeGive you 1+ spell power skill. Once for a hero.* RuinsYou can buy some Medusas here.* Genie LampYou can buy some Genie here.* Peasant HutSome peasant will agree to join you.* Archer's HouseSome archer will agree to join you.* Goblin's HutSome goblin will agree to join you.* Centaur CaveSome Centaur will agree to join you.* Dwarf CottageSome Dwarf will agree to join you.* OasisGive you a several 'yellow' points.* Artesian SpringDoubles your 'green' points (magic points,manna).* City of the DeathBeat some undead units and you can buy some lich.* SkeletonYou might found an artifact or treasure from the dead bodies.* WagonSame as skeleton.* SignSomething written in there.* BottleSomething written in there.* Magellan House (or something like that)You can buy the map of the sea of the current map.* FlotsamYou might found gold or woods from there.* Treasure Chest (on the ocean)You might found an artifact or gold.* Tree HouseSome sprites will join you.* Tree CityYou can buy some sprites in there.* PyramidFight some undead and take the treasures. If the undead have been defeated,then you get bad luck instead.* Demon's CaveFight the servants or face the demons, it your decisions.* FactoryUpgrade your iron golem to steel golem.* Hill FortUpgrade some of your troops to the upgraded type.* Dragon's CityFight some dragons and you will be able to buy some red dragons.* SphinxSolve the riddle and get the prizes. If you fail, your heroes will be dead,remember, not all prizes are good.* WellFill up your 'green' points to full status.* BuoyGive a morale to your troops until the next battle ends.* GraveyardFight some undead and take the treasures. If the undead have been defeated,then you get bad morale instead.* LighthouseYour ship yellow points is increased.* Rogue's CampYou can buy some rogues from there.* RoadUsed to make your hero's movement longer. Note that heroes always take theshortest way.* Abandoned MineFight some ghost first, then the mine will be changed into a gold mine.* Wrecked Ship (there are 2 type of them)Fight some ghost first, then take the treasures. If the ghost have beendefeated, you get bad ones instead.* EventIn certain cases, you may get an event.* Whirlpool (sea only)Teleport your ship to a different random whirlpool. Note that some weakarmies (like peasant) might be killed if they enter the whirlpool.* Dimension Door (there are 3 types of them)Teleport your hero to a different dimension door (the same type only).* Watch TowerSome orcs will join you.* Halfling HoleSome halfling will join you.* WindmillGive you some resources every week when visited.* Water WheelSame as Windmill, but give you gold instead.* Magic GardenSame as Windmill* Trading PostExchange some resources with another resources. Same as Marketplace in acastle or town. If you have more marketplace, the exchange rate is better.* OracleSee opponent's status.* Troll BridgeYou can buy some trolls here after you fight them.* Desert TentYou can buy some Nomads in there.* Execution SiteSome Skeletons will join you.* XanaduHe will teach you some skills when you have enough diplomacy skill.* Faerie RingGive you a luck until the next battle ends. Same as fountain.* Lean-ToGet some resources here. One time only.* ??? (maybe im missing something) >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>IV.BUILDING LIST>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> This is apply inside a castle or a town. Some of them will allow you to buysome troops, give you a new spell, increases your moral, etc. --Knight------------ * Peasant Hut -> Peasant* Archery Range/(Upgraded)-> Archer/Ranger* Armory /(Upgraded)-> Pikeman/Veteran Pikeman* Blacksmith /(Upgraded)-> Swordman/Master Swordman* JoustingArena/(Upgraded)-> ? /Champion* Cathedral /(Upgraded)-> Paladin/Crusader* Well -> Give you 2 more units every dwelling* Statue -> Give you 250 gold every days* Farm -> Give you more Peasant every dwelling* Tavern -> Increases your defending troops moral* Moat -> Hold enemy's fighter* Mage Guild 1-5 -> Provides spells for your heroes* Right Turret -> Attack opponent's army every turn in castle* Left Turret (battle)* Fortiffication -> Increases the toughness of the wall* Captain's Quarters -> Acts as a hero inside a castle* Shipyard -> Used to create a ship* Thieves Guild -> Provides info about your opponents --Wizard------------ * Halfling Hole -> Halfling* Pen -> Boar* Cliff Nest -> Roc* Foundry /(Upgraded)-> Iron Golem/Steel Golem* Ivory Tower /(Upgraded)-> Mage/Archmage* Cloud Castle /(Upgraded)-> Giant/Titan* Well -> Give you 2 more units every dwelling* Statue -> Give you 250 gold every days* Orchard -> Give you more Halfling every dwelling* Tavern -> Increases your defending troops moral* Moat -> Hold enemy's fighter* Mage Guild 1-5 -> Provides spells for your heroes* Right Turret -> Attack opponent's army every turn in castle* Left Turret (battle)* Library -> Give you more spells of every class* Captain's Quarters -> Acts as a hero inside a castle* Shipyard -> Used to create a ship* Thieves Guild -> Provides info about your opponents --Sorcerer-------------- * Tree House -> Sprite* Archery Range/(Upgraded)-> Elves/Grand Elves* Cottage /(Upgraded)-> Dwarf/?* Stonehege /(Upgraded)-> Druid/Greater Druid* Fenced Meadow/(Upgraded)-> Unicorn* Red Tower -> Phoenix* Well -> Give you 2 more units every dwelling* Statue -> Give you 250 gold every days* Crystal Garden -> Give you more sprites every dwelling* Tavern -> Increases your defending troops moral* Moat -> Hold enemy's fighter* Mage Guild 1-5 -> Provides spells for your heroes* Right Turret -> Attack opponent's army every turn in castle* Left Turret (battle)* Rainbow -> Give the defending armies more luck* Captain's Quarters -> Acts as a hero inside a castle* Shipyard -> Used to create a ship* Thieves Guild -> Provides info about your opponents --Necromancer-- * Execution Site -> Skeleton* Graveyard /Upg-> Zombie/Mutant Zombie* Pyramid /Upg-> Mummy/Royal Mummy* Mansion /Upg-> Vampire/Vampire Lord* ? /Upg-> Lich/Power Lich* Laboratory -> Bone Dragon* Well -> Give you 2 more units every dwelling* Statue -> Give you 250 gold every days* ? -> Give you more skeletons every dwelling* Tavern -> Increases your defending troops moral* Moat -> Hold enemy's fighter* Mage Guild 1-5 -> Provides spells for your heroes* Right Turret -> Attack opponent's army every turn in castle* Left Turret (battle)* Storm -> Give the defending armies more spell power* Captain's Quarters -> Acts as a hero inside a castle* Shipyard -> Used to create a ship* Thieves Guild -> Provides info about your opponents --Barbarian-- * Goblin's Hut -> Goblin* Stick Hut /Upg-> Orc/Orc Chief* Cave -> Wolf* Adobe /Upg-> Ogre/Ogre Lord* Bridge /Upg-> Troll/War Troll* Pyramid -> Cyclops* Well -> Give you 2 more units every dwelling* Statue -> Give you 250 gold every days* Garbage Heap -> Give you more goblins every dwelling* Tavern -> Increases your defending troops moral* Moat -> Hold enemy's fighter* Mage Guild 1-5 -> Provides spells for your heroes* Right Turret -> Attack opponent's army every turn in castle* Left Turret (battle)* Colosseum -> Give the defending armies more moral* Captain's Quarters -> Acts as a hero inside a castle* Shipyard -> Used to create a ship* Thieves Guild -> Provides info about your opponents --Warlock-- * Cave -> Centaur* Crypt -> Gargoyle* Nest -> Griffin* Maze /Upg-> Minatour/Minatour King* Swamp -> Hydra* Green/Red/Black Tower -> Green Dragon/Red Dragon/Black Dragon* Well -> Give you 2 more units every dwelling* Statue -> Give you 250 gold every days* Waterfall -> Give you more centaurs every dwelling* Tavern -> Increases your defending troops moral* Moat -> Hold enemy's fighter* Mage Guild 1-5 -> Provides spells for your heroes* Right Turret -> Attack opponent's army every turn in castle* Left Turret (battle)* Dungeon -> Give you 500 gold every day* Captain's Quarters -> Acts as a hero inside a castle* Shipyard -> Used to create a ship* Thieves Guild -> Provides info about your opponents >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>V. ARMY LIST>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> As you know, I will only give description for some powerfull and usefulltroops, as it will take years to describe all of them one by one. (Long)means that unit attack with long range attack. (Fly) means it is a flyingtype troops. (Fight) means it is a fighter unit. You CAN split your army,here is the way: press shift, drag a unit you want to split to an emptybox, a menu will appear and ask you how many units you want to split. --Knight--* Peasant (Fight)* Archer/Ranger (Long)* Pikeman/Veteran Pikeman (Fight)* Swordman/Master Swordman (Fight)* Paladin/Crusader (Fight) -> Attack 2 times on a unit --Wizard--* Halfling (Long)* Boar (Fight)* Roc (Fly)* Iron Golem/Steel Golem (Fight)* Mage/Archmage (Long) -> Sometimes causes Dispel* Giant(Fight)/Titan(Long) -> Titan is 1/2 strongest unit --Sorcerer--* Sprite (Fly)* Elves/Grand Elves (Long)* Dwarf/? (Fight) -> Sometimes deflect spells* Druid/Greater Druid (Long)* Unicorn (Fight) -> Sometimes causes blind* Phoenix (Fly) --Necromancer--* Skeleton (Fight)* Zombie/Mutant Zombie (Fight)* Mummy/Royal Mummy (Fight) -> Sometimes causes curse* Vampire/Vampire Lord (Fly) -> Live again if kills some units* Lich/Power Lich (Long)* Bone Dragon (Fly) --Barbarian--* Goblin (Fight)* Orc/Orc Chief (Long)* Wolf (Fight)* Ogre/Ogre Lord (Fight)* Troll/War Troll (Long)* Cyclops (Fight) --Warlock--* Centaur (Long)* Gargoyle (Fly)* Griffin (Fly)* Minatour/Minatour King (Fight)* Hydra (Fight) -> Attack all nearest enemies* Green/Red/Black Dragon (Fly) --Other--* Medusa (Fight) -> Sometimes causes Petrify* Genie (Fly) -> Sometimes attack 'half'* Nomad (Fight)* Rogue (Fight)* Fire Elemental* Air Elemental* Water Elemental* Earth Elemental* Ghost -> Increased if kills some units* ??? --Army's Strength Table--------------------------- =============================================================== | Knight troops | | | | | | | =============================================================== | Unit |Atk |Def | HP | Dmg | Spd | Cost | --------------------------------------------------------------- | Peasant | 1 | 1 | 1 | 1 | 2 | 20 | --------------------------------------------------------------- | Archer | 3 | 5 | 10 | 2-3 | 2 | 150 | --------------------------------------------------------------- ³ Ranger ³ 4 ³ 5 ³ 10 ³ 2-3 ³ 4 ³ 200 ³--------------------------------------------------------------- ³ Pikeman ³ 5 ³ 9 ³ 20 ³ 3-4 ³ 4 ³ 200 ³ --------------------------------------------------------------- ³ Veteran Pikeman ³ 5 ³ 9 ³ 25 ³ 3-4 ³ 5 ³ 250 ³ --------------------------------------------------------------- ³ Swordsman ³ 7 ³ 9 ³ 25 ³ 4-6 ³ 4 ³ 250 ³ --------------------------------------------------------------- ³ Master Swordsman ³ 7 ³ 9 ³ 30 ³ 4-6 ³ 5 ³ 300 ³--------------------------------------------------------------- ³ Cavalry ³ 10 ³ 9 ³ 30 ³ 5-10 ³ 6 ³ 300 ³ --------------------------------------------------------------- ³ Champion ³ 10 ³ 9 ³ 40 ³ 5-10 ³ 7 ³ 375 ³ --------------------------------------------------------------- ³ Paladin ³ 11 ³ 12 ³ 50 ³ 10-20 ³ 5 ³ 600 ³ --------------------------------------------------------------- ³ Crusader ³ 11 ³ 12 ³ 65 ³ 10-20 ³ 6 ³ 1000 ³ =============================================================== ³ Barbarian troops ³ ³ ³ ³ ³ ³ ³ =============================================================== ³ Unit ³ A: ³ D: ³ HP: ³ Dmg: ³ Spd: ³ Cost: ³ --------------------------------------------------------------- ³ Goblin ³ 4 ³ 1 ³ 3 ³ 1-2 ³ 4 ³ 40 ³ --------------------------------------------------------------- ³ Orc ³ 3 ³ 4 ³ 10 ³ 2-3 ³ 2 ³ 140 ³ --------------------------------------------------------------- ³ Orc Chief ³ 3 ³ 4 ³ 15 ³ 3-4 ³ 3 ³ 175 ³--------------------------------------------------------------- ³ Wolf ³ 6 ³ 2 ³ 20 ³ 3-5 ³ 6 ³ 200 ³ --------------------------------------------------------------- ³ Ogre ³ 9 ³ 5 ³ 40 ³ 4-6 ³ 2 ³ 300 ³ --------------------------------------------------------------- ³ Ogre Lord ³ 9 ³ 5 ³ 60 ³ 5-7 ³ 4 ³ 500 ³--------------------------------------------------------------- ³ Troll ³ 10 ³ 5 ³ 40 ³ 5-7 ³ 4 ³ 600 ³ --------------------------------------------------------------- ³ War Troll ³ 10 ³ 5 ³ 40 ³ 7-9 ³ 5 ³ 700 ³ --------------------------------------------------------------- ³ Cyclope ³ 12 ³ 9 ³ 80 ³ 12-24 ³ 5 ³ 750+ 1cr ³ =============================================================== ³ Sorceress troops ³ ³ ³ ³ ³ ³ ³ =============================================================== ³ Unit ³ A: ³ D: ³ HP: ³ Dmg: ³ Spd: ³ Cost: ³ --------------------------------------------------------------- ³ Sprite ³ 4 ³ 2 ³ 2 ³ 1-2 ³ 4 ³ 50 ³ --------------------------------------------------------------- ³ Dwarf ³ 6 ³ 5 ³ 20 ³ 2-4 ³ 2 ³ 200 ³ --------------------------------------------------------------- ³ Battle Dwarf ³ 6 ³ 6 ³ 20 ³ 2-4 ³ 4 ³ 250 ³ --------------------------------------------------------------- ³ Elf ³ 4 ³ 3 ³ 15 ³ 2-3 ³ 4 ³ 250 ³ --------------------------------------------------------------- ³ Grand Elf ³ 5 ³ 5 ³ 15 ³ 2-3 ³ 6 ³ 300 ³ --------------------------------------------------------------- ³ Druid ³ 7 ³ 5 ³ 20 ³ 5-8 ³ 4 ³ 350 ³ --------------------------------------------------------------- ³ Greater Druid ³ 7 ³ 7 ³ 25 ³ 5-8 ³ 6 ³ 400 ³ --------------------------------------------------------------- ³ Unicorn ³ 10 ³ 9 ³ 40 ³ 7-14 ³ 5 ³ 500 ³ --------------------------------------------------------------- ³ Phoenix ³ 12 ³ 10 ³ 100 ³ 20-40 ³ 7 ³ 1500+1m ³ =============================================================== ³ Warlock troops ³ ³ ³ ³ ³ ³ ³ =============================================================== ³ Unit ³ A: ³ D: ³ HP: ³ Dmg: ³ Spd: ³ Cost: ³ --------------------------------------------------------------- ³ Centaur ³ 3 ³ 1 ³ 5 ³ 1-2 ³ 4 ³ 60 ³ --------------------------------------------------------------- ³ Gargoyle ³ 4 ³ 7 ³ 15 ³ 2-3 ³ 6 ³ 200 ³ --------------------------------------------------------------- ³ Griffin ³ 6 ³ 6 ³ 25 ³ 3-5 ³ 4 ³ 300 ³ --------------------------------------------------------------- ³ Minotaur ³ 9 ³ 8 ³ 40 ³ 5-10 ³ 4 ³ 400 ³ --------------------------------------------------------------- ³ Minotaur King ³ 9 ³ 8 ³ 45 ³ 5-10 ³ 6 ³ 500 ³ --------------------------------------------------------------- ³ Hydra ³ 8 ³ 9 ³ 75 ³ 6-12 ³ 2 ³ 800 ³ --------------------------------------------------------------- ³ Green Dragon ³ 12 ³ 12 ³ 200 ³ 25-50 ³ 4 ³ 3000+1s ³ --------------------------------------------------------------- ³ Red Dragon ³ 13 ³ 13 ³ 250 ³ 25-50 ³ 5 ³ 3500+1s ³ --------------------------------------------------------------- ³ Black Dragon ³ 14 ³ 14 ³ 300 ³ 25-50 ³ 6 ³ 4000+2s ³ =============================================================== ³ Wizard troops ³ ³ ³ ³ ³ ³ ³ =============================================================== ³ Unit ³ A: ³ D: ³ HP: ³ Dmg: ³ Spd: ³ Cost: ³ --------------------------------------------------------------- ³ Halfling ³ 2 ³ 1 ³ 3 ³ 1-3 ³ 3 ³ 50 ³ --------------------------------------------------------------- ³ Boar ³ 5 ³ 4 ³ 15 ³ 2-3 ³ 6 ³ 150 ³ --------------------------------------------------------------- ³ Iron Golem ³ 5 ³ 10 ³ 30 ³ 4-5 ³ 2 ³ 300 ³ --------------------------------------------------------------- ³ Steel Golem ³ 7 ³ 10 ³ 35 ³ 4-5 ³ 3 ³ 350 ³ --------------------------------------------------------------- ³ Roc ³ 7 ³ 7 ³ 40 ³ 5-8 ³ 4 ³ 400 ³ --------------------------------------------------------------- ³ Mage ³ 11 ³ 7 ³ 30 ³ 7-9 ³ 5 ³ 500 ³ --------------------------------------------------------------- ³ Archmage ³ 12 ³ 8 ³ 35 ³ 7-9 ³ 6 ³ 700 ³ --------------------------------------------------------------- ³ Giant ³ 13 ³ 10 ³ 150 ³ 20-30 ³ 4 ³ 2000+1g ³ --------------------------------------------------------------- ³ Titan ³ 15 ³ 15 ³ 300 ³ 20-30 ³ 6 ³ 5000+2g ³ =============================================================== ³ Necromancer ³ ³ ³ ³ ³ ³ ³ ³ troops ³ ³ ³ ³ ³ ³ ³ =============================================================== ³ Unit ³ A: ³ D: ³ HP: ³ Dmg: ³ Spd: ³ Cost: ³--------------------------------------------------------------- ³ Skeleton ³ 4 ³ 3 ³ 4 ³ 2-3 ³ 4 ³ 75 ³ --------------------------------------------------------------- ³ Zombie ³ 5 ³ 2 ³ 15 ³ 2-3 ³ 2 ³ 150 ³ --------------------------------------------------------------- ³ Mutant Zombie ³ 5 ³ 2 ³ 20 ³ 2-3 ³ 4 ³ 200 ³--------------------------------------------------------------- ³ Mummy ³ 6 ³ 6 ³ 25 ³ 3-4 ³ 4 ³ 250 ³ --------------------------------------------------------------- ³ Royal Mummy ³ 6 ³ 6 ³ 30 ³ 3-4 ³ 5 ³ 300 ³ --------------------------------------------------------------- ³ Vampire ³ 8 ³ 6 ³ 35 ³ 5-7 ³ 4 ³ 500 ³ --------------------------------------------------------------- ³ Vampire Lord ³ 8 ³ 6 ³ 40 ³ 5-7 ³ 5 ³ 650 ³ --------------------------------------------------------------- ³ Lich ³ 7 ³ 12 ³ 25 ³ 8-10 ³ 5 ³ 750 ³ --------------------------------------------------------------- ³ Power Lich ³ 7 ³ 13 ³ 35 ³ 8-10 ³ 6 ³ 900 ³ --------------------------------------------------------------- ³ Bone Dragon ³ 11 ³ 9 ³ 150 ³ 25-45 ³ 4 ³ 1500 ³ --------------------------------------------------------------- =============================================================== ³ Neutral troops ³ ³ ³ ³ ³ ³ ³ =============================================================== ³ Unit ³ A: ³ D: ³ HP: ³ Dmg: ³ Spd: ³ Cost: ³ --------------------------------------------------------------- ³ Rogue ³ 6 ³ 1 ³ 4 ³ 1-2 ³ 5 ³ 50 ³ --------------------------------------------------------------- ³ Nomad ³ 7 ³ 5 ³ 20 ³ 2-5 ³ 6 ³ 200 ³ --------------------------------------------------------------- ³ Ghost ³ 8 ³ 6 ³ 20 ³ 4-6 ³ 5 ³ 1000 ³--------------------------------------------------------------- ³ Medusa ³ 8 ³ 9 ³ 35 ³ 6-10 ³ 4 ³ 350 ³ --------------------------------------------------------------- ³ Genie ³ 10 ³ 9 ³ 50 ³ 20-30 ³ 6 ³ 750+1g ³--------------------------------------------------------------- ³ Earth Elemental ³ 8 ³ 8 ³ 50 ³ 4-5 ³ 3 ³ 500 ³ --------------------------------------------------------------- ³ Water Elemental ³ 6 ³ 8 ³ 45 ³ 3-7 ³ 4 ³ 500 ³ --------------------------------------------------------------- ³ Fire Elemental ³ 8 ³ 6 ³ 40 ³ 4-5 ³ 5 ³ 500 ³ --------------------------------------------------------------- ³ Air Elemental ³ 7 ³ 7 ³ 35 ³ 2-8 ³ 6 ³ 500 ³--------------------------------------------------------------- >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>VI. SPELL LIST>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> --Level 1 Magic------------------- HASTEMost useful 1st level spell.. since it can turn otherwise deficient monsterstacks in killer armies. Examples.. a big stack of Steel Golems can nowreach the opposing army in 2 turns. Your big stack of slow or averageshooter troops can now shoot before the enemy flyers or shooters. TheHydras become very, very dangerous. A huge stack of skeletons can reach theother side in 2 turns while your cheap sacrificial stack of shooters drawsthe fire... In general, it can give you the very important first attack. SLOWOpposite of Haste... almost as useful but less versatile since if you castit too soon the enemy spellcaster will probably dispel it. Can save yourbutt against fast flyers since this will give your shooters time to destroythem. Also useful combined with Blind to stop the enemy from fleeing beforeyou have a chance to destroy him. Timing is foremost when using this potentspell. Either use it after the enemy casted his own spell or on the fasttroop going up next which you want to attack first. BLESSVery good on certain troops that have a large range of damage. Also assuresyou of inflicting maximum damage. For example, Bless used on crusaders andphoenix double up their damage inflicting points permitting you, underideal conditions, to kill double the monsters you would usually havedestroyed with an unblessed stack doing minimum damage. Of course, doingminimum damage with an unblessed unit is very unlikely since the damagedone by any stack is an average. CURSEOpposite of Bless. Very good also but more "passive" than his counterpartsince you can't always control which of your stacks, the enemy stack willattack first (unless you have shooters). The enemy will rarely dispel thisspell. Use it against the monster stack that scares you the most : the fastflyer troops or the big stack of enemy shooters. SHIELDExtremely nice to have when you go up against big shooter armies. Use it onyour strongest shooter stack who will draw the majority of attacks from theAI. Unfortunately, the usefulness of Shield is limited because it does notprotect against ballista and turret fire. DISPEL MAGICOne of the tough spells to use well. More useful in the later parts of thegame. Try to use this spell against an enemy stack having multiple positivespells. I typically use it against the most dangerous enemy stack,especially if it already has bless and steelskin. I use Cure instead ofDispel Magic when I want to remove negative spells from one of my stacks. MAGIC ARROWThe first *direct* offensive spell. Good against low-level troops and verygood when you have a high spell rating but no lightning or not enoughspells points left to cast it. Also good when you don't want the enemy toflee, which it will usually do, when it only has a couple of monsterstacks left. CUREDid you know that this spell not only cures your hit points but alsoremoves all negative spells ? Making this almost the equal of Dispel Magic.I rated it so low because the number of hit points gained when casting itis much too minimal. I mostly use it on my high-level monster stacks (likePhoenix or Bone Dragons). BLOODLUSTAttack +3. In concrete terms, what this means is that, under idealconditions, you could get a 30 % damage bonus. I cast it when I havenothing else better to cast. STONESKINDefense + 3. In concrete terms, this means that, under ideal conditions,you could get 30 % less damage (if the difference between his attack andyour defense skill were 3 points or higher before you casted) from an enemyattack on the stack that is stoneskinned. I cast it when I have nothingelse better to cast. VIEW MINESI only use it in the beginning game to check out where the *necessary*mines are hidden. By *necessary* mine, I mean the mine that produces theresource you need most to build the advanced-level structures. For example,sulfur for Warlocks, wood for knights, ore for barbarians, gems forwizards, etc. VIEW RESOURCESI will use it if I have it.. but I prefer getting the other spells. Can beuseful if there are no nearby mines of the type you desire. --Level 2 Magic------------------- BLINDOne of the most underestimated spells out there. What good is the killermonster stack of the enemy if it cannot move or attack due to the Blindspell ? Timing is very important for this spell : either cast it on thefastest troop of the enemy, wait until he has already cast his own spell,or time it so that the blinded stack is the one going up next. If the enemydispels it after his unit has already lost his turn then it's too late forthe current turn. If he dispels it before that blinded stack would havenormally gotten its turn, then the stack will attack normally. Generallycast Blind on the most dangerous monsters... faster units first. Alsouseful in keeping the enemy from fleeing. A sure way to insure that anenemy stack will lose the current turn is by attacking it before thecomputer opponent has a chance to dispell it. Something we rarely, if ever,think about is that a blinded creature retaliates with half-damage unlessyou shoot it from afar with missiles or offensive spells in which case theenemy gets no retaliation at all. Finally, keep in mind that this spelldoesn't work on undeads and Titans. LIGHTNING BOLTThe best "direct" offensive spell that damages a single stack. I use it allthe time. Its use is pretty straightforward : point and shoot. Useful fordestroying remaining enemy units you don't want to see fleeing. As always,cast Lightning on the most dangerous unit that can attack you right away(that means walker troops are the last target choice). VISIONSOne of the best spells if you manage to get it. It's one of the rarerspells because of it's great usefulness. If New World Computing did notwant us to have it very often, they should have given it a higher-levelspell rating. Visions tells you how a nearby wandering monster stack willreact when you encounter it (join, flee, attack). It also gives you thenumber of units present. From intuition and experience, I can usually tellif an enemy stack will join me or not, but having this great spell makes myjob easier. Don't cast Visions on everything though, cast it on stacks thatyou must absolutely pass or that you suspect might join you. STEELSKIN+6 on Defense. Quite good when you want to protect one of your importantstacks. I usually cast it on my best shooters or the flyers who areattacking deep in enemy territory. In concrete terms, this spell can lowerthe damage received by about 40 % on the steelskinned unit, under idealconditions (if the attacker's attack rating is 5 points or higher than thedefender's defense rating.. before you cast the spell). COLD RAYNot a bad spell similar to Lightning Bolt but less powerful. I never castit if I already have Lightning unless I have the cold icicle item. It's apoint-and-shoot offensive spell. DISRUPTING RAY-3 on Defense each time you cast it. Some people like this spell becauseit's permanent and cumulative. Well, I rarely use it because I think itcosts too much. I guess you could use this instead of Curse if you'rereally scared of the offensive power of a given enemy stack. The enemycan't dispel it.. so that's good. I still think the AI uses this spell toooften. DRAGON SLAYER+5 attack against Dragons. This is a must against Dragons. It also worksagainst Bone Dragons. Cast it on your highest-level stack (Titans, Phoenix,etc). Can possibly inflict 50% more damage on any Dragon stack. Dragonslayer combined with Bless makes your attacking unit quite dangerous. Ifyou don't know what to cast against Dragons, which are immune to all magic,this one is a good bet... DEATH RIPPLEAnother very specialized spell only useful if you army is entirely composedof undead troops. Don't cast it unless your hero has a high spell powerrating. The power of this spell is not strong enough imho (only x5 Power),but it's a 2nd level spell so that's too be expected. The good point isthat it affects all living troops equally. Can serve as a weak mini-armageddon spell. Possibly useful combined with Anti-magic. SUMMON BOATSummons any nearby boat that you "control" or that has never beenpreviously controlled by anyone. Can be quite good in water-basedscenarios... For example, you disembark on one side of the desert island,explore it, reach the other side, cast Summon Boat and board the boat. Thisspell can save you a lot of exploring time. HAUNTRenders a mine useless for all players until the protecting ghosts aredefeated. In the rare times, I got it, I barely used it. Of course, don'tuse this on your own nearby mines :-) Can be useful if a spellcasting scouthero goes deep into enemy territory and casts it on essential mines of theenemy (ex : Haunt on the sulfur mines of the enemy warlock). VIEW ARTIFACTSI almost never use this because I usually have a lot of scouting heroesshowing me exactly what nearby items are good enough to risk my valuabletroops. If I get it, I will cast it one time just to see if there might notbe a "clump" of items close by. The funny part is : that they are usuallyguarded by a very strong army... --Level 3 Magic------------------- MASS HASTEMakes all your own monster stacks quicker. I gave Haste the first place inthe first part of my spellcasting guide therefore it's only fair that Igive it the same "honor" in the 3rd part ;-) All that I said for Hasteapplies here too but on a larger and better scale. If you play well, andbecause most of your troops will attack before your enemies, you can reallydevastate the opposition. Extremely useful when you have a fast army orbetter (think Sorceress). Your opponent cannot dispel all those hastes,even if he has Mass Dispel, because he may not even have the chance to gethis turn :-) Watch out for the remaining couple of enemy troops, they couldflee. TELEPORTA very rare spell but very good when you manage to find it. This canteleport any one of your ground troops on the other side of the maptherefore providing you with a quicker attack. Use it on tough very slow,slow or average troops (Hydras are the best) when it is their turn. Expectthis teleporting stack to suffer some heavy casualties. Useful forteleporting ground troops inside or outside castles. I also teleport myground troops next to the enemy's shooters most of the time (between 2stacks of shooters if I can). PARALYZEA better version of the already nice Blind spell. You use it the same wayas Blind (see part 2) except you don't have to worry about retaliation somuch anymore. Therefore faster and weaker creatures that would die from aretaliation (against a blinded enemy) can give the first strike (against aparalysed enemy). It's a little more expensive than Blind but most of thetime it's worth it. ANTI-MAGICThis is a must-have spell if you go up against powerful spellcasters. Ingeneral, I cast it on my strongest highest-level or more damaging stack. Ifyou have shooters in your army that you want to keep, then it's a good ideato cast Anti-Magic on them before your best stack since the AI will almostalways attack the shooters first. If you also have an all-damaging spell(like Elemental Storm or Armageddon) then you can attack with only onetough monster stack... casting Anti-Magic on the first turn and the all-damaging spell on the second turn. If you see that a spellcaster isconstantly casting negative spells on the same unit stack, by all meanscast Anti-Magic to protect this valuable stack. MASS BLESSThe spell to use if you want to beef up your offensive potential. Most ofthe tips for the simple Bless (see part 1) also apply here. Very good ifyour stacks have a big "range" of damage (ex: Phoenix with 20-40 points orNomads with 2-5 points each). MASS CURSEThe spell to use when the enemy has a lot of very damaging units. Most ofthe tips for the simple Curse (see part 1) also apply here. Very good ifthe enemy's stacks have a big "range" of damage. ANIMATE DEADThe resurrect spell for the Necromancer hero ! Only a 3rd level instead of5th level therefore providing a certain advantage to the Necromancer playerif he manages to get it. You have a better chance of getting it than theresurrect spell but it's mostly useless for the other types of heroes. Aspecialized spell that should be rated much higher if you play theNecromancer and lower if you play any other kind. I usually cast it on myVampire Lords or Bone Dragons... MASS DISPELThe spell to use when a lot of your stacks have negative spells on them. Itwon't happen very often though since the AI seems to prefer casting manydifferent negative spells on the same unit (most of the time : your bestshooter stack). The Dispel is useless against Disrupting Ray. Most of thetips for the simple Dispel Magic (see part 1) also apply here. EARTHQUAKEAn underestimated spell... Destroys the castle walls sooner thereforemaking the castle ballistas destroyed sooner. Castle ballistas destroyedsooner means a lot less casualties for your shooters. A lot less casualtiesfor your shooters means a stronger army. A stronger army means a quickervictory ! Particularly good if you cast it 2 consecutive times at thebeginning of the battle. Less useful if you attack a new lightly-builtcastle with only one ballista. DEATH WAVEStronger version of Death Ripple. Cool spell effect that damages all livingtroops. Only useful for Necromancer players. Can serve as a mini-armageddonspell. If your Necromanger gets this spell, the Death Ripple spell willalmost never be used anymore. Having a good spell rating for the herocasting it is a "must". Death Wave is rated higher for Necromancer playersand much lower for all the other types of players. HOLY WORDVery good if you go up against a Necromancer player that doesn't have theitem countering it. Specialized spell only useful against undead. Uselessfor the necromancer army and of limited use for the other hero types ifthere is no Necromancer present on the map. Can be used to kill wanderingundead troops FIREBALLFirst general area-damaging offensive spell. Because of its lack of"destroying" punch, I prefer to use the good old Lightning spell. Thisspell should be given a power boost. Useful if you have a high spell-ratingand/or when you attack low-level stacks (like halflings or goblins). Alsogood for stopping the enemy from fleeing if he only has a couple of stacksleft. COLD RINGSimilar to Fireball but with a slight twist. It creates a "ring" ofdamaging ice around one of your units not killing your own stack. Not badif one of your good units is surrounded. Good against low-level troops,useless against high-level troops. Also nice to have when you go up againstwandering low-level shooter stacks (cast it between the 2 enemy stacks).Like Fireball, it badly needs a power boost. VIEW HEROESNot bad but not extremely good either. Can show the exact number andlocation of heroes that each of your opponents has. Frequent use of thisspell can save your scouting heroes from ambush. Useless when you haveexplored most of the map. VIEW TOWNSOnly useful to give you a general attack direction. I will cast it once ortwice and forget about it. Can also show you if your enemies have capturedany new towns or built up castles. IDENTIFY HEROMost useless 3rd level spell since I generally have enough thieves guildsby then to know the size of the opposing army. My agressive tactics alsomean that the first defended castle I take will be lightly-defended by abeginner or intermediate hero. BTW, it may not be pretty, but if you attackan enemy army and you find out too late it's too strong for you, there'salways retreating and surrendering ;-) --Level 4 Magic-- CHAIN LIGHTNINGMy personal favorite spell. It may not be the strongest or most versatilespell but it packs a lot of offensive punch anyway. When I have the goodfortune to find it, I use it almost exclusively along with my bestspellcaster and army. No other offensive spell (that does not kill yourtroops too) is this damaging to your enemies with the exception ofArmageddon and Dragons. Of course, you have to watch out, when you castthis potent spell, about not zapping your own troops. I usually cast ChainLightning on my first turn while all the opponent stacks are on the otherside of the map close together. My first target will be the most dangerousand immediately damaging unit. Therefore, I will usually shoot the bolt ata big stack of shooters close to flying troops or vice-versa. You can stillcast the spell when you go up against only 3 enemy stacks since the 4thvictim (one of your stacks) will suffer practically no damage. I almostnever cast it against an army of only 2 units. If you cast the spell on thesecond or third turn, watch out for your own flyers who may already haveengaged the enemy. Never cast it on a enemy unit close to yours unless youdon't care about killing your own unit too. This spell is usually betterin the early and midgame. In the endgame, Mass Slow is better. MASS SLOWEver wonder why this spell is rated a 4th-level spell while his oppositecounterpart Mass Haste is only a 3rd-level spell? It's in part because thisgreat underestimated spell will give you first strike against the majorityof the opposing stacks. But the real reason is that it will stop all enemyflyers from reaching your shooters in only one turn ! The enemy shooterswill also fire last giving you a chance to devastate them with your ownarmy. Some ground enemy troops will arrive to your side sooner than others.That way, you can concentrate on usually 1 or 2 walker stacks instead of 4at the same time. Fleeing, for the enemy, is also rendered more difficult.A well-cast Mass Slow combined with good tactics can give you the victorybefore your opponent even has a chance to take one turn ! Most of the tipsfor Slow (see part 1) also apply for Mass Slow. BERSERKI consider this spell better than the 5th-level spell Hypnotize. Why ?Because even though you cannot control the actions of the berserked unit,you can decide to berserk almost any kind of enemy stack with no regard toits strength. The berserk spell will dissipate after one attack so make itcount. Imagine you're going up against a superhero with 8 Red dragons and50 Minotaur Kings next to each other. You know that your spells cannotaffect the dragons so you cast Berserk on the Minotaur Kings who go upnext. If you're lucky, the Minotaur kings will attack the dragons (or thenearby gargoyles) and get attacked in return ! Presto : the MK stack haslost its turn, the attacked unit has lost the ability to retaliate for therest of the turn (unless it has unlimited retaliation) and both stacks aredecimated :-) The best part is that Berserk doesn't cost a lot to cast(only 12 points). Casting it at the correct time is very important sinceyou don't want to see it dispelled. In any given turn, either cast it atthe enemy unit that will go next, the fastest enemy stack or when the enemyhas already cast his own spell. A secondary usage of this spell would be tostop a single unit army from fleeing. Sometimes, you will also want to stopa particular enemy stack from getting his turn until you are ready toattack it. Blind and Paralyse are better in that respect, but sometimes youwon't have them. Last warning : do not attack a berserked unit until it hasalready attacked one of his own. METEOR SHOWERA very nice offensive spell that usually damages 2 units but can sometimesdamage more (if they're all close together). A clever use of this spell isto send a flyer stack next to an enemy shooter stack without attacking. Allthe close enemy walkers and flyers (if you have no shooter troops) willthen proceed to attack this lone flyer stack. Cast Meteor Shower whenthey're all clumped together. You will lose your own flying stack but willhave done a lot of damage to the majority of his units. A variation on thistactic is the sacrificial shooter unit which will attract all enemy flyingtroops. On the first turn of a combat, I usually cast Meteor Shower betweena shooter stack and flying stack since they're the most likely to damage meright away. On the next combat turns, if I see no enemy "clumps" then Iwill proceed to cast it again on the shooters if they're close to any othersignificant enemy unit. If the shooter stack is alone, then cast Lightning.Another likely target for Meteor Shower is a group of walkers slowly comingtowards me. The power and range of this spell makes it more useful thanFireball, Cold Ring and Fireblast imho. TOWN GATEFinally a good useful adventure spell :-) It is very rare. Probably becauseof its effectiveness. It will transport the hero casting it to your nearesttown. What this means is that you can afford to be more reckless. Evenattacking sooner than would be prudent will not be a problem, since if youhave enough spell points, you can "gate" back to your town forreinforcements. Extremely useful for strong heroes with depleted armiesthat have done a lot of battles deep in enemy territory or weak midlevelscouts who stumble upon a stronger enemy hero. After coming to a deadendwhile exploring, you can teleport back to avoid losing precious traveltime. HOLY SHOUTA very specialized spell that only damages undead creatures. Can be quiteuseful against Necromancer troops if you have a high-level spellcaster. Thepower is good and it kills only undead troops not your precious livingtroops. Therefore if you have a knight, barbarian or wizard army, you canuse this as your own little Armageddon without killing your own troops too(see Storm for Sorceress and Armageddon for Warlock). Mostly useless forNecromancer heroes unless they are lucky enough to find the magic itemmaking them immune. On maps with no Necromancer opponents, Holy Shout canstill serve to kill wandering undead armies. If you get this spell, youwill most likely forget about Holy Word. STORMA little more powerful than Holy Shout but it also kills all troops, makingno discrimination between dead and living. If you play anything other thana sorceress or a warlock, then this spell only serves when you want toweaken a powerful enemy army approaching your castle. You hire a wizard (orany hero with advanced wisdom), make sure he has a very fast unit andattack the enemy. You cast Storm on your first turn. You will die rightaway but will have weakened the enemy a bit. Try to redo this as long asyou have enough money and/or wizards. This spell could also be useful forhigh-level spellcasters with Anti-Magic. They should stomp around with onevery tough single stack, cast Anti-Magic on the first turn and Storm on thesecond. Storm with Phoenix is a killer-combination since Phoenix are immuneto all elemental spells and almost always strike first :-) It gives aneeded little secret weapon to the sorceress player. RESURRECTIONWell.. what can I say about this one. If you have a sufficiently strongarmy combined with an adept spellcaster hero, you can win almost any singlecombat against any army whatsoever (except Dragons of course ;-). But itcan save your butt in only one combat since the resurrected troops willdissapear at the end... If the fight was the least bit close-matched, thenyou will have very few surviving troops left and no more spell points. Makesure you have at least ONE non-resurrected troop still surviving by the endof the tough battle or you will eliminated along with your opponent. FIREBLASTI almost never use it because the great area of effect is upset too much bythe low power of the spell. I prefer using Meteor Shower, Chain Lightningand Lightning. The only real use I see for it.. is if you go up against alot of similar low-level troops. That means that Fireblast will be mostlyused against wandering monster stacks and NOT against an enemy hero army(unless his army really sucks :-). Could possibly be useful as a way toavoid enemy fleeing if the enemy has 2,3 or 4 low-numbered low-level stacksremaining. MASS SHIELDHalves the damage from enemy shooters for all your troops. Most of thetime, I have better spells to cast than this. Since the all enemy shooterswill usually concentrate their fire on your best shooter stack, why notcast a single Shield and a Steelskin on your victimized shooter stack ? Useyour precious spell points for something better. Of course, there arealways exceptions... Against wandering armies of mid or highlevel shootersand against heroes with lots of different shooter troops, this spell canliterally save your life. I still think this should have been a 3rd-levelspell. The tips for the simple Shield (see part 1) also apply for MassShield. MASS CUREMostly useless since the power of the curing spell power is not powerfulenough (only 5x spell power). If you use it, cast it as a Mass Dispel onyour own troops. It won't happen very often anyway except in very bigbattles at the end of the game. The tips for the simple Cure (see part 1)also apply for Mass Cure. VIEW ALLBy the time I get this, I usually have explored most of the map. So I amvery disappointed when one of my two precious 4th-level spots is filled bythis "dud". Could be useful in large or extra-large maps if only to keeptrack of the moving heroes and by showing you where the towns are located.By knowing where the towns are, you then have a better chance of guessingfrom where the enemy armies will come. It also gives you a better generalsense of direction :-) All the tips for all the other View Spells applyfor View All. SET AIR/EARTH/FIRE/WATER GUARDIANWhat a coincidence... number 13 :-) As it stands now this spell is more ofa liability than something helpful. With the current bug (hopefully fixedby the 1.2. patch), you cast this to protect your mines, the enemy herocomes along with his big army, captures the mine and your own Elementalsnow guard the mine against you. How nice ;-) I will probably rate it higherwhen the patch comes out but not a LOT higher.Update : The terrible bug exposed in the previous paragraph has been fixedby the latest patch. Unfortunately, I still don't like or cast those kindof spells very much. The cost is too high (15 spell points !) and theresults are not that great. As for Haunt, it can be useful if you reallywant to stop a certain opponent from getting resources from a certain typeof mine (ex : sulfur for a Warlock). Contrary to Haunt, the mine will stayin your possession but defended by Elementals against any opponent whowould dare to take it. If you're being invaded or suspect you'll getinvaded by strong attackers, Set Elemental Guardian is a nice way to keepyour mines. Of course, you would have to setup those protections BEFORE theenemies steal your mines and forces you to flee or stay in your castle.Those spells are more rare than others of the same level. --Level 5------------- TOWN PORTALImho, the best spell in the HOMM 2 game. It will teleport you to *ANY* ofyour own towns. This spell is so powerful that when you get it, the gameis pratically finished for your adversaries. The designers probably knowthis too because they made this spell so rare. In all the games I'veplayed, I've gotten Town Portal a grand total of only 2 times! With a high-level spellcasting hero you teleport from one castle to the next, takingthe best troops in each. You're almost dead and deep in enemy territory,you cast Town Portal and your hero is saved. You have your killer armyexploring far away from the front and one of your weaker castles there isabout to be captured ? Simple, you teleport inside the attacked town at thelast possible moment and trounce the surprised enemy. You need to get aparticular spell from one of your faraway castles ? Again you're only alittle Town Portal away. You need to get from one point of an extra largemap to another in a hurry ? Chances are that you have a nearby castle thatcan save you days or weeks of slow ground travel. This spell eliminatesdistances and permits you to leave almost of your castles practicallyundefended. The only thing to watch for is the number of spell points youcurrently have. Of course, you also need to have scouted the mapbeforehand and control more than 1 castle for Town Portal to be useful ;-) DIMENSION DOORThe 5th-level spell that costs the least. You also need a hero with a veryhigh knowledge rating to make the most of it. Dimension Door can serve mostof the same kinds of functions than Town Portal but with a little moredifficulty. Any hero in trouble can teleport himself away from danger.Your best army can still reach the undersieged castle in good time (nottrue if it's too far away). Dimension Door can sometimes teleport you intreasure-rich areas protected by monsters otherwise too strong for you. Itcan also make you reach otherwise inaccessible parts of the maps. You don'thave to take the big detour anymore to pass the great chain of mountains.You can pass it easily by teleporting. This spell generally saves you a lotof travel time. Teleporting next to wells is really a "must" when usingDimension Door. When there are no wells present and you are almost out ofspell points, go to your nearest castle and stay the night. A highLogistics skill and items that increase your movement (like Boots) permityou to cast Dimension Door more often. In theory, if you found a well eachtime you were almost out of spell points, you could traverse the length ofthe map in a matter of days. RESURRECT TRUEThis is the best combat "defensive" spell you can get... since the bestprotection is not dying permanently :-) I usually cast it on my best and/ormost useful stack (4th-level monsters or higher). Since the computer enemyreally likes to attack your shooters, you will probably end up"resurrecting" those kind of stacks more often. Calcutate the numbers ofpossible resurrected troops before casting it by multiplying the SpellPower rating of your hero by 50x. For example, a Warlock with 20 spellpoints will resurrect for 1000 hit points of dead troops. In other words,it could be 3 Titans, 16 Ogre Lords or 100 Rangers. This spell, possiblycombined with Mirror Image, makes your Titans better than Dragons. Pleasenote that Dragons (unfortunately) cannot benefit from any spells becausethey are immune to all magic. Remember also that the Necromancer can alsocreate more skeletons with his necromancy skill and that Vampire Lords insufficient numbers can regenerate their numbers while in combat. AnimateDead costs 5 points less to cast than Resurrect True but only works onundead troops. On the other hand, Resurrect and Resurrect True work on allliving creatures except Dragons but not on undead. ARMAGEDDONExtremely useful with Dragons.. much less useful when you have othertroops. The Dragon-Armageddon combo is something all advanced HOMM 2players should know about. For those who are in the dark about thisexcellent strategy, here's how it works: You give only Dragons (preferablyBlacks) to your hero who has expert wisdom and lots of spell points. Sincethe Dragons are immune to magic, your super-spellcaster can cast Armageddonto his heart's content (at least until you run out of spell points) withoutlosing any troops ! The only way you can lose a few of your Dragons is ifthe opponent has a much, much bigger and better army than yours, if he hasDragons too or if he casts Anti-Magic on his highest-level monster stack.This won't happen very often (if ever) against computer opponents but watchout against sneaky human adversaries :-) The 2 other uses for this spellare good if you don't have Dragons in your army. In the first HOMM 1 game,you could hire a lot of Warlocks and make them do kamikaze attacks (withone very fast unit) on the huge enemy army approaching your castle. It wasa great way to weaken an otherwise invincible army into more manageablenumbers if you had lots of gold. Well in HOMM 2, it's not so easyanymore... The best you can hire as a starting spellcaster is a hero withadvanced wisdom which is not enough to cast Armageddon. There's always theoption of kamikazing a mid-level hero with expert wisdom but I considerthis a waste. Don't despair, there is still hope. You can use ElementalStorm as a substitute if you're lucky enough to get it :-) There's also theoption of casting Anti-Magic on your best stack and Armageddon on thesecond turn. See part 4 of this guide for the Phoenix-Storm combo and theHoly Shout-Living Troops combo. SUMMON ELEMENTALQuite a good spell but also the most expensive one to cast. Getting theElemental-friendly items are a great help. As for most of the level-5spells, the effectiveness of Summon Elemental is directly related to theSpell Power rating of your hero. This spell is almost as rare as TownPortal. I won't go into all the different immunities and weaknesses of thedifferent elementals but be aware of them. With luck, you can use a mass-destruction spell combo or get a much-needed spell immunity with the kindof elementals you manage to get. Examples of Elemental-Destructive Spellcombos are : Air-Meteor Shower (you keep your Elemental stack close to amajority of enemy stacks), Earth-Chain Lightning, Fire-Fireblast (not verygood) and Water-Cold Ring (just a joke :-). Keep in mind that ALLElementals are immune to ALL mind spells. I'm not sure about this but Ithink the AI has a tendancy to attack the Elemental stacks first (afteryour shooters). Casting 2 or more Summon Elementals in the same combat candefinitely "stack" the odds in your favor. Here is a handy little chart fordetermining which elemental is immune to which spell : ELEMENTAL TYPE = SPELL IMMUNITIES EARTH = Lightning, Chain Lightning, Meteor ShowerAIR = Meteor ShowerFIRE = Fireball, FireblastWATER = Cold Ray, Cold Ring MIRROR IMAGEAlso a very good spell which could have been rated much higher. Level-5spells ratings are mostly a matter of personal preference so please don'tflame me too much :-). I use Mirror-Image on my best and/or highest levelcreature stack (usually Titans, Phoenix or Bone Dragons) with the possibleexception of sometimes casting it on a huge stack of shooters or flyerswhich are fast and can attack first. Timing is everything on this spell,because you don't want the enemy to dispel it with one lousy shot or spell:-) Raymond Bingham explains the issues of Mirror-Image timing better thanI do.. so please read his comments. Another less-well known usage of thisspell is as an enemy attack "magnet". The AI will usually attack themirror-imaged stack before the real one. This is especially useful on thefirst turn of a battle, casted on your best shooter stack which willreceive most of the attacks. At the very least, it could save you from theattack of 1 big enemy stack. Of course, this little tip doesn't work sowell against human opponents. HYPNOTIZEThis one wins The Quebec Dragon Most Useless and Overrated Spell Award !When I get Hypnotize in my only 5th-level spot after all the time andresources it took to get to the 5th-level mage guild... I cringe in disgust:-) In fact, I prefer Berserk over Hypnotize. Berserk will work on almostevery unit, Hypnotize will work only on the "lesser" units of the opponent.Berserk is a 4th-level rare spell.. Hypnotize is a 5th-level frequentspell. Berserk usually lasts one turn, Hypnotize unfortunately lasts onlyone turn too. By the time I get Hypnotize, almost all monster stacks ofthe enemy are rendered immune because of their high numbers. The fact thatI'm controlling the enemy stack for one turn doesn't make Hytpotize anymuch better imho. Besides, I will always have a better spell to cast thanthe "crappy" Hypnotize. The designers should really consider giving thisspell a lower-spell rating (4th level perhaps ?) or boosting its powerconsiderably. As it stands now, the only 2 uses I see for it are : 1)Eliminating the turn of a stack that scares you (better left to Blind orParalyse) or 2) Lowering the numbers of two stacks by attack andretaliation (better left to a good area-effect offensive spell). If youwould like to prove me wrong about the uselessness of Hypnotize, go ahead,I would like to hear from you... >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>VII. ARTIFACT LIST>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> It takes a really long time, but it is finally finished. Thanks to RobMerrit for these. -Ammo Cart: endless ammunition for troops that shoot.-Ankh: doubles effectiveness of resurrect and animate spells.-Arcane Necklace of Magic: increases spell power +4.-Armored Gauntlets of Protection: increase defense skill +1.-Ballista of Quickness: catapult fires twice per turn.-Black Pearl: increases spell power and knowledge +2.-Book of Elements: doubles effectiveness of summoning spells.-Caster's Bracelet of Magic: increases spell power +2.-Defender Helm of Protection: increases defense skill +1.-Divine Breastplate of Protection: increases defense skill +3.-Dragon Sword of Dominion: increases attack skill +3.-Elemental Ring: halves casting cost summoning spells.-Enchanted Hourglass: extends duration spells by 2 turns.-Endless Bag of Gold: 750 gold every day.-Endless Cart of Ore: 1 unit of ore every day.-Endless Cord of Wood: 1 unit of wood every day.-Endless Pouch of Crystal: 1 unit of crystal every day.-Endless Pouch of Gems: 1 unit of gems per day.-Endless Pouch of Sulfur: 1 unit of sulfur every day.-Endless Purse of Gold: 500 gold every day.-Endless Sack of Gold: 1000 gold every day.-Endless Vial of Mercury: 1 unit of mercury every day.-Evercold Icicle: cold spells do 50% more damage.-Everhot Lava Rock: fire spells do 50% more damage.-Evil Eye: reduces casting cost of curse spells by half.-Fire Cloak: halves damage troops take from fire spells.-Fizbin of Misfortune: Greatly decreases morale.-Foremost Scroll of Knowledge: increases knowledge +5.-Four-Leaf Clover: increases luck in combat.-Gamblers Luck Coin: Increases luck during combat.-Giant Flail of Dominion: Increases attack skill +1-Golden Bow: halves penalty shooting past obstacles.-Golden Goose: 10,000 gold every day.-Golden Horseshoe: increases luck in combat.-Gold Watch: doubles the effectiveness of hypnotize spells.-Hideous Mask: No wandering troops will join you.-Holy Pendant: troops immune to curse spells.-Ice Cloak: halves damage troops take from cold spells.-Kinetic Pendant: troops immune to paralyze spells.-Lighting Helm: Halves the damage done by lighting spells.-Lightning Rod: lightning spells do 50% more damage.-Lucky Rabbit's Foot: increases luck in combat.-Mage's Ring of Power: increases spell power +2.-Magic Book: allows the casting of spells.-Major Scroll of Knowledge: increases knowledge +3.-Medal of Courage: increases morale.-Medal of Distinction: increases morale.-Medal of Honor: increases morale.-Medal of Valor: Increases morale.-Minor Scroll of Knowledge: increases knowledge +2.-Nomad boots of Mobility:Increases movement on land.-Pendant of Death: troops immune to holy spells.-Pendant of Free Will: troops immune to hypnotize spells.-Pendant of Life: troops immune to death spells.-Power Axe of Dominion: increases attack skill +2.-Power Ring: returns 2 extra power points to your hero.-Sailors' Astrolabe of Mobility: increases movement on sea.-Skullcap: halves casting cost of mind influencing spells.-Seeing Eye Pendant: Troops are immune to blindness spells.-Serenity Pendant: troops immune to berserk spells.-Snake ring: Halves the cost to case bless spells.-Spike Helm: Increases attack and defense +1 each.-Spike Shield: increases attack and defense skills +2.-Statesman's Quill: reduces cost of surrender to 10% of the total cost of troops you have in your army.-Stealth Shield of Protection: increases defense skill +2.-Superior Scroll of Knowledge: increases knowledge +4.-Tax Lien costs you 250 gold pieces per day.-Telescope: increases terrain hero reveals by 1 extra square.-Thunder Mace of Dominion: increases attack skill +1.-Traveler's Boots of Mobility: increase your movement on land.-True Compass of Mobility: increases movement on land and sea.-Ultimate Book of Knowledge: increases knowledge +12.-Ultimate Cloak of Protection: increases defense skill +12.-Ultimate Crown: increases all basic skills +4.-Ultimate Shield: increases attack and defense skills +6.-Ultimate Staff: increases spell power and knowledge +6.-Ultimate Sword of Dominion: increases attack skill +12.-Ultimate Wand of Magic: increases spell power +12.-Wand of Negation: protects troops from Dispel Magic spell.-White Pearl: increases spell power and knowledge +1.-Witch's Broach of Magic: increases spell power +3.-Wizard's Hat: increases duration of spells by 10 turns. --Artifact Classification-----------------------------by: Astral Wizard Artifacts are man-made (more accurately magic-wielder-made) items that havea particular effect or function. Artifacts can turn a barbarian into ahigh-level magic-user or a sorceress into a powerful fighting unit.Artifacts can make the most craven of hero troops gallant warriors.Unfortunately, the wrong artifact can also drain a kingdom of gold, turnthe populace against the heros, and demoralize the best. Artifacts can bebroken down into nine basic groups... Skill Boosters. Skill boosters come in the forms of swords, shields,crowns, rods, scrolls, broaches, and basically just about any form you canimagine. The lesser of these artifacts might raise one of your basic skills(offense, defense, power, and knowledge) by one point. The larger ones canincrease one of your basic skills by up to twelve points or multiple skillsby up to six points. Possession of such artifacts can be crucial in thefirst part of the game where all heroes are starting off with a lack ofspecific skills. By the time the game has progressed half way, the value ofthese artifacts can decrease as heroes gain high skill levels throughexperience and visiting skill enhancing structures. Grab all the skillboosters you can get, but at mid-game start trading them for protectiveartifacts when you can on your more buff heroes. Protection. Protective artifacts come in the form of amulets, rods, cloaks,and so on; and can save you from missiles, lightning, heat, and other formsof physical attack or magical bespellment. It never hurts to haveprotection. Protective artifacts are a boon during all phases of the gamebut especially so towards the end when the fire balls are big, thelightning bolts bad, and longe-range troops are massive. Movement Enducers. Speed Baubles (as I like to call them) give you agreater movement each day either on land or sea or both and can be found inform both as various footware and medallions. Do NOT sell these apparantlylow-effect items short -- they can save your hero's life or help bring aidto an unprotected castle under siege. All terrain movement enducers are avalue through the entire game -- in the beginning they help you to "Hoover"up the resources laying around before your opponent does; and during themiddle and end parts of the game they allow you to run away from too-toughopponents or to get back to your castle before an opponent can attack it.Speed baubles are a great item to have when you don't have Town Portal orDimension Door! Spell Cost Reducers. Artifacts that reduce the cost of spells come in amyriad of oddly shaped items. They allow you to cast spells using much lessspell power. So you can cast more spells before having to rest andregenerate your mana. Since they only usually help decrease the cost of aparticular spell or spell type (ie, Bless) they are of dubious value. Bymid-game, usually your spell casters have more than enough mana to perform. Spell Cast Enhancers. Artifacts that make your spells more destructive orlonger in duration (like the Spell Cost Reducers) come in a myriad of oddlyshaped items. They can make your lightning bolts more butch or make yourtroop stopper spells (blind, paralyze, slow, etc.) last longer. Again,spell duration enhanncers are of more benefit at the start of a game thenthey are later when the spell caster's abilities automatically increase theduration of spells. But the enhancers that make a damage spell stronger arevery important are of great value to all spell caster types. Luck And Morale Generators. Coins, medallions, clovers, and the like makeup this group of artifacts. They counter the ill effects of having undeadin your troops or having troops of more than two alignments. You should tryto equip each of your heroes with one of each (luck and morale) wheneverpossible. Don't be fooled by the whimsy of these items: They give yourtroops double attacks and maximum damage... they win battles! Resource Generators. MarketPlace In a Pouch! Resource generators provideyou with one or two units of a particular resource every day or from 500 to10,000 gold pieces if it's a gold generating artifact. So which would youpick up if you had a choice: Endless Pouch Of Gems or Ultimate Crown? Ifyou control one or more wizard castles believe it or not, you would wantthe pouch. Resource generators are a big ticket item at the start of thegame when resource piles are rare and at the middle of the game when youare building the more costlier structures. But wizard castles, warlockcastles, sorceress castles, and barbarian castles all need a constant andlarge source of gems, sulfer, mercury, and crystals respectively. And thecontrol of these sacks, pouches, carts, and cages can be a huge factor inthe outcome of the game. Cursed Artifacts. Luckily, these are few and far between. Basically cursedartifacts provide you with something you DON'T want. Coming in ANY formconceiveable, they can do anything from draining your gold on a daily basisto preventing you from recruiting troops from home-bases. With the adventof the expansion pak, we now have a new quasi-form of cursed artifacts --artifacts that provide a benefit with an equal and opposite bad affect (seethe expansion pak page for details). While you will never want a truelycursed artifact, the benefits of the quasi-cursed artifacts that provide ablessing and a curse will have to be experienced to be rated. Miscellaneous Artifacts. These are special artifacts that provide a uniquefunction that can't be included in one of the other categories. TheStatesman's Quill which allows you to surrender with a discount, the GoldenBow which halves the penalty your long-range troops have shooting pastobstacles, and the Crystal Ball which allows you to scrye information onnearby sites, troops, and opponents are examples of this type of non-classed artifact. There is no blanket value on this group of artifacts.Each artifact has a particular, unique value depending on the hero type andcircumstances. --Rating Artifacts By Hero Type-----------------------------------by: Astral Wizard The level of value that an artifact provides any particular hero not onlyvaries by the usual map size, terrain, type of opponents, and so on; italso varies specially based on the hero type. Given the exact same map,starting point, and even troops; each hero type will still require adifferent set of artifacts to enhance their activity. Non-spellcaster typessuch as Knights and Barbarians would require a different set of artifactsthan spellcaster types such as Wizard, Warlock, Sorceress, and Necromancer;and the Necromancer would even require a different set of artifacts thanthe other spellcaster types. This is based on the inherit difference inskill sets of the hero types and also in the logical recruiting anddeployment of troop types. Let's look at the three basic types of heroes:non-spellcasters, spellcasters, and necromancers (spellcasters but handledseparately due to their unique aspect). For Any And All Heroes. Some artifacts will provide maximum benefitregardless of which hero type is in possession of them. You can NEVER gowrong by acquiring these artifacts! Ultimate Crown : Increases ALL primary skills +4 but only takes 1 slot.Breastplate,Helm,And Sword Of Anduran : Combined, these three artifacts provide a single hero with +5 to attack, defense, and power as well as maximum luck and morale and the town gate spell while only taking up one slot!!!Legendary Scepter: Increases ALL primary skills by +2 but only takes one slot.Ultimate Shield : Increase both your attack and defense by +6 but only takes one slot!Ultimate Staff : Increases both your spell power AND your knowledge greatly while only taking up one slot!Lightning Helm : Halves your damage from lightning.True Compass Of Mobility : Gives you extra movement everywhere. Non-SpellCasters. Barbarians and Knights are basically non-spellcasters.They are hired without spellbooks which is your first major clue thatspellcasting is not their forte`. Oh, sure: you can buy them books and sendthem to school, but they will always be behind true spellcasters... unlessyou buff them up with spell enhancing artifacts! Indeed, with the advent ofthe expansion pak, we now have two methods of equalizing the spell powerdifference between non-spellcasters and spellcasters. Method Number One. Three Words: Sphere Of Negation! This one littleartifact truely makes the combat totally fair between Barbarian andNecromancer... between Knight and Warlock! It prevents all use of magicspells during combat. I believe this artifact will become the "Holy Grail"for all Barbarian and Knight hero types in any map from now on. No longerwill the Barbarian or Knight need to worry about Armaggedon, ElementalStorm, or Chained Lightning taking out the majority of their troops. Now(pardon the expression, Ladies) it's a real man's fight with sword andarrow, tooth and claw. With magic out of the picture, the Barbarian's andKnight's troops can leverage their natural offensive and defensiveattributes into a powerhouse army. In fact, if you have the Sphere OfNegation, then you don't need to pick up ANY spell enhancing artifacts forthat particular hero. Indeed, you want to avoid them and go for the offenseand defense enhancing artifacts. Magic is now a non-issue and it comes downto sheer phsyical strength and numbers. Load such a hero up with offenseand defense artifacts, mobility artifacts, and luck and morale artifacts! Method Number Two: But if the Sphere Of Negation is not to be found for aparticular Barbarian or Knight hero, then what? Then you need to get fourthings: elevated spell power, elevated knowledge, expert Wisdom (asecondary skill), and... spells! And you need to get them fast! Wisdomcomes from experience. Spells come from mage guilds, shrines, and (thanksto the expansion pak) singleton scrolls. No problem. But where does theelevated spell power and knowledge come from? A little from experience andtraining. A lot from artifacts. And as the Barbarian or Knight hero roamsthe land, they should be concentrating on finding spell enhancingartifacts. Don't worry that much about offense and defense: those arenatural skills that increase rapidly in Barbarian and Knight hero types andare abundantly enhanced by the natural attributes of the type of troopsthese hero types usually command. Go for spell power and knowledge enhancing artifacts first. Once yourBarbarian and Knight heroes have achieved a certain level of spell powerand knowledge, they should then begin concentrating on getting their wisdomincreased so that they can use the medium and high-level spells. Protectionand luck/morale are of equal benefit and should be concentrated on at mid-game as the action gets hot and the combat gets tough. What artifacts would particularly suit a Barbarian or Knight hero (if theydon't have the Sphere Of Negation)? For spell power and knowledge... It isbest to boost your spell knowledge first so any artifact that increasesspell knowledge is of major benefit since it keeps you from having toreturn to a castle or magic well repeatedly. Any knowledge scroll -- they increase your knowledge from +2 to +5 so youcan cast more spells.The Pearls -- they each increase both your spell power and your knowledgebut only take up one slot each.Enchanted Hourglass -- it increases the duration of your spells. For protection... All protection artifacts are of sound benefit with theexception of the Pendant Of Death. Picking up ANY protection artifact isgoing to help you. But these four I think provide the most aid toBarbarians and Knights. Holy Pendant -- protects you from curse spells so that your bless spellscan boost you to victory!Serenity Pendant -- makes you immune to bezerk spells.Pendant Of Life -- makes you immune to death spells. Miscellaneous enhancements that will help the Knight or Barbarian hero oncehe or she has built up their spell power, knowledge, and protection providean almost equally important boost to the hero's personae. Snake Ring -- halves the cost of Bless spells... a blessed Crusader stackis a serious thing!Any luck artifact -- gives you extra damage on your attacks.Any morale artifact -- gives your troops extra turns.Masthead -- gives you both luck and morale benefits at sea and is great formaps that have large water terrain areas. True-SpellCasters. Sorceresses, Wizards, Warlocks, and Necromancers make upthe category of spellcasters. You won't find a true spellcaster without hisor her spellbook. Why not? Because without spells, the true spellcaster isa feeb! Oh, sure: you can send them to boot camp and make them watch Jake;but point for point, they will always be behind the Barbarians and Knightswhen it comes to attack and defense. Unless you pump up their physicalskills by training, experience, AND...? Right! And artifacts! But not just any artifacts! Spellcasters need defense more than any thingelse! The very first thing that spellcasters should begin to do as theyseek out training structures to increase ALL their skills is to finddefense artifacts to increase their immunity to physical attacks. Dull theedge of sword and arrow, blunt the point of tooth and claw. You are alreadyahead of the non-spellcasters in spell power and knowledge; but that doesyou no good if you get few chances to cast your spells. At mid-game, seekspell power and knowledge boosters as well as luck and morale boosters. Thespells you are acquiring at this point are greatly enhanced by spell power(Chained Lightning and Fireblast) and knowledge lets you make longerforays. The luck and morale boosters now start to increase your attackcapabilities by giving you extra turns and full damage. In the finalstages, seek real attack artifacts so that on the final big battles you areinsured of making your physical attacks do as much damage as your heavyspells. What artifacts would particularly suit a Sorceress, Wizard, or Warlock(I'll leave Necromancers for their own section)? For defense... It is best to boost your defense first so any artifact thatincreases defense is of major benefit since it keeps your troops alivelonger in battle. Spiked Shield -- increases both your defense and attack by +2 and onlytakes one slot.Sword Breaker -- increases your defense by +4 and your attack by +1.Divine Breastplate of Protection -- increases your defense by +3. For spell power and knowledge... Any booster of this type picked up by aspellcaster will turn them from a dangerous spellcaster into a deadlyspellcaster. But these listed here provide the best overall benefit to thespellcaster. Any knowledge scroll -- they increase your knowledge from +2 to +5 so youcan cast more spells.The Pearls -- they each increase both your spell power and your knowledgebut only take up one slot each. For attack... All attack artifacts are of sound benefit. Picking up ANYattack artifact is going to help you. But these four I think provide themost aid to spellcasters. Holy Hammer -- increases your attack by +5.Sword Of Anduran -- increases your attack by +5.Dragon Sword Of Dominion -- increases your attack by +3.Power Axe Of Dominion -- increases your attack by +2. For protection... The same artifacts that provide the best benefit toBarbarians and Knights also provide the best protection to Sorceresses,Wizards, and Warlocks. Holy Pendant -- protects you from curse spells so that your bless spellscan boost you to victory!Serenity Pendant -- makes you immune to bezerk spells.Pendant Of Life -- makes you immune to death spells. Miscellaneous enhancements that will help the true spellcaster differslightly from those that help the non-spellcaster. Power Ring -- restores +2 spell points per turn.Any luck artifact -- gives you extra damage on your attacks.Any morale artifact -- gives your troops extra turns.Masthead -- gives you both luck and morale benefits at sea and is great formaps that have large water terrain areas. Necromancers. The Necromancer is basically an aggressive spell-caster --aggressive meaning that the normal Necromancer starts out with one attackpoint whereas the other spell-casters don't. This means very little in theover all game. However, the Necromancer has special skill that needs to be cultivated andexploited. This skill is the Necromancy skill. This skill allows theNecromantic Hero to turn the combat dead into skeletons. This is no smallthing -- although skeletons are the least of the minions of the NecromanticHero, in hordes they are quite deadly. The Necromancer will want to acquire the same artifacts that the normalspell-casters do for the same reason. In addition, two artifacts that are amust have (when available) for the Necromancer are: Arm of The Martyr (+3 to spell power, and the necromancer laughs at theundead morale penalty)Gravedigger's Shovel (increases the necromancy skill by 10%)Evaluating the Worthiness of an Artifact Now having listed out what I consider to be some "must have" artifacts foreach hero type, I'd like to challenge my own statement: "Must have"?Really??? A Player asked this question last week: "I came across anartifact that I could purchase for 3,000 gold pieces and five gems. Ididn't take it. Should I have?" The answer to that question is a resoundingand definite "Maybe!... Maybe not...!" Normally, you acquire an artifact by just "finding" it, fighting a guardianor a pack of scalywags for it, winning it off a defeated opponent, orthrough an event. But sometimes one of these annoying little leprechaunsgoes retail and tries to sell you an artifact. Whether you should purchaseit or not depends on the artifact AND the situation. First of all, if the artifact offered is a relatively useless artifact thenskip it? What constitutes a useless artifact? A morale booster is uselessif your heroes all have expert leadership and are already carrying moraleboosting artifacts. An endless pouch or sack of anything is useless if allof your castles are completely built and you don't need the particularresouce (for instance, it's the Endless Pouch Of Gems and you only controltotally completed Knight's castles). Statesman's Quill is useless if younever surrender. I'm sure you'll find other situations where an evaluationof the state of the union tells you that you don't really need thisparticular artifact at this particular time for this particular mapscenario. But what if the artifact is extremely good and you really need it for ahero? Evaluate that need with the needs of your current castles'development and your control of resources. Do you still have criticalcastle structures to build? For instance, are you only at Level 3 on yourMage Guilds and you have only one or none of the mines that produce theresource that is required to purchase the artifact? Don't do it. Do youhave no control of any mines that will replenish the resource cost used topurchase the artifact? Don't do it. Is it asking for gems, sulfur, mercury,or crystals and you control a wizard's castle, warlock's castle, sorceress'castle, or barbarian's castle, respectively? Don't do it. Did one of theopponent's heroes just waltz into your view with a few dragons in histroops while you're still excited over having just built your basic ivorytower? You're in trouble! Forget the silly artifact and get that castlebuilt!! And the final consideration (for now) in determining whether to acquire anartifact whether you purchase it or just pick it up is this: You can't dropartifacts. You are limited to the number of artifacts your heroes can hold.It doesn't matter if the artifact is free, if it takes up a crucial slotthat a better artifact could have taken. Consider this: would you ratherhave the Ultimate Crown or the Endless Cord Of Wood? As your heroes'artifact slots begin to fill up, begin getting more picky about whatartifacts you acquire and ignore the lessor ones. Shop smart! >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>VIII. GENERAL TIPS>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> * Exploring your vicinityIn most cases it is very wise to purchase at least one more hero toyour starting one. Of course, if you have an observation tower in front ofyour castle and can see from there that all ways out are blocked by somestronger armies and you only have a little space to explore, a second herowon't be needed... yet.* Main advantages of two-heroes exploration: -In early stage - that 'round the castle' exploration - you will usually profit from having two heroes by having more goodies gathered quicker. Applies to mines, resources, artifacts and even the fact of uncovering the map. [More heroes can be used, if your financial situation seems good and exploration is possible. These guys usually pay back quite soon.] -Further in the game, when you assemble a task force strong enough to go after your enemy, a second guy in backup can be used for several things: 1.takes care of resources, mines and full exploration of conquered land (here I often purchase new heroes at conquered castles, because within a few days the money is back in resources from taken mines.) 2.holds backup armies for your main hero 3.can build up quite solid experience 4.can take out some of the wandering armies 5.can take care of some minor enemy heroes/towns* How to select your primary/secondary hero?With the exception of necromancer, there's no need at all to use a herocorresponding with the castle class (and even with the necro castle, youshould consider buying another type if there's not any large quantitiesof skeleton reserves scattered around the map). How to make your choice? -Primary hero: * Knight for both quick and long tasks. Should be definitely chosen in cases where magic resources are very scarce. In later phases the knights develop significant skills in magic, too, but their main advantage is very strong defense, closely followed by attack. Very good for walker-based armies due to Ballistics and Leadership, but since they get archery pretty often, even shooter-based task forces will be glad to be under a knight's command. * Barbarian for both quick and long tasks. Should be definitely chosen in cases where magic resources are very scarce. The barbarian's magic skills will remain puny without artifacts. Their main advantage is definitely attack. The defense can remain surprisingly low for Might class hero. Excellent in rough terrain, they guarantee quick exploration and also outrunning your enemies (both offensive and defensive ;-)). * Sorceress For quick and mid-term games. Their Navigation makes them a must for water-based maps. With excellent knowledge and fair spell power they're good ones to rely on Summon Elemental spells in battle. If you manage to get some direct damage spells, they can gain quick victories on their Might opponents, but in the long term, they lose to their strength, unless they happen to get high-tech spells. (This is common for all magic heroes - and the high-tech spells are berzerker, mirror image and ressurecting, possibly global damage spells - but at those the sorceress isn't that good due to lower spell power.) The remarkably high knowledge is very important in longer journeys in unexplored lands. * Warlock If you're gonna to gain access to your opponents quickly and if their forces are weak, you can take a warlock and bet on spells. His early Spell Power dominance with slight positive inclination to attack skill gives opportunity to teach enemies lessons in direct damage spells from 2nd level Mage guild, which can be built easily in most cases. In the long term, they lose to strong Might heroes with strong magic troops ;-) * Wizard Being a good compromise between Sorceress and Warlock, their magic abilities are quite reliable, with little inclination to defense. Combine comments on those classes and bear in mind that the wizard is worse than them in their primary positive, yet better in their negative ;-). In the long term, they lose to strong Might heroes. * Necromancer They are of little use as main heroes with living armies. However, if there are significant numbers of skeleton-providing low-level armies, it might pay back well to pick a necromancer. Within a few levels gained from chests and gazebos, his Necromancy skill should improve to Expert and then it's time to get some armies. Gaining more levels to A/D than other spell casters, necros aren't that vulnerable in battles, while still profit from quite strong spells. In the long term, they lose to strong Might heroes, unless their skeleton hordes are in four-digit values - this depends strongly on the particular map. To sum and extend those comments on heroes, a few notes of my personalexperience follow: If you plan using high-end magic, make your main hero a spellcaster. However, if you plan a long-term campaign with huge armies involved, you'd better choose a knight or barbarian, depending on the chosen strategy, terrain, number of castles and available troop types. Maps with easy terrain, close strong opponents (and therefore defensive strategy), lots of castles and scarce resources (and therefore weaker armies in low counts) a knight is better, while distant enemies, rough terrain and numerous armies suit the barbarian.) Having a sorceress in sea-rich scenarios gives you great advantage - gathering resources, artifacts and events before the enemy may well help you win a map. Wizard's wisdom may be useful with some potent spells like Berzerker, which is the best way using enemies' own power against them. Necromancer may be worth it if large amounts of skeleton producing wandering armies are located nearby - the recruited skeletons make excellent garrison troops. My usual practice is to hire a Barbarian (unless I'm sure I'll need a knight to defend frontier castles) and concentrate the experience with him. In many cases I manage to get Wisdom, so I can use some good spells from captured castles. However, Knight heroes have greater probability of acquiring wisdom, spell power and, which is the most important, knowledge. The barbarian should also try hard to get Archery and possibly Ballistics, as the shooters aren't strong enough to rely exclusively on them, especially against shooter based opponents as Wizard or Sorceress). This concept of relying on the Might in the Long Run has only a few holes, but those do NOT apply to games against AI. The holes are Paralyze and especially Berzerker. With those spells, a good spellcaster can kick your butt. You'll need to be careful with casting. The only good remedy is those pendants that protect against these. Oh,well,if the opponent makes a mistake and gives you an opportunity to dispel those spells, DO that! (Best by using AntiMagic.) Direct damage spells (maybe except Armageddon) aren't a big threat, because with large armies the damage caused by those can be compensated by supportive spells on your troops - I.e. Bless on 30 crusaders gives an average of +300 damage - equal to Spell Power 12 Lightning Bolt, Mass Bless on whole army giving even better results compared to ChainLightning. The only things that I miss when playing Might heroes is making long journeys using Dimension Door, but a) even that sometimes gets possible, b) anyway, after some tens of games won by DDing around, this thing becomes boring, as it spoils most of the challenge. Note that in Ways of ... particular hero classes, there are commonstrategies to use when fighting other heroes. Those of course mean fightingarmies belonging to that particular hero type. All those strategies assumeall those armies included in the battle (for nit-pickers: five out of sixpossible, by best choice under particular circumstances...). If there's anyarmy missing, the strategies must be reworked to reflect that. If there'sany army added (from other castle types or neutral troops), the strategiesmust be reworked. Since there are way too many combinations, I'm not gonnado that. Getting secondary skills:Check Way of particular class to see which skills suit the best your troopsand strategies. There are some general rules to follow. See description ofadvanced skills below for most of them. Many of the skills are justgenerally good (Luck,Leadership) while others are case-specific (Mysticism,Wisdom, Logistics, Ballistics) where the conditions cover anything from Mapsize, number of castles, type of main hero, type of most used troops,amounts of resources available and all other things up to terrain types. Ofcourse, the hero class is very important. I.e. Leadership and Luck providemuch better advantage to Might Heroes, whose troop damage ratings (thatprofit from their skills) are generally high. On the other hand, for aspell caster skills like Mysticism and Expert Wisdom are a must, becausethose expand his strong features. -Secondary hero: * Knight Used mainly for defensive purpose - if you need a hero to command the garisson of a beseieged castle (and don't have any strong spells in there), use a knight. For active usage there's about nothing significantly good. * Barbarian Can be as well used for defense instead of knight, but in rough terrain makes an excellent resource gatherer - the kind that runs between all the weekly-available sources of anything. If your main guy is a barbarian, try to get another one to accompany him on the long journeys, picking up all the resources etc. (If your backup guy doesn't keep the pace up with the main one, he kinda loses his importance in the two-hero strategy.) * Sorceress Use whenever high seas are close - try to improve navigation quickly in gazebos etc. and rush out to pick up all that floats on the high waters before your enemies can do so. No other real use. * Warlock Use in very early stages as explorer. Leave him only his gargoyles and let him to help reveal the map. Try to get Expert scouting ASAP to improve his performance. * Wizard Of no much use. The only good thing is that the hero comes bundled with a few boars and therefore can reach good speed simply by dismissing the halflings. * Necromancer Of almost no use. Comes with slow units and no particular good skill. However, if you have tons of peasants and other low-level skeleton-providing scum in vicinity, you can take a necro, get a few levels to improve necromany, then, before shuttling one or two weeks of castle production to your main hero, wipe out these armies and use the skeletons - either with the necro as his main troops or with the main hero as an improvement to his strike force (if he has some leadership)). I personally prefer to take warlocks as secondary, unless I needbarbarian (due to terrain) or unless I need to get more troops for theprimary hero, in which case I take the same class (which is alwaysoffered in first week). Why warlock? Ideal for exploration - hasScouting and Very fast units at start - can even share the gargoyleswith the main hero, thus giving me two swift explorers at the verystart. When your secondary heroes happen to gain levels, bear in mind thatreally important among secondary skills are movement skills -Logistics, Pathfinding and Navigation (only when can be applied,though), Scouting and Estates. Also remember that the two-hero strategy doesn't implicate use of ONLYtwo heroes, but AT LEAST two heroes. The larger the map, the moreheroes may be used. The so-called backup guy should be taking his share of experience.Especially later, when the main hero will need large amounts ofexperience to advance, it's usually better to let the chests to thebackup guy, because he'll profit them much more. The only exceptionshould be the case when the main guy desperately NEEDS to upgrade someadvanced skills.) The main purposes of the backup guy are carrying reinforcements,killing minor enemies and wandering armies and sometimes possiblysoftening up enemy resistance, even at the cost of sacrificing himself.If the secondary hero survives, he might often 'inherit' all the mainhero's armies - especially if you happen to capture enemy castle withsome 6th level troops left inside unpurchased. In that case the mainhero buys all the big guys and those often carry more firepower thathis entire regular army. In this moment, the backup guy becomes sort ofanother main hero and at those moments you really appreciate thatyou've already let him to get some levels.) [Or, if he's still pretty weak, you might consider giving HIM thedragons, who tend to take minimal losses, grab some quick experience bydefeating wandering armies etc. - and later switch the armies. Thisapplies in cases where the main hero's army relies very much on hisskills and with the weak secondary guy would suffer many losses.]There might be a bunch of 'tertiary' heroes that can take care ofcollecting resources, gold and armies from self-refilling sources(usually one hero can do that easily) and for shuttling reinforcementsto the front lines. Those guys need no experience, but should (if thatdoesn't mean BIG delays) visit gazebos and possibly trees of knowledge(if they're for free) to try and get scouting, logistics or estates). * Task sharing between the heroes:The main hero should spend his time doing only things that number twocannot do himself. The former are usually battling armies, gettingartifacts and treasure chests, while the latter are usually occupyingmines, picking up resources and exploring Witch huts. Of course, thingslike visiting gazebos and other skill increasing facilities are common.One more thing should the second guy do - probe trees of knowledge,because they're more valuable later in the game and you don't want towaste their potential in the beginning. * Experience and advancement handling: -In witch huts you can get random Basic skill. [Random in sense that level creator cannot affect which skill will it be, but every time the level is started, the skill is set and remains the same for the single playtime.] So, the backup hero has one important role: If your main guy still has some secondary skill slots free, his friend will check every witch hut and sacrifice his free slots to learn, what the hut has to offer. -Treasure chests and other sources of experience. As the experience needed to gain a level rises with levels already gained, it is pretty obvious, that if you have a hero with some 40000 exp. and his backup guy has some 3000 from temples only, then when ever you run into a treasure chest, you'd better take it by the second guy... Coz getting another +1 skill for your main guy is usually not as good, as getting some +6 for the same price... Okay, sometimes you take them with the main guy, because you desperately need some advanced skill to be upgraded... [Here I strongly recommend checking every now and then, how much the hero needs to advance to next level. Even with 100000+ experience points, the hero sometimes is just a 'chest-far' from next level. -The same thing comes with wandering armies... If the backup guy can take them out, let him do it and leave only hard targets to your main guy. There is one exception... If the main guy has a strong army, it is a good strategy to leave him one empty stack when touring the landscape... (The backup guy will carry the fifth army in case it would be needed for a castle siege or enemy hero onslaught). Thus, wandering armies can join you. So, if you happen to have a force strong enough to defeat any wandering army, approach those you'd like to join you (or buy, having advanced/expert diplomacy) with the main guy. If they will join you, you can either use them immediately or give them to the backup guy, if they don't fit for the main guy's alignment, combat style or speed. Those armies can be then used by the backup guy as forces to kill other wandering armies and towns for experience, and later maybe to be left as garrisons in captured castles and towns (ogres and hydras are excellent for this purpose, because their high HPs will either prevent any weaker heroes from attacking your towns or, at least, cause some losses to enemy armies.) -One more comment on treasure chests - always bear in mind that they are also a good source of GOLD! If you plan to rely in diplomacy or build very expensive structures, it's worth it to take gold with the secondary heroes. -Also, if your secondary hero explores a closed area that you don't want to visit with the main guy (maybe there's nothing important except a few chests, or he's in a hurry to somewhere else), you might grab gold or exp. with the secondary guy even at early stages of the game, where the main hero could profit them, but it'd cost too much time. -Daemon caves are a bit tricky thing... If you enter and fight the daemon servants, usually there are about 10 earth elementals, after whose defeat you get usually 2500 gold. Refusing to fight them, you risk one of four possibilities (getting the gold and 1000 exp, getting the exp. only, losing 2500 gold (the hero dies if you don't have 2500) or receiving some gold and an artifact), that generally are much better. -All other sources of experience and skills can be used by more heroes (temple, stonehenge, witch doctor hut, mercenary camp, fortress, arena and tree of knowledge, which has the same price for all heroes(decided at startup, can be nothing, 10 gems or 2000 gold)). In case that a Tree of Knowledge wants no payment, the level advancement is done immediately (which is why it's better to try those with the backup guys first, because using a tree of knowledge before you already have some 50000 exp. is a real waste.) -EP features Harpyas - a good way how to transform useless armies to exp. points. [If you have tons of cash or just some armies you won't need, give them to a hero, who has a little experience, and send him there. Harpyas will slaughter some of his armies and reward him with exp. totalling the sum of slaughtered armies' HPs.Ideal for dismissing joint golems, ogres, hydras and other (usually useless) stuff. Can get you a few levels for a beginner hero. Generally not of much use, but it's there and works alright. And, sometimes this helps human players, because computer heroes sometimes visit harpyas with their main armies and thus make your job of killing them later easier. * Artifacts Always take time to sort the artifacts you have and have the leastpossible number of them with your main hero... All spell-protectiveamulets have gained on importance as the AI in it's latest upgradedversion has started using spells like Paralyze and Blind frequently. Inolder versions, it never did so and those artifacts were just wastingspace. And, remember one thing - those artifacts will protect you evenfrom special ability attacks that are similar to the spells - bothUnicorns and Cyclopes will NOT be able to inflict their special spells onyour troops. So, give those to the backup hero, along with all resource-or-gold-providing artifacts. That leaves artifacts improving basic skills, morale,luck and movement. And even then, if you're readying to capture a strongenemy hero (best in his castle, so he can't flee), think a lot about whichones you could miss for that fight, coz you might salvage much better onesfrom the enemy. (Usually you won't need magical artifacts withknights/barbarians and sometimes A/D artifacts with spellcasters that planto rely on their strong magic... Also some morale and luck stuff can be missed for that battle, notmentioning movement artifacts.) Don't hesitate to get rid of unwantedartifacts by sacrificing a hero to enemy [if you wish to pass the artifactto enemy - good with tax lien, hideous mask and magical stuff like broachof shielding and hearts of ice and cold, depending on what spells do youhave ;-)] or just dismissing him and hiring another one. I often even hirea hero to be dismissed with the negative stuff. NWC should have madenegative artifacts stick to the hero... as it was in the original HOMM. * Movement rules The total movement points of your hero depend not only on his skills, buton his armies, too, and the difference is 4 movement points between veryslow and very fast armies. (Always matters the slowest army, in case youdidn't figure it out). So leave hydras, ogres, dwarven armies and possiblyorcs and archers at home, unless you'll really need them. The additionalmovement points may often be the only difference between life and death,i.e. if you run across an enemy hero with large army during yourexploration and he starts right after you. Just came to my mind that this could be a good way to waste youropponent's time - once the enemy wanders onto the edge of your territory,get close enough to him to let him see you. But be sure to have very fastarmies, possibly logistics or a movement increasing artifact... and everyturn, keep just a few steps ahead of him... And run around the map, wastingthe time of the powerful enemy army... Also, use always appropriate heroes! If you've got a ship and vast seasto conquer, buy a sorceress, try to get her some levels to improve hernagivation to expert, dismiss her dwarves and here we go. (The dismisseddwarves won't speed up her sailing, but she'll have two extra movementpoints for land duties - and those can often save her a whole day if shecan land, snatch resources and board her boat all within one turn. Samewith barbarians exploring deserts, swamps etc. - leave orcs in castle, tryto get expert pathfinding. * Advanced skills overview ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÂÄÄÄÄÄÂÄÄÄÄÄÂÄÄÄÄÄ¿ ³ Primary Skill Advancement ³ ³ ³ ³ ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Hero on levels ³ A ³ D ³ SP ³ K ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Barbarian 2-9 ³ 55% ³ 35% ³ 5% ³ 5% ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Barbarian 10+ ³ 30% ³ 30% ³ 20% ³ 20% ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Knight 2-9 ³ 35% ³ 45% ³ 10% ³ 10% ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Knight 10+ ³ 25% ³ 25% ³ 25% ³ 25% ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Necromancer 2-9 ³ 15% ³ 15% ³ 35% ³ 35% ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Necromancer 10+ ³ 25% ³ 25% ³ 25% ³ 25% ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Sorceress 2-9 ³ 10% ³ 10% ³ 30% ³ 50% ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Sorceress 10+ ³ 20% ³ 20% ³ 30% ³ 30% ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Warlock 2-9 ³ 10% ³ 10% ³ 50% ³ 30% ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Warlock 10+ ³ 20% ³ 20% ³ 30% ³ 30% ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Wizard 2-9 ³ 10% ³ 10% ³ 40% ³ 40% ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Wizard 10+ ³ 20% ³ 20% ³ 30% ³ 30% ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÁÄÄÄÄÄÁÄÄÄÄÄÁÄÄÄÄÄÙ ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Secondary Skill Advancement ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ The higher the number, the higher the chance that the skill ³ ³ will be available to learn; the lower the number, the lower the³ ³ chance that the skill will be available (a 0 means no chance) ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÂÄÄÄÄÂÄÄÄÄÄÂÄÄÄÄÄÄÂÄÄÄÄÄÂÄÄÄÄÄ´ ³ Skill ³ Barb ³ Kn ³ Nec ³ Sorc ³ War ³ Wiz ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Archery ³ 3 ³ 2 ³ 1 ³ 3 ³ 1 ³ 1 ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Ballistics ³ 3 ³ 4 ³ 3 ³ 3 ³ 3 ³ 3 ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Diplomacy ³ 2 ³ 3 ³ 2 ³ 2 ³ 2 ³ 2 ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Eagle Eye ³ 1 ³ 1 ³ 3 ³ 2 ³ 3 ³ 3 ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Estates ³ 2 ³ 3 ³ 2 ³ 2 ³ 2 ³ 2 ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Leadership ³ 3 ³ 5 ³ 0 ³ 1 ³ 1 ³ 2 ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Logistics ³ 3 ³ 3 ³ 2 ³ 2 ³ 2 ³ 2 ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Luck ³ 2 ³ 1 ³ 1 ³ 3 ³ 1 ³ 2 ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Mysticism ³ 1 ³ 1 ³ 3 ³ 3 ³ 3 ³ 4 ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Navigation ³ 3 ³ 2 ³ 2 ³ 4 ³ 2 ³ 2 ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Necromancy ³ 0 ³ 0 ³ 5 ³ 0 ³ 1 ³ 0 ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Pathfinding ³ 4 ³ 3 ³ 3 ³ 2 ³ 2 ³ 2 ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Scouting ³ 4 ³ 2 ³ 1 ³ 1 ³ 4 ³ 2 ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ ³ Wisdom ³ 1 ³ 2 ³ 4 ³ 4 ³ 5 ³ 5 ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÁÄÄÄÄÁÄÄÄÄÄÁÄÄÄÄÄÄÁÄÄÄÄÄÁÄÄÄÄÄÙ Every hero has eight slots for advanced skills. Therefore you have to bepicky and choose only those you'll profit from. The simple fact that yourhero would profit from a skill doesn't mean that you want to take it...There always could be more skills to profit from. A good example may be aknight that gets offered Advanced Leadership and Basic Archery. A newbiewill snatch the archery, while the Pro will stop here, think about waitingfor wisdom/logistics with the free slot and therefore will take theadvanced one. This waiting is generally affordable in cases where the basicoffered to you isn't a rare skill for your hero, or in cases where youdon't need it any badly right now. * Ballistics:A must for walker based armies, in every scenario withlots of castles it will save you some losses to your vulnerableshooters...Either by destroying enemy castle installations or justmaking way for your armies to run in and slay the defending troops sooner.Not needed much for flyers/shooters based armies, such as dragon or titantask forces. Yet shooters profit from destroyed castle walls by having noobstacle penalty.* Archery:Increased damage from ranged attacks usually comes in prettyhandy, unless you have small stacks or none shooters at all. (I.e.warlock, necromancer).* Logistics:A must, except for Small, sometimes Medium and those islandrealms scenarios.* Pathfinding:A must, whereever large desert, swamp or snowy areas require exploration.Otherwise useless.* Navigation:Don't have to tell you that you won't need that, when you have noseas/rivers to conquer, do I? ;-)* Necromancy:Not of much use, unless you manage to get expert one and find large massesof cannon fodder such as peasants. However, in necromancer's hands it's apowerful weapon. Only warlocks can ever get basic necromancy... and a witchhut will never teach that.* Mysticism:Very useful for long journeys without castles, if you need to use magic.The better knowledge your hero will have, the lesser need of that skill youhave. (Warlock/Necro needs that far more than Sorceress, to be exact. AlsoKnight/Barbie could consider taking this skill, especially in cases wherehe already knows Haste/Slow and plans to use those frequently.)* Wisdom:Unless you build higher level of mage guilds, you won't find much use toit, but take this rather than other, worse skills, coz somebody might buildthe guild levels for you (either in your or his city). In large scenarios,even magic-hating/fearing knights/barbies should take this one - it willgive them access to spells in conquered castles and MassHaste/Slow orParalyze/Berzerker are spells that may greatly improve their battleefficiency, not to mention getting i.e. TownGate.* Diplomacy:If you get it in early stages, comes quite handy, coz with expert level ofthis skill, you get quite a fair price for new units. [And you can see howmany they are, before fighting them... and hell, there IS a differencebetween 'lots' and 'lots', 20 and 40 ogre lords definitely aren't a bit thesame easy bait. A few times, having adv/expert diplomacy saved my life,because I could avoid fighting a stack of grand-elves, that would have beatcrap out of my armies.] I think that the total price is always the same -the price you'd have to pay for the troops if you were recruiting them,EXCLUDING magic resources!. Dependant on level, 1/4, 1/2 or all the troopsoffer themselves for that price. You should check the areas you havealready explored to see if there are any troops you'd want on your side(and if their numbers aren't too high - I can't remember the exact value,but they'll offer to join for money only if your army is somewhat biggerthan their in HPs.) There's one more important thing: This threshold valuefor joining is smaller than the value needed for the army to be too scaredto fight you - in other words, if you have diplomacy and a free slot (or amatching stack in your army), you can avoid fighting armies that wouldotherwise fight you, which can be extremly important while facing very fastshooters or dangerous flyers.)* Scouting:Useful for exploration, coz you'll be able not only to see resources andmines you're looking for, but sometimes you'll spot your enemy soon enoughto turn back or even spot him without him spotting you.* Eagle Eye:Learning spells from your enemies is a good concept, especially if youdon't have enough resources to build your own guilds. But I personallyprefer other skills and take this only when I either have to or know I'llneed it. (Being offered Navigation on land-based scenario, it's reallylesser evil to take Eagle Eye.)* Estates:Having this skill in expert level is fine, although there are betterones. Usually I take it in early stages, if either the otherskill is even worse or I'm in dire need of cash. All secondary/tertiaryheroes should take this one - better is only logistics or pathfinding,where applicable - if the heroes are supposed to travel long-distancerepeatedly and quickly. If you plan to rely on Diplomacy, take Estatesalong with the main guy, if you can spare the slot.* Luck:Causing double damage can't be a bad thing, ever ;-), but it's nevera thing I'd wait for to come.* Leadership: Can sometimes save you a lot of trouble and losses. Iprefer it to Luck, as it gives you more tactical benefits. (You can letenemy units share the double damage you're granted.) My personal preferences would be: Logistics, Pathfinding, Navigation,Leadership, Ballistics, Archery, Mysticism, Wisdom and then others. Butif you get Diplomacy or Estates pretty soon, always take them rather thanEagle Eye or other, in some cases useless skill. Diplomacy may prove extremely useful in all maps where castles are scarceand gold is abundant. Especially with stronger armies you'll have an easytask in acquiring reinforcements among wandering armies. In general, when deciding about a particular skill, you should alwaysbear in mind particular conditions in that particular game. You won'tneed Estates, if you have a few goldmines/endless bags. You won't needDiplomacy, if you're very short of gold or if there are only a few armiesthat you would want to join you. You won't need Pathfinding on grasslandlandmasses. You won't need logistics in a Small map. You won't need luckwith strong armies. Always remember that if something comes handy, youdon't NEED it yet. * Spell Casting - adventure spells When an adventure spell is cast, ALL your heroes profit from it. So, ifyou have some spare guy at home, cast all view spells and identify herospells with him, sitting in his castle. You can identify a hero, that is onthe other end of map, so why use spell points of your killer guy, whichneeds to know this opponent before killing him ;-) I don't have to mentionprofits of dimension door, do I? Remember one thing, though. Plan your DDjourneys well, considerings wells ;-). It's good to be able to travel halfthe map in one day, but is even better to end your trip with almost fullspellpoints, in case you might need them - i.e. to travel back. It's alwaysnice to see a computer hero DDing onto a little island and then waiting aweek to regain ten points to get back -especially if he has his pack oftitans with him and not in his home castle... The town portal is even bigger bastard than DD. Suppose you capture anenemy castle with some heavy losses - you warp home, get new armies, runto a well, that often is near your starting castle, and then, warp backto the newly captured castle, all in one turn!Town portal (without troops) can be emulated even if you don't have it,at least in some ways. Remember, that in one turn, you can repeatedlyattack somebody/something,retreat and re-hire the hero with new movementpoints! [I personally began to dislike DD and Town Portal, finding themvery unbalancing to the game.] Dirty Trick: Hit'n'Run: Although the following is nasty and almost cheating, you can do this:Having i.e. a warlock or a wizard (very fast units), an enemy near yourcastle with a huge army and some offensive spells in your guild: Splityour very fast units into 5 stacks, if possible. Just have the fivestacks occupied by 1 unit each. Attack the enemy, demolish his stackswith spells, retreat, hire again and repeat. If you'll have a wellnearby, you can do this as long as you have the cash. Having 5 stacks of1 unit often allows you to cast 2 or even 3 spells per battle. (Remember,you must FLEE, don't get killed!). This way, you can reduce the enemy's army to quite poor numbers and then,either fortify at your castle, or even slay him with your main army, thatwas resting in your castle all the time (and maybe providing the very fastunits for those repeated attacks). Note that sometimes it would be betterto use non-offensive spells, eh, I mean berzerker ;-)) In early exploration, casting View Resources, View Towns or View Minesmay have crucial impact on your success. Especially View Mines is oftenhelpful, because there are often scattered respective resources near amine, so it's important to be there sooner than your opponents. * BuildingGeneral rules on building are these:You should always start with money generating structures (statue/dungeon),with a small exception. Before you build the statue/dungeon, check ifyou'll be able to get enough resources, usually laying around your castleor mines, to build all important dwellings. Applies strongly to barbarianand warlock as the moneygenerators are ore-based. When upgrading dwellings, consider these points: -The most important upgrades are those that increase speed of your fastest unit. This applies especially to those cases where the fastest unit of your is only Fast or Average. Getting an upgrade to very fast means that you'll at least sometimes get first shot in battles. -The second most important upgrades are those that increase speed of your slowest unit(s). They give you extra movement points for each turn. -The alternative second most important upgrades are those that give your units some specials. Why alternative second-most? It's good for a barbarian to move one step faster with his orc chiefs (or two steps with ogre lord, if he won't use orcs), yet it's comparatively good (yet in different ways) for giants to start throwing their weapons or for vampires to start drinking blood of their enemies in large scale -Other upgrades are important, too, but not enough to be n-th most important ;-)A statue built on day one will result in extra 500 gold on first day ofnext week (and then extra 1750 every first day of week).Always try to build most of dwellings before day one of next week. Allmiscellaneous buildings like Mage Guild, Tavern, Thieves guild etc. canwait. If you really don't know what to do with cash, build otherstructures. Short notes on them: -Thieves guild can be quite handy, if you're getting into enemy or neutral territory with armies, that would have troubes with stronger opposition defeating neutral/enemy castles/towns. I'd say that it's a must to have at least one - so you can check at least the troop types. -Marketplaces generally come to work well in large numbers. [The more marketplaces you control, the better conversion rates you get. Three marketplaces get you the same rates as trading posts. With eight or more the rate drops to 1:2 in resources.] -Tavern is, well, ehh, of not much use, but if you can spare the cash and wood, the +1 morale and sometimes useful tips can be worth it. -City defenses and class dependant buildings (that always somehow affect defensive actions in city) can be of use, especially in castles adjacent to enemy. I'd say that the moat is most important, because it gives you usually one more turn to shoot and cast before the walkers get to you, and also creatures in moat are more vulnerable. [They suffer between 15 and 30% more damage, having their defense rating reduced by three.] The firepower of tower and turrets depends on number of buildings in city, while the attack bonus is increased by levels of mage guild built. (And, of course, by hero/captain skills).My personal experience says this: I almost never build castle defenses andspecial buildings. If an enemy starts moving inside my territory, I buildmoats in endangered castles, if I ever want to hold them, along withTurrets, if given enough time. But remember - if an enemy will be stillable to capture the castle, YOU will then have to siege it and suffer fromthe improved defenses. If you have a first-strike army like sorceress, youcan afford that and the extra losses imposed by the fortifications on theenemy force will reduce your losses in recapturing. However, if your armiesare slower, they might suffer more losses from the castle than they wouldsuffer from the extra troops that the enemy wouldn't have lost whileconquering the castle. * Combat tipsCombat tips could be divided into several categories: -Using knowledge of computer intelligence [This is a non-combat section with tips on how to initiate battles] If a strong hero comes close to your castle, you can often beat him by following tactics: Rather than getting defeated (although heavily damaging his armies) in your castle, grab all you can and run away. Usually the hero will leave some of his armies as new garrison in the castle and head somewhere else (yet he may try to kill you, so you have to move around wisely). This new garrison is usually no match for your main army, so you kill it, get the exp. of it ;-)(plus the 500 for castle siege ;-)) and run again. Computer hero again takes your castle, splits his armies and leave. Repeat until you can beat the enemy with little losses (or until he stays in your castle - coz in such case you'll have to either fight it out or find y'self another castle ;-)) [This works best in cases where the enemy isn't strong enough to attack you, yet you'd suffer great losses in battle with him - i.e. from direct damage spells that the AI doesn't include as a decisive factor before battle.] This technique is very useful with villages, coz there's no garisson archers and also computer heroes can almost never resist the temptation to capture undefended village, but will NEVER stay inside to let you die out after 7 days of homelessness ;-)) AI has also quite simple algorithm for attacking your heroes and castles. Usually they won't attack unless they have a bigger army (in HPs). So it often helps to buy anything you can in the castle your enemy is heading towards and he changes his mind (although he would easily win, i.e. with a band of shooters and strong magic against a pack of hydras) Sometimes you'll have to use your main army as this deterring factor. If the enemy can see your castle, he'll head for it almost everytime he notices it's empty or lightly defended. But if you stay in your castle with all your forces for a few days, all these days he'll be going after other targets, which will give you then enough time to do your tasks around your castle. [Note that this also works the other way 'round... If the opponent has at least once been near to a castle, he'll often launch a task force to capture it every time he sees it poorly defended. You may benefit from that in two ways... Either you have your main hero nearby, that'll smash the incoming enemy, or you'll just get some strong armies (either by purchase or by moving a hero in) into the castle just when the opponent is almost there... And he, seeing a defending army too strong for him, will have to find another target - possibly somewhere deep back in his territory, which means that you've succesfully wasted his time and offensive potential of his armies.] A good idea is always (if you can do without gold) to buy out units in turn one and then let the opponent capture your castle, retaking it back just after a week - computer usually does a good job improving city buildings for you. * Always make sure you KNOW, what army will play next. The rules arethese: -First comes speed. If there's a stack, that is faster, than any other, it plays first. -When both sides have stacks of same speed, in the first round the attacker gets the first move -If both sides have stacks of same speed, the rounds go zig-zag. Once all stacks of that speed have moved, next lower speed army moves and if both sides have that speed in their ranks, then again moves side, that hadn't had made the last move. -On every side, armies with same speed play in order of appearance on the screen, when the battle begun. So, if you have two armies of the same speed, the ORIGINALLY upper plays always sooner, even if it moves below the other army. * Always try to use appropriate targets in order to attend your goals.Your goals may be one of the following: -winning the battle at any cost -causing maximum damage (i.e. defending a captured castle) -winning with no losses -not letting enemy flee.There's a different way to each of those goals, but most of them requireyou to know exactly the order of play, as well as to know approximatelythe damages, that your and enemy stacks can cause.Order of play is important for one more thing. If i.e. both you andopponent have some shooters of the same speed, you'll have to determine,if yours will play sooner, and if so, you can direct your other attacksto other enemy units (assuming that your shooters will cripple enemyshooter stack enough to cause you no casualities). * Combat rules: How the damage is counted? DAM= (1+((A-D)*X))) * A_count * RND_damageIn words: Number of attackers times damage caused by a single unit [thisone is the only random factor - damage lies somewhere within damagerange] times modifier based on Attack skill of Attacker and Defense skillof defender.Value of X: X equals 0.1 if A is bigger than D, which means that thedamage is increased by 10% for every point between A and D X equals 0.05if D is bigger than A, so damage is decreased by 5% for every pointbetween D and A.We'll show a black dragon fighting different opponents. Damage modifiercounted below will in combat be multiplied by number of dragons andrandom value between 25 and 50, which is black dragon's damage range.So, black dragon attacking peasants: [Assume heroes with A and D=0]Modifier = (1+(14-1)*0.1) = 2.30 or 230%, which gives damage from 68 to115.Now, the same dragon, attacking other black dragon:Modifier = (1+(14-14)*0.1) = 1.00 or 100% which gives, of course, damagefrom 25 to 50And now, the same dragon attacking other black dragon, whose commandinghero has the ultimate cloak of Protection, having defense bonus +12:Modifier = (1+(14-26)*0.05) = ((1-12)*0.05) = 0.4 or 40%There are limits to those numbers. Attack modifier is limited to 300%,defense modifier is limited to 20%. That means that there's no need tocast bloodlust on your army if it's attack is higher than it's targetdefense + 20, or steelskin, if your unit's defense is higher thanattacking unit's attack + 16. Is that clear? * Try to get to know your enemies as well as your units.Memorize most units' HPs and other numbers and be able to estimate, howmuch damage will your armies deliver, in order to use them mosteffectively.It always makes me sick seeing somebody (and happy,if it's the computer)running with a stack of blessed paladins to crush a few centaurs, whilemy blackdragons or minotaur kings will then give them hell, not fearingthe ten master swordsmen, which could have dealt the centaurs, but willinstead perish in the dragons retaliation...)In the battle, always keep an eye on current state of any unit,especially the number of HPs. If the stack with badly wounded unit canget out of enemy range, try it. If you can finish a badly wounded enemydragon or another big beast, do it. Two dragons, if which one hasmiserable 5 HPs left, still do damage of two dragons. If you have twostacks with equal HPs left, always sacrifice the one that you need less.(It's always better to lose a minotaur than a dragon.) * Remember counterstrike rules!Any close range attack is retaliated, but every unit retaliates only onceevery turn. (see exception list below) So, if your enemy has a strongstack, you'll want to either attack with a stack strong enough thatdecimated enemy will NOT revenge enough to kill any of your units, orsacrifice a small, cheap unit to waste enemy retaliation.[Ideal for this are gargoyles, with their speed. If you have two heroes,use the backup one to carry a stack of gargoyles and give the main heroone gargoyle before every battle, that would require this technique. (Forexample, if a barbarian has a stack of cyclopes, that could slay some ofyour black dragons in retaliation, if you sacrifice the gargoyle, thedragons will have one free attack on cyclopes. But remember, of course, thegargoyles have to play BEFORE the dragons ;-)] * Learn the ways computer fights - it uses only a few rules: -Attack! anytime you can. -Attack shooters if possible -Attack flyers if possible -Attack other unitsIt always tries to attack the strongest (in total HPs) stack of one ofthe mentioned classes, and if there are equal stacks, it picks thetopmost on the screen (topmost at the start of the battle, of course.)[There are two exceptions - liches and ghosts have different strategies.]Rule a) means, that the computer will attack, whenever possible, even ifthe target should have lesser priority than other your stacks.Example: You can lure average units with your cheap flyers (gargoyles fitthere best) to give your shooters more time to deal with enemy walkers... i.e. facing a barbarian army with one strong stacks of ogre lords:normally, they would get to your shooters in the third turn. But, if youin the second turn move one single gargoyle to the opposite side ofbattlefield, close enough to the ogre lords (they have radius of foursquares, so that four squares between them and the gargoyle is justenough), they will gladly run after the gargoyle, thus giving you TWOmore shooting turns, before they get to your shooters, which often is thedifference between life and death, coz you can also cast spells on thesetwo extra turns...) Rules b and c mean that AI will always pick shooters/flyers as a target,if the attacking unit has more enemies in it's range, and also units, thatcannot attack in this turn, will try to move towards those preferredtargets. Knowing what the AI's going to do can help a lot in defeating him. * Use special abilities to your full advantage.I'm talking mainly about two-field attacks (dragon, phoenix, cyclope),and I'm talking about yours as well as your enemy's. For example,annoying bunch of ogres can be easily smashed sacrificing one gargoyle tothe next stack of cyclopes, if the gargoyles attack from the rightdirection. (The cyclopes retaliation will work quite nice, possibly evenparalyzing the ogres ;-))Of course, many other specials come in handy - i.e. non-retaliatingattacks of hydras (plus their ability to strike at ALL surroundingunits), rogues, sprites and vampires, multiple retaliation of griffinsand all others. Especially the griffins can be used to mop lesser enemyarmies within one turn. * Tricks battling computer heroesComputer controlled heroes follow some patterns in their battle behaviour(as well as non-battle behaviour, see below. Usually, if an enemy hero hassome artifacts, he'll try to flee, when the battle turns bad for him,preferrably after smashing a lightning bolt into your stack of shooters.So, try to do your best and plan your crushing attack in a way that willnot allow computer to flee. [Usually this means letting him come closer andthen smashing all his units in counter attack... here comes very handy goodusage of spells, knowledge od abilities, order of playing units and carefulplanning, using effectively your damage-causing capabilities. See more inclass dependant strategies - Way of [classname]] When you don't want to have losses to your strong flyers/walkers, take afew shooters as a bait for AI. I once managed (with some High Levelsorcery including Meteor Shower, and a Sorceress with no big A/D skills)to take out 16 phoenixes with 10 phoenixes and 3 centaurs on my side -grouping the phoenixes as 2x5 and the centaurs as 3x1, losing nophoenixes. And I did it four times in a row. The AI is stupid enough to waste it's excellent firepower to smash onestupid harmless shooter. * Order and sizes of stacks Unless you have to, never place your shooters next to each other - thisway you allow enemy flyers to block two units at once. Always try to haveyour shooters at both ends of screen, with the strong protective walkers inthe middle. A good example is barbarian, whose Ogre Lords with radius of 4hexes can walk from their middle lane right in front of your topmost orbottommost stack, possibly attacking any enemy flyer or fast walker, thatmanaged to get there. Always line up your troops wisely, using knowledge about your enemy.Remember that your Average units can reach enemy Very Fast or Fastwalkers, that are approaching them in their lane. Applies well forgoblins, skeletons, ogre lords etc.etc. (Other pairs work as well - yourFast can reach enemy Averages, your very Fasts can reach enemy slows.)Sometimes it's wise to have one BIG stack in total HPs. This will oftenlure the computer into casting Disrupting Ray repeatedly, even when he'sa strong spellcaster, that would cause heavy damage with offensivespells. Best armies for this purpose are Titans, Crusaders, Ogre Lords,Raised Tons of Skeletons etc. When battling wandering walkers or mixed enemy armies, think beforeordering your troops. If you have Liches or plan to use area damagespells, position the primary target to the 5th slot. All the walkers willtry to walk diagonally accross the field, which means that those from upperslot will get into the way of those in the lower slots, they'll walk aroundeach other. This will have two advantages - first they'll be placed nicelytogether for area damage spells, second some of them will get to you laterthan they originally could. However, if you have strong walkers that have the same speed as the enemy(and especially Fast+ - cyclopes, crusaders, wolves, whatever), place yourprimary target (the strongest shoter) into the 1st slot. Thus, after thefirst walker has moved directly after your shooter, you can move somewalker of yours to kill this one without getting in range of other enemyarmies. (Note that if your shooter was in the 5th slot, the first walkerwould come diagonally towards you and attacking him at this moment wouldexpose the attacking army to other enemies of the same speed.) I hope thatyou understand what I mean. * Spell Casting - combat spellsBefore casting a combat spell, always think carefully what will yourcasting cause. Remember the following: -Sometimes a non-offensive spell on your unit will give you better results, than an offensive on enemy. Casting Bloodlust on 10 Titans will kick your damage by 30%, which can often bring much more, than an offensive, direct damage spell. -This applies also to non-offensive spells cast on enemy units! Disrupting ray can also decide a hard battle, because strong slow units like hydras or ogres are a pain in the ass in big numbers, but once their defense is set to 1 with no possible cure, any good attack acts as a pain reliever ;-) I personally won MANY battles by casting disrupting rays instead of lightning bolts. -Generally, you should be able to estimate what spell will have bigger impact on the enemy. Just count up your damage capabilities and compare this number, multiplied by the Attack modifier, with the damage that would your offensive spells deal to the enemy. Usually, four disrupting rays on enemy hydras stack will mean about 100% or more damage, so if your armies can deal more than 500 damage at the start of the battle, they'll score an additional 500+ for the disrupting rays - you would need spellpower 6+ to beat that with four lightning bolts. Of course, number of enemy units matters here, as well, because if you would smash the hydras with the bolts, before they got to you, there's no need to hesitate, but if you would have to attack the hydras stack more than once, it's always better to lower their defense permanently. [And this applies for stronger monsters even more, especially titans...] -If you can afford it, let the enemy cast first. [AI always casts at the very first opportunity] Usually it's better to be able to remove enemy spells efect. I.e. a curse on 20 titans is worth removing by a bless. -Remember that your spell casting can often cause a reaction from the AI. This covers all non-offensive spells: Blinding, paralyzing, cursing or slowing an enemy unit can force the AI to cast Haste, Bless, or even AntiMagic to remove your spell. Sometimes this is better, than letting the enemy fry your shooter stack with a 300 worth of lightning bolt, but sometimes an attempt to slow down crusaders results in them having the Blazing speed rating next turn, wreaking havoc on your troops. Also, remember this: When you cast Slow, Blind or Paralyze and the enemy dispels it in the same turn, the affected unit WILL move in the same turn, even if units of the same speed were played already. [With the spell removed, the unit's order of play will follow regular rules - if it's speed hasn't had it's go yet, it will come regularly. If the speed has been played in the turn, this troop will play immediately - it has the highest speed of units that haven't played yet. Thanks Qurqirish Dragon for that one!] -Use Blinds, Paralyzes, Hastes and Slows wisely! Always be sure to know, what impact on play order will your spells have. If you know that you'll wipe four of five enemy stacks within the first turn and without computer moving, be sure to cast a Blind on his last stack. Attack blind units only under these conditions: -Either you've faster units than this stack is -Or you can cast blind at the end of this turn again! Why? Attacked blind unit doesn't get it's move within this turn, but will be able to move in the next and if it is as fast as your fastest unit, it will move FIRST! -Cast the blind always right before you skip your last unit (last of those who move before the enemy!). This applies mainly for a sorceress. Imagine that you face a stack of average speed. You shoot with druids and elves and then, before skipping or moving unicorns, cast the blind. Then a new turn begins. Again, you shoot with your very fast units, and then either move/attack or skip unicorns. Enemy loses the blind condition, but within this turn, it WON'T move. So you can shoot with the shooters for the third time and then decide, if the unicorns can take the enemy out (within some help of offensive magic) or blind the enemy again. So generally, if your shooters are faster, than the only enemy stack, you'll have to cast blind every second turn (and can cast offensive/supportive magic the other half of turns) without giving the enemy a move opportunity. -Rules for paralyze are the same. -Rules for using haste are simpler,because you'll have to slay the enemy before his regular move comes. (Haste will not only let you play sooner, but extend your range by two hexes! Always remember that and use it wisely. Especially hasted very fast profit from that!] One of the most profitable uses of Haste is: Play the battle without spells until your massive army (esp. Skeletons or Ogre Lords) get their turn. By that time, many of enemy units have moved. If you cast Haste right now, your Ogres will be able to reach enemy average units, AND, in the next turn (if you have spell power greater than 1) they'll be probably among the fastest units. Thus, you have two sequential strikes with a very offensively oriented stack. A typical situation is a necromancer with Vampire Lords and Skeletons battling i.e. bunch of Fast units. In the first round, you should do without magic until the skeletons get their turn.Then give them Haste, which should let them reach the approaching enemy. They'll play first in the next turn, thus giving you the opportunity to cast Haste on the VLs and get two attacks (one the hasted skeletons and one the hasted VLs) before the enemy starts doing anything. That means a total of three consecutive attacks by your troops. In many cases it's enough. -Slow is usually better,because it reduces speeds by half (rounded up) (Ultra fast becomes Average(7/2=3.5), Very fast becomes Slow (6/2=3), Fast becomes Slow, Average becomes Very Slow!), but there's one bad thing:If you happen to Slow a Fast unit and FAIL to kill it,enemy can give it haste, which means that not only it will travel as UltraFast accross most of the battle field to strike at your shooters, but it will get the first move in the next turn,unless you have ultra fast or faster units! Even skeletons or mutant zombies will be VERY FAST!, and those for sure, because Haste is necromancer's DEFAULT spell! Always remember that! * Use offensive spells to cause maximum damage. It means: -Don't cast a 300 Lighning bolt on a stack with 50 HPs, unless you really NEED to kill it! Use magic arrow instead, or bolt something else, that will suffer the whole 300 damage! -Always know which enemy stack means bigger danger to your armies. A nice example would be my favorite: One titan has 300 HPs. 99 Halflings have 297 HPs. So the AI will always strike at the titan. But the titan will do 20-30 damage (plus maybe 140%, considering his high attack), while the halflings will do 99*(1-3), which gives 100-300 damage (plus maybe some more, they have some attack skill, too). On the other hand, there are cases, when the numerous stacks of poor creatures, such as centaurs, mean much lesser threat than a stack with the same HP total, consisting of i.e. very fast and quite strong minotaurs etc. [You should take into consideration whom will the possible targets of your magic attack - sometimes the shooters would cause damage, while the walkers would kill - if the minotaur kings cannot get to titans, they might decimate your halflings, while the centaurs would only damage your titans.] * Fighting shootersIf there are wandering armies of shooters, think before you attack them.You should always bear in mind how much damage your armies can sustainwithout losses, how much damage the enemy can deal to you. Think wellabout order of play, spell casting etc.During the play, keep an eye on damage to your armies. (Sometimes it'si.e. wiser to NOT attack with the flyers, coz you save damage fromretaliation. - use this rule, if you wouldn't kill at least half of theenemy stack.) Also, sometimes it's wiser to NOT attack blocked shooters,if you have an army with the same speed as those shooters, that wants toattack some others... sometimes it's crucial that a particular damagedand blocked stack is alive so that your army of the same speed gets it'sturn before an unblocked stack would play.Before fighting shooters, divide strong stacks of shooters, too. Youdon't need 20 druids to attack 5 archers, it's better to attack 2x5archers with two stacks of ten druids.If you have fast flyers, divide them to block the enemy. Griffins androcs do best here. Gargoyles too, since they're expendable.Among the regular, weaker armies, most dangerous are grand elves, whichusually score some damage. * Fighting flyersYou'll have to pay big attention to order of play and try to protect yourshooters with your other units (and it's wise to think about it before thebattle and reorder your units so that this will be an easy job. (Good forthis thing are all two-field creatures - griffins, unicorns, champions,boars make excellent blockers. Also, using the condensed army setup - thetoggle button in upper left corner of hero screen - that will help much,making less free space around your shooters. I use this rarely, but a fewtimes it has proven worth it. Best example is a situation where you haveone shooter stack and four very slow armies - all of them can attack anyonenear the shooter, because they don't have to travel any far.)Though, beware strong monsters (dragons, phoenix), unless you havehydras, which will profit from the fact, that the two-field attacks willstrike their friends almost as much as the hydras. The hydras can takeout much stronger armies, than you would think. (Using steelskin, bless,bloodlust is a good thing here. Out of five enemy dragon stacks four willstrike each other while attacking you.[In place of hydras any other two-hex creature will do. But make surethat this stack will be primary target for the AI and will remain so evenif heavily damaged. Phoenixes or rocs fit there well. With Ressurect-trueyou'll have an easy job even with some spellcaster, although knight herofits there best, possibly with artifact-boosted defense. The hydras arebest, though, because they'll strike at all enemies and they'll notretaliate.][Note that the creature used for this doesn't have to be a two-hex. Agood ogre lord band will do a nice job defeating some decent dragon armyas well. * Fighting walkersThere are a few good tricks against walkers.First one touches a bit specific conditions... If you have a strong stackcapable of two-hex attack and the enemy has units with slow or higherspeed, you can do a nice combo. Ideal example are the graveyard garissonzombies. Suppose we have some Phoenixes.Ok, we'll just plain attack them zombies... But how? Fly your phoenixesover to the third stack of zombies and attack from the front side - thesword cursor horizontal. You fry this middle stack. Next, you shoot yourshooters onto the fourth and fifth stacks of zombies. Now, the firstzombie stack plays its move - walking down to phoenixes, standing justbetween the phoenixes and second stack of zombies... A blow, doingdamage... some retaliation, and voila, three stacks of zombies killed inone turn by the phoenixes, which suffered only one attack.Note that this trick can be performed even against mixed armies. You onlyhave to pick a walker with at least Slow speed, stand TWO stacks down (orup) from him (frying another stack, standing there) and waiting for him tocome after you. However, you'll need to assure that this selected stackwill be the first to attack your two-hex-attack army.Another trick fits well against average walkers - using bait flyer stacksof one unit in size - described above with the gargoyle/ogre lord setup. Asacrificer may help you align enemy troops for your two-hex sweeps. Whenfighting walkers with your armies that contain mainly shooters, take mentalnotes on how much damage you cause to the enemy stacks. Especially if theenemy walkers are of the same speed as some of your units. The trick is:Sometimes it's wiser to let a damaged stack that is closing on yourshooters to attack those shooters. If they're of the same speed, this stackwill attack them, die in retaliation and those shooters then can goshooting at another stack. A typical example may be war trolls againstveteran pikemen - if the first pikemen stack has been seriously damaged bythe trolls, while the second is full strength yet, let your walkers andorcs kill the remaining three stacks. In the next round, the damaged firststack will attack trolls, die there and the trolls can shoot at the yetunharmed second stack. This often helps to win battles with no losses. * Concentrate your firepowerAs in most strategy games, even here works the approach of taking theenemies out one by one. Here the thing is based on the fact that allenemies except griffins retaliate only after first attack.The only exception is fighting (mostly wandering) shooters, which shouldbe (in most cases) taken out simultaneously to prevent them from shootingat you at all. Enemies led by a hero are a bit more dangerous, because thesimultaneous approach can cause losses to walkers and flyers. But sometimesthose losses are a fair cost for protection of your shooters. * Prevent the enemy from concentrating his firepower.Always try to determine the primary and secondary target of your enemyand IF the secondary target is either less important or more durable, tryto let the least possible amount of enemies attack the primary one.A typical example may be knight troops. The primary target are always therangers, while the secondary are most often the crusaders. The crusaderswill suffer losses after six times heavier damage is caused to them (whichwith their high defense means about 8-12 times more enemiesattacking them. And furthermore, the crusaders will be surely able tokill enemies in retaliation, whereas the rangers have lesser Attack skilland quarter damage at close range.)And how to prevent enemies from going after their primary target? Thereare two different situations: * The enemy are walkers with the primary target still out of their range.In that case you need to move any unit into their range, while keeping theprimary target out of their range. The AI rule of attackingwhenever possibly will force them to go after the bait unit. Thegargoyle-ogre lords trick is described elsewhere in the Ways of...articles. * The enemy are either walkers with the primary target in their range, orflyers. In that case the only remedy is surrounding targeted troop withother units. Best in this task are fast two-hex creatures. Just place theprimary target into first or last slot and the two-hex unit right besideit. If the two-hex unit plays before the enemy flyers, move it as close tothe primary target as possible, from below/up. Thus, you'll leave only onefree hex to attack the primary target from. If another unit of yours stillplays before the enemy fliers, you can move it onto that last free hex infront of your shooter. Thus all the flyers will go after the secondarytarget, which is usually the strongest walker stack (crusaders, hydrasetc.).Classical example is knight with Rangers, Champions (or Cavalry) andCrusaders against Fast or slower flyers. In that case, a total of two orthree flyers will go after the crusader (three, if the first one iskilled by retaliation) and the rest after next strong stack. This workswith little limitations even against Very Fast units - if the first flyer(that plays before the crusader and can attack the rangers) dies inrangers' retaliation, place the crusader into the now-freed hex. If theflyer survives, just leave him here, attack him only if you're sure youwon't kill him!Always use the terrain well to block enemy units. I.e. if there are twoways to your shooter - when there are those two long horizontal obstacleson the battle field, dividing it into three corridors - and the enemywalkers are average or slower. Let's say that your shooter stack is in the1st slot. The obstacles always leave two hexes of free space on the rearside of field. Typical example is fighting any average walker with knighttroops. Let's say that we'll put the rangers in the 1st slot, 2nd and 3rdwill be occupied by those Fast infantrymen. First turn, the infantry willseal up the top access route, rangers will shoot at whichever unit, allenemy units try to move in the middle corridor.Second turn: infantry moves below the rangers, occupying the two hexesthat are between the end of screen and the obstacle. All of those averagewalkers that cannot reach the infantry in this turn (and therefore have noimmediate target) spot a way to the primary target 0 the rangers. All ofthem turn back and head to the top corridor. In the next turn, you'll againseal the top corridor, all of them move into the middle. You can repeatthat as long as the rangers have some arrows to shoot. Note that it won'twork against Fast+ units and sometimes, some of the average units may gettoo close and attack your infantry. If that should mean losses, it's timeto switch to normal strategy - remove the infantry to give the rangers oneshooting turn and then an all-out attack (or in case that the enemy isstill too strong and would survive the attack and get to the rangers, all-out attack is launched immediately, keeping the walkers somewhere in themiddle to protect rangers (and let them shoot again.)Any two-hex creature can be used to block the access from the middlecorridor, but plan carefully, because you'll need to be able to switchthe blocks every turn and not let any of your blockers get into range ofthe enemy. This strategy will let you (with the luck of getting the rightterrain) defeat armies that would be able to crush you in a flat field.This is a cheap trick that I've discovered recently by pure luck, yet itworks miraculously. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>IX. USING CERTAIN HERO TYPES>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> --Using Knight------------------ Strengths:Ideal for fast conquering, smaller scenarios. Invaluable attack anddefense...Quite cheap armies, especially rangers, who can also be upgraded fromarchers found in archer houses and conquered villages, and often bearmain offensive tasks. Until you start to build crusaders, you'llprobably have no big financial problems (that is, if you can do withoutone of the walker types.)High morale in connection with four stacks, that can cross thebattlefield in two runs, often makes battles easier.Very potent offensive capabilities in champions, that can be builtwithout magical resources (only the trolls have the same advantage) andstrike against two-field creatures in first round. No crystal needed tobuy crusaders (they're the only one 6th levels with this advantage,that are an excellent weapon with their good speed and specials.Three of the armies are upgradeable for free - financial saves. (Ofcourse, cavalry only in expansion pak games...)Archers can be recruited for free and found often in captured villages. Weaknesses:Armies have quite low HPs - get used to have some losses, esp. due tomagic.Only very slow stacks available in the beginning - slower exploration,unless you hire a warlock to get some gargoyles ;-) Army Evaluation:Peasant 1/1/1/1/2/20The only unit in the game, that is totally useless for the side thathas it... (However, pretty useful for necromancers ;-)) Yet, they'rethe best unit in the game in the ratio of damage dealt to their ownhitpoints ;-)))Well, to be true, use of peasants has helped me a few times winningcastle defenses against wimpy computer heroes, but in general, peasantsare really useless, unless in four-digits numbers.Personally, I never waste money on them. But if you happen to haveseveral peasant huts in castle vicinity, let the peasants grow thereand if you think you might need them, call up a mobilization. Thisusually yields those three-digit numbers. And some hundreds of peasantsfor free mean a good stationary defensive potential that can prevent AIfrom attacking, even if it would easily win using shooter armies.TreeBeard says that once peasants saved his life, when being sacrificedto an army of ghosts, that stood between him and quite a powerfulenemy, which was just about to attack. Archer 3/5/10/2-3/2/150Ranger 4/5/10/2-3/4/200Upgraded: Shoots twice.Pretty dangerous cheap little fellows. Well, dangerous when upgraded,because their speed assures first two strikes against orc chiefs,halflings and other shooters. With some battle tactics, you can evenmanage to cripple enemy average flyers (green dragons, bone dragons,vampires, rocs, griffins, sprites...).Their availability at Archer houses, which are, due to their nice look,used more often than other dwellings in many maps, results in fact thattheir numbers may get quite high, making a valuable enemy of them.Definitely not bad for 2nd level creature, esp. due to double strike.A ranger is for 50 more gold worth two archers and is not far fromgrand elves (who are 3rd level), but they die a lot and you shouldexpect to have none of them in later game. (There are only a few waysof protecting them, and none of them brings anything good apart fromprotecting them.) Pikeman 5/9/20/3-4/4/200Veteran Pikeman 5/9/25/3-4/5/250Swordsman 7/9/25/4-6/4/250Master Swordsman 7/9/30/4-6/5/300Both troop types are quite reliable, carrying moderate attack andexcellent defensive potential. Their Fast speed after upgrade allowsthem to control most of the battle field, reaching stationary enemieswithin second turn.Their high defense combined with their speed also allow them tofunction as blocking armies to protect rangers together with eitherchampions or crusaders, a matter of big importance esp. against enemyAverage flyers.As neither swordsmen nor pikemen are AI's primary target, their lossesaren't high and they profit strongly from the fact that most enemiessomehow underestimate them.Both can be upgraded at foundry, which is another map structure, thatis used more than often due to nice look ;-) Cavalry 10/9/30/5-10/6/300Champion 10/9/40/5-10/7/375This troop is important for many reasons. Being Ultra-Fast assures theknight first shot in every turn. Being two-hex gives the championsopportunity (with a little luck considering clear terrain) to strike inthe very first move against enemy two-hex creatures. Most usefulagainst centaurs, rocs and griffins. The upgrade also makes them 33%tougher (and, in fact, cheaper per HP...)Before upgrade, they lack most of their positives, but still remainpretty strong in both defensive and offensive tasks. One bonus is againfree upgradability (in EP maps only, though). Paladin 11/12/50/10-20/5/600Crusader 11/12/65/10-20/6/1000Both: Attack the target twice.Upgraded: Cannot be Cursed, scores 2x damage vs. undead.An army of great potential. Crusaders' special double damage againstundead would make bone dragons tremble with fear, if they only couldhave any feelings.Their 20-40 damage per turn is third best in the game, also they can beblessed and crusaders cannot be cursed, giving you an assured averageof 30 damage per piece. They're capable of scoring some 160+ againstweaker undead - one blessed crusader without hero skill bonuses cantake out 8 mutant zombies or 40 skeletons in one turn.Although they're the worst 6th level army by HPs, in real use they'revery potential opponents to face and a very dangerous weapon topossess. Knight Castle building in the first week: ÚÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Day 1: ³ Statue ³ 1250 gold + 5 ore ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 2: ³ Well ³ 500 gold ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 3: ³ Tavern ³ 500 gold + 5 wood ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 4: ³ Archery Range ³ 1000 gold ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 5: ³ Blacksmith ³ 1000 gold + 5 ore ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 6: ³ Armory ³ 2000 gold + 10 ore + 10 wood ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 7: ³ Jousting Arena ³ 3000 gold + 20 wood ³ ÀÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ20 ore should be an attainable goal (usually it's there, at least onNormal setting).35 wood poses much more trouble, because it requires two heaps of wood(total 10-20) and capturing a sawmill somewhere between day 4 and day 7(6-0 wood). However, in most cases the wood can be found within theweek, and the second half of supply is needed only at day 7 - up tothis date you'll have enough with the starting stock.10 000 gold is quite easy to accumulate (The castle yields 7500 inthose six days, which must be lowered by 1250 for the statue, another7500 should be the starting stock. That will give you at least 4000gold for day 1 purchases, which makes the knight the strongest in theearly game.)Another 20 wood and 10 ore will be needed for upgrades of dwellings.May not be necessary, though - if foundry/stables are near.The farm is almost absolutely useless.If you happen to be lucky and get that 20 crystal needed for Cathedral,it may be often wise to purchase that instead of Jousting Arena at day7. The paladins' double attack and all higher numbers are a goodadvantage. However, if there is a Sorceress enemy nearby with goodprospects on building Phoenixes, the champions may have an importantrole in getting you the first attack, which may be pretty criticalfactor. Rough castle output will be 1250x7 - 8750 gold/week.Weekly armies without the crusaders will cost 5840 before upgrades,7285 after upgrades.HPs grown weekly 870 at 12.97 g/HP This means that knight will be able to actually save money for buildingcrusaders, while the other classes will have to either leave somearmies unpurchased home or acquire gold sources. This is importantmainly for barbarians, who are otherwise able to compete with knights'quick starts. StrategyThe highest priority at the early game is wood - which can usually befound nearby. However, you'll be able to build first four dwellingswithout any additional wood gathered, and after that, evenwell-defended sawmills should be acquirable.One good thing about being addicted to wood is the fact that wood canbe acquired at seas easily - so if you happen to run accross any harbortown or just a ship (giving a Summon Boat a try at seashore applieshere, too), you may get quickly large amounts of wood. Especiallyeffective is this technique when your home castle already has ashipyard - the 10 wood for the ship is usually more than back withinthe 7 days of sea travel... Try to hire a sorceress for that purpose -the money comes back, too!)The second highest priority may be either gold, if you seem to haveenough crystal, or crystal, if you seem to have enough gold ;-)Crusaders will burden your budget with 4000 extra gold, which meansthat you'll be two thousand/week short. Compared with barbarian, youhave less ranged attack potential and therefore need the durability ofcrusaders to keep up the aggressive exploration. Forces combination:I usually take all the rangers, champions and master swordsmen on theroad, while the pikemen remain as reserve. Though, especially in caseswhere crystal is rare and there is no need to save money for crusaders,I'll buy all the pikemen to give them to the backup guy as his mainarmy. Their numbers will usually prevent secondary AI heroes fromattacking him, so he can dare to venture a bit away from the main hero.In cases of dire need, the pikemen can be still given to the main guyto help with offensive. In cases of low gold income that is needed tosave for the crusaders, you might as well omit the swordsmen.My usual practice with the main hero is: Rangers split into two stacks,placed in first and last slot. Between them, Champions, Crusaders andMaster Swordsmen in any order.Position of champions is operationally changeable in dependance on anytwo-hex creatures present in enemy armies.In case you have only two walker stacks (Swordsmen and pikemen,Swordsmen and champions) and plenty of rangers, split the rangers intothree stacks - that gives you more control over damage distribution,less firepower wasted by blocking flyers, enemies changing their mindas the stacks of equal sizes lose their priority target status aftertaking slightest losses, which causes enemy slower walkers to changetheir projected path, possibly wasting a turn.)The swordsmen are the stack that will suffer the least from enemies. Asyou'll maybe have some from villages (and even more pikemen), anddefinitely lots of them from castles that you don't have resourcesenough to build up to jousting arenas and cathedrals), you'll find thatall of a sudden, they're your biggest stack by HPs - often big enoughto scare the hell out of spellcasting enemies, who'll in turn startcasting Disrupting Ray on them.Always remember that strongest skill of knights is defense and theirtroops are designed to conform with this system.Always have crusaders in 2nd/4th slot - so they can get into the moatthe very first turn in castle sieges and possibly break in in thesecond. Champions will make it from the border slots. Swordsmen can dowell in the 3rd slot. Special strategies against particular classes: * Fighting fellow knights: Once your enemy has army about equal to yours, you might probably forget about having rangers after the battle ;-). With four armies capable of getting to the other side in second turn, the rangers' only task will be to eliminate their counterparts, so that your walkers will not be disturbed while dealing with his walkers, that have already come to you. Enemy champions will probably die at blades of your crusaders in the first round. The crusaders are a tougher nut to crack. Unless you block your rangers, they'll wipe them out, as you have no way to prevent them from playing before your crusaders in the second battle turn (omitting magic, though.) In case the rangers are blocked, the enemy crusaders will go after their counterparts and that's no good. So it's maybe better to sacrifice some of pikemen/swordsmen and attack the crusaders in the first round, when they come into range. * Fighting barbarians: This is always a tough job. The barbie will get first shot with his trolls, which usually means 2-5 dead rangers per enemy troll. That is bad. If the trolls aren't upgraded and aren't the topmost average stack, the first shot goes to you, which is much better. However, against barbarians you cannot afford to rely on defense, as their range firepower is far greater than yours. You'll probably have high losses in rangers. All your walkers should approach the enemy carefully, as you should do your best to get first strike and decimate enemy units in order of speed - Champions should smash wolves easily, Crusaders will engage the cyclopes, swordsmen and pikemen will take on the shooters. With a bit of luck you might be able to take out wolves in the first round, thus getting first TWO shots in second round, giving you better chances of minimizing losses from cyclopes. Orcs are no match for you at close range, so make sure that one of your fast units will make it to them at least as a blocker. The Qurqirish Dragon has a good point about the most dangerous unit of barbarians changing after the first round: Once the trolls and orcs are blocked in round 2, the worst threat by far are the Ogre Lords. With a very good attack, and decent defense, and a whopping 60 hit point per unit they're as bad as cyclopes, especially since they will probably outnumber the cyclopes as well. 99% of the time, if a barbarian survives a battle with only 1 stack left, it will be a fairly large stack of ogre lords. The crusaders should concentrate on them rather than the cyclops, unless there are equal numbers of the two (which is unlikely). Also, by not getting the retaliation attack from the cyclops, there is a lesser chance of the crusaders being paralyzed (and thus beaten up by BOTH ogre lords and cyclops). * Fighting Sorceress: With Champions, you can stand up against Phoenixes. Getting into the same lane with them gives you first shot. The champions are not any weak army and the losses are worth it. The Phoenixes will smash the rangers, but your Crusaders will be already on the way to prevent Grand Elves and Greater Druids from second shot, while Swordsmen and Pikemen shoud beat the crap out of the Phoenixes. TreeBeard says: But then, the crusaders will get hurt from the unicorns that might be blessed and blind them. Also, expect the sprites to go after the rangers if the sorceress have attacked the knight, but not the phoenixes, which means you'll have to attack with all your walkers. Iniciative will be very important in such a battle. * Fighting Warlock: As in other cases, the rangers are deemed to die as enemy will probably have two very fast flyers to go after them. Warlock is a strong opponent. Your only chance is aggresivity. Dragon Slayer on Crusaders will make wonders here, The rule about concentrating firepower is extremely important here - the dragons must be taken out ASAP. The rest should be easier then - the minotaur kings and flyers are usually taken as a by product of the dragon-slaying, because they'll get over to you pretty soon. The hydras can be then Blinded and a massive attack arranged, that will give them no chance to move. TreeBeard says: Beware of Magic! A simple berserker on your crusaders and you're knee-deep in trouble, not to mention Draggagedon combo, which is extremely efficient against the low HPed Knight troops (Imagine that for every one point of enemy spell power, you'll lose two pikemen, almost two swordsmen, five rangers, one champion and almost one crusader... and 50 peasants, of course ;-)) * Fighting Wizard: The titans are the obvious threat. Since you cannot block them, they'll cause you great losses. Unless you have ranger stack big enough to survive titans' and archmagis fire, you might as well forget about protecting those rangers and run straight after the enemy shooters. If any of your rangers survive and play before enemy rocs, use them to cripple halflings. Champions, if they haven't already attacked boars or rocs, should be able in the second turn to give hell to archmagi, possibly sacrificing themselves to block titans - or even attack titans to waste their retaliation and slice them with crusaders. Swordsmen and Pikemen should be enough to deal with rocs and boars without suffering any great harm. TreeBeard says: Again, beware of magic. The best way is to attack before the wizards manage to get titans. * Fighting Necromancer: With Crusaders' double damage versus undead, there's no need to stress the fact that crusaders should do most of the job. Unless you can haste your archers, enemy Vampire Lords will go after them. Depending on the size of the bone dragon stack, you might wish to block your arches against their attack - they'll then go after the crusaders and if are outnumbered, will die there. However, if you want first shot at them with the golden boys (and that might save you a good number of them), let them toast your rangers and wipe them in the next turn. Champions should be able to toast enemy skeletons, unless in extremely high numbers. The undead walkers are a threat only if their numbers are high. Be sure to concentrate your fire onto Vampire Lords within one round as to lower their ranks in the best possible way. A good thing to prevent computer from raising them from the dead is positioning a unit atop their ashes... A good thing is to try and send your champions to deal with power liches ASAP, because that will give you two shot combo (champions-crusaders) in every subsequent round. Hero benefits:No need to comment. Comparable with barbarian - both in very quickoffensives and in long-run campaigns very valuable, outranked byspellcasters only in mid-terms.Compared with barbarian, Knight gets far more levels in magic and thusmay partially stand up to spellcasters, especially by using Mass spellsor helping himself slaying weaker stacks. The most proficient way isDisrupting Ray on strong and slow enemy stacks. (Remember that withevery Ray hitting the enemy, you increase damage your troops cause tothat stack by 15 to 30%m the higher value much more likely, since yourunits should already have greater A than enemy D is.). Also, the knighthas twice the barbarians' chance of getting wisdom. (Well, not exactlytwice, since that would need a LOT of counting...)important for the troops and strategy:Archery is useful especially in cases where larger quantities ofarchers become available, as well as in maps where you plan to conquerwizards or sorceresses pretty quickly and use their troops later. (Veryrecommended, anyway. Having a few titans to attract enemy attentionalso gives the rangers some breathing (and shooting) room.)Leadership is critical, because all your walkers are able to reachenemy in one turn, if they get the extra morale. With the enormousclose range firepower that your walkers carry, you should in fact relyon morale boosts.Ballistics is very important, too, as you'll need to get inside theenemy castle as fast as possible to minimize losses on your rangers..Wisdom comes very interesting in larger maps, where you can expect yourknight to get both sufficient magic skills and enough levels to get thewisdom to advanced or expert level. In shorter maps, you'll probably dowithout wisdom. Usually the decision should be affected by availabilityof 3rd level spells (from captured guilds and map shrines).Diplomacy may be very important in the long run, because knight'stroops tend to take minimal losses and once you're on the road, youstop buying units at home and start to accumulate gold, which could belater used to buy wandering armies - especially efficient to replenishranger stacks that have suffered losses, or to get another powerfulshooter stacks - especially elves/grand elves fit there. Beyond all doubt, the knight troops are the wimpiest in the game, inoverall long-run look. The knight's strength lies in short-termexploration and conquering, in fearsome crusaders and in the ability touse magic quite well. Knights get magic levels far more often thanbarbarians.Your rangers are quite weak for an AI's primary target, so you'llprobably suffer quite high losses. It helps greatly to use Steelskin orShield for protection and Haste/Slow to give them their chance to provethemselves.As a knight, I do not rely much on my own troops, because a few weeksworth' of them is enough to gain access to somebody else's troops. Assoon as you locate an enemy castle with suitable troop types built,take it at almost all costs. I usually use my original troops as agarrison, preventing weaker enemies from reclaiming their home town,and use local troops (mostly dragons, titans etc.) for furtherconquest. But even with Phoenixes the Knight is usually capable of verygood opposition. (Not to mention adding some 20 war troll to yourarmy...) --Using Barbarian--------------------- Strengths:Quite good for small to medium scenarios and fast conquering.Sturdy, tough units with very good offensive.Can profit from map bonuses - at forts two armies can be upgraded forfree - financial saves.Three main stacks have special abilities, all quite useful.Toughest fourth dwelling creatures - ogres are excellent for castledefense, especially after the upgrade.Sometimes the pathfinding skill is a decisive factor, especially forconquering in early stages. The shooters do excellent job, especiallyagainst wandering armies.Orcs can be recruited for free and found in villages often. Weaknesses:Lower speed of units - opponents get quite often a chance to play.Lack of ore at startup.Sometimes hero gets only attack skill upgrades and remains quitevulnerable even in longer gameplay. Must use most aggressive approachthen, which can even mean taking some losses while grabbing artifacts,searching graveyards etc. (I remember getting a 10/1/1/1 barbie withoutartifacts.)Quite expensive armies and especially dwellings. After upgrading trollbridge in second week, you'll have very little money left for buyingtroops. However, overall prices are quite fair - wolves, ogre lords andwar troll cost 7900 per week, which is more than covered by castleoutput. With some luck (in the nearby fort) you'll save quite a bit onthe ogres and may as well afford slower orc chiefs. Army evaluation:Goblin 4/1/3/1-2/4/40Among the 1st levels their standing is moderate. In high numbers, theymake an excellent unit for defense of shooters as they can deal quiteconsiderable bits of damage. High numbers are pretty common, becausethe goblin hut is one of those nice little buildings ;-)They carry cosiderable attack punch. With average speed, they're ableto have first strike on approaching enemy walkers with fast+ speed(Royal mummies, upgraded knight infantry, unicorn and all very fasts.).I usually use goblins only in large numbers - i.e. when I have multiplecastles and/or goblin huts. Usually stationed as defense reserves,bought and employed only when I'll need them Orc 3/4/10/2-3/2/140Orc Chief 3/4/15/3-4/3/175A powerful shooter, definitively in comparation with other 2nd leveltroops. The upgrade is a must, as it increases HPs by 50% and damage by33%, not mentioning the higher speed. Since they're available in watchtowers, which are used quite often (due to the nice picture) in manymaps, it may be possible to gather very large armies of orcs. Sincetheir upgrade can be made in forts for no fee, they're usually a must.Their lower speed will often get compensated by their leader'spathfinding, making the barbarian as fast as other heroes, or evenfaster. However, they'll often suffer losses in battles. TreeBeardscores a good point here: Often. But most maps have a huge grassregions, which means you'll get slow. That's very frustating to try torun from a mighter hero using those slow troops, not to mention that,if you have a Very slow or Slow troops, the opponent will getinitiative next turn. Wolf 6/2/20/3-5/6/200Attacks the target twice.A must, especially in the beginning. While they're not strong by HPscompared to other 3rd levels, they have two good attributes - speed anddoubled attack, which is supported by the relatively good Attack skill.Usually, they're very valuable against wandering shooters. The veryfast speed will often give you first strike (and opportunity to castsome spell, too!)Being two-hex makes them a good blocker for protecting shooters. Interrain with obstacles, you may even fool wandering walkers by blockingone side of shooter stack in second turn - see the end of Way of Heroarticle for better description of this trick.TreeBeard says: But their pitiful defense and low HP mean heavycasualities. They must be protected and only strike to kill, preferablyin the first strike. Ogre 9/5/40/4-6/2/300Ogre Lord 9/5/60/5-7/4/500One of the most remarkable armies. After the upgrade, they often becomethe main punch of your army. Since they're there from the very firstweek, you'll have plenty of them.Their biggest advantage is that they're upgraded at forts and withthose 60HPs they beat all other 4th levels (that range from 25 of gr.druids to 45 of Minotaur Kings.) Their skills and damage are also quiteremarkable.In the beginning, you probably won't have enough gold to take them onthe road, but if you manage so, you'll benefit from the high HPs in onemore way - wandering armies will give you much more respect, giving youthe opportunity to decide, if you want the exp. for their killing orrather let them flee, taking no losses from flyers/shooters. Of course,many more of those armies can now offer you to join them. Troll 10/5/40/5-7/4/600War Troll 10/5/40/7-9/5/700Both: Regenerates to full HP at start of every battle turn.An excellent shooter. The troll special of regeneration givessignificant advantage i.e. at castle sieges, where total damage pointsgenerated by defensive ballista fire are greatly reduced and withweaker castles even totally eliminated. Of course, as TreeBeardcorrects me, this regeneration advantage diminishes with time becauseit's importance is inverse to enemy army size.The upgrade gives also a remarkable damage increase, making war troll akilling machine.The upgrade is necessary - being Fast gives you a good chance to firebefore enemy average flyers/shooters can take their part. I.e. preventsblocking by Rocs, Griffins, Sprites, Vampires (to take one army of eachprobable enemy ;-)).Besides, they usually draw enemy attention, which makes a nice combo ofwar trolls placed next to Ogre lords, who in their turn smash theopposing flyers. Cyclope 12/9/80/12-24/5/750+ 1crTwo-hex attack, 10% chance to Paralyze enemy after hit.With Fast speed and two hex attack, a remarkable opponent. Also, theParalyze special can give very big advantage, because paralyzed stackdoesn't retaliate - so you can take care of other enemy stacks, thensurround the paralyzed one by all your bashers and give him hell.However, Cyclopes are costly to build, as the barbarian's goldconsumption for trolls, wolves and orcs is quite high. On the otherhand, not including the crystal, they themselves are quite cheap - 4 ofthem cost less than 5 war trolls and as much as 6 ogre lords.And one personal experience - they're the only one-hex creature withtwo-hex attack... and one often forgets about that and either in attackor, much more often, in retaliation the cyclopes harm their own troops.When the enemy has the initiative in form of faster troops, you'll haveto be very careful with moving cyclopes around the battlefield. Upgrading priorities: * Stick hut: Low priority. Although the upgrade is significant, the global importance of orcs in the barbarian army is much less significant. Wait until you're sure there's no fort close to your castle or somewhere on the way to your enemies. * Adobe: Medium priority. Ogres are crippled in the battles by their low speed. The upgrade helps them in many ways. Applies the above considering waiting. * Bridge: Highest priority. Increased damage and speed are very important. Barbarian Castle building in the first week: ÚÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Day 1: ³ Statue ³ 1250 gold + 5 ore ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 2: ³ Stick Hut ³ 750 gold + 5 wood ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 3: ³ Den ³ 1000 gold ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 4: ³ Well ³ 500 gold ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 5: ³ Adobe ³ 3000 gold + 10 ore + 10 wood ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 6: ³ Bridge ³ 4000 gold + 20 ore ³ ÀÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙSo, we have there one day reserve, sometimes more.There's one thing to stress (thank TreeBeard) - unless you're sureyou'll be able to get extra 15 ore, don't rush for the statue - thismight prevent you from getting trolls within the first week.(Stick Hut has some chance to be there in a random castle, while themap makers often give the castles Statues/wells)The reserve may be used for Garbage Heap (1000 gold) or Mage Guild(1000 +5w +5o) Now, we'll need 10 more ore for upgrade of Bridge, 5 more wood forupgrade of Stick Hut and 20 ore and 20 crystal for Cyclopes, along withthose large gold sums. Building Coliseum is very optional, while the fortifications and moatmay come handy, if you ever expect your enemy to get close to your homecastle. But that can wait. Resource summary:You'll need 15 wood, 30 ore and 8100 gold for the dwellings alone,another 5 ore and 1250 gold for statue and well.Another 10 wood, 15 ore and 6200 gold is needed for dwellings upgrades(provided that there's no fort nearby to save on ogres and orcs)Weekly armies without the cyclopes cost 8400 gold before upgrades,10450 gold after upgrades.An interesting idea from TreeBeard is to not use goblins and orcs inthe same task-force, just use one of them and when they suffer someheavier losses and become weak, replace them with the other type andlet the weakened stack grow at home into more usable size.Total production (inc. cyclopes) cost/week 11400, 13450 with upgradesThe rough castle output will be 1250x7 - 8750 gold/week.HPs grown weekly 1250 at 10.76 g/HP All that sums up to the fact that gold will be prety scarce. StrategyThe highest priority at the early game is ore - which can usually befound near. If it seems that there won't be any free ore nearby, you'llhave to get a mine fast. No cost is high enough. It always pays backsoon to sacrifice most of your starting armies (you should have 10+orcs, 20+ goblins and five wolves by day 2) to sweep out some level1-2monsters guarding an ore mine.The second highest priority is beyond all doubt gold.You'll need two villages to support your weekly troops production(without cyclopes) and bigger sources to accumulate money for cyclopes,mage guilds etc.etc.) Depending on the resources available in close vicinity to yourheroes/castles, the first issue should be statue, if affordable.You'll need 30 ore for ogres and trolls. If there is a mine nearby, getit at all costs. Sacrificing a few orcs and goblins is never a too highprice. An useful thing here is to buy a second hero (whenever youexpect the explorable area to be big. Leave him with one goblin to havesome speed. The main hero should occupy the ore mine, get all thetreasure chests for experience (ok, maybe those that offer 500exp/1000gold should be converted to cash, if you don't have surplus. Sometimesit might be better to go for gold needed for structure building.)By the end of first week, you should have bridge built. At day 1, week2 you'll probably not have enough cash to buy all trolls. Wait then.With 8 trolls split into two stacks and possibly 12 wolves you shouldbe able to take out weaker armies and gain access to more resources,artifacts and towns. This force is capable of capturing a town withsome 15 orcs, some wolves and goblins - which is the usual garrison ofneutral barbarian towns. Other towns should not pose any big trouble.The touhgest opponents could be warlock and sorceress towns - they haveaverage or faster shooters/flyers. But having your trolls upgraded toWar trolls should solve this (at least partially). Remember that trolls regenerate, and make sure that the troll stackwill have more HP's in total than the orcs or other shooters you mighthave, so that enemy units will go after the trolls. (Of course, only ifyou want them to! If you're sure you'd take losses, it's usually betterto take losses to the lower-dwellings troops.)It works great esp. with weaker castle garrisons, that will waste theirfirepower, often causing some 35 damage per round... which the trollspromtly restore ;-) Forces combination:I usually prefer to walk around with all wolves and trolls I can buy,with addition of orcs, preferrably upgraded. The orcs aren't requiredfor exploration. I often leave Ogres and Orcs at home, until I needthem, or at least until I locate a fort for free upgrade.Generally, you must decide whether or not you will aim for building andusing cyclopes. If so, then you can probably leave ogres at homeunpurchased in reserve and save the money for cyclopes.If you're not planning to build pyramid, you'll probably take the ogreson the road, as they have excellent potentials in damage causing,damage absorbing and intimidating wandering armies into joining. Inheaviest final battles, the ogres are often the only stack that remainson the battle field. For battle purposes, it is unbearable to gowithout upgrade. Upgraded Ogre Lords not only have 50% more HPs, butalso move around within 4-field radius, which in battle is far muchbetter than two-field of the Slow Ogres.Recommended order of stacks: If you have non-upgraded ogres and orcs,let them stand next to each other, the ogres let to be playing first.With both stacks being very slow, they'll be playing usually last inthe turn, which means that the orcs will be often already under attack- in first round from flyers, in next rounds from faster walkers. Inboth cases the Ogres can either smash the opposition or at least wastetheir retaliation, so that the orcs can attack at close range, too,without suffering additional losses.Once the Ogre Lords are upgraded, be sure to position them into thethird slot, so that they'll be able to reach both upper and lower sideof battle field. Other armies can be placed everywhere, with Goblinspossibly in the 2nd/4th slot, Trolls and Orcs NOT next to each other.Wolves and Cyclopes are usually able to reach anywhere they need. Theorder of War Troll and Cyclopes should be changed operationally, assometimes the cyclopes will be needed to clean the space around thetrolls.Order of Goblins/Ogre Lords depends on size of those stacks. Sometimesa small force of goblins can be sacrificed to waste retaliation of somestrong enemy stack to give the Ogre Lords a free shot, but in mostcases the order should be reversed, as the ogre lords seldom takesignificant losses where the goblins would get decimated.If you're exploring, your backup hero can carry your orcs. If you havea considerable firepower in wolves, cyclopes and trolls, you can givethe backup guy also ogre lords and goblins. This way, the backup guywill have a force strong enough to occupy villages, defeat mostwandering armies and, last but not least, defeat those bothering weakcomputer bastards that have nothing better to do than claim mines thatyou've already taken for yours. For important battles, those secondaryforces can be used by the main hero.Always remember that strongest skill of barbarians is attack and theirtroops are designed to conform with this system.Be very careful about positioning your cyclopes! If you place them nextto wolves or any other two-hex creature, you risk that any attack onthe cyclopes will cause them to harm the wolves in the retaliation.This is most likely against human players, who will definitely try touse their very fast flier to do so. The computer might do that if hecannot attack your shooters. Special strategies against particular classes: * Fighting fellow barbarians: This is usually a tough job. You need to accomplish several things before your opponent does. You have to do your best to get first shot with trolls and first shot with orcs. When fighting AI, you may help yourself much using Blind or Paralyze spells. The opposing wolves should be killed once they run across the field, using cyclopes and ogre lords. The enemy cyclopes shouldn't be allowed to attack your shooters - either use slow and fry them with your shooters or go after them with your own cyclopes and ogre lords, possibly both in the same round. Fighting barbarians means usually quite heavy losses. * Fighting knights: Here the biggest threat lies in crusaders... Champions that go after your shooters should be no match for your cyclopes. Depending or sizes of your orc stack and enemy ranger stack you'll have to decide, whether you'll smash rangers with trolls or, using some spell, have the orcs play before the rangers and kill them. You'll have to pay attention, though, not to let crusaders start the second round, because they would cripple your shooters. Often it means that you'll have to attack them with your Cyclopes and Ogre Lords, suffering some losses. Having Blind or even better Paralyze will help much. You have two possibilities - either you keep your wolves alive along with enemy Champions (though severely damaged) to keep the opportunity to play after them and somehow disable Crusaders (by spells or by blocking them), or you'll kill the Champions and assure that your opponent plays the last move of the first round... However, if you have orcs/orc chiefs and he's got only average or faster units, you can't do that and the Crusaders will play before you. Most effective is Haste on the Trolls. If the champions are dead, Slow on Crusaders works well, too. But be careful about Slowing them in the first round, because AI will dispel that as soon as possible. * Fighting Sorceress: There's nothing you can do. The sorceress will almost usually have first strike with Phoenixes, going after your trolls. Unless you have some useful spells (see below), Grand Elves and Greater Druids will probably have time to shoot, too, and possibly even sprites will come after your trolls. It may be good to keep your shooters with the backup hero and deal with the sorceresses with strong walkers only. They will suffer lesser losses that shooters, whose value is higher in general concept of barbarian warfare. However, if you battle sorceress with all your forces, you should try to protect your wolves as they're the only unit that gives you an opportunity to cast a spell before the nasty very fast shooters of your enemy take their action, which is made worse by the fact that Sorceress ALWAYS has Bless spell. * Fighting Warlock: Without Haste spell, the enemy will get first attack at your shooters. If the dragons will already be black ones, your trolls will get their butt kicked. Among the best strategies are: Using Dragon Slayer spell on your strongest stack (most often Ogre Lords), having one very fast flyer (purchased at any captured warlock village) to waste the dragons' retaliation in first round, thus allowing you to smash them with all your walkers. Against AI use a few orcs as a bait to waste the dragons' power, keeping your main shooters with the backup hero. * Fighting Wizard: The titans are the obvious threat. Since you cannot block them, they'll cause you great losses. Your task is to eliminate rocs as fast as possible. Often is that done by shooting with trolls, the rocs usually survive, fly to the trolls and die there. The orcs should take out the archmagi. Cyclopes and Ogre Lords are powerful enough to take on the Titans. The titans can be Slowed, Cursed, or Disrupted - which are all good ways to help yourself with minor spells. However, the losses are obvious here. Since the enemy will probably have three shooter stacks, you might minimize those losses by casting Shield/Steelskin on the Trolls. * Fighting Necromancer: The most threatening are Bone Dragons (with second best raw damage in the game!) and Vampire Lords with their regeneration. The walkers are not a match for ogre lords. Skeletons can be dangerous in very high numbers, but with their weak defense they're toast once your orcs get aim at them. Usual procedure is to eliminate Bone Dragons and possibly Vampire Lords within the first round. There it's important to play with trolls sooner than the Vampire Lords - they fly back to trolls and the Cyclopes can then finish them. If you happen to have the Slow spell, the Bone dragons are solved by that pretty easily. Or, as Qurqirish Dragon suggests, you might as well Slow the VLs - very effective, if your trolls are able to 'minimize' the Boners in one shot. The power liches are about the only stack that will cause damage in the first round. However, be careful about the Slow spell - if you play last move in the first round and the Power Liches are still there, enemy will Haste the VLs and give your trolls hell. (It may help to leave your orcs and goblins with the backup hero, keeping only the Ogre Lords in the Average speed class - the enemy often has skeletons AND mutant zombies or regular mummies, thus assuring your Wolves first move in second round - and the opportunity to Slow/kill Liches and get another free shot on the VLs with trolls and also scoring a good damage with Cyclopes.) Hero's benefits:The barbarian doesn't need any extra comments - it's about the besttype for both long-run campaigns and very quick offensives -outrankedspellcasters only in mid-term, where their direct damage spellsarealready available and dangerous. Skills important for the troops and strategy:Archery can give your troops significant boost as your forces shouldrely on it.Balistics is a very good pick, because your three walkers are all verypotent in damage dealing.Wisdom is less important here, as Barbarians are rarely goodspellcasters, unless helping themselves greatly by artifacts. But as ageneral rule, you won't get many chances on Wisdom, so whenever youthink you might need it, take it. (Especially in larger maps it comeshandy in the end, because spells like Mass Haste/Slow and Berzerker cando wonders and don't rely much on spellpower.) Generally it's clear that the way of barbarian in battle is prettytough, but so is the barbarian himself. His strength is in quick,aggressive exploration, resource gathering, good movement in roughterrain.In the battles, all tactics get changed if you happen to have MassHaste or Mass Slow, because those turn the tables greatly in yourfavor. Having their minor versions isn't that good, yet having your WarTrolls Ultra Fast can never be any bad. --Using Necromancer----------------------- Strengths:The undead concept itself with getting skeletons for free ;-)Very fast shooter with excellent defense.Vampire lord special. If you give the necros a lot of time, they'llsmash you. A stack of some 40 or more vampire lords is virtuallyindestructible, even by equal or stronger armies. If you manage to geta good attack rating, you've in fact won.Cheaper resurrection (both in obtaining and casting.)All armies immune to Mind magic along with Curse (this is really greatadvantage!)Cumulative Castle Special Building in EP maps.Necromancer is the fastest to build (under favorable conditions) the6thlevel dwelling - on day 4. Weaknesses:Resource and financial problems - without a gold mine or two you'llnever have enough, not even barely enough.Slow armies at start, not much better later.The necromancy bound to the hero, who cannot compete with Might ones inA/D matters. Army evaluation: All troops have no morale and are immune to Mind magic as well asBless/Curse. Skeleton 4/3/4/2-3/4/75Real little bastards. Their speed allows them to decide many battles,especially in connection with the fact that Necro's default spell isHaste.The 2-3 damage is far the best among 1st level creatures - all othershave 1-2 (halflings 1-3, but lower attack skill).The fact that their map dwelling does align well only with desertbackground is far, far more compensated by the fact that the necrosdon't have to rely on recruiting/buying skeletons ;-) Zombie 5/2/15/2-3/2/150Mutant Zombie 5/2/20/2-3/4/200Without the upgrade it's pain in the ass to have to use them.One of the poor fellows that end up on the fact that Necros are poor infinancial means.I personally almost never purchase those - the only exception aredesperate castle defending missions.They're definitely not worth the money they cost, with their punydefense skill. Mummy 6/6/25/3-4/4/250Royal Mummy 6/6/30/3-4/5/300Both: 20% chance to Curse enemy after hit. I think the Royals have 30%here, but I'm not sure.They're quite similar to zombies, only a bit tougher and a bit moreexpensive.Their only positive is quite solid defense skill and, after theupgrade, their Fast speed rating.Yet, due to financial shortages, I use mummies only in cases where I'mable to build only one of better armies. Vampire 8/6/35/5-7/4/500Vampire Lord 8/6/40/5-7/5/650Both: Non-retaliated attack.Upgraded: Regenerates dead units within one battle based on HPs ofkilled enemies.Vampires are pretty useful. In fact, they're the only higher monsterthat does unretaliated attacks (the other two are 1st level wimps.) (Ofcourse, hydras do have the same ability, but it's greatly crippled bythe fact that they don't fly and move very slowly...)They do moderate damage and have sufficient A/D skills.After the upgrade, they become tougher in HPs, faster, and above all,start to regenerate from the blood of their enemies.This is a terribly strong feature. Once their numbers reach some 30-40,they're much harder to kill.An example... a 100 of Vampire Lords is able to deal Average damage of600 (to opponent with defense 8), which means regenerating 15 ofpreviously killed stack members. So, in order to kill a VL stack with100 pieces, you need to deal more than 1200 damage to it per turn.(They retaliate, too! In fact, much more than that, because you need tokill this stack pretty fast since there other stacks to go after withinthe same battle ;-) Lich 7/12/25/8-10/5/750Power Lich 7/13/35/8-10/6/900Both: Area attack striking 7 hexes with target hex at center.An underestimated unit (at least by many players), the liches are farstronger than you might think.After the upgrade, they're the only Very Fast unit in Necro camp,giving the Necro chance to Haste (as this he always can do) BoneDragons or Vampire Lords that can then block enemy shooters.Having defense rating of 13 (which is the same the Red Dragons have)they'll suffer quite low damage from enemy shooters/flyers, yet willdraw the enemy attention.Their area attack with an excellent damage of 8-10 can causesignificant losses to enemy troops, especially those that havesurrounded the AI's primary target in your ranks - usually thoseoffensive VLs or Boners. You have to be pretty careful to not hit yourown armies - and often you'll have to plan your moves well to keep atleast one enemy unit free for them as a target.However, with their miserable 35 HPs, they'll often become subject ofdirect damage spells that prove pretty effective against them. Bone Dragon 11/9/150/25-45/4/1500 Induces -1 morale on all enemy.A terribly powerful unit with average damage of 35, they're a must.Their special of reducing enemy morale also comes handy as it helps toprevent those nasty knights from getting some of their extra attacksand kicking your butt too soon.Their only disadvantage is their low speed, but that can be compensatedby Necro's default spell ;-)One more good thing is the fact that Boners can be possibly (in richermaps) built within the first week. Upgrading priority: * Graveyard: Lowest priority. Only in helpless situations where you badly need the extra HPs - i.e. for castle defense. * Pyramid: Low priority. Unless you want mummies in your task force, you won't need them. * Mansion: High priority. The more vampires you have, the higher is the priority to upgrade. Do I have to explain why? * Mausoleum: Highest priority. You might disagree, but having a first strike gives you the possibility to haste your VLs or Boners. Not having it gives the opponent the possibility to cast his spell first (and it can be Holy Shout or MassSlow ;-)) Necromancer Castle building in the first week:(Poor variant - the vampire way) ÚÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Day 1: ³ Mage Guild ³ 2000 gold + 5 ore + 5 wood ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 2: ³ Well ³ 500 gold ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 3: ³ Graveyard ³ 1000 gold ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 4: ³ Pyramid ³ 1500 gold + 5 ore ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 5: ³ Thieves Guild ³ 750 gold + 5 wood ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 6: ³ Mansion ³ 3000 gold + 10 wood ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 7: ³ Mausoleum ³ 3000 gold + 10 sulfur ³ ÀÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙIn case that you don't want to build liches (or discover very soon thatyou won't get the +5 sulfur needed for them) you can skip Mage Guildand Mausoleum, thus giving you a chance to build statue on Day 1 andone day for reserve, in tougher scenarios gladly used for skull pile. Ipersonally usually start with the statue. If you happen to have one ofthe structures from the schedule built, you migth as well manage to getthe Mausoleum working on Day 7, with the little sulfur gotten fromsomewhere.You'll need some 11000 gold (which should be ok) and 20 wood, 10 oreand 10 sulfur, which seems to be the only problem here. (Thesulfur-free variant is cheaper by 3000 gold, which allows you to domore recruiting and start out on day1, week2) (Rich variant - the Boner variant): ÚÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Day 1: ³ Statue ³ 1250 gold + 5 ore ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 2: ³ Well ³ 500 gold ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 3: ³ Graveyard ³ 1000 gold ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³Day 4: ³ Mage Guild ³ 2000 gold + 5 ore + 5 wood ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 5: ³ Mausoleum ³ 3000 gold + 10 sulfur ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 6: ³ Laboratory ³ 10000 gold + 5 all resources ³ ÀÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙThe rich variant has one day reserve and apart from 20 ore and 10 woodneeds 15 sulfur, which means that you'll have to get the 10 extrasulfur units within the first seven days.The second biggest trouble is gold. With 7500 starter cash and 7500 ofcastle revenues till day 7, you're still 2750 gold pieces short intothe total of 17750. This may require two or three treasure chests orsome four lumps of gold scattered around the castle. That's why thisvariant is called rich ;-)Unless you've got a poorly guarded gold mine right next to your castle,this variant has one more negative impact... You'll have to wait morethan a day for every bone dragon - taking the four of them out onto theroad on day5, week2, where your opponents may already have gotten someadvantage... four days' advance in exploration MAY be critical...The upgrade of Vampires is another costly thing - 10 crystal and 10gems may be a tough nut to crack. And you'll definitely need eitherVampire Lords or Power Liches to support your boners, if you don't wantheavy losses to them.The 10 more crystal for the shrine is a good investment in larger maps,yet it's often hard to gather, but this thing doesn't hurry much.The Storm is quite useful (and the price tells that so) because the +2spell power can be anything from 20 to 50 damage to a signle unit and10 to 100 damage to multiple units, along with prolonged effects ofmisc. spells. Especially the captain gets a noticeable boost which mayundermine enemy sieging plans. Resources summary:The variants are discussed above.Weekly armies without Boners cost 9550, after upgrades 11600. Bonerswill add 4500 to this amount.HPs grown weekly 1202 at 13.839g/HPThe rough castle output will be 1250x7 - 8750 gold/week.The armies' costs implicate that you won't be probably buying all ofthem, unless you get a stable gold source. StrategyThe overall strategy is quite simple... Either get tons of gold or tonsof skeletons. In cases neither is possible, you're toasted ;-)The biggest problem may lie in resources - you'll need extra magicalstuff for almost anything. If you decide to go after Boners, sulfurwill do, but you'll have trouble with magic. If you aim at vampirelords, crystal and gems are crucial and you'll need 10 of them both, ifyou want any good magic to use.If there are any low-level troops near your castle that don't block theway to something important, leave them there until your hero getsExpert Necromancy and until you'll NEED the skeletons. Remember thatwandering armies grow exponentially (The growth rate is 14% percent)and so grow your skeleton reserves ;-).Once you get a well-sized stack of skeletons, you may start moreaggressive expansion. Seven or even four bone dragons are a force goodenough to start conquering weak neighbours with. The Vampire Lords needto reach some good numbers before you can start a good long journeybased on them.Some 20+ VLs should do all right against most early enemies, while inlesser quantities, you might suffer intolerable losses.In battles, you'll have a tough time due to your slower armies. Try toimprove that by casting Haste on those huge skeleton stacks (to thebest effect, do that just when your regular turn with skeletons comes -by that time any very fast, fast and some average walkers/flyers havealready moved in and you can pick the best target for the skeletons.)You should try to build 3rd level of Mage guild as the Animate Deadspell is one of the best things you can get - far more valuable thanDeath Wave. Animate Dead is pretty rare, but definitely worth the try.ALWAYS remember how many VLs did you have at the start of any battleand try to keep some weaker enemy units in reserve to replenish the VLstack at the end of the battle - use stacks with low defense, so thatthe VLs will cause maximum damage.In cases where you plan to rely on skeletons (and therefore use a necroas your main hero), get used to suffer some losses in battles againstKnight or Barbarian heroes. In some scenarios (either if you know yourenemies are Might heroes or if there are not many skeleton-providingweakies around your castle) it may be wise to forget about necromancyand get a barbarian or knight, because they'll be able to compensatethe loss of skeleton firepower by extracting much better performancefrom the other troops and thus minimizing losses. (Barbie is betterbecause knight has one secondary skill slot wasted by leadership.)[The general rule with Necromancer on the road is that all his stacksin time get weakened with the exception of skeletons, while the overallsum of his troops HPs is quietly growing. This may seem good to you,but if you would count the HPs as a weighted average, where the weightswould be defense skills of particular stacks, you'd find that the HPsdo not grow that fast, if ever. A practical example would be a blessedstack of crusaders beating the crap out of your 'famous and unbeatable'skeleton army with two swift blows - whereas if you had the same HPstored in bigger bones, the crusaders might get their balls crumpled. Special strategies against particular classes: * Fighting barbarians: One of the easier tasks. Power Liches can shoot after anything, possibly Ogres (low Defense) or Cyclopes (closerange threat). You should manage to play with VLs before War Trolls do (and possibly after the cyclopes) and strike at the War Trolls. Bone Dragons can aim at Orc chiefs or cyclopes (possibly blocking Orc chiefs) or the Orcs, if their numbers mean a real threat. You'll probably suffer some loses to Boners, maybe to liches, but your VLs should come out unharmed. Be sure to leave them some easy killing at the end - either goblins or Orcs do fine there. The skeletons should devastate the wolves and, being Hasted in the first or second turn, deliver a huge blow to Ogres or Cyclopes, whichever present the bigger threat to your VLs or Boners. (Usually the cyclopes, but ogres can be in much higher numbers sometimes.) * Fighting knights: The only things you have to do is avoid the Crusaders. The other armies are much less threatening. The crusaders will play before you, which may be a good advantage - your VLs can get to other side, attacking Fast walkers (while blocking Rangers) or attacking Rangers. The skeletons should be able to send the champions to hell in one blow. If you cast Haste on skeletons in the end of the turn, you might get a free shot on the crusaders with the huge skeleton stack - before that, either cast Haste on VLs or score some direct damage to crusaders (if they're really numerous, disrupting ray is better!). The rest should be easy - the Boners outperform those Fast walkers nicely. * Fighting Sorceress: The Phoenixes will probably toast your liches. If they'll survive, you can cast Haste on VLs and send them between Druids and Elves (if upgraded, otherwise even without the Haste) - they'll emerge with low losses (If the shooter stacks aren't together, choose the bigger threat, of course.) Your skeletons should give Phoenixes the hell, maybe with the help of Boners (which may be, though, needed to remove hordes of sprites). Hasted VLs assure you the first shot in second round - a great opportunity to revenge on unicorns to get back to original numbers. The rest is easy. * Fighting Warlock: The Dragons will give you hell. However, if they'll go after the liches, you might toast them with either DragonSlayered skeletons or just an overall offensive - possibly sacrificing some mummies or even the liches to waste their retaliation. Next take out the minotaur kings by similar procedure - Bloodlust on skeletons has wonderful effects. Meanwhile, your VLs and Boners should score heavily against Gargoyles and Griffins. The hydras are best taken out in one-to-one fight with VLs, but if the opponent has some strong direct damage spells, you might need to finish them up fast - again, use the Hasted skeletons. For killing anything large, you should rely on your four-digit skeleton stacks. And if you don't have them yet, avoid heavy battles. Remember one thing - the skeletons will attract enemy spellcasting, if the hero knows Disrupting Ray. * Fighting Wizard: Here your liches will probably get heavy losses. Use Hasted VLs and fit them between the Titans and Archmagi, if possible, attacking rather the Titans, as the archmagi will suffer enough from retaliation. If both shooters cannot be blocked by the VLs, you'll suffer here. Use Boners to cripple Rocs (or Golems, if you've already decided to sacrifice the Liches), best while blocking halflings. The skeletons should plan their way well, because they'll be hasted in the beginning of the second turn and should be able to reach their target - so, when moving them in the first round, pick a target that won't be in the second turn any farther than 7 hexes. Depending on their stack size, choose either Titans or something lesser like Archmagi.) Again, the Boners could suffer some losses, the liches WILL suffer and may probably die. Again, 1000+ little bony bastards should help here. * Fighting fellow Necromancer: Not an easy job. You know where your strengths are (the strategies against various enemies are very similar to each other...) and exactly those are strengths of opposing necromancers. They, too, can Haste their skeleton avalanche... They too can have huge self-regenerating stack of VLs. The only advantage you have against AI is your knowledge of your enemys' strategy in battle. He won't use his VLs optimally (where the optimum is suffering no losses) - he'll simply go after primary targets with everything he can. I'm not including the individual moves here - they're pretty obvious. Simple guidelines are: Eliminate his VLs ASAP. Try taking out his Power Liches to assure that your hasted skeletons will have first shot. Ignore wimps as zombies and mummies, unless they're way too strong in numbers. Use Animate Dead only on important units. If you decide to ignore his (power) liches in the first round, try to move all your troops adjacent to an enemy stack so that the liches will then score damage to their own side. (The AI's too stupid to skip them...) Hero's benefits:The Necromancer's strength lies in the necromancy itself (and thereforethe fact that he can be very offensive with skeletons, fearing nolosses).Another good thing about the Necro is the fact that he gets more levelsin A/D than other spellcasters and thus his troops have a slight edgeover their opponents. Skills important for the troops and strategy:None are really needed as the two most important troops are flyers.However, Ballistics can help you getting the Skeletons behind thewalls, if you can't teleport them there ;-)If the Archery is offered to you early and you like liches, take it.Their attack is not that bad - and considering the area effect, youmight sometimes profit from that greatly. It's not uncommon to hitthree enemies at once, which means that with expert archery, you score4.5 times more than you'd guess by looking at the liches' stats. In theearly exploration the damage increase of the liches may prove worth theslot as the liches may form the mainstay of your army along with thevampires. Against wandering walkers, they work nice. (Keep them in thelast slot for best effects - the walkers will start coming diagonallyand form nice impact areas in the middle of the battlefield.) In general, the necromancer can grow very powerful, but in manyscenarios the going can get extremely tough - no extra gold, few magicresources, no wandering wimps to convert to skeletons - any of thesethings can have great impact on the necromancer's performance.Necromancer is also pretty vulnerable in the beginning - without BoneDragons, any attack from Might heroes within first two or three weeksmay well mean an end-game fanfare. --Using Sorceress--------------------- Way of the Sorceress This document contains no 'general' rules - all thone non-class-specific ones are in the Way of the Hero and I suggest you read it if you haven't done so yet. Strengths:Fastest offensive capabilities - good for defeating weaker heroes, slowtroops or wimpy shooters without losses.Good for long exploring journeys due to bigger knowledge.Four armies have useful specials.Phoenix's speed gives it first strike ability (except againstchampions). Weaknesses:Dependance on mercury, which is generally less frequent than otherresources due to design - mines are somewhat more popular thanAlchemist's Lab. (This is not the weakness of Sorceress, this is aweakness of Map Makers, that hits Sorceresses badly.)In early stages short of cash.Generally lower HPs of troops, thus quite vulnerable to magic. Army Evaluation:Sprite 4/2/2/1-2/4/50Non-retaliated attack.Often a decisive element in many battles. Those little pixie thingsprofit from several things:They're of a good speed - ideal for mopping up other 1st and 2nd levelcreatures.Their special - no retaliation - minimizes their losses.They're the only creature that has TWO map dwellings - or, better said,one dwelling and one recruiting place - and those get used often inmany maps.In early exploration they help greatly defeating shooters and while inlatter phases you won't use them much, their numbers will quietlyaccumulate. Good numbers can also be often found in captured neutralvillages. And with a strong hero, those little sweet flyers will have agood punch, especially against other low level creatures.) Dwarf 6/5/20/2-4/2/200Battle Dwarf 6/6/20/2-4/4/250Both: 20% chance to be immune to any enemy magic.They'll profit from high numbers. While the slower version is unusablefor active warfare, the upgraded one matches your sprites in speed andprovides a good protective force for your shooters.Mostly used as a deterring element in castle defense.If you happen to find a few Dwarven Cottages and accumulate highernumbers, battle use comes in, too.One good thing is free upgrades at forts.When in high numbers, the battle dwarves profit from one thing - theirspecial ability of magic resistance can often absorb enemys'spellcasting efforts - the enemy will often try Disrupting Ray (and in20% fail ;-)) Elf 4/3/15/2-3/4/250Grand Elf 5/5/15/2-3/6/300A good shooter with very significant upgrade - giving the elves bothspeed boost and higher A/D.The value of grand elves comes mainly from the speed, which is neededfor the fast-offensice concept.They're not the primary target of enemy and their losses are thereforeminimal.The elves before upgrade are about equal to Rangers, except the higherHPs, and less plentiful. They're far much better after the upgrade. Druid 7/5/20/5-8/4/350Greater Druid 7/7/25/5-8/6/400Quite powerful shooter. The upgrade gives speed and defense skillboost, along with increased HPs.The greater druids should be the mainstay of your offensive forces.With their speed they should score two shots before enemy gets inrange.However, get used to suffer losses as the druids will be targeted byeverything that moves and especially castle garissons will bother you.Here often helps the Shield spell. Unicorn 10/9/40/7-14/5/500 20% chance to Blind enemy after hit.The only real walker-fighter among your troops. The unicorns with Fast speed have good battle use, cause high damageand their blinding ability often helps minimize overall losses.The AI will often also waste lightning bolts on unicorns, while sparingyour shooters. Dunno why is that, maybe the AI really fears theirimpressive stats.Unicorns are a good target for your bless spells as it increases theirdamage from average 10.5 to 14, which is some 38% boost. Phoenix 12/10/100/20-40/7/1500+1m Immune to elemental magic (Cold Ray, Lightning Bolt), some Mind magic Ithink, two-hex attack.The flaming bird is a nasty bastard to face. Their Ultra Fast speedrating gives them (and you) the first shot.Two-hex attack is extremly valuable when fighting walker wanderingarmies.Phoenixes have excellent damage rating - when blessed, they score aboutas well as dragons, definitely better than titans and bone dragons.Blessing them gives you 33% more damage on average. Another good spellto cast upon them is Mirror Image, as this will give you a free attackwith them (unless facing champions) and force AI to cast a spell inmost cases to kill the image. (If you're wise enough to attack the sametarget as the image source used.) Upgrading priorities: * Cottage: Lowest priority. Unless you'll need the dwarves badly (and then, only if you can't find a fort.) * Archery Range: High priority. The speed is essential for you. Also a slight damage boost. * Stonehenge: High priority. The speed is essential for you. In many cases, you'll gain the mercury used here back soon due to quicker exploration (directly or via other resources to trade.) Sorceress Castle building in the first week: ÚÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Day 1: ³ Statue ³ 1250 gold + 5 ore ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 2: ³ Archery Range ³ 1000 gold + 5 wood ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 3: ³ Mage Guild ³ 2000 gold + 5 ore + 5 wood ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 4: ³ Well ³ 500 gold ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 5: ³ Stonehenge ³ 3000 gold + 10 ore ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 6: ³ Fenced Meadow ³ 4000 gold + 10 gems ³ ÀÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙThe schedule has one day reserve useful for Crystal Garden or, in someextra-rich maps, for the Red Tower. (This would mean 15 mercury, 20 oreand about 8000 gold to get apart from starting treasure - a task thatis sometimes manageable.)Without the Red Tower, you'll have some 3500 gold to spend on armies inthe beginning on the second week. Unless you have already gathered some,you'll probably have to go into action with non-upgraded shootersand barely anything else.The dwarves will be built later, if ever, as they're not needed in yourbattle strategies.The castle special isn't worth the money spend on it, as it producesunguaranteed results, and therefore is very optional. I build it for AIcash - letting some stupid hero capture my castle with empty dwellingand retaking it 7 days later with all the upgrades for free - in caseswhere I can do without the 8000 cash deficit, of course.If it's obvious that you won't be able to build Red Tower quickly, thenwith some luck of 9 extra gems you might want to get a 2nd level MageGuild as soon as possible.Considering the fact that upgrading your shooters is of utmostimportance, you will probably be able to start out with full army onday 3 in second week. Also, if gold is scarce, you might want to saveboth money and time by not building the Fenced Meadow and upgradingboth shooter dwellings instead, usually having enough cash to startwith their full production right on day 1. Resources summary:You'll need some 20 wood and 10 ore for building, along with 11750gold, including cost of statue.Weekly armies without the Phoenixes cost 7750, after upgrades 8950. Thephoenixes add another 4500.HPs grown weekly 871 at 15.15 g/HP StrategyNotice that you have the weakest armies in total HPs - so you'll haveto make up for that handicap in speedy exploration.Your main advantage is speed of your units. Use supportive (protectiveand beneficial) spells to profit from that advantage.You won't need any huge quantities of gold so you can aim at snatchingresources and generally doing things that will indirectly harm yourenemies.The only big priority you have to follow is mercury in the earlystages. However, even sooner you should get 5 extra gems to getunicorns as they'll provide a good protection of your shooters againstwalkers and wimpy flyers. Remember that the badly needed mercury can beacquired from marketplaces and trading posts, so do your best to getevery bit of every resource you can.With those troops, you should plan your actions well - try to take outthe enemy armies in order of their speed rating - phoenixes should killany very fast armies and then your very fast shooters should take careof the rest. (Using Blind on remaining armies or slow on other veryfast units may help you in this). The result is the enemy hero beingdefeated without any chance to cause spell damage and/or flee. MassHaste should guarantee total domination, making all your troops (exceptdwarves, who are at home, anyway) reaching the other end ofbattlefield, the sprites being the slowest, yet very fast. With goodpositioning of unicorns to hit two-hex enemies at other side, you couldslay five stacks without the enemy ever knowing what hit him. Forces combination:In the early-to-mid phases you'll probably use two very fast shootersaccompanied by unicorns and hordes of sprites to take care ofprotective tasks and mopping up, respectively.When phoenixes get introduced, you can drop the sprites at the castle,increasing your map speed, and possibly unicorns, too.The unicorns can form the mainstay of secondary hero armies, possiblytogether with sprites, battle dwarves and any armies that have joinedyour main hero and are unsuitable for his strategies.For exploration, you'll do fine with the three armies (phoenixes, elvesand druids - both upgraded) and your hero will be quite fast.For battles against heroes, though, I recommend putting the unicornsin, as their firepower will be needed for defensive tasks againstapproaching enemy walkers and flyers and, as I already have mentioned,they'll often cause enemy to waste lightning bolts at them.Be extremely careful about using phoenixes in attack, their HPs aren'tany high and slow walkers in enemy ranks may cause significant losses.If you can, rather use those more expendable sprites to bother enemyshooters (provided they'll play sooner).The Qurqirish Dragon added a very important strategic tip: If you havehaste, unicorns become a real terror in all cases as an ultrafast troopwith blind ability. Remember that unicorns have the greatest attackpotential of all 5th and lower level troops, with a huge 10.5 averageand a 10/9 A/D - only Archmagi may think of being compared withunicorns, having 12/8 and average damage 8 and ranged attack. Special strategies against particular classes: * Fighting barbarians: Barbarians' slow walkers would give hell to your phoenixes, so be careful - often it's wiser to not attack in the first turn. Your shooters should cause considerable damage to enemy trolls and/or orcs, the rest could be taken care of by either spells or sprites. In the second turn, you have first shot before wolves that have probably gotten close to you, so fry them with phoenixes and repeat the shooting procedures. (It may be needed to aim for approaching cyclopes rather than finishing enemy shooters.) In the third round, the Phoenixes can either get to other side to finish enemy shooters, while your shooters (and possibly unicorns) deal with now pretty close ogre lords and goblins. Remember that barbarian troops are pretty tough and once they'll get close to you, your losses will be high. It's usually better to sacrifice several unicorns to keep ogre lords/cyclopes busy in the middle field, not letting them to cripple your relatively weak shoooters. (Both Druids and Ogre Lords are 4th level troop - and there's VREY big difference between them, especially in close combat ;-).) Unless you have some magic tricks in your sleeve, you'll get beaten badly. Mass Slow, Blind, Paralyse and Berserk may be the difference between a huge loss and a flawless victory. Only a very strong in means of A/D a hero, possibly with some Leadership/Luck/Archery skills can make things easier. * Fighting knights: In the first turn, your Phoenixes/Unicorns should handle Champions (Phoenixes if the knight attacked you, Unicorns if you played first - don't ever think about moving the phoenixes onto the other side - the four walkers would beat the shit outta them.) Your shooters should easily eliminate rangers and possibly score even against crusaders or other walkers. The unicorns should not waste opportunity to strike in the first round, but do your best to keep them out of reach of those enemies, that haven't played yet. If the champions are dead, you'll have the first shot - you can Slow/Blind crusaders and handle other stacks with phoenixes, or use direct damage on crusaders (or beneficial spell on phoenixes) and try to fry the crusaders in one shot. However, if you let the crusaders to get at your shooters, you'll have them sliced very thinly. It's better to fry crusaders and let pikemen/swordsmen get their shot at the druids, because those enemy walkers are much weaker on both attack and defense and can be handled easier. Treebeard suggests strongly that you hold off your phoenixes and arrange your sprites to solve the ranger problem, while your shooters will do their best on the crusaders. However, I think that crusaders with their very high defense should be subjected to some magic, while the shooters should employ their potential against some slightly less-defended subjects (well, the difference is not that big, all the others have defense 9, yet that means 15 to 30% difference in damage dealt.) * Fighting fellow Sorceress: The ideal setup would be killing enemy phoenixes with yours, while blocking one stack of very fast shooters - they'll then attack phoenixes and your druids can go after the second very fast enemy shooter, while your third shooter will try to weaken walkers that threaten your phoenixes. Another approach may be Slow on the enemy Phoenixes and attacking Unicorns or dwarves or one shooter, while blocking the shooters. In any case, you'll probably suffer considerable losses to phoenixes. There are other ways that will mean losses to your shooters - choose whichever troubles you less. One thing is recommended - eliminating sprite hordes as otherwise they'll waste next round attack of your shooters. The losses are usually worth it, because most of them can be replenished at the defeated sorceress' castles soon. * Fighting Warlock: Attacking Dragons with phoenixes is a bloody bad thing, yet if they play first, there's nothing better to do. At least you can cast Dragon Slayer on the Phoenixes to make things a little less bad. The ideal setup could be another very fast army playing before the blackies. If this army is gargoyles, try to attack them with phoenixes, but do so only if you WON'T kill them all - they'll in turn go after your druids, probably die in their retaliation and your druids can fire at the dragons. (If you happen to have Haste, cast it right now on the Grand Elves, giving them a chance to damage dragons further, before they even get to battle.) In this battle, your shooters will suffer greatly from enemy flyers. You'll have to try to use dragons' and phoenixes' two-hex attacks to wipe out enemy flyers - preferrably the dragons should be the second unit in phoenixes's flame. Also do expect the elves to become the AI's primary target pretty soon, as druids' total HP sum will drop rapidly under dragons' fire breath. Unicorns should show bravery and sacrifice themselves in attacking ferociously anything that moves. Mass Bless is one of the most useful spells here. Mass Haste gives you chance to kick the dragon's ass the unicorns, too, which can do quite well. The sprites can wipe out centaurs or damage whatever else. General rule is to try and conquer the warlock before he gets Dragons (or conquer a wizard and take titans against the Dragons.) * Fighting Wizard: Phoenixes should (possibly Steelskinned) attack titans or rather block them, while frying archmagi. Then your very fast shooters should take out Rocs and halflings, while the sprites (if you have them) can soften up enemy walkers - possibly golems, that would have reached phoenixes. Send the Unicorns after the titans. If the rocs have survived the shooting, you'll either kill them with spells in the next round (either direct damage or blessing unicorns) or take them out by phoenixes (ideally by hasting unicorns to prevent titans from shooting), or even take them out with the shooters in person. Concentrated firepower should work well on the titans - best supported by either Mass Bless or repeated Disrupting Ray. Also slowing the titans is a good idea. This strategy is quite offensive and will cost you some phoenixes. You can play it on defensive - best by shielding your shooters, which will still suffer quite high losses. After one or two defensively carried battle turns, switch to general offensive, as by this time the titans should be about the only enemy alive. (And if not, other enemies are damn close, anyway.) In case you manage to catch the wizard without titans, target the archmagi with your phoenixes, the halflings with your sprites, forget about the golens, try to fry the rocs with your shooters, and keep the unicors near to smash the rocs next turn. * Fighting Necromancer: Here your speed says it all. Either ignore the power liches in first turn and let them score some kills, or send phoenixes, that will although have to stand up against all the slower walkers. Anyway, both your shooters should be able to cripple Vampire Lords. If the enemy is trigger-happy on spells, Slowing Bone Dragons after he's casted his part is a good thing, because in the next turn you may succeed in eliminating them before he could haste them. Another approach is to block liches, while attacking their neighbour. Since the enemy has two flyers, you'll probably suffer some losses. But if the things go well, the Vampire Lords that have survived phoenixes' onslaught and further shooting can be taken out by Unicorns and if you succeed in slowing the dragons at that point, the losses should be minimal and mostly on phoenixes. If you don't have Slow, you'd rather smash the Bone Dragons first or accept the fact that your shooters will get their ass kicked well. TreeBeard says: Humm, beware of the dragons!! Hold to the last secound to cast (mass) slow, or start shouting holy verses right from the beginning. Hordes of skeletons should be handled a good kick, with shooters and sprites. Hero benefits:The Navigation can prove as a decisive factor in water-based maps withlots of resources and goodies scattered on islands.Long journeys with armies that need to be helped with spellcasting arebest suited for sorceress' high knowledge, if she's gonna be the mainhero of yours. Skills important for the troops and strategy:Archery is the one of most importance with two aggresive very fastshooter stacks.Leadership can prevent losses to your precious troops and help you towin many battles without giving the AI chance to move, which already isan important concept of the sorceress side.Balistics are good in breaking castle walls and thus reducing theobstacle penalty for your shooters.The Sorceress' heart is speed, says TreeBeard - she is the one whoneeds Logistics and some movement boosting artifacts the most to gether quickly built Phoenixes to the enemy, before they manage to gettheir 6th level troops. In general, sorceress troops profit strongly from their speed.Sorceress should have one of the fastest starts due to successfulexploration - stands a good match to warlock and both Might classes andshould be able to defeat slower-starting necromancers and wizards.In the long run, the stronger troops of your enemies can trouble youseriously. Especially big bastards like Ogre Lords (not speaking of the300 HP fellows) can prove too tough for any army of yours to stand upto. However, a succesfull warrior usually uses sorceress troops to gainquick access to some more potent ones. (Wizard/Warlock usually.) --Using Warlock------------------- Way of the Warlock This document contains no 'general' rules - all thone non-class-specific ones are in the Way of the Hero and I suggest you read it if you haven't done so yet. Strengths:Three flying armies, of which two are quite cheap - very good forexploring and cleaning out shooter armies without heavy losses.Dragons are definitively the best unit around (Titans, although theyshoot, are vulnerable to some devastating magic.) with their highest HPrating, complete magic invulnerability and two-hex attack.Excellent defense potential in hydras - for castles mainly.Good offensive punch even without dragons - minotaur kings are a verystrong and dangerous army.Income bonus in dungeon (although more than needed for blackies ;-)).First dwelling produces shooters, that have the biggest HP count among1st dwelling creatures, and are also often found in villages, and ofcourse in caves. Weaknesses:Sulfur dependance.Dragons are very expensive.Lack of any powerful shooters - and therefore casualties against just abit strong walkers, especially in early game where the magic's notpowerful enough to stop them. Army evaluation:Centaur 3/1/5/1-2/4/60About the only two things good about centaurs are their highest HPsamong 1st level creatures and the simple fact that they shoot.Their speed matches your griffins and minotaurs, so they won't slow youdown.Generally centaurs won't cause any high damage, unless in very highnumbers. Their potential lies in the fact that those high numbers canbe reached pretty fast ;-).One bad thing about centaurs is the fact that their natural dwelling,the cave, definitely looks odd, unless placed in snowy terrain... whichis the reason that there aren't usually many caves around your castle,especially because most authors tend to cripple warlocks by placingtheir castle into swampy areas.However, lacking a better shooter, the warlock will often have to carrythese weak ones or take the very slow hydras to absorb damage fromenemies. Gargoyle 4/7/15/2-3/6/200Their defense of 7 is the highest number among 2nd level creatures,while their skills sum of 11 is matched only by dwarves.Their biggest positives are quite reliable damage causing, high numbersand, above all else, their Very fast (and flying) speed rating, whichassures first shot in many early battles.The gargoyles will suffer losses as their main goal is usually to blockshooters. They're good in killing archers, halflings and other weakies.Having 18+ gargoyles at start of second week gives you considerablefirepower.Due to their high numbers, they're expendable - divide them into twostacks and let them block very fast/fast shooters and wait tillgriffins arrive to deal the big damage.Griffin 6/6/25/3-5/4/300Retaliates against every attack.Griffin's special of unlimited retaliation makes them a fearedopponent, excellent for early exploration and fighting shooters.Try to minimize their losses as they can be quite handy even in midphases of play - ideal to be put between two enemy shooter stacks, withdrawing the enemy troops close around them, causing them damage andpossibly making a nice lineup for some area-damage spell. (Or even forthe hydra-teleport combo - just remove the griffins (in case theysurvived) and teleport the hydra stack into their place - you'll getTWO shots at many enemies (One in the hydra turn and one in theretaliation after first enemy attack.)Their damage skills are quite useful for sweeping out minor enemyunits, most often at castle sieges. Minotaur 9/8/40/5-10/4/400Minotaur King 9/8/45/5-10/6/500Especially in their upgraded version, they stand out with theirtoughness, speed and excellent skills.Being very fast allows them to cover most of the battle field.Their high HPs (second only to Ogre Lords among 4th level creatures)assures you the first shot in most situations, as they cannot be wipedout as easily as gargoyles can.In games with low sulfur reserves the minotaur kings will form most ofyour offensive, which suits them.Even their non-upgraded version carries considerable punch and isexcellent for protection of centaur hordes. However, offensivecampaings aren't their best role, then. Hydra 8/9/75/6-12/2/800Non-retaliated attack, attacks all adjacent enemies.An excellent army for defensive purposes.Offensive use comes handy in exploration - most effectively usedagainst enemy flyers (be sure to place the stack into the third slot).Assure that they will be the highest priority target for AI - noshooters and flyers allowed - usually that means hydras alone, buthaving one minotaur/minotaur king with them will allow you to castprotective spell on them.In defensive battles, place hydras close to primary target of enemy AI- the hydras will be able to attack approaching enemy, with thepossibility of some slower enemies coming in later and, not being ableto reach their primary target, attacking hydras, which the retaliate toall of those units that have already attacked the hydras' protectionsubject.If you happen to get teleport, hydras prove an excellent means ofwreaking havoc among the enemy lines.If you've run out of centaurs and don't want to lose your flyers, usehydras as a bait for enemy walkers - they can absorb considerabledamage, in the end of turn score multiple attack and your very fastgargoyles and minotaurs can wipe out the rest. Green Dragon 12/12/200/25-50/4/3000+1sRed Dragon 13/13/250/25-50/5/3500+1sBlack Dragon 14/14/300/25-50/6/4000+2sAll: Immune to all magic, two-hex attack.There's no doubt about the Dragons' supremacy in the game. However,there are three types of them.Green ones are good only in situations where you desperately need theirHPs and firepower and can't afford to wait for upgrades. Their Averagespeed is the worst thing about them.Red ones are a good compromise between price and power - needing onlyone sulfur, they're quite affordable, while the Fast speed gives lessenemies the first shot.I usually go for Blackies but in many cases I decided to stay with Redones and profited from that, most often through higher numbers I couldafford to purchase and the offensive being launched sooner.Black ones are a bit too expensive, yet the investments usually returnpretty soon.Comparation of blackies and greenies is simple... 20% more damagepotential, 50% more HPs, 10-20% less damage suffered and, above all,the +2 speed. All these are definitely worth the extra 1000 cash andone bit of sulfur.The Blackies are the dragons that can take out a titan any day of theweek. Reddies cannot.The most stressed thing about dragons should be their complete magicimmunity, often appreciated in connection with Armageddon or any otherglobal damage spell.However, the two-hex attack is another powerful weapon, which requiresextreme care when dragons are near their friends. Upgrading priorities: * Maze: Low priority. High only in cases where you know you won't get dragons any soon. * Green Tower: Highest priority. Greenies are way too weak and slow. * Red Tower: High priority: Reddies are much better, yet the Blacks give you first shot in most cases. I'd stick with reddies only in those cases where I couldn't get enough sulfur to buy the blackies. (And, to tell you truth, 6 blackies are way better than 7 reddies...) Warlock Castle building in the first week: ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ ³ Day 1: ³ Dungeon ³ 3000 gold + 5 wood + 10 ore ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 2: ³ Statue ³ 1250 gold + 5 ore ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 3: ³ Crypt ³ 1500 gold + 10 ore ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 4: ³ Well ³ 500 gold ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 5: ³ Nest ³ 2000 gold ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 6: ³ Maze ³ 3000 gold + 10 gems ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 7: ³ Swamp ³ 3500 gold + 10 sulfur ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´ ³ Day 7: (alt.) ³ Waterfall ³ 1000 gold ³ ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙThere's no reserve in this schedule, but Hydras aren't really neededand the Waterfall is not of any big importance, if your ambitions aredragons.However, sometimes you'll be forced to postpone Maze due to shortage ofgems - in that case you have one day reserve ;-)The two money generators have absolute priority. Although you'll seemto have enough gold in the first few weeks, as soon as you'll startthinking about dragons, you'll find that you have far less than youthought.The resources needed are 11500 gold (without the swamp), 10 gems and 25ore (which on normal setting means that you'll have to get 5 ore piecespretty soon.) However, in many cases the Crypt is already there,sparing you of that problem. Resources summary:You'll need 5 wood and 55 ore for the dwellings, but without thedragons, whose price almost assures that they won't be built withinfirst week, the ore requirements drop to 25, including dungeon andstatue.Upgrades of dragons will consume 10000 gold, 10 ore and 20 sulfur,while minotaurs cost some 5 gems and 2000 gold.Weekly armies without dragons cost 9680, after upgrade 10180. Withgreen dragons 9000 more, blackies yet another 3000 more gold and sixsulfur instead of three.The rough castle output will be 1750x7 - 12250 gold/week.HPs grown weekly 1755 at 12.63 g/HP StrategyUnless you build dragons, you'll have more than enough gold for lesserarmies - in fact, you should be able to spare 2000/week for use onspecial buildings and heroes.If you won't use hydras, that will leave you another 3200 per week,which implies saving up for dragons' construction only three weeks. Inthree weeks, you should also easily get the needed sulfur and ore -you'll need only one mine for each resource. If there's no sulfur around, you'd better hurry to go after youropponents. If you happen to locate a village of warlock type, this willgive you even more significant advantage - often centaurs, sometimesgargoyles, the possibility to upgrade and build money generators.Due to money matters, which are pretty alright with warlocks, yourbiggest advantage (apart from possible dragon armies) lies in initialstrength, because you'll be able to purchase all the armies you havegrown and start aggressive exploring.If you stick to warlock hero, you'll need mage guild on second level,though, as the warlock's greatest skill is always spell power. More onheroes in Way of Hero. If there's a sulfur mine nearby, capture it at almost all costs andstart looking for a stable gold source, because dragons will need atleast one gold mine. Forces combination:In the early stages, griffin-gargoyle gang-up is an excellent tool.Usually backed by a bunch of centaurs, those two flyers providewonderful means of exploration.With this combination, you can easily smash any shooters with averagespeed (just make sure your griffins will play before your centaurs, usegargoyles to block first two stacks, then griffins for other two,centaurs should damage/kill the fifth stack.) Against the walkers, agood option is to have centaurs in top slot, where griffins andgargoyles can form almost completely surround them (with minotaurkings, the protection is total) and be a bit passive.As all the resources may have great importance (at least to be tradedfor sulfur), try to get the mines at any reasonable cost - never mindlosing a few gargoyles/griffins.Against flyers, especially gargoyles, try to use hydras, if you've gotthem near. Hydras alone can do quite well. You'll suffer five fullstrength attacks from your enemies, which with hydras' 12 defense and75 HPs means none or small losses, and then you get in fact two attacks(one attack and a retaliation after first enemy attack in second round)upon all enemy stacks. As mentioned above, one minotaur/king can helpgiving you time to cast some protection. A gargoyle can be used, too,placed BELOW the hydra - to the first attacker will get next to hydra.This, at the cost of one gargoyle, minimizes losses on hydras - savingone enemy attack and giving the benefit of spellcasting.Later, minotaur kings will carry most of your close-range firepower.Hydras are taken on the road only exceptionally - if you need to scareoff some enemies or need every bit of firepower. Their Very Slow speedcosts you two movement points each adventure turn, which is quite highprice.Once you manage to get dragons, life should be easy. Dragons can takeenormous amounts of damage and return it back. Once I get dragons, Iusually drop off slower armies. The centaurs are good for a secondhero. Having them with the main guy would only cause them losses,because most enemies would turn after them, at least with magic. Idon't need to explain much, that it's better to have all enemy goingafter something with defense of 14, than defense 2, because that meansthe damage dealt by the enemy is reduced by 55%.Generally, having any armies beside dragons gives the enemy a chance tocast damage spells onto your side, but strong stacks of minotaur kingsand gargoyles are often needed. Note that you can sometimes benefitfrom the magically vulnerable army - if the enemy casts at your minorstacks, he doesn't cast supportive spells on his troops that go afterthe dragons.With warlock, you should rely on the speed of your armies. Try to getsome morale boosts, because your three very fast units can profit fromthat nicely.Especially the dragons do very good work when splitted into two orthree stacks, because that gives you opportunity to take out severalenemy armies within one turn, possibly even preventing the enemy fromgetting a move on his own. Excellent in combination with griffins andBlind - two stacks of dragons and one stack of gargoyles will take outenemy units of faster speeds, Blind will eliminate somebody that isaverage and Griffins could take out slow armies. Special strategies against particular classes: * Fighting barbarians: Barbarians are a threat that cannot be underestimated. Their heroes are usually pretty strong on attack and they have very strong walker armies. If you have the first shot and go after trolls with your dragons, all the remaining armies will attack your dragons in the first turn. Cyclopes with potent offensive skills and two-hex attack are to be paid attention to, possibly using their two-hex against their friends. Ogre Lords will often get a kill on the dragon. Only slow ogres can be avoided by good maneuvering. Orcs/orc chiefs should be taken care of by griffins. Get used to losing a few dragons in fights with strong barbarian armies. I usually want the enemy to play with wolves before my dragons, then I attack cyclopes, possibly blocking trolls. Try to eliminate some of the walkers by using slow/blind/paralyze. Berzerker on cyclopes is the nicest alternative. * Fighting knights: If you didn't have opportunity to line up your troops, you may get hit by champions before you can do anything. I suggest taking out rangers either by magic or by griffins when all faster units have moved. Definitely avoid placing dragons there, because all the walkers would get at you. Try to use two-hex attacks to damage crusaders indirectly. They're a real threat, because they'll often play sooner than you in subsequent battle rounds, have defense as good as green dragons, often strongly supported by high defense skill of the hero, so that your dragons will hardly be able to take out one crusader each. Other walkers are much lesser threat, yet often come in annoying numbers and can cause significant losses. One good thing is their speed - both the master swordsmen and veteran pikemen are only one step slower than crusaders - often helping you in the task of indirect attack on crusaders. Damage spells are of some importance againts the heavily defensively oriented crusaders. Again, berzerker on them just before their play is the most wonderful thing. (That's why the most experienced map-makers give the right protective artifact to AI knights ;-)) * Fighting Sorceress: Here you need to be extremely careful. If the enemy has phoenixes, do not take centaurs into the battle, they would be all killed in one single blow. Also, be sure to have the dragons in top slot and no army under them, because their retaliation onto phoenixes wouldn't do any good to their neighbours. The rest is easy. Dragons should easily eliminate enemy shooters while the minotaur kings should strike at phoenixes and gargoyles shouls take care of sprites. Besides phoenixes, damage could come from unicorns and overgrown stacks of dwarves - so be careful in choosing the dragons' target as to avoid those threats if possible. Often the unicorns will block the way for dwarves so you can handle that later. Casting Slow/Blind/Paralyze helps, too. * Fighting fellow Warlock: Try your best to use two-hex attack of both your and enemy dragons to cause maximum damage. Often the minotaur kings of enemy suffer in the first round. Sometimes, it may be wise to have gargoyles playing first, wasting dragons' retaliation. The battle is going to be hard and will depend strongly on type (and skills) of enemy hero. Having a strong hydra stack close to your dragons may be good for attacking all the flyers that surround your dragons. Enemy hydras should get across the field just after anybody else is dead, so you won't have any hard task killing them in one massive attack. Blinding them in the process will often save you from one their attack onto all your troops. * Fighting Wizard: You'll have to take care of titans quickly. If their numbers are high, use disrupting ray, else use direct damage spells, curse or Slow. Attack with dragons, possibly blocking archmagi, too. Do expect dragons to take significant losses, but hurry with all your firepower, esp. minotaur kings, to help killing those bothering rocs and boars. Use damage spells on archmagi, they're weak in HPs. Use either griffins or gargoyles on halflings. Try to avoid golems, bother enemy with mind/speed spells so that he'll dispel them instead of casting supportive spells on titans (worst of which are resurrects). Also, take into consideration that the enemy may have gotten Expert Archery, which makes the Titans' average damage at distance a bit higher that the one of Dragons. (They then score the same average of 37.5 and have Attack skill of 15 (while dragons have 12-14)). The Qurqirish Dragon also stresses that using supportive magic like Bless, Steelskin and Bloodlust, the Titans with Expert Archery may overwhelm dragons. The only advice here is - use your spells wisely to prevent the enemy from supporting his Titans... If you'll ignore those supportive spells on Titans, within three turns of battle they can become a 18/20 A/D beast with 63 damage per piece - which will be deadly for your dragons. Therefore you should use all you can to eliminate Titans quickly. Disrupting Ray fits there best. However, if the enemy keeps casting supportive spells on titans, you could consider using dispel magic only every second turn, while in the meantime using direct damage or other spells of your choice. Berzerker here won't be as profitable as against might heroes. * Fighting Necromancer: You need to concentrate on Bone Dragons or Vampire Lords and destroy them fast. If the Vampires aren't upgraded or their numbers aren't high, the Bone Dragons are primary target. The necromancer will probably be weak on defense, so attack with all you can. Be careful when casting Slow, because the enemy often reacts with Haste on the Slowed unit, which totally overthrows strategic planning. Try to use two-hex on all the undead walkers. If the enemy has already managed to grow considerable numbers of skeletons, be careful, because they may form a remarkable threat, too. Generally if the enemy walkers are in big numbers, you should consider skipping the first turn almost entirely - use direct damage spells and wait for the two flyers to get to you, prod their buttocks (know THAT quote? ;-)) and in second turn, launch the offensive against walkers/liches - the walkers might have lined-up nicely by this time for the dragons' flame. If the enemy isn't THAT strong, you could sometimes use the two-hex attack even in the first round - knowing the order of play, pick a target that will assure that royal mummies will come over and the army behind them gets a good portion of warm welcome. Hero benefits:The Scouting skill can be very helpful in early exploration. If youstrongly plan to rely on Armageddon or other global damage spell to usewith dragons, the warlock is the best choice for the main hero, becausehis most expanded skill is Spell Power. Warlocks generally make goodscouts, because they come with bundled garoyles. Skills important for the troops and strategy:None in particular... warlock armies rely mostly on flying - no bigneed for archery/leadership/ballistics. Mysticism may help a warlockhero on long journeys, since he's not focused on knowledge that much. In general, warlock is quite a strong class (in overall most popular,too) whose strength lies in quite fast initial exploration andunmatched supremacy of draggagedon combo. However, the dragons are muchstronger weapon in hands of an experienced barbarian.However, one sulfur mine is never enough, so you'll either need twomines or several marketplaces to get your dragons from their towers tothe battlefield. --Using Wizard------------------ Way of the Wizard This document contains no 'general' rules - all thone non-class-specific ones are in the Way of the Hero and I suggest you read it if you haven't done so yet. Strengths:Very strong in long-run campaigns.Has three shooters, of which two are very fast, strong and withspecials, while the third one can be found in natural dwellings, oftenreaching very high numbers.Library gives a true sense to higher mage guild levels, often givesdimension door and ressurrect true.Most needed resource can be obtained from extra source! This fact oftenhelps a lot, as gardens can be found in most maps.With 300 HP sixth-dweller often allows two 'main' forces - one composedof titans and possibly archmagi, while the another taking the bulk ofrocs, boars and halflings - which is enough to capture minor garrisonsand take out minor heroes. Weaknesses:Titans need lots of gems and cash - far more than you'll be able toaccumulate with one castle.Early exploration is usually tough, because the available troops willoften take losses.High consumption of resources in the beginning - you'll usually have tochoose either magi or spells. Army Evaluation:Halfling 2/1/3/1-3/3/50Innocent-looking but powerful creatures, that are a real threat inhigher numbers. (Compare 99 halflings to one titan ;-) - cost is thesame, damage range is 109-326 vs. 50-75 against D=1, 33-99 vs 20-30against D=15.)Once they're not AI's primary target, they'll start to accumulate.Being 1st level, they're often found and 'default' neutral villages andcastles, so that they reach the higher numbers pretty easily.Often the halflings are major part of your firepower in early stages. Ablessed stack of halflings is really an ugly thing to face.Due to their low HPs, wandering stacks will often offer to join you.Haflings have one of the BEST damage ratings in the game, measured perHP. Boar 5/4/15/2-3/6/150A reliable 2nd level army. They have excellent range, often dwellingsare in villages.In long run, their power diminishes and they are a good force for thesecondary heroes.They provide good troops for scout heroes, being Very fast. Iron Golem 5/10/30/4-5/2/300Steel Golem 7/10/35/4-5/3/350Both: Half damage from elemental magic (Cold Ray, Lightning Bolt)A good unit for defense. It's resistance to elemental magic improvesthe defense potential.I personally buy them only when absolutely needed and rarely take themon the road, but many people do otherwise and profit from that. And Imust admit that a few times I emerged from a tough battle with a golemstack the only army left standing of my forces.Their free upgradability at foundries is a good thing, though, as itincreases their speed to match halflings and thus not slow you down incase you take them.Compared to other three-level creatures, they have very impressivestats.With some good spells like Haste/Teleport they can do a significantpart of work on your offensive and defensive battle tasks. If you'regonna to take halflings on the road and can spare the cash for thegolems, do so - they might attract the enemy's attention (includingspellcasting) and are by definition expendable. Also, their elementalresistance cannot do any bad. (Thanks to Qurqirish Dragon on that one!) Roc 7/7/40/5-8/4/400In early and mid phases this is the main force of the army.One of the strongest flyers, they're excellent for delivering damage toenemy shooters.Their role is most important in early game, where they help much incleaning wandering shooters, as they have good damage absorbingpotential.Having 8 rocs in the beginning of second week (and usually the money tobuy them) is very important advantage. Mage 11/7/30/7-9/5/500Archmage 12/8/35/7-9/6/700Both: No adjacent penalty (scores full damage even at close-rangeattack).Upgraded: 20% chance to cast Dispel Magic upon hitting an enemy.Those guys carry excellent firepower and once you manage to build them,they'll form most of your offensive capability.The upgrade is costly but pays back! Being very fast gives them firststrike in most cases and all the increased stats mean 10% more damagedealt. The HP increase is good, too. (Remember, the speed will be VERYimportant - they'll play before vampire lords, red dragons, war trollsand on the level with gargoyles, black dragons, crusaders, power lichesetc.)Their special - no adjacent penalty - makes them extremely usefulagainst those wandering armies that manage to get across the battlefield.Not to mention the archmagis' chance to dispel good spells. Always niceto dispel a huge stack of blessed, steelskinned, bloodlusted and hastedhydras. (In most cases, you'll quite appreciate especially removal ofhaste from a stack that is hurrying to meet the archmagi face-to-face;-)) Giant 13/10/150/20-30/4/2000+1gTitan 15/15/300/20-30/6/5000+2gBoth: Immune to Mind magic (Blind, Berzerker...)Upgraded: Shoots, no adjacent penalty (scores full damage even atclose-range attack).The giants can be useful both in castle defense and in offensivecampaings, but are generally wimps compared to their upgraded version.In most cases, you'll want to wait for the upgrade. The doubled HPs andrange attack make titans a feared opponent.Titans are about the only unit that can try to be compared to dragons.Although a hundred times proven saying tells you that a Dragon can takeout a Titan any day of the week, with a bit of supportive magic rangingfrom bloodlust to teleport, mirror image and resurrect true the resultcan be otherwise.The titans have one important role - with their high HPs they areusually primary target of AI and, not being immune to all magic,usually also the primary target of AI's spellcasting. What's good onthat? Your archmagis' and halflings survival ;-)Having all the enemy hurrying after the titans gives your archmagi andhalfligns enough time to cause horrendous damage to enemy units. 9archmagi carry definitively much bigger offensive punch that one titan,yet the titan gets the AI's attention. Halflings explained above... Upgrading priorities: * Foundry: Low priority. Only if you gonna need the golems in the field and can't find a Freeman's Foundry nearby. * White Tower: High priority. Archmagi's strength lies in their speed since many nasty units are very fast. * Cloud Castle: High priority. May be higher than for magi, but lower, too. Generally, upgrade only when you have enough money to purchase it's residents. You can spend a few weeks collecting money (and using upgraded magi for that purpose) and then, on day 1 of the week you want to start campaigning, do the upgrade and set off. Wizard Castle building in the first week: ÚÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿³ Day 1: ³ Statue ³ 1250 gold + 5 ore ³ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´³ Day 2: ³ Pen ³ 800 gold ³ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´³ Day 3: ³ Foundry ³ 1500 gold + 5 wood + 5 ore ³ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´³ Day 4: ³ Mage Guild ³ 2000 gold + 10 wood + 10 ore ³ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´³ Day 5: ³ Well ³ 500 gold ³ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´³ Day 6: ³ Cliff Nest ³ 3000 gold + 5 wood ³ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´³ Day 7: ³ Ivory Tower ³ 3500 gold + 5 wood + 5 ore + 5 all magical ³³ ³ ³ resources. ³ÀÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙSo, we'll need 5 additional wood and 5 additional ore.The schedule has no reserve, unless the Pen is already built. Moreover,in case the habitat wasn't there at day one, we'll have to do withoutone of those buildings. In my games, this usually is the Ivory Tower,as I need the gold, but the Statue can be omitted instead and builtlater, especially if you can locate a good gold source at day one.(Locating doesn't mean immediate conquering - just the possibility todo this later - Gold mine, Haunted mine, gold-giving artifact orlightly guarded (or even owned) village fit there.)Later, we'll need additional 4 of all magical resources and 10 of woodand ore, along with some 6000 gold for Upgraded Ivory Tower. And yetlater, 40 gems, 10 wood and 10 ore and 25000 gold for Cloud Castle withupgrade. Resources summary:The first week should take 25 wood, 25 ore, 5 of all magic resourcesand 12650 gold, including Statue.Weekly armies without Giants/Titans cost 9000 (with archmagi).Total production incl. Titans costs 24000 a week plus 6 gems.The rough castle output will be 1250x7 - 8750 gold/week.HPs grown weekly 1614 at 14.86 g/HP This gives a clear picture of gold being the first thing to look for,because with regular city income, you'll be only able to buy out theweekly production. (You won't save much on not buying golems. Or,buying golems and not buying boars. I often save on both golems andboars, since I need gold reserve for buying artifacts etc...) StrategyIf the you ever want to build titans, you'll have to acquire a stablesource of gold - preferrably two castles or a gold mine.The titans alone will cost 15000 a week, which is the home castle plusa gold mine production fully consumed - not mentioning that you mightneed another hero, another armies to accomplish minor tasks, spare cashfor enhancing captured castles, buying artifacts etc.Therefore, you'll need to explore fast, find a good source of ore andwood, because these may be needed desperately to upgrade capturedvillages into castles.The upgrading of neutral villages pays back pretty soon - after a week,the invesment is back. You should, however, think a bit forward beforeupgrading a village - sometimes you might need the 5000 gold forpurchasing of armies - be sure to do investments only in situations,where enemy heroes aren't nearby to threaten your playground.Try to gather magical resources and build libraries and higher levelmage guilds, as th extra spell per level guild is often your biggestadvantage over your enemies! Forces combination:In early stages, I usually take out rocs, halflings and sometimesboars.In mid phases, the magi are in, for sure. If I happen to have largerarmies of halflings, I'll take them, but if I only have the castledwelling, I leave halflings home, possibly taking the boars fordefensive firepower. Boars are a necessity in cases where I don't haveresources/gold enough to upgrade magi - very fast armies are a must!In later stages, having titans alone should be enough for exploration,while secondary hero should carry all the remaining forces. HavingTitans, Archmagi and possibly boars (esp. in cases that you have hadtwo dwellings for a long time or some large group has joined you)should be enough for most battles.Always remember to keep an eye on strengths of your stacks - divideyour armies as to assure that titans are the strongest stack (unlessfighting ghosts), because enemy will send shooters often, blocking thetitans, while archmagi/halflings, that are capable of doing moredamage, will be free to do so.Use protective spells (esp. Steelskin) on titans to prolong their live.Remember that once you lose a single titan, the titan stack may losethe priority in AI targeting. And halflings will probably suffer atleast twice the losses the titans suffered (measured in HPs).If you have archmagi and titans and the titans have higher sum of HP,keep them in the first slot. Thus, when you attack, you shoot withtitans, enemy very fast flyers fly over and block them and you shootwith archmagi. If the archmagi played first, the titans would have tofight with the flyers.Unless the enemy is much stronger than you in walker armies, do NOTcast Anti-Magic on titans - instead let the enemy cast curses,disrupting rays and even direct damage spells upon the titans - theyshould survive. Once you cast Anti-Magic on them, the enemy spells willbe directed to next good target - the much weaker archmagi. Special strategies against particular classes: * Fighting barbarians: One of the easier tasks, as you have big advantage in two shooters faster than enemies' shooters. You'll have to take out trolls and orcs, which your titans and magi/archmagi should be able to handle. Unless the enemy outnumbers you, you should win with low losses. Unless enemy 'hastes' his ogre lords, you'll have two shots at cyclopes (one with titans and one with magi) and in the third turn the same with ogre lords. (All the shooters that survived first round attack should be taken out by rocs, but rather in the second round - as to prevent enemy units of average speed from attacking the rocs. However, losses to rocs are more acceptable than losses to titans and magi. Blocking the shooters in the first round is usually suicidal - the AI heroes tend to carry large armies of ogre lords AND goblins, which means that your rocs will play sooner than at least one of those two stacks - and they could get their wings ripped off quite quickly. It's better to lose one titan due to orcish fire than to sacrifice some 20 rocs for blocking. * Fighting knights: Against knights, the strategy is easy, too. Either titans or archmagi alone should be able to take out rangers, while all the rest should be aimed at champions and crusaders. Very useful may prove casting Blind or Slow at one of those dangerous units. The champions' danger lies in giving the knight first shot, and furthermore, blocking your titans' action, which in turn gives the crusaders first shot at the titans. Swordsmen and pikemen will probably score some losses upon their arrival, but in general you should be able to score a good victory. Be careful about that Slow - enemy tends to counter-cast Haste!. If you can't slay Champions in the first turn, don't ever think about slowing the Crusaders ;-), because they'll reach you in the second turn, if they're hasted. About the best option I know is Berzerker on Crusaders just before they play. * Fighting Sorceress: There's nothing you can do. The sorceress will almost usually have first strike with Phoenixes, going after your titans. Unless you have some useful spells (see below), Grand Elves and Greater Druids will probably have time to shoot, too, and possibly even sprites will come after your shooters. However, your archmagi should have a free shot to the second enemy very fast shooter, before it's turn would come. Your rocs should play before sprites, possibly killling them, if their stack would have been able to cause reasonable damage to your titans. Possibly huge armies of battle dwarves shouldn't be able to get across the field, so they may only attack the rocs in case those went after the sprites. The only threat beside the phoenixes are unicorns, whose high-end stats and Blinding ability may cause severe damage and maybe disrupt your tactics. The shooters have HPs too low to resist your heavy fire. If the dwarven stack is huge, sacrifice rocs in second turn by flying them behind the dwarves - they'll return to their starting position to attack the birds, thus giving you two or three turns' worth of extra shooting on them. Phoenix should be taken out by titans and halflings. * Fighting Warlock: If you have the first shot, try to cast supportive spell (preferrably Dragon Slayer ;-) on the titans and go after the Dragons. This should help greatly. Archmagi can give hell some stronger stacks as griffins are. The Minotaur Kings may cause severe damage, but your priority will definitely be the Dragons. You must try your best to use the fact that Titans aren't immune to magic. Mass Spells come handy, too. (Bless increases the damage well, Haste gives you free shot at dragons with archmagi, Slow prevents gargoyles, griffins and minotaur kings from reaching you too soon.) If you can, try to conquer Warlocks before anyone else, because they pose the biggest threat to you, especially if they manage to get Black Dragons and Armageddon. Use titans against the dragons wisely - they can walk around the dragons, so pick the best direction of attack and the dragons will help greatly in killing anything that flew over from the other side. * Fighting fellow Wizard: Both the titans and the archmagi should be taken care of quickly, even at the price of sacrificing Rocs - they should go after the Archmagi, because against titans they would score much less damage. Battles with wizards will strongly depend on spells that both sides will have used, not mentioning the advantage of first shot. Remember that your advantages and advantages of your enemy are the same. If HE has a large stack of halflings, take them out! The rocs are best here, they'll score much more and suffer much less than against the archmagi. Your halflings then can strike whomever they want, I'd prefer the archmagi - let the titans clash alone. If you don't have any good spells to cast, use direct damage or Blind on Archmagi. * Fighting Necromancer: The power liches do not present any real threat, because they have low attack skill. That leaves your shooters to go after Bone Dragons and Vampire Lords. I strongly suggest 'serial approach' - taking out first the bigger of the threats - possibly employing Hasted Halflings on the Boners. But the main firepower should be aimed preferrably onto the Vampire Lords, that need to be taken care of quickly... An useful tip maybe casting Slow on Bone Dragons, because by the time that Average units come to play, the other side has usually already casted a Spell and therefore cannot dispel this Slow, thus rendering the dragons useless for one round. Direct damage to power liches is a good alternative to deal with their high defense skill. Hero benefits:The Wizard's only strong point is the starting Advanced Wisdom, whichcan be often used in a form of Nasty Trick - best if having Berzerkerin a castle with enemy hero within one-day range - to repeatedly letthis guy's troops to kill each other. Skills important for the troops and strategy:Archery has top priority for your heroes as most of your strong troopsare shooters.Leadership - having morale with one of your Very Fast units can helpgreatly when fighting heroes that want to flee.Estates - for a wizard castle owner, this is never any bad thing,because in expert level, it means 70% of a titan every week. Generally it's clear that the wizard is pretty weak without the Titans- The Archmagi don't have either HPs or Defense high enough to surviveonslaught from enemy troops, while the slow Halflings will often getout ina single blow from enemy, either shooter or flyer, orfried with some strong damage spell.The rocs will often cause considerable damage in the first round, butsince they'll be on the enemy side of battlefield alone, they'llprobably get beat up hard from enemy defensive walkers. The wizard'sonly strong walkers are golems, but those are far too slow to do anygood - by the time they get to the other side, the rest of wizard'stroops are usually lying dead on the ground. [Ok, I didn't mentionboars, but those are too weak to stand any attack from strongerwalkers.]As a wizard, you should profit from higher number of available spells.Once you manage to build titans, your life will change dramatically,because most of the battles that would have cost you half of yourshooters are now 'as easy as butchering sleeping cattle' [know thatquote? ;-)]. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Xa. STRATEGY GUIDES FOR BEGINNER (Normal Strategies)>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> -At the start of each scenario you'll notice a fewartifacts around. Grab them to see what their powers are, if theyaren't what you like reload the win scenario and start over. Theplacement will be the same, but the artifacts will be different. Ifound the endless pouch of gold especially usefull, it helps you boostyour gold in the early stages. (Kaspa) -Your main hero should have the powerful monsters that you canafford, and the all the artifacts that will boost his stats. Take thishero and forge a gouge in their defenses. Find the weader heroes anddereat them as quickly as you can. This will make your enemy spend2500 gold on new heroes not on more armies. (Kaspa) -Sometimes, when there's a strong hero coming to your town, buyall the available monsters, and leave the slow ones in the castle.Then take your hero, and run away. The computer will take over thecastle, leave, and leave a small army to protect it. What you have todo now is wait untill the sixth or seventh day and recapture it. Thisgives the computer some time to build additional facilities for you,and gives you the castle one day before new monsters arrive. (Kaspa) -Don't bother investing in captains. They're pretty weak, and ifyour castle is captured, you'll end up facing your own soldier as afoe. Always try investing in a new hero when your castle is about toget attacked. (Kaspa) -Always build a strategy according to the conditions of yourscenario. If you're near enough the location of a hidden artifact,send a throwaway hero there to do nothing but dig. If your goal is toconquer a town, scout the area and build a very powerful force tooverwhelm it. Also look for desert areas with magic lamps. These containgenies, the best armies you can buy on the road. They give a greatadvantage if you grab them at the beginning of a game. (Kaspa) -All Together Now: When you're using certain troops, especially Liches (butalso those with a 2-area attack - Dragons, Cyclopes, Phoenixes) it's ofgreat benefit if the enemy troops bunch up so you can strike several armiesat a time. Here's a tip for facilitating that. The computer's first attackpriority is always your archer stack with the most collective hit points.If you place that army in your last troop slot (so it appears on the bottomof your screen in battle), ground-based enemy troops will be most likely tobunch up as they advance. The computer will always take its troops down thescreen before taking them forward, but it will always march them forwardbefore it sends them up. So, if your target archer troop is in the topslot, the computer won't bunch up, but if it's in the bottom slot, theygroup together nicely. If that sounds confusing, get a group of Liches andtry it out. It's easy to see the difference in action. from Grayson Towlerat (grayson@rigroup.net). -Two Birds With One Stone: This is a tip which is especially appropriatefor Phoenixes and Dragons, though it's useful for Cyclopes to a lesserextent. When you're faced with a ground-based monster army and yourDragon/Phoenix attacks first (which, in the case of Phoenixes, alwayshappens), target the bottom troop stack and hit it from straight on (not atan angle). When it comes time for the enemy monsters to move, they gettheir turn from the top monster down. So, one of the upper troop stackswill come down towards your Dragon/Phoenix and take a shot. When yourDragon/Phoenix retaliates, it should catch the attacking stack AND thenext-to-last stack in the blast. This is a great way to take out a lot ofground-based enemies more quickly. from Grayson Towler at(grayson@rigroup.net). -All About Artifacts: Tomas Pavlicek wanted to learn how to do Windows 95help files and decided to use HOMM2 artifacts as his test subject. Good jobTomas! Download Tomas' HOMM2 Artifacts Help File, put it into your Heroes2directory, and create a shortcut for easy access! -Laugh In The Face Of Death: The Pendant of Life, which makes you immune tothe Death Wave and Death Ripple spells grants immunity regardless ofwhether your opponent casts it or you cast it. So if you have the Pendantof Life, you can cast this spell with total disregard for your own livingtroops' well being. This is a great combo early in the game with DeathRipple (or Death Wave if you've got it), especially with regards to weakcomputer archery stacks. from Tim Ford at (deathhq@hotmail.com). -Troop Splitting 101: It's real "kewl" to have a stack of 50 Paladins, forexample, in your troops. But if they get paralyzed, blinded, slowed,bezerked, then what good were they? Have an empty slot? Split your stack.Two stacks are more difficult to paralyze, blind, slow, and bezerk than onestack and they also get two attacks. To split any troop stack into anotherslot:Click once on the troop to be split. Now hold the shift key down and clickonce on the slot you want them to go to. A window pops up asking you howmany to split out. Enter that number and click on Okay. Aha! Your troop hasbeen split. You can use this to split one troop stack into many troopstacks, or to only take a part of the troops in the castle with your hero,or to exchange some of the troops between heroes, or to even out two orthree stacks (if you have a stack of 50 and a stack of 10, split 20 out ofthe 50 into the stack of 10 making two stacks of 30). Splitting can be donein castle ranks, hero ranks, between castle and hero, and between hero andhero. The only time you cannot split a troop stack is once you have engagedin combat. Once the battle starts, it is too late to do housekeeping! -The Lure Of The Sirens: The benefits of experience handed out by thoseSirens hanging around on the rocks at sea is proportional to a percentageof the number of troops you have in your hero's stacks. This means thatvisiting them with a small number of troops will provide you with littleexperience, and visiting them with a huge number of troops will provide youwith a lot of experience. But remember that the experience is traded fortroops! For instance, visiting the Sirens with over seven thousand ghosts,lost over two thousand ghosts to the Sirens, but yielded over 20,000experience points to the visiting hero. Don't visit the Sirens with anytroops you don't want to give up, but if you do have surplus troops andneed a quick boost to your hero's experience, the Sirens might just be youranswer from Matthias at (Matthias.Freudenschuss@wirtschaft.uni-giessen.de). -How Few a "Few" Really Is: For those of you who like to have your doomindicated a little more specifically than, say... "Several Black Dragons"or "Zounds Battle Dwarves"; here is a definitive list of what thoseindicators actually mean. Few 1 - 4Several 5 - 9Pack 10 - 19Lots 20 - 49Horde 50 - 99Throng 100 - 249Swarm 250 - 499Zounds 500 - 999Legion 1000+ -For The Bean Counters: There are several variables in the determination ofa score for a single scenario of HoMM2. These are: map size, inherent mapdifficulty, player difficulty adjustment, and days taken to win the map.The former pair of variables are chosen by the map author, while the lattertwo are controlled or influenced by the player. -Inherent map difficulty can be one of four possible values: Easy (80%),Normal (100%), Hard (120%), and Expert (160%). The player may adjust thisdifficulty when launching a new game. Adjustments come in five flavors:Easy (-30%), Normal (no change), Hard (+20%), Expert (+40%), and Impossible(+60%). The range of adjusted difficulty is therefore 50% (Easy/Easy) to220% (Expert/Impossible). (Note that the original HOMM score calculator hada number of differences, including an inherent map difficulty of Impossibleand a maximum adjusted difficulty of 250%.) -The adjusted difficulty is used to calculate your final score in a verystraightforward manner. It takes your base score and multiplies by theadjusted difficulty, rounding down if needed. That's it! Now all we have toknow is how the base score is calculated. This is where the map size anddays taken variables come into play. -Each different map size has an associated map size factor, given by thefollowing chart: Small (1.2), Medium (1.0), Large (0.8), Extra-large (0.6).HoMM2 calculates a time penalty, which is the number of days it took you towin the map multiplied by the map size factor (rounding down if needed).Your base score for the map is 200 minus your time penalty. -Confused? Hopefully, this example will clear things up. The four variablesare: map size, inherent map difficulty, player difficulty adjustment, anddays taken to win. Let's say that we're playing a Large sized map,inherently rated by the author as an Expert map. When we started the game,we chose the Easy adjustment, and we were able to win the game, taking 107days to do so. We can calculate our score along with the computer asfollows:Inherent map difficulty: Expert (160%)Player difficulty adjustment: Easy (-30%)Adjusted map difficulty: 130% (i.e., a factor of 1.3)Map size: LargeMap size factor: 0.8Days taken: 107Time penalty: 107 x 0.8 = 85.6, rounded down to 85Base score: 200 - 85 = 115Final score: 115 x 1.3 = 149.5, rounded down to 149The last part of a player's score is, of course, a creature ranking. I donot have a complete chart of creatures and their associated final scores;if you have one, drop me a note, I'd love to see it. Two points of interestabout this scoring system. The maximum score possible is 440, which wouldrequire playing an Expert map on Impossible setting, a Large or Extra-largemap, and winning that map in a single day. My own personal high score is305. It should be noted that the world high scores show a record score of awhopping 431! Also of interest, green dragon ratings and higher are onlyawarded for scores over 200; you therefore cannot achieve a dragon ratingif you play at 100% difficulty or less. The minimum final score requiredfor the highest Black Dragon rating is somewhere between 226-230. fromRorke Haining at rhaining@uswest.net. -You Are Getting Smarter... You are Getting Smarter...: Hypnotize has thespecial ability of giving the target creature into your control. Mostpeople don't use it properly. After you cast it on a stack you can thenmake it stand, walk around, or block some slow but powerful creatures fromattacking your own force. It's extremely good for foiling the turn of arange attacker at least once. While your target doesn't attack or getattacked it will stay under your control. Cast it on small stack ofPhoenixes, crusaders, or cyclopes with powerful spellcasters to preventthose creatures from attacking you. This spell is particularly potent whencombine with the Gold Watch and/or the Skull Cap from Alex at(alex@ipoline.com). -Here! Hold these guys a minute: The movement awarded to a hero at thebeginning of each turn is based on the slowest creature in the stacks atthe beginning of the turn only. So a good strategy when you have heroesadjacent to each other or a primary hero at a castle, is to offload theslow creatures onto one hero at the end of the turn. Leave only real fasttroops with the primary hero. At the beginning of the next turn, move thoseslow troops back into the primary hero's stacks. He/she now has the tough(slow) troops but can move the turn distance based on the faster troops.This can make quite a difference if your turn movement is based onChampions or Phoenix at the beginning of the turn instead of those 30hydras you want with you for defense! from Matt at(greatdrake@hotmail.com). -I Thought I Told You To Stay In The Castle!: When your hero defends fromthe castle, troops available in the castle will join your hero if there areempty slots. Troops in the castle are evaluated left to right. Each groupwill join the left most matching hero group. If there is no matching herogroup, then they will go to the left most empty hero slot. If there is noempty slot they will stay in the castle (but abandon the castle if thebattle and castle are lost). If you want to keep some units out of anybattle (say weak archers that might be killed by flyers) you need to fillup all of the hero's slots by splitting the troops you wish to have in thebattle. But remember that once the battle is over, the castle troops thatjoined the hero's troops for battle stay with the hero -- they do notautomatically return to the castle. Not only will these troops affect thehero's next move (if slower troops joined the ranks), but if the heroleaves the castle without sending the troops back, you might unwarily leavethe castle undefended from Bruno at (bruno@cerberus.csd.uwm.edu). -Here's Mud In Your Eye: Remember that a blinded creature, when attacked,loses its turn for the combat sequence and only retaliates with 50%strengh. Therefore, if the opponent has only one large stack (i.e.crusaders, phoenixes, etc.) it is possible to destroy it without it evergetting a turn. Simply cast blind, skip all of your creatures, and afterattacking with all of your troops except for the last stack next round,skip the last stack and cast blind. Viola!, instant giant dust! fromDarkWolf at Darkwolf2@Mindspring.com. -In Your Face: Never put two of your range-attack troops (halflings,archers, mages) groups next to each other! A single stack of fliers couldseverely disable large portions of your heroes army by parking a stack ofrocks, griffons, etc. between two of your range-attack stacks. Although thecomputer is lazy and will fly to attack from the closest angle, a humanplayer will not hesitate to take advantage of your careless placement fromDarkWolf at Darkwolf2@Mindspring.com. -It's The Ultimate! (In Protection): If a map requires you to find theUltimate Artifact, station a loaded hero or two by some of the obelisks toguard them while your other heroes visit the obelisks and find the UltimateArtifact. This will prevent your opponents from finding the UltimateArtifact first and thereby winning the game from Kennedy at(kennedy@proaxis.com). -Variety Is The Spice Of Strife: Specifically for all beginners: Don'tchoose your hero type. Put it on random. This lets you get to know avariety of hero types. If you come in with the misconception that one herotype is stronger than another, you're wrong. Each type has their ownstrengths and weaknesses. Learn these, and THEN decide which type you likethe best. THEN patronize that one from Viper at (epsilon@michiana.org). -A Solid Foundation: First of all... the tips and strategies that youlearned in the original Heroes Of Might And Magic still apply for the mostpart. Continue to follow those guidelines! -Whirlpool Revelations: The whirlpools that we so frequently use tomagically move from one body of water to another, or from one side of themap to another, holds a dark secret that seems to have been kept from theHero masses. Your first trip through any one whirlpool is a "gift". Afterthat, you pay a heavy price to use this combination of magic and nature asa portal to elsewhere. You lose a percentage of the troops your hero iscarrying at the time. This can be especially devastating if you hero hadfew troops to begin with. So the next time you feel like cutting the cruiseshort with a quick hop through a convienent and already traveled whirlpool,remember the cost and take the long, safe way instead! -And Don Riale (bytedr@innernet.net) adds: Now, while it is true that youlose some troops when going through a whirlpool more than once, there is away to minimize the loss. The whirlpool will take a percentage of yourWEAKEST stack. Therefore all you have to do is have at least one stack witha single creature. For example: explore water by sending out a Sorceresswith only sprites, with 4 single sprites and one larger stack. When goingback through a whirlpool, you lose only one sprite, which you can replacefrom the larger stack. As long as you have at least one stack consisting ofonly one weak creature, that creature is the only one you will lose. -Yeah, I'm One But What Are You?: You've all seen the information that your"correspondants" report via the Theives' Guild and most of us have beencurious about the rating given to the hero types. You know... "Explorer","Builder", "Human"... Well, I contacted Phil Steinmeyer (at psteinx@anet-stl.com) and this was his response:"They vary the weights the AI assigns to various activities, such as howthe AI's money is spent, and to some extent, what the heros choose to do.The effect is fairly modest."So "Builders" must concentrate on building up their towns and castles. Thisimplies that you may find their castles fully built but with few troopsrecruited since they spent their resources on structures instead of troops.And "Explorers" must have lots of resources because they go off into theblack of the map and probably snarf up a goodly number of artifacts, freeresources, and maybe even mines. Be careful, they might have lots of troopsrecruited because they got to the troop-generating structures first. Then"Warriors" must be the bullies, who concentrate on accruing troops andalways have the undeveloped castles manned by all sorts of creature types -- and probably hardly any troops remaining to recruit from the structuresthey have built. And "Human" would be.. hey! That would be you... and anyother human Player in a Multiplayer session! The game randomly choosesthese traits when you start a new map (I experimented with that a little),so restarting the same map will produce a different mix of these types.Also remember that a color may be indicated as being one type of hero, butdue to victories and acquisitions may have the fully built or stockedpossessions of the other types when you finally butt heads against them! -Troop Wise And Turn Foolish: I think we all have the urge to constantlyrevisit our local monster generating sites. You know: the goblin huts,nomad tents, sprite trees, etc. -- where after the first of each week wecan increase our troops by a few. But that's an obvious point: ONLY BY JUSTA FEW. Is it worth it to have your hero take half or more of his or herturn to pick up 2 sprites? Monitor your monster generating sites. Mentallymark when they have been visited last (by either you OR an opponent). Andsave your heroes from making unneccessary side trips when they could besnatching up a resource or taking care of an irritating little snippet ofan opponent who has been (turn by turn) taking over your mines. -Virtues Still Serve: The hardest lesson I had to learn was in the BrokenAlliances scenario. The lesson was PATIENCE!!! Sometimes having your heroesjust sitting in their castles turn after turn is the best action you cantake. If you try to go up against an opponent before you are strong enough;you will either fail or you will have a battle too costly to justify.Likewise, heading too far from your castle when there are dangerousopponents nearby will almost assuredly result in a lost castle. Go slow.Think ahead. Ponder. Be patient. -"Save"-ty First: This is probably the most important tip you will everget. It's simple. Get it in your head. Save the game. Save the game often.Save the game before you attack an opponent. Before you attack a monsterhome-base. Before you go into a demon cave. Before you go into a ruinedcity. Before you go into a pyramid. Before you confront a sphinx. Beforeyou leave the castle and there's an opponent in view (but, gosh! he looksso far away... maybe I can get to the morale fountain and back before heattacks my castle). Before you attempt to snag an artifact. At thebeginning of each week (or some other regular interval). Get thepicture...? -Economy 101: The Market Places are a godsend! At first I was a little"under-"whelmed by them. But I soon found that more often than not, mystructure upgrade or extra mage tower level was just a market visit away --sometimes when I was trapped in the castle too weak to venture out, I wasable to continue steadily building by changing resources produced from mycaptured mines into other resources. And later on when the powerful troopswere so costly to recruit, the Market Places allowed me to convertresources into gold to purchase those big ticket items such as Dragons,Titans, and Margaret Thatcher!!! I used to feel that Market Places shouldbe built even before horde generators, but I have changed my opinion ofthat. I do still feel that they are more important than Thieves' Guildsshould be built first. It's definitely time to build one or more MarketPlaces if you find yourself wishing you had more mines of a certainresource because you are unable to build a particular structure. The moreMarket Places you control, the lower the exchange rate is, too! -Charmed I'm Sure: Medusas are your friends! The Medusas are found inruins. They have this wonderful ability to not only fight and bite, but toturn your opponent's troops to stone. That doesn't kill them -- it actslike a Blind or Paralyze spell; but it certainly helps stop them until yourbig boys can come deal with them. -Rank And File Rule #42: Manipulate your troops for optimum performance. Inthe original HOMAM, I usually never left a castle with more than four trooptypes unless I was purposely embarking to attack another castle or anannoying opponent. I left one spot blank. That way I could recruit alongthe way. I've changed that now. Once I get a large enough army containingONLY three strong types, I head out. If I encounter a castle ripe for thesieging or an opponent's hero who carelessly allowed him or herself to getwhittled down and weak; I split one or two of my three troops in half --filling up those empty spots in the ranks and attack with a force that canhave five attacks per round! This worked extremely well in Broken Allianceswherein I carried my Black Dragons -- 30 of them -- as a single troop untilI made my move on an opponent's castle or hero. Then I split them up intothree troops. Each combat round I had three large Black Dragon attacksinstead of one gigantic one. At other times -- while romping through thecountryside -- I used the empty slots to recruit troops when encounteringmonster home bases. Check the HOMAM II manual that comes with the game tolearn how to split troops. It's a very empowering tactic. -Rank And File Rule Addendum: There is and easy way to recruit largenumbers of troops. If you click on the Castle/Heroes button (from theouter world) you can see a list of all current AND available troops in ALLyour towns and castles. If you then click on an available troop icon, youmay purchase that troop into the castle garrison as if you were actually inthe town/castle. It also shows current material and gold values at thebottem of the screen. This is a nice way to purchase troops at thebeginning of a month w/o having to go to each city from Austin Fowler at(calandryll@mail.utexas.edu). -Advanced Electronics: Be very careful with the Chain Lightning spell. Itis a fantastic weapon. But it can backfire on you very easily if you getcareless. The Chain Lightning spell always strikes four targets. They arethe original creature you target and the three other creature troops nextto it. If one or more of your troops are closer than the opponent's troopsYOU GET HIT. If the opponent's troops only contain two or three stacks orranks of creature you also get hit. Be very careful. -'Til Death Do Us Part: The Death Ripple and Death Wave spells are greatfor necromancers. The necromancers usually only have undead creatures intheir ranks. These two spells damage only living creatures. As anecromancer with only undead in your ranks; you can cast these spellsagainst opponents with impunity. Go for it! (And enjoy the kool effect!) -Ring... Ring... Clue phone... It's For You!: If late in a scenario, in anarea that has been pretty well cleaned out you encounter a solitary monsterhome base guarding an artifact: take the obvious clue here. In the originalHOMAM, we encountered maybe a hundred monsters in a home base (split intofive groups of 20 each) and they were pretty easy to take out. Now, we areencountering four hundred to a thousand monsters in a home base (split intofive groups of tens to hundreds each!) and they aren't easy to take out atall!!! In fact, when they're upgraded mages or upgraded liches; you canusually kiss your unwary hero's butt goodbye. Save the game before allbattles while you are learning the feel of HOMAM II. And remember my firsttip about PATIENCE! -When Secondary Is Primary: We have now been provided with two new ways toscrutinize monster home bases before attacking. In the original HOMAM, allyou could do was right-click on the home base, see whether or not it said"Zounds" or "Horde" and come up with an "I think I can take them" decision.Now, we have Diplomacy, Leadership, and general "presence". Diplomacyallows you to sway the monsters into joining your forces when normally theywould just attack. Leadership and the general "presence" of your large,highly skilled troops cause the encountered monsters many times to justflee (and you can let them). I used to feel Diplomacy was a verydesired skill until I saw the price tag that comes with successfulDiplomacy. So I avoided Diplomacy for awhile. But I have found that thevalue of the skill of Diplomacy depends on each map. If you have a map withan over abundance of monster camps and you have a nice early income,Diplomacy can really pump your heroes up troop-wise very early in the game.If the map is fairly devoid of monster camps or you need every penny youhave to build, Diplomacy becomes a liability. I guess it all comes down tohow and when it is used. I had one reader write in to tell me that hepicked up over 240 hydras and 130 magi using Diplomacy. Can't beat thatwith a stick. For more information on diplomacy, refer to the article inthe previous section. Leadership, however, is a always very importantsecondary skill that doesn't pertain to spell power in some way. Itpertains to morale, and having a highly developed Leadership skill is atotal replacement for all the morale generating structures. And while weare talking about secondary skills... for your spell casters, the two mostimportant secondary skills are Mysticism and Wisdom. These are musts!Acquire them first!!! Also, when getting to select a new secondary skill,be sure to pick skills your hero can really use. For instance, if you arein a scenario with little or no water terrain, don't pick Navigation. It'sa wasted skill. Don't pick Diplomacy for a hero you plan to have only guardthe castle. Don't pick Archery for a Hero who doesn't have range-capablestacks, etc. These secondary skills weren't just added as frivolous doodadsby NWC. They have an important, powerful purpose. -Mana Manana: Spell casting is a whole different breed of animal in HOMAMII. We used to have to make desperate hell-rides back to our castles toregain our spells which were consumed and lost as they were used. Itdoesn't work this way anymore. You never lose a spell anymore. You onlylose the power to cast it. And this power doesn't return magically when youarrive at one of your castles. You must slowly build it back up over thenext many days (unless you find a rare well whose magic waters restore yourmana) or start your hero's turn in a castle which has a mage guild. So!Watch your mana power closely. And if you are running for your castle witha huge opponent hot on your heals and you are out of mana, you had betterhave something up your sleeve (like a pack of Titans) or the castle isn'tgoing to save you at all! -Numeralogy As A Hobby: A note about spells as portrayed in your spellbook... remember that the little number on the spell icon is not the numberof spells of that kind that you have left to cast anymore. It's the numberof mana points the spell costs to cast. This lost me a few heroes at first(if only I had read the manual earlier). I jumped into battle with 7 pointsof mana left and the only useable spells I had cost 10 or more to cast. -Deja Vu Sucks!: Right-clicking on a site while a hero is selected willoften tell you whether or not that particular hero has been to that site.This can save wasted turns. Keep this in mind. -Practice Good Grid: There is the most incredible feature in combat that Iwould certainly have never thought of and already can't live without. Youcan turn on Shadow Grids. Shadow grids highlight around an active creatureyou control to show you all the areas that the creature can move to on thatturn. No more tediously wanding your cursor over the terrain slowly tryingto find the limit of movement for your creatures. Because the monsters movedifferently in this version of HOMAM, this is a godsend! You can activatethis feature using the options button found in the lower left corner of thecombat screen as well as some other good options. -There's No Retentive Like An Anal-Retentive: I have developed a standardmode of operation for each turn that has worked pretty well for me. Ofcourse, it's subject to deviation based on what's going on at anyparticular turn but usually I:Move all heroes that will (probably) not be involved in combat. (Heroesmoving into combat are moved up to the point just before contact is made.)Heroes claiming mines, resources, treasures, or no-cost troop generatingsites (cabins, huts, etc.) move next. Heroes claiming artifacts move nextso that if the artifacts require purchase all the new money from the startof the turn and from above treasures taken are available. Then heroesvisiting costed troop generating sites move (gypsy camps, medusa ruins,etc.). Then I check each castle and build structures where needed. Then, ifthere is money left over (and I'm not saving for the purchase of a bigticket structure) I purchase troops.THEN I SAVE THE GAME IF I'M ABOUT TO DO ANY TYPE OF BATTLE!! Then any herostaged at a combat point (opponent's hero, monster home base, castle) movesnext and attacks. End of round. Of course, there are deviations to this. Ifan opponent's hero is about to attack one of my castles, I will move theheroes to that castle as best I am able and (regardless of any heroespresent) use whatever funds I have to pump the castle structures up,recruit troops in the castle, and maybe even summon a new hero. -Behind the Wood Door: In case you haven't noticed, stone liths have beenreplaced with all sorts of inter-dimensional doors and they work in pairs.If you enter a glowing wooden arrowhead-shaped door, you will appear at itscounterparts location. The old stone liths were random and you never knewwhere you were going to end up. Now you can plan movement through these newinter-dimensional doors! -Wondrous VISIONS: A sleeper of a spell, the new VISIONS can get you off toa fast, powerful start. VISIONS lets you know what the probable outcome ofan encounter with a monster home base will be. It is cast before engaging amonster home base and you must be within three squares of the base. It willtell you if the monsters will run, fight, or join your troops. By usingthis spell (when you are able to get it) you can stop ignoring those minesor artifacts protected by the monsters just because you were afraid they'dcream you. Just remember that the spell tells you expected results only forthe moment... come back later with more or less troops and VISIONS may tellyou something different. This spell is not always available. When it is...USE IT! Remember how frustrating it always was to be tiptoeing around withyour handful of pixies and a couple of recalcitrant dwarves when suddenlyalong would come an opponent with 40 peasants, 22 swordsman, 16 paladins,and maybe 17 griffins!?!? Well, VISIONS helps you turn the tables. It isbasically the same ability that the AI has always had -- the ability toknow whether monster home bases would recruit or fight. Check it out! -Familiarity Breeds Success: Pick a favorite hero type and stick with himor her. The more you play that type, the more you become familiar withtheir strengths and weaknesses. You learn when to build or upgrade whatstructure based on the ready materials and the "climate" of the immediatesurroundings. You acquire a good sense of mobility knowing exactly how fastyou can move with specific troops. You get a solid feel for how theassociated troops are going to fare in combat: what won't bother them andwhat will... which attacking opponent troops can do the most damage towhich of your troops. -Macabre Advice: When playing the Necromancer, don't ever let monstergroups run away from you! Can you say easy experience and piles ofskeletons? I knew you could! Use your Necromancer to pick on every "Lotsof" group you can find. It won't be long till hundreds of skeletons areroaming the lands. It's truly a beautiful sight when your no cost mound of2000 skeletons destroys 10 titans in a single swing (Roland scenario) fromTodd (ConceptFour@ll.net). -I've Had My Shots... Have You?: Some creatures are naturally immune tospells and effects. For instance the phoenix is immune to heat andlightning. Elementals have grave immunities to many spells also. Use thisto your advantage to supply your hero with certain combinations of troopsand then go forth using certain spells with impunity. They affect theopponent but not your troops! Consider the proper deployment of thisconcept as a mini-Armaggedon spell! from Grayson (grayson@rigroup.net). -The Shadow Knows: A curious little item. As you are sending your hero outacross the land, look for little triangular shadow smudges on the map. Aflaw in HOMAM2 program causes this shadow in a spot where an event has beenplaced. SOMETHING is going to happen when your hero lands on this shadow-marked spot. But is it a good event or a bad event? Only the Shadow knows! -Cheap Phoenix Tricks: Since Phoenix are immune to all elemental spells,they are immune to Elemental Storm. You can use the Phoenix/Elemental Stormcombination in the same manner as you can the Dragon/Armageddon combination-- except that Phoenix are a lot cheaper from Carl at Kalle@tom.fos.su.se. -Heroes As Gophers: Play with one MEGA powerful group and a secondary groupthat is somewhat good to defend the base. The other heroes run back andforth through castles bringing troops to the MEGA heroes. This is also agreat way to unload those artifacts that give 1 ore a turn and other dumbstuff like that from Josh at mfodale@nmu.edu. [I learned this techniqueright from the start many many months ago in the original HOMAM and use italot. There is one word of warning on it, however: Your hero runners whobring troops to "the front" are returning to their castles with very weakforces since they have given most of them to the mega hero. Do not try thistechnique if there are opponents close by. They will attack your trooplessrunner hero and dispatch him or her every time. --Phil] -Lame And Lousy Allies: The computer makes a poor ally in a setting whereone side is pitted against another. As an ally of a human player, thecomputer will not attack your heroes or towns, but it will take your minesand swoop your resources/artifacts/etc. out from under you. When computersare allied with each other, they tend to charge around and spend most oftheir time taking each others mines. Occasionally, they will attack eachother when they get in each others' way, though I have never seen acomputer attack its human ally. If you create a map where the human playerhas a computer ally, the human player is generally better served conqueringthe ally than relying on its help. The computer ally will defend itselfnormally if attacked, but it will not be aggressive in return. fromGrayson (grayson@rigroup.net). [As dutifully noted in a couple of otherwisewonderful scenarios such as Amaz'N'Grays. I win better/faster when I treatthe allies as opponents! -- Phil] -I'll Just Stand Over Here If You Don't Mind: When facing a hero who canresurrect, if you put one of your stacks on top of the deceased stack, thehero cannot resurrect it from Patrick (avromk@erols.com). -I've Already Played This Map, But What If...?: Change the whole way a mapplays with a quick couple of clicks. Take a multiplayer map that you havealready played and if it is set up for cooperative play (for instance,"Blue and Green .vs. Others") turn cooperative play off. If it isn't set upfor cooperative play, set up a couple of colors for cooperative play. Nowplay the map again. It's a whole new scenario with a whole new set ofstrategies. -The Expansive (Pak) Necromancer: With regards to the Necromancer. Ifyou're looking to be really HUGE, play him. Early on (first 2 weeks),locate a barrow wight. Recruit as many ghosts as you can afford. Thenattack only wimps. Peasants etc... Build as many shrines as you haveNecromancer castles, and advance your necromancy skill as much as possible.Leave the last slot in your troops for skeletons and split the ghostsamongst the other 4. NEVER let anything run away. Kill EVERYTHING! fromJohn at apache@ameritech.net. -Circumspect Ghosts: If you should be so lucky as to acquire one or moreghosts in your troops, don't throw them away by carelessly allowing them toattack everything that moves. Hold your few ghosts back in combat. Attackonly low level creatures. This will allow you to build your number ofghosts troops up. Once you have a large stack of them, then you can beginattacking the higher level opponent troops with impunity. This is one tipthe AI doesn't get. So if you use this tip, you will always be one up onthe AI when it comes to ghosts in combat! -Why Ghosts Should Be Ban (Reason #42): Have some ghosts? Want to double,or possibly get up to 32 times the number you've got? All you need isMirror Image and some sort of enemy ghosts - having the Haunt spell isideal, but it'll also work with a wandering stack, abandoned mine, orshipwreck. Go into battle with the enemy ghosts, and cast Mirror Image onyout ghost stack. Skip turns until an enemy ghost stack destroys the image.All the "fake" ghosts in the image just became "real" ghosts in the enemystack. Now, have your ghost stack attack the big enemy stack. It might takea couple rounds, but eventually your ghost stack will absorb the entireenemy stack if your hero has a few points of attack/defense. Voila - youjust doubled your ghosts! With careful planning, lots of spell points, andperhaps a Mass Slow to better control the enemy movements, you can use eachof five enemy stacks to double your stack - potentially increasing 500ghosts to 16,000 in one battle. If you've got the Haunt spell and a minenear a castle or well, you can do this as many times as you want. I turned400 ghosts into ten stacks (hero + castle) of 28,000 each in about fifteenminutes and three game turns! from Erik at emooney@stevens-tech.edu. -You Can Be All That ***I*** Want You To Be: Since you can usually selectyour computer opponents' starting castle types, try and inconvenience themwith your selections. If you are playing a small map, select Warlocks orWizards for enemy colors, or if it's a large map, select Knights orBarbarians for them. This will give them a disadvantage. Or if you know acertain color will be disadvantaged by a certain castle type (e.g. Warlockif there is no sulfur nearby) then give them that castle type. from HengLok at shambler@labyrinth.net.au. -Do The Genie Math: If ever you must battle a large army in order to winthe scenario, try splitting your genies into 5 stacks. This will increaseyour chances of halving troops to 50%. Since genies are very fast, all ofthem should be able to get an attack quite early on in the round. from HengLok at shambler@labyrinth.net.au. -Titan-Wise And Gold Foolish: Never upgrade your giants. Since upgradingcosts twice the difference in resources, upgrading a giant to a titan willcost 6000 gold and 2 gems, which is more than buying a new titan.Altogether you would be spending 2000 gold and 1 gem to build the giant anda total of 8000 gold and 3 gems after upgrading. Either don't upgrade yourgiants, or don't build them! from Heng Lok at shambler@labyrinth.net.au. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Xb. STRATEGY GUIDES FOR BEGINNER (First Week Buildings Tips)>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> by: Quebec Dragon This is a strategy article about what structures to build in the crucialfirst week according to castle type. As always, your comments are welcome:-) Some of those building orders were taken from from my strategywalkthroughs. GENERAL TIPSI'm an adept of might makes right.. therefore I will always concentrate onbuilding monster structures before Mage Guilds... If you build the maximumof monster producing structures in week 1, you will accumulate a biggerarmy more quickly. Never buy castle upgrades, turrets, moats or Mage Guilds(unless it's a requirement for another monster structure) during week 1. Insome cases, you won't be able to build some structures due to lack ofresources or gold... That's to be expected because my suggested buildingorders are under ideal conditions and need a bit of luck.You should know that unless the mapmaker specifies the given structures inyour starting castle, you will encounter 2 possibilities when you start anew scenario. First option is where only the lowest creature-producingstructure is built. Second option, the better one, is when the 2 lowestcreature dwellings are already built. In order to avoid "cluttering" thearticle, my building orders suppose you've been unlucky and that youstarted with only one creature dwelling. If you're lucky enough to have 2initial creatures dwellings, just jump to the next building suggestion.In the first week, try to build a structure in your starting castle eachand every day. If you're not able to build the next structure in thebuilding sequence due to lack of resources or gold, skip it and buildanother suggested 1st week structure (like Well, Horde Building or Statue).Try to build the skipped structure later in the week. If you still can'tafford the "missing" structure, don't sweat it... it happens to the best ofus ;-) KNIGHT CASTLEWood is the most badly needed resource so search for it everywhere.Good building order :1) Archery Range (To boost your starting hero's army ; hire another Knightand combine troops)2) Statue (To start getting another 250 gold pieces as soon as possible..same thing for other castles)3) Well4) Pikemen Blacksmith5) Tavern (required for Swordmen)6) Swordmen Armory7) Cathedral or Jousting Arena (if you have enough ressources, if not, buythe Farm)During week 2, I usually buy the upgraded Archery Range, Marketplace andany monster structures not built in week 1. BARBARIAN CASTLEOre is the foremost priority.1) Stick Hut (To boost your starting army ; hire another Barbarian andcombine troops)2) Wolf Den (Very fast units for scouting)3) Statue4) Adobe (wait until you upgrade it to buy troops)5) Troll Bridge (if you have enough ore)6) Well7) Garbage Heap (horde building)During week 2, I upgrade the adobe, sometimes the stick hut and build upthe maximum of troops. NECROMANCER CASTLEThis one has the toughest building decisions. I suggest going for eitherthe Vampire Lords or the Bone Dragons (building orders differ accordingly).Trying to get both at once is impratical and unnecessary. RegeneratingVampire Lords OR powerful Bone Dragons should be sufficient in thebeginning game.VAMPIRE LORD BUILDING PATH1) Zombie Graveyard (To boost your starting army ; hire another Necromancerand combine troops)2) Mummy Pyramid3) Statue4) Thieve's guild (required for Vampires)5) Vampire Mansion6) Well7) Skull Pile (horde building)During week 2, upgrade the Vampire Mansion. Buy the Mage Guild and theMausoleum if you can.BONE DRAGON BUILDING PATH1) Zombie Graveyard (To boost your starting army ; hire another Necromancerand combine troops)2) Mummy Pyramid3) Statue4) Mage Guild (required for Liches)5) Lich Mausoleum6) Well7) Skull Pile (horde building)In the second week, I will save my gold and resources for the Bone DragonLaboratory. This doesn't mean that you shouldn't hire all available undeadtroops (except the expensive Liches) on day 1 of week 2. SORCERESS CASTLEGems and mercury are a must. If the Cottage is not already built, forgetthis structure for a while (meaning much less Dwarves) because the 10 unitsof wood it requires (5 for Tavern + 5 for Cottage itself) are better usedfor the Fenced Meadow. (Thanks to Dark Wolf for feedback)1) Elf Archery Range (To boost your starting army)2) Statue3) Mage Guild (required for Druids)4) Druid Stonehenge5) Well6) Crystal Garden (Horde Building)7) Unicorn Fenced Meadow (alternate is Cottage Upgrade or Archery RangeUpgrade)Week 2, I usually upgrade either the Dwarf or the Elf structure, buy themarketplace and the Unicorn Fenced meadow if I don't already have it. WIZARD CASTLEHas the highest resource cost.. You wil have to make a decision aboutwhether you concentrate on building up your Mage Guild or going for theTitans.1) Boar Pen (To boost your starting army ; hire another Wizard and combinetroops)2) Statue3) Roc Cliff Nest4) Golem Foundry5) Mage Guild (required for Mages)6) Well7) Mage Ivory Tower (if you have enough resources... Orchard as alternatechoice)During week 2, I usually build the ivory tower (if it's not done yet), thelibrary and the marketplace. WARLOCK CASTLEYou will need sulfur ! That's the most important thing you have to searchfor...1) Gargoyle Crypt (To boost your starting army ; hire another Warlock andcombine troops)2) Dungeon (for gold !)3) Statue (for more gold !)4) Griffin Nest5) Maze or Swamp (both if you have the resources, wait until week 2 if youlack them)6) Well7) Waterfall (horde building)During week 2, I build the missing monster structure, upgrade the minotaurmaze, and start saving my money for the Dragon Tower. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Xc. STRATEGY GUIDES FOR BEGINNER (Tips on Upgrading)>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Overview This little article is for those who always have problems deciding whento upgrade their units and then which ones to upgrade first. As we allknow in HOMM 2, resources and gold are a premium. You cannot expect toupgrade everything right away and still win. So you must absolutely makesome difficult choices. With these simple tips, I will share with youwhat I consider the best upgrades and the ones that aren't so hot. Myevaluation criteria are in order of importance : speed increase, more hitpoints and special powers. So without further ado : NECROMANCER CASTLE1) Vampire Lord : best upgrade of the game, more hit points and theirdraining blood regeneration makes them practically invincible in largenumbers.2) Mutant Zombie : Very good in the beginning game especially to changetheir speed from very slow to average.3) Royal Mummy : Useful but not a priority. I upgrade because of the speed,but then not always.4) Power Lich : Never upgrade this unless you have nothing else to build.It makes a bad unit more expensive without any significant improvements. WARLOCK CASTLE1) Minotaur King : Always upgrade first before you buy. The upgrade in speedand hit points transform them in excellent grunt troops who can reach theenemy on the second turn.2) Red Dragon : Good upgrade because of the slightly higher speed and hitpoint increase but not absolutely essential. When you finally manage to buildyour first Dragon Tower, you will usually be very low on sulfur. Better tostrike quickly with 4 or 7 Green Dragons than waiting to get Reds. Keep inmind though that upgrading to Red makes more sense than upgrading all the wayto Black because of the lower cost in sulfur (1 unit instead of 2 units foreach new Dragon).3) Black Dragon : Strongest creature in the game ... but .... I don't recommendgetting this expensive upgrade unless there are wizard castles with Titans onthe map. Without enemy Titans, the Green Dragons should be more than enough foryour conquest needs. This "weakest" of Dragons is still better than every otherhigh-level creature out there (even Bone Dragons). BARBARIAN CASTLE1) Ogre Lord : Extremely good upgrade and necessary to win. A big increase inhit points and speed make this a must have and your first priority. Almostbetterthan Paladins.2) Orc Chieftain : Nice but not particularly important. Makes them a littletougher.3) War Troll : I upgrade this when the rest is done. The increase in speed isnotimportant enough to justify a rush upgrade. SORCERESS CASTLE1) Battle Dwarf : Very good upgrade because of the speed. The "jump" from veryslowto average won't slow down the hero leading them anymore. The Dwarf is aspecialcase... Upgrade it as soon as possible if you start the game with a freecottage.If not, forget about Dwarves (meaning : don't buy the tavern and cottage rightaway)and save your wood and gold for something else (Fenced Meadow perhaps ?).2) Grand Elf : Nice but not a necessity. Because of personal preference andspeedincrease from average to very fast, I consider the Grand Elf upgrade morecost-efficient and useful than the Greater Druid upgrade. Useful if you wantto shoot first.3) Greater Druid : Not really necessary. Again useful if you prefer to shootfirstand you don't have Phoenix. WIZARD CASTLE1) Titan : Most useful upgrade for the Wizard but quite expensive. In firstplacehere, because of the uselessness of Giants ;-)2) Steel Golem : Nice but not necessary unless you want a second army withhalflings(same speed) or if your castle is on the verge of getting attacked.3) Archmage : I almost never upgrade this one preferring to contentrate on mageguilds. His special power of dispelling spells doesn't come into play much. KNIGHT CASTLE(The toughest decisions for upgrades)1) Ranger : First priority because of the 2 shots per turn and only missiletroopof the knight.3) Champion : Useful if you always want the first turn and the only ground unitthat can reach the other side in one turn.3) Master Swordman and Veteran Pikeman : Same benefits for both, a little morehitpoints and faster speed. They go well together4) Crusader : Becomes first priority if you go against necromancers. Againstothertroops, the increase in hitpoints doesn't justify the higher cost. IN CONCLUSION...I fit upgrades into 3 categories : must-have, nice-to-have and why-bother. Irarelyupgrade in the first week because resources are at such a premium. I considerLogistics of the utmost importance and a well-chosen upgrade combined with goodarmy"combos" will often save my heroes considerable travelling time in the longterm.In layman terms, I'm trying to remind you that the travel speed of your hero isdirectly related to the speed of the lowest stack in his army. Never forgetthis...Just for fun, here is a list of the number-one upgrades for each castle typeratedagainst each other in order of usefulness. Vampire Lord Ogre Lord Ranger Minotaur King Titan Battle DwarfKeep in mind that there are no "definitive" rules about what to upgrade firstandwhen. Nothing beats personal experience to learn how to evaluate the "flow" ofthegame and consequently make the best upgrading decisions possible. I hope youenjoyedreading this little upgrade strategy guide. Please feel free to send me yourcomments,criticisms and suggestions. -- Quebec Dragon (Sebastien Patenaude) The following article is a rebuttle/addendum/second opinion to The QuebecDragon'soriginal article submitted by Viktor Coyot Urban: NECROMANCER CASTLEMarking liches as useless creature really doesn't seem any good. When upgraded,those bastards not only have ten more HPs, but also a speed boost. Theirdefenseof 13 is third best in the game! (only dragons and titans have 1, resp. 2points more)I agree about Vampire Lords... but upgrading mummies and zombies? Well, if youcan'tbuild liches, vampires and/or bone dragons (due to lack of crystal and sulfur),thenmaybe... but once you CAN have very fast power liches, fast vampire lords andaveragebone dragons, you won't need any mummies and zombies.... WARLOCK CASTLEMinotaurs are pretty useful, when upgraded, but as warlocks usually are low oncash, you can do without the upgrade in early stage... (minotaurs will get toenemy second turn, two, as usually the enemy will care to meet them... and forshooter armies, two flyer units of warlock are enough)Green dragons suck! They may be 'enough' against wimpy opponents, but facingi.e.a Barbarian or a Sorceress (not mentioning Wizards) with a bigger army, you canget your ass kicked pretty well. Black Dragon's speed is very important. Notonlyit gives you time to cast a spell, but also block a shooter stack or two ordamagethree stacks in one turn... Me and most of players I know usually upgrade, atleast to Red ones, which are a good compromise of fair price and good speed.Against strong and multiple opponents you can't afford losses and there thegreendragons are about 55% of blackies (66% HPs, 5-10% more suffered damage, 20%lesscaused damage...) BARBARIAN CASTLEWe prefer the upgrades in reverse order: 1) War troll: Speed again, a very decisive factor. 33% more damage (7-9 versus 5-7) 2) Orc chief: +50% HPs, +50% damage, +1 speed 3) Ogre lord: +50% HPs, +40% damage, +2 speed, but this one doesn't shoot!Ogre lords are good for defense of castles and for final encounters, but inmost battles one can do fine with trolls, orcs and wolves. SORCERESS CASTLEBattle dwarves? Again it's the last resort, used usually only for defensepurposes, when my inner territory gets under attack. Upgrading shooters tovery fast is much more important. I don't have exact numbers here, but AFAIK,the greater druids also cause higher damage, don't they? WIZARD CASTLEThe archmages have 5more hitpoints, cause 10% more and suffer 5% less damage,apart from the increased speed. KNIGHT CASTLEThe only one, where I could almost completely agree with you ;-) [Except forthe fact, that crusaders benefit from their higher speed and the HP increaseis not at all any small (50 to 65)) -- Viktor Coyot Urban >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Xd. STRATEGY GUIDES FOR BEGINNER (Fighting the Dragons)>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> by Velikovsky (Charles E. Watkins) and Sebastien Patenaude How to beat 10 or so Black Dragons, who are the strongest unit in the gameand also immune to magic? Any way you cut it, it will not be an easyendeavour... Since I usually play Warlock, I would usually pit my own goodDragons against this evil Black Dragon host but let's suppose I can't getdraconic reinforcements for unknown reasons :-) STRATEGIC CONSIDERATIONS Avoiding the FightFirst of all, I would avoid this Black Dragon army until I have a strongenough army of my own. If the opponent is coming after me, I try to leadthem around the board trying to stay ahead until I can arrive at a castlewhere I can get reinforcements. Sometimes this means waiting for Day 1 tocome around or for dwellings to be built. From the opponent's profile(right click), I can see if there are slow armies to slow him down--or Ican just watch carefully and see how far he can move each turn. That tellsme how far away I need to be to stay out of harm's way. I also know thathe won't attack what he can't see, that is unexplored territory outside thenormal 4 square Scouting radius. If I duck into an area where the opponenthas never been, I may lose him. (Of course, he may then decide to explorethat area, but I do have a chance.) I might also try a "Judas Goat" strategywhere an expendable hero is dispatched to draw the enemy away from yourterritory...perhaps into a narea controlled by another foe! Pre-emptive StrikeA second way to avoid the dragons is to target their source and cut off thesupply. While the opponent is out menacing my castles, I double around andtake the Warlock castle where the dragons originate. Sometimes, capturing theWarlock castle that is producing those Dragons can reveal a very nice surprise:Dragons still present in the Dragon Tower. This happened to me many timessince the AI will usually buy up all the lower-level troops first, or the AImay not have the sulfur required. BATTLE TACTICS Armies and HeroesTitans are almost the equivalent of dragons, but Phoenixes and Bone Dragonsare much less powerful. I use a general ratio based on the hit points:3 Phoenix for 1 Black Dragon, 2 Bone Dragons for 1 Red Dragon, etc. Cyclopsor Crusaders cannot really compete against Dragons unless those lesserhigh-level troops are a lot more numerous. Hydras or Ogre Lords (troopswith a lot of hit points) in very large numbers could, in theory, also beatdragons. With enough low level troops like skeletons or sprites you can alsoprevail, especially if the hoard's Attack statistic is boosted by a goodhero bonus. Armies with special attacks like sprites and geniis can come in handy. Thedragons' spell resistance does not make them immune to special powers.As usual, the best hero for the battle will be a Barbarian or Knight. TheBlack Dragons have 14 Attack and Defense Stats that give them a 30-50 percentadvantage in almost every fight. A stout hero may be able to offset thisadvantage and improve my army's chances considerably. Since the WarlockDragons are all immune to magic, having a good spellcaster is not nearly asimportant--though there are still some useful spells. MagicAs for magic, the spell Dragon Slayer is only good if I already have a goodhero with strong statistics and an excellent army. Most of the time, anotherpositive spell cast on my own troops will prove to be more beneficial.Casting Mirror Image on Titans (top-spot), Phoenixes,or Bone Dragons isexcellent. Summon Elemental can provide me with a much-needed supplementalarmy stack that can attack the Dragons and draw their attacks. ResurrectionTrue on my highest-level troops is also quite good since my best stack shouldsuffer less permanent losses than the Dragons who can't be resurrected.Casting Bless (or Mass Bless) on units that have a large range of damage likePhoenixes can help you a lot. (See the article "Way of the Sorceress" fordetails.) All those spell tips will not really help me if I am outmatchedbefore the beginning of the battle. Dragon SandwichI attack between 2 dragon stacks with one fast (or higher speed) flying stack.More flying stacks go between other enemy dragon stacks if I can afford it.If done well, the retaliation breath flame from the attacked Dragon will damageanother Dragon stack (lower or higher than itself depending on the positions).I sometimes had 4 different enemy Dragon stacks flaming each other happilywhilealways attacking my same sacrificial unit. :-) This strategy can also work ifI don't have flyers but then I have to put my stack (the one that is the mostlikely to be attacked) in any position but the first or last one. The enemyDragons will attack first but starting on the 2nd turn (or sooner) they willflame each other. Of course, against sly human opponents, this Sandwich tacticwill not work most of the time... unless youropponents don't know how tocounter it. Softening UpA basic strategy for overcoming an opponent (computer) with a stack of BlackDragons is to Reduce the Size of the Stack before I wade in with the heavyhitters.There are several ways I might do this: 1. Let the opponent take a castle,perhapsleaving some of the dragons behind as a garrison. That way I get to attack twosmaller forces. When I surrender a castle, I try to leave one of each creatureavailable for the opponent to recruit. Not only does this encourage the breakupof the main force, it may also introduce additional army types into theopponent'sforce, reducing morale. 2. Lead the opponent past tree houses, halfling holes,and such. You'd be surprised how often the artificial "intelligence" willdismissthe dragons for a few free orcs. 3. Soften him up with a "Genii Bomb." As youmay know, the Genii has the 10% special power of reducing the enemy it attacksby half. I like to outfit an expendable hero with 5 armies of one genii each.This gives me five shots for a genii to hit with its 10 percent special power,which halves the opponent army. Of course, for this to work I need to have somegeniis available, so I don't waste them! Apart from fighting dragons, this is agood use of the odd lamp I might find in the midgame, when an army of 4-5geniisis not really worth keeping in my mainforce. 4. Use five armies of VampireLordsto attack the dragons. Each round, one Vamp army gets fried, but the other 4gethits. (No counterstrikeagainst Vamps.) Use my spell to Animate the "dead" one.The ones that hit, feed off of the dragons and regain their numbers. Repeatuntilout of dragons (or spell points). Distracting DragonsProbably the most important consideration in defeating the dragon army iskeepingthem distracted while the heavy hitters whittle them down. In a straightforwardface off, each round I have up to five attacks plus a spell to use in thefight.If the army attacked by the dragons survives, it gets a counterstrike. On theother hand, the dragons get one attack, a counter attack, and up to fouradditionalattacks from other enemy armies and a spell. The attacks (and spell) willprobablybe directed against my "most hated" army, not necessarily my best one. Forinstance,the AI prefers to attack a few Liches instead of a big stack of Bone Dragonssince the Liches' range attack makes them "more hated" than the flying Boners.If I can arrange for one or more "hated" armies to survive until the dragons'sturn comes around, then that's who they will attack. If I have 2 or 3 "hated"armies, then my heavy hitters will be able to attack 2 or 3 times before theyare attacked by the dragons. The second consideration here is avoiding thedragons'counterstrike against my main armies. That means a preliminary attack by asacrificial unit to absorb the counterstrike and then wading in with the heavyhitters. Since the sacrifice has to move first, I'll need a fast flyer for thefirst round. EXAMPLES Let's look at an example combat against an opponent with 10 Black Dragons, 12Hydras, 20 Minotaur Kings, 30 Griffins, and 100 Centaurs. The cost of such aforce would be 84,600 gold plus 20 sulfur. Our counterforce of Necromancertroopscould be 30 Bone Dragons, 12 PowerLiches (2 armies), and 2 Geniis (2 armies),costing somewhat less--68,100 gold plus 2 gems. Assume equal heroes and nomagic. Round 1: Attack the Black Dragons with one Genii--we lose 1. Second Geniipasses.Dragons attack one army of Liches--we lose all 6. Minotaur Kings move outsidecastle,no attacks available. Our 6 Liches attack Black Dragons--do 6x9x.5=27 points ofdamage, no kills. 30 Bone Dragons attack Black Dragons--do 30x35x.7=735 pointsofdamage, 2 kills. Centaurs shoot Liches--do 100x1.5x.5=75 points of damage, 3kills.Griffins attack Liches--do 20x4x.5=40 points of damage, 1 kill. Hydras hiss. Round 2: Second Genii attacks Black Dragons--we lose. Black Dragons attackremainingLiches--we lose again. Minotaur Kings attack Bone Dragons--do 7.5x20=150, 1kill.Bone Dragons attack Black Dragons--29x35x.7=710, 2 kills. Centaurs shoot BoneDragons--100x1.5x.6=90. Round 3: 6 Black Dragons attack Bone Dragons--6x37.5x1.3=292, 2 kills. 25 BoneDragons counterattack Black Dragons--25x35x.7=612, 2 kills. Minotaur KingsattackBone Dragons--do 7.5x20=150, 1 kill. 25 Bone Dragons attack BlackDragons--25x35x.7=612, 2 kills. 4 Black Dragons counter attack Bone Dragons--do 4x37.5x1.3=196,1 kill. Minotaur Kings attack Bone Dragons--do 7.5x20=150, 1 kill. CentaursshootBone Dragons--100x1.5x.6=90. Griffins attack Bone Dragons--20x4x.5=40 points. Round 4: 23 Bone Dragons attack Black Dragons--do 23x35x.7=563, 2 kills.2 BlackDragons counter attack Bone Dragons--do 2x37.5x1.3=98, 1 kill. 22 Bone Dragonsattack Black Dragons--do 22x35x.7=540, 2 kills. At this point all the Black Dragons are gone and our Necromancer still has 22Bone Dragons to mop up the rest of the enemy forces. It is likely that 20 BoneDragons will survive. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Xe. STRATEGY GUIDES FOR BEGINNER (Secondary Skills Tips)>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> by Roland Reichel (reichel@filesvr1-cddi.informatik.uni-essen.de) SOME BASIC FACTSThere are 14 secondary skills: Archery, Ballistics, Diplomacy, Eagle Eye,Estates, Leadership, Logistics, Luck, Mysticism, Navigation, Necromancy,Pathfinding, Scouting and Wisdom.You can gain 3 leves in each secondary skill: Basic, Advanced and Expert Every Hero can learn 8 arbitrary secondary skills, but there are someexceptions:One or two skills are pre-equipped (see next paragraph)Only the Necromancer and the Warlock can learn NecromancyThe Necromancer can't learn Leadership Every Hero Type comes with some secondary skills pre-equipped:Knight: Basic Leadership, Basic BallisticsBarbarian: Advanced PathfindingSorceress: Advanced Navigation, Basic WisdomNecromancer: Basic Wisdom, Basic NecromancyWarlock: Advanced Scouting, Basic WisdomWizard: Advanced Wisdom Each time a hero gains a level he will advance in a primary skill andlearn or improve a secondary skill (mostly you can choose between twoof them) When all secondary skills are at expert level only the primaryskill will advance. A hero can learn the basic Level of a skill at a Witch's Hut for free.This also means you can reach the expert levels earlier when you startsome of your basic skills by visiting a Witch's Hut. The Witch Huts allow you to a certain degree to decide which skills yourheroes will learn. You can either save your game before visiting a hutand reload if you don't like the skill or let one of your disposable heroeslook what the hut offers and then decide if its worth the trip.You have to remember which skill the hut teaches, a right click won'ttell you. And now the list of the skills in the order of importance (at least in myopinion). For each skill there is a brief description of its benefits, myopinion on it, the chances for the different hero types to learn it andsome information on artifacts that can enhance or substitute that Skill. WISDOMAbsolutly necessary for every hero, especially on bigger maps. Without ityou can't cast 3rd, 4th and 5th level spells and these levels include thereally useful ones. The Sorceress, Warlock, Wizard and Necromancer alreadyhave this skill when you buy them, it is rare for the Knight and very rarefor the Barbarian. You can't substitute this skill by any artifact LOGISTICS, PATHFINDING, AND NAVIGATIONThese three skills improve movement. Movement is crucial on almost any map.It allows you to reach goodies before the other players do, catch an enemyhero before he goes somewhere you don't want him to go and to get quicklyback to your castle for reinforcements. Logistics and Navigation simplyincrease your movement points on land and sea respectively. The effect ofNavigation is far more spectacular. Pathfinding reduces the movement penaltyon rough terrain like swamp, snow and desert. With this skill on expert levelyou can move everywhere like on plain ground. As your heroes move mostly onland, I consider Logistics the most important of the three. Pathfinding isimportant as without it you will be almost stuck on rough terrain. Navigationis very useful on maps with a lot of water and absolutly useless when itsdry everywhere. The situation changes when your hero has learned DimensionDoor (if you can get it). This makes Logistics on land and Navigation on thesea more important and Pathfinding less important.Logistics is a common Skill for Knights and Barbarians, and rare for everoneelse. The Barbarian comes with Pathfinding, the Knight and the Necromancerwill learn it frequently, all others will learn it sometimes. The Sorceresscomes with Navigation, the Barbarian will learn it frequently, all the otherswill learn it sometimes.You can substitute or enhance these skills by quite a lot of artifacts:Nomad Boots, Traveler's Boots and the True Compass substitute Logistics,Sailors' Astrolabe and the True Compass substitute Navigation.There is no artifact to substitute Pathfinding! LEADERSHIP AND LUCKThese two skills will make combat easier, but you can rely neither on yourmoral nor on your luck.Leadership increases your moral: High moral sometimes allows your units toattack again, low moral makes them freeze in panic.Luck lets your units sometimes inflict twice the normal damage.The Knight always has Leadership (and he definitly needs it), its common for aBarbarian, rare for the Wizard, very rare for the Warlock and the Sorceress,andthe Necromancer can't get it.Luck is common for the Sorceress, rare for the Barbarian and the Wizard andvery rare for everyone else.Leadership can be substituted or enhanced by the medals of Courage, Valor,Honorand Distinction.Luck can be substituted or enhanced by the golden Horseshoe, the Lucky Rabbits'Foot, the Gamblers' Coin and the four-leave Clover. ARCHERYArchery makes your missile troops more effective. Expert Archery will makethem do 50% more damage which can be quite a difference. Archery is usefulfor armys with a lot of shooters, that is for Wizards (Halflings, Archmagi andTitans), Sorceresses (Grand Elves and Greater Druids) and Barbarians (OrcChiefs and War Trolls). It is less useful for Warlocks and Knights.It is common for the Sorceress and the Barbarian, rare for the Knight and veryrare for the Warlock, Necromancer and Wizard (sigh) There is no artifact tosubstitute Archery, but the Golden Bow can support your shooters in castleattacks by eliminating the penalty for shooting past obstacles like castlewalls. The Ammo Cart supplies unlimited ammunition for your shooters but youwon't run out of arrows so easily anyway. BALLISTICSBallistics is quite helpful in castle attacks. With expert Ballistics you canbring a castle down in very few turns.Ballistics is particulary useful for everyone who hasn't got so many flyers orshooters.The Knight comes with Ballistics and it is common for everyone else.The Ballista of Quickness can partly substitute Ballistics as it lets yourcatapult shoot twice per round. The combination of Expert Ballistics and theBallista of Quickness is deadly for any castle: Your Siege Engine will havethree shots per round and every one of them will be a severe hit. The Castledefense will be destroyed in the third round! (A knights castle withFortifications will last longer) DIPLOMACYDiplomacy enables you sometimes to bribe wandering monsters if your army isstrong enough and you have space for the new units (a free stack or a stackof this type). As you normally don't want to have more the two alignments inyour army, diplomacy is most useful when there are monsters of these alignmentson the map. To learn Diplomacy is common for the Knight and rare for everyoneelse. Diplomacy can't be substituted by any artifact. ESTATESEstates makes your hero generate money. Two heroes with Expert Estates areas valuable as a gold mine. Estates is common for a Knight and rare foreveryone else. There are some artifacts that have the same effect as Estates:The Golden Goose (equals 20 Heroes with Expert Estates ;-) ), and the EndlessPurse (Bag, Sack) of Gold. MYSTICISMMysticism allows your hero to regenerate more spell points per turn. It isquite useful on maps with few castles and wells, very much useless on othermaps.In my opinion the effect is simply not strong enough. When you have decentknowledge it takes forever to regenerate by Mysticism while you can get itimmediatly at a well and in the next turn when you stay in a castle with aMage Guild.To learn Mysticism is very common for a Wizard, common for the Necro, theSorceress and the Warlock and very rare for the Knight and Barbarian. Mysticismcan partly be substituted or enhanced by the power ring. NECROMANCYNecromancy enables you to animate some of the slain enemys as skeletons afteryou have won a battle. Therefore it is necessary to either have skeletons inyour ranks or a free stack.It is quite useful when you kill enemies in large quantities (Eliminating aLegion of peasants will give you at least 100 skeletons and even Skeletonscan be killers in large numbers).The Necromancer comes with this skill and only the Warlock has a very rarechance to learn it. I strongly recommend not to take it as a warlock becauseyou will have undead in your army which leads to a moral penalty.There is no artifact to substitue Necromancy. SCOUTINGWith Scouting your hero can see farther on the map. This is useful in thebeginning, but more or less useless near the end. The usefulness of Scoutingalso depends on the number of watch towers on the map. The more watch towersthere are, the more useless is Scouting.The Warlock comes with Scouting, it is very common for the Barbarian, commonfor the Knight and the Necromancer and rare for the Wizard and the Sorceress.The Telescope has the same effect as Basic Scouting and works in addition toScouting if you have both. EAGLE EYEWith Eagle Eye you can learn combat spells your enemy uses against you, buteven with Expert Eagle Eye you can't learn 5th level spells. I rather preferto learn them by capturing enemy castles.Eagle Eye is common for the Warlock, Wizard and Necromancer, rare for theSorceress and very rare for the Knight and Barbarian. There is no artifact tosubstitute Eagle Eye. CONCLUSIONSo, what is the ideal combination of Secondary Skills:Wisdom, Logistics, Pathfinding, Navigation, Leadership, Luck, Archery andBallisticsThis combination can only be reached by the Knight (difficult to get Luck),the Barbarian (difficult to get Wisdom), the Sorceress (difficult to getLeadership) and the Wizard (difficult to get Archery). The Necromancer can'treach it because he has Necromancy and can't get Leadership and The Warlockcan't reach it because he has Scouting.So for the Necromancer I would suggest: Wisdom, Necromancy, Logistics,Pathfinding, Navigation, Luck, Archery and Ballistics (Or replace Archerywith something else because the Necro has only one shooter). For the Warlockreplace Ballistics or Archery with Scouting (He doesn't need Ballistics thatmuch because he has three flyers in his army and he doesn't need Archerybecause he has only a level one shooter). -- Roland Reichel >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Xf. STRATEGY GUIDES FOR BEGINNER (Using Diplomacy)>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> by Charles Watkins OverviewThe Diplomacy skill is often overlooked by players who do not appreciatethe tactical options it offers. In fact, some (e.g. the CGW Tips columnon HOMM2) say you should actively avoid it! In order to counter some ofthe bad publicity that Diplomacy has received, I thought I'd present theother side of the story. For those of you just dialing in, the Diplomacy skill causes "wandering"armies to sometimes offer to join a hero for a price. The cost per creatureis several times what you pay at a castle and the number you get variesaccording to your level at Diplomacy: Basic 25%, Advanced 50%, Expert 100%.In order to receive the offer, the hero's combined force needs to be morethan twice the strength of the wandering creatures and the creatures musthave already "decided" not to flee or to join for "greater glory." No oneseems to know for sure, but chances seem to be improved when the hero is fromthe same castle type as the creatures, when the hero's force enjoys highmorale,and/or when the hero's force already includes creatures of the typeencountered. One definite impact of Diplomacy is the interruption of the usual flow of thegame--scout the area, approach the creature, go the fight screen. When theinterruption occurs, there is first the disappointment that the creatures didnot either flee or join for "greater glory". Then comes an insulting offer bysome unworthy looking enemy to not only spare your life but also for somemeager fragment to join your service at a blatantly outrageous price. Itall comes off more like an extortion threat than the practice of diplomaticprotocol. If you can't stomach the attitude of those you must negotiate with, I totallyunderstand. But if you want to improve your chance of winning at HOMM2,then perhaps there's something here for you. (After all is it really muchworse than Necromancy? How do you suppose they get the skeletons out ofthe dead bodies?) What DIPLOMACY Can Do For You1. It never hurts to talk first. Diplomacy does not make creatures thatwould have fled decide to stay and maybe fight. It makes creatures thatwould have attacked offer you another option. There is no way Diplomacyever works to a player's disadvantage.2. You can get access to army types that you could not otherwise build. Forexample, if you play barbarian or knight, the lack of flyers can put you ata tactical disadvantage against enemy shooters. You don't mind paying a premiumprice to add some sprites or gargoyles or such since they can save your otherarmies from being devastated by missile fire.3. You can avoid costly fights. Here the main value of Diplomacy is in theenemies who leave you alone as opposed to those who join. Again, considerthe barbarian or knight going up against a strong shooter. By the time theground forces reach the enemy, they will have released 10 rounds of missiles.Try this against elves some time and see whether you'd prefer to try someDiplomacy.4. You get the armies where you need them, on the front line and ready to beadded to your main force. You don't have to recruit a hero to march theminto battle. You don't have the cost of building a dwelling.5. The armies you get are above and beyond those you build in your castles.In an otherwise balanced arms race, this could make the difference. If youbuy armies with Diplomacy, you can still go back and recruit at the castlelater. If you ignore them, you allow your opponent to recruit them and usethem against you. If you fight, you may suffer losses that put you at adisadvantage against you opponent.6. You have an advantage qualifying for Xanadu.7. I've heard that Diplomacy reduces the cost of Surrender, but of courseI've never tried that. ;^) Is There A Downside?Why isn't Diplomacy better appreciated?I think the bad reputation of Diplomacy comes from the relatively high costsof the armies offered. Costs are indeed high, but Diplomacy armies are offeredin addition to what you already have available. If cost is a majorconsideration,you can wait until later in the game when funds are usually plentiful. Whatdid you plan to do with all that money anyway? Another reason for the bad rep is the mistaken impression that Diplomacy issomehow making creatures attack that otherwise would have run away. This issimply not the case. Let's look at some other complaints:1. "Unless you are Expert, you are getting ripped off on the price."The price is high, but remember you do not have cost of capturing a castle,building a dwelling/upgrade, or replacing armies you lose in battle. If youget into a cash-rich position where armies are scarce (maps with few castlesbut plenty of treasure), then the cost is not such a factor. What else wereyou going to spend that gold on anyway?2. "Unless you are Expert, you aren't getting very many creatures."Actually, you get quite a lot compared to the weekly production at a castleor town--and the number of creatures increases over time. In week 1 or 2there may be only 20 elves in the stack, but by week 8 there may be 40.(I think the increase is about 10% per week.) And, yes, you need to be anExpert to get the most creatures, which is another reason to defer recruitingwhile you cultivate the skill.3. "I generally like to travel with a five army stack."I hardly ever do. I like to have that extra chance of having armies join for"greater glory." Also to take advantage of genii lamps, tree cities, and otheropportunities to increase the size of my army. If you are neglecting thesesources of recruits, you may be hurting your chances.I like to have a secondary hero serve as a squire, following my main fighterto take over any extras. When I need all five armies, my main fighter canalways "borrow" one from the squire.4. "I don't want to have a bunch of different alignments in my group."Mixed alignments are not so bad when you have adequate Leadership or moraleboosting artifacts. You can also be selective in which armies you approach. Tips For The Budding Diplomat1. Try to become Expert as soon as possible. Wait until then to actively pursueyour Diplomatic career. Until then, you can just refuse any offers you don'tlike. Remember, Diplomacy is just an alternative to fighting.2. Try to get the Visions spell. I know, it's ridiculously rare at mage guilds.You best hope is those little red and blue tents.3. Unless they block your way or might be taken by an enemy, try to preservestacks of "desirable" creatures until you can win them with your Diplomacy.If you attack while you are too weak, they will not consider joining and you'llhave a fight on your hands. Better to wait until your chances are better,allowing the creatures to multiply all the while.4. To maximize your chances, make sure the diplomat commands a strong force(more than double that of the creatures you are recruiting) with high morale.Ideally, the hero's type should match the creatures and the force shouldalreadyinclude an army of the type being recruited.5. Keep in mind that almost all creatures can be recruited with Diplomacy.(Ghosts and elementals are the only exceptions I know of.)6. The "squire" system works well here since the secondary hero (the squire)can serve as a temporary holding area for the main hero's armies. The squireallows the main hero to free up a slot for the potential recruits and allowsthe hero to temporarily add an army of the same type to improve his chances.Once the recruits join up, they can be shifted back to the squire until theyare needed. (Eventually, the squire will accumulate a collection of differentkinds of armies that can be used to create a custom force for the main heroto use. For instance, when attacking a castle the main hero will want to useall five slots, mainly filled with shooters and flyers. For a Derelict Ship(ghosts), the main hero will want to go in with only the strongest infantry.)7. If the main hero does not have Diplomacy, then the squire system can workin reverse. In this case, the main hero does all the tough fighting, but whentime comes for Diplomacy, the appropriate armies are shifted to the squire,who then handles the recuiting. In this case, the squire should be allowed togain EPs in hopes of raising the Diplomacy skill. Eventually, Diplomacy mayget you enough new armies for the squire to go off on his own! With these pointers, I hope you give Diplomacy a try. It's not for everysituation, but I think you can see it has its place. -- Velikovsky (Charles E. Watkins) >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Xg. STRATEGY GUIDES FOR BEGINNER (Troops Assignments Tips)>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> by Lok (Michael Ferry) OverviewAll castles produce 6 units when fully developed. Each hero can onlycarry 5. What do you do with those extra units? It was this question whichlead me to devise a natural troop division strategy. Instead of loading upone hero with the best of all the units, consider using two heros who usecompletely different stacks. This means that each hero will not have itsfull complement of 5 slots, but you then have a chance of monsters 'joiningfor greater glory' and occupying that other slot. Also you can fight a waron two fronts with one castle. Here are class based divisions that workwell for me: BARBARIANI find its good to divide units along speed. The 'fast' hero has Cyclops,War Trolls, and Wolves. The 'slow' hero carries the goblins, ogre lords,and orc chieftains. Note the 'slow' hero has all of the upgradeable units,so you could in principal never build the upgrades for ogre lords and orcchiefs and send this second hero to the upgrade site. By dividing in thisway both heros have a shooter stack and nice ground support. Your fasthero will not be slowed down with those orcs and be able to cover far moreground with his slowest unit being speed 5. My favorite array for the fasttroops is troll(1) wolf(2) cyclops(4) where (1) means the top slot on yourhero, (2) the second slot... With this array your trolls can get off theirshot fast. The wolf can move beside them to block two slots, and there areno intervening units to prevent this. The cyclops then is free to move infront of the trolls to prevent all access to them by ground or flying units,or is free to go smack something crossing the field. For the slow hero, tryorc(1), ogre lord (2), goblin(3). In battle if you can not hit anything onround 1 with the ogres, move them in front of the orcs. They can take thepounding. Move the goblins to the flank of the orcs to await opportunitiesin later rounds. KNIGHTAgain consider dividing upon the basis of speed. I don't know about you, butI never use peasants except in the defense of castles or very early in thegame. What I find is to have the fast hero with crusaders and champions, andthe slow hero with the rangers flanked by veteran pikemen and master swordmen.The array that works well for me for the fast hero is champions(2),crusaders(4). Note that the fast hero visits the stables to upgrade tochampions, where the slow hero visits the foundry to upgrade to veteranpikemen and master swordsmen. You will be across the field in two rounds andthis gives you the best possible coverage. If you face a big stack use thechampions to first strike the stack (or a mirror image of the champions) andthen use the crusaders to whittle it down with 2 free hits. The hit points onthese units makes this a workable split, as they are high enough for them tosurvive crossing the field. For the slow hero, I go with veteran pikemen(2),rangers(3), and master swordsmen(4). There is no way you are going to box andprotect those rangers. The rangers in my mind are the bait for the other unitsto finish off the enemy. I like pikemen in (2) since they are weaker thanswordsmen, and I like them to take the losses in the first strike and have theswordsmen stack unharmed. SORCERESSAgain consdider a division upon the basis of speed. The fast hero hasphoenixes(1),greater druids(2), unicorns(3), and grand elves(4). I like this array becausethe phoenixes usually are across the field on round 1, and this leaves theunicorns free to respond to flyers or ground units going for your shooters. Theremaining slow units, sprites(1) and dwarves(3) is a nice division because youcan find recruitment sites on the map for both, and having only one hero worryabout them is good. Dwarves in the middle slot allow them to respond best tothefield. Sprites should be held in reserve or used against shooters. Usually thespellcaster will go after the sprites, which allows the dwarves to closeunscathed. NECROMANCERNecromancer is unique in that all heros will be generating the common averagespeed skeletons. It therefore makes sense to divide upon the basis of equalpower. What works well for me is to go for bone dragons early in the game, andyour 'early' hero has bone dragons(1), skeletons(3) and power lichs(5). Theskeleton stack at the middle slot can move to cover the lichs (fronting likeswith bones flanking) in a defensive formation, or respond to the field. In theearly game it makes sense to use the bones to strike first, as few creaturescan kill them. In the later game it makes sense to bring on a second hero witha vampire lord stack of about 20. Stacks below 20 tend not to regenerate anddie. It is for this reason I call this the 'late' hero, as it takes a few weeksto generate this number of vampire lords. This hero can operate with vampirelords (1), skeletons (3) only. If you like you can add royal mummies, althoughthey usually are unecessary. If you opt for the former, use the mummies andzombies for garrison duty or on a third hero protecting the homeland from thoseannoying little resource grabbing stackless enemies. WARLOCKHere again divide upon the basis of speed. If you have dragons, the fast herohas black dragons(1), minotaur kings (3) and gargoyles (5). If you are fightingreally tough stacks, you might want to switch the blacks with the gargoyles andlet the gargoyles die on first striking the tough stack. Otherwise the standardconfiguration lets the blacks first strike and the others get free pops. Thesecond hero should have griffons(1) hydras(3 or 4), centaurs(5). This slow herocan visit the centaur recruitment sites. The centaurs serve the function ofeither drawing enemy ground units or shooter within the range of the hydras, ortaking the beating while your hydras close. Griffons add a nice round 1 attackto your force. If you want to recapture haunted mines, dump the centaurs andgriffons in a town or castle and go in with hydras(3) who are ideal for takingmines (high hp, attack multiple foes simultaneously. If you need more punch onyour attack force consider adding the griffons to the fast stack. WIZARDIf you can get away with it, have fast titans(1), boars(3) and archmagi(5),slowslingers(1), steel golems(2) and rocs(5). The fast force relies upon a largestack of titans serving as the punching bag to avoid attrition. Boars operatefrom the center to kill off stragglers or move right up to the castle to jam asortie through the drawbridge( if you move them up far enough, they can notdrop the drawbridge). The slow force usually goes into a cover formation withrocs flanking and golems fronting the slingers. The slow force is the one whichvisits the halfling holes. In the early game where you have no titans, move therocs to the fast force. CONCLUDING DEPLOYMENTI have found a strategy with the fast hero being on the blitz, taking out theenemies keeps, and the slow hero in the wake of the fast hero, taking all themines and straggler heros works well. If you have a map with a hub or a chokepoint where all forces must pass near the choke point to go into your homeland,parking the second, slow hero at the choke point is an effective strategy. -- Lok (Mike Ferry) >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Xh. STRATEGY GUIDES FOR BEGINNER (The Dirty Tricks)>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Compiled by John I. Heeder. Contributed by Heroes everywhere(see bottom of page). SKULKING ABOUTIf someone is attacking a castle you can't defend, put everything youcan on a hero, and move him directly behind the castle. If done beforeyou can be seen, and hidden JUST SO, the opponent will not see you. Whenhe moves off, come out of your hiding place, and take the castle back. This hiding trick also works behind some mountain ranges when you see abig hero coming your way. "Duck" behind the mountain and wait for him tomove off. The secret to it is to find terrain that hides a guy very well 1 or 2days from your castle. Hiring a Barbarian works well because of hismovement. Early in the game when your opponent cannot see your castle(before week 4 usually) purchase a hero and ride him/her behind a pieceof terrain that hides him/her completely. This hero needs very few troops,The trick is to hide him/her so that no part of the hero can be seen onthe screen or as little as possible (may take quite a few tries ridingback and forth). The best things that I have found to hide behind are:1) Your own castle (works great if the castle is on the top edge and noone has a reason to ever go North)2) A nearby mountain (must be out of the way in an area that someoneis not likely to ride)3) Very dense trees (doesn't usually work well, but depends on the typeof character you hire and his/her color scheme)As the game progresses you will find that there is a troop in your castlethat is usually unbought because your main hero can only hold 5 (Pikeman,Steel Golems, Griffins, Dwarves, Mutant Zombies - the rejects that Iusually avoid buying for my main guy). Gold permitting, use a guy totransport troops to this "hidden guy" if you can (makes this even moredeadly). The secret is to NEVER move the hidden guy. It is possible tomeet up with the hidden guy quickly and not arouse any suspicion as longas the transfers are quick.Then if your opponent takes your castle from you, you now have a guy closeby that can sneak in later. Usually, if the enemy takes the castle and seesanother guy running off, he will buy what he can and give chase. Or if hethinks he has cleared out the area then he will buy whatever and leave toexplore. If the hidden guy is close enough he can get in when it iscompletely undefended or very lightly defended since most people leave fewtroops in castles once they believe they are safe. It works very well whenyou attack the undefended castle on day 7!!This trick won't work with computer players, just with fallible human playerswho don't have a great sense of observation.(from Sir Calvin -- jimm@davidson-beauty.com) NECRO-BUSTERWhen playing another Necro (esp. on a bigger level with lots of Necro towns) simply buy all the necromancers as soon as they come on the market. Thiswill severely limit your opponent's skeleton production, as they will havefew people who can do necromancy. Now you have a plethora of Necros to walkaround to all the freebies, to guard cities, and not to mention you have ascout or two extra. (from The Pillar of Death --Ckelso@jwbank.net) The Most Complicated Hit and Run Yet!You'll need to have one or more fast shooter stacks or fast flyers. Thistactic really works best with sorceress (phoenixes, greater druids, grandelves), but will work with wizard (titans, archmagi) as long as your opponentdoesn't have any ultra fast stacks. It requires a lot of gold and is reallyonly possible if your hero has A) expert diplomacy (20% off the cost ofsurrenderper level), B) the Statesman's Quill, or C) the golden goose or an amazingamount of gold. For sorceress, attack the enemy hero with all of your phoenixes, (this assumesthe enemy has more than one very fast stack) split into two groups, one phoenixin the second slot, and all the rest in the first slot. Attack a stack with the first group, and surrender when your single phoenixgets its turn. It may be necessary to paralyze the stack you are attacking toprevent phoenix casualties. Then rehire your hero with the phoenixes andrepeat.Do this (making your primary target the fastest opposing troops) until theenemyhas no very fast troops. Then you can include your greater druids and grandelves, surrendering with one grand elf which you should have split off from themain group after your druids, phoenixes, and the main group of elves havemoved.Repeat this until the enemy hero is weak enough to kill without taking lossesor you run out of gold. This works especially well against barbarians andnecromancers, due to the fact that they only have one very fast stack. Oftenyoucan bring your range troops with you on your first attack, since the phoenixeswill kill the wolves or power liches immediately. If you don't need to cast paralyze to prevent retaliation against your phoenix,then cast whatever seems appropriate. Slow something, lightning boltsomething....haste a fast stack of range troops and include them in your attack, do whateverdoes the most damage to the enemy! Note that this trick works best if you usea barbarian hero due to that incredible attack skill, although you may havetrouble getting the wisdom and\or spell points to cast paralyze for yourphoenixes to attack. For a wizard army things become much more complicated. Don't even try againsta sorceress army, you'll get nailed every time your attack with the phoenixesbefore you get to move. It sometimes works against a knight army, you can letthe champions move, then kill them with your titans and retreat, proceedingas you would normally from that point on. Mass Haste or Mass Slow can makeyour job immensely easier, but assuming that you either don't have those ordon't have the spell points to cast them repeatedly, what you can do isattack with your titans and only one boar. Make sure you put your titansin the top slot and haste the boar. Then attack with the titans and surrenderwhen your "blazing" boar gets to move. Again, if you either A) have the masshaste or mass slow spell or B) manage to kill all the very fast stacks,include your archmagi in the attack. With wizard all you'll have to do iscast haste most of the time, so don't hesitate to take advantage of the attackskill of a Barbie or a Knight. (from Darkwolf -- Darkwolf2@Mindspring.com) MORE ON BOAT BLOCKINGEverybody knows about lith blocking but did you know that you can use boat-blocking too ? If there's only 1 or 2 spots where the enemy could disembarkon your island, keep one hero or two posted as sentries on those locationsand your enemy won't be able to get on the island. You can also use empty boatsto block narrow rivers (2 space-wide).(from The Quebec Dragon -- quebecdragon@videotron.ca) THE SACRIFICIAL GOATYou have a nice quick expendable scout and you just encountered a big powerfulcomputer enemy? If your human opponent territory is not too far away, lurethe big computer enemy straight to it. Your opponent is sure to appreciatethe nice surprise visit. (from The Quebec Dragon -- quebecdragon@videotron.ca) MORE MIND GAMESIn multiplayer games, why not play with the mind of your adversary and tellhim that 19 Archmages joined you for greater glory when in fact it was only 11(both numbers are in the pack bracket)? Or that you have 45 Ogre Lords when infact you only have 25 (both numbers are in the lots bracket)? If the opponentcan see your movement, he can right-click on your hero and see indications ofpack, lots, several, whatever for each type of creature carried. Just rememberwhat each denomination means and "share" the info with your opponent atappropriatetimes to "psych" him out. Make your opponent believe you have more (or less)troops than you really have and watch him squirm in fear or gape in shock withsurprise when he learns the truth (from QD) Why not do the opposite of the above to build false confidence in youropponent?Tell them 11 Archmages joined you, when it was really 19! The brash knave willfeel confident in attacking you, and you will then demolish the overconfidentfool, with the added bonus of crushing his spirit!(From Lord Titan -- titan@burgoyne.com) MOVEMENT BOOSTYou can give your hero a one-turn movement boost. When you are in the castlefor an overnight stay, move all but your fastest troop into the garrison beforepassing the turn. When it is your turn again, collect your army and go forth.You movement will be based on the fastest unit, and you will go a littlefartherfor one turn. Careful arranging of troops will get you the five that have nonein front of them, in the order you want them in the event of an attack, andstill give you the movement burst if the attack doesn't come. SEASHORE AMBUSHWith a shore-side castle, set an ambush. Stock up a hero from this castle onday 7 and send him boating away. Day 1 rolls around. Soon, the AI sends a boatto take the undefended castle. Wait until the hero has disembarked from theboat, then buy a hero, load him up with all the production you can afford, andgo kick some booty. You get a free boat and have hurt the AI. You need to savethe funds for this ambush, and keep an eye on approaching enemies to ensurethat they are not powerful enough to overcome the forces you have yet to buy. HIT AND RUN VARIATIONSThere are several hit and run tricks you can do. These tricks allow you towhittle down an overwhelming foe with a minimum of forces. After you havedelivered the spell attack as listed below, retreat or surrender. Repeat asneeded. Black Dragons and Armageddon.—and/or—Phoenix and Elemental Storm.—and/or—Two Phoenix (one will die, keep one alive for the second round), anti-magicone the first round, Armageddon the second round. This trick may not workwith other creatures, due to the speed required.—and/or—Hire a spellcaster hero in the castle under siege, transfer all troops excepta very fast unit in your garrison. Attack the invader with the spellcaster.Cast a damaging-offensive spell (like Lightning, Cold Ray or better yet ChainLightning) and flee right away. Rehire the hero at the nearby castle and repeatthe above procedure until you run out of gold. Feel free to change spellcasterswhen they run out of spell points.—and/or—There's also the Undead-Death Wave combo, the Living-Holy Shout combo and the"antimagicked strong very fast stack-any mass destruction spell" combo.—and/or—Start with a hero with Mass Haste and approximately 20 Genies (5 or 6 lampsworth). Split the Genies into 1 stack of 1, and 4 equal stacks. Let's assumeyou're fighting against 24 Black Dragons, on a high level hero, near your maincastle. Attack, cast mass haste, have the first stack of one strike, getskilled by retaliation. Have next 3 attack, then surrender. Re-hire hero andrepeat. Does lots of damage, and 4 stacks x 3 attacks gives you a good chanceto half the Dragons a few times: once they're down to 3 or so, or you're outof Genies, (or cash) you'll have to switch to conventional tactics. ENEMY CONSTRUCTIONWhen a weak looking enemy comes snooping at your castle early in the week,just buy everything up and clear out. In many cases, the enemy hero will takethe castle and begin making improvements. Take the castle back on day 7. Checkto see what new dwellings the enemy built. One or two dwelling built more thanmakes up for the lost gold income. STRATEGIC WITHDRAWALBeing chased by the computer player? Try to maneuver around hobbit holes, treecities, cottages, and so on. Often the computer player will dump good armies toadd a few free halflings, sprites, etc. GILLIGAN'S ISLAND PART IYou can strand an enemy super-hero if the hero is on an island without ashipyard. Send a weak hero to go board the enemy's boat. Have your hero sailaway or dismiss him. Summon the boat the weak hero used to get to the islandwith the summon boat spell. GILLIGAN'S ISLAND PART IIDock a hero (who is being chased by a hero too powerful to kill) in a placesurrounded by woods or mountains so that only one square can be docked on. Theopposing hero will not be able to reach the weak human hero and will sail awayto go pester something else. EASY EXPERIENCEI sometimes use this trick when I play multiplayer mode. I sometimes play hotseat multiplayer with a friend and we often choose to have more than 1 hero toplay with. The point is that I am playing more than 1 color. At the beginningof the game, I create two heroes that will be my "target" heroes. I send themoff to a castle where the lowest level creature has a very low speed. (Knightcastle with Peasants work very well) On each turn, I setup the castle such thatthere is 1 "Peasant" defending it. With one lowest level defending, I use my"target" hero to conquer the castle. The hero needs to be able to kill the"Peasant" defender. This is easily accomplished with any shooter that is fasterthan the "Peasant" or any other lowest level creature. Although, I only need toexpand 1 lowly creature, I receive quite a lot of Exp. points since I amconquering a castle. Once I conquer the castle, I once again setup it up with1 lowest level creature and leave the castle. Each of my two "target" heroestakes turn getting close to 1000 Exps. on each turn. This allows me to build upa strong hero very quickly. This trick is very useful at the beginning of thegame when 1000 Exps. is quite significant. THE HAUNTED MINE PART IHire a new hero, and load him/her up with 1st level troops (peasants ifpossible). Have the hero haunt a key mine in the enemy territory (that youcould not hold onto anyway; try that sulfur mine near a warlock castle).Leave and return to the haunted mine, and let the ghosts destroy the peasants.Suddenly there are hundreds of ghosts guarding the mine! Your enemy willtake heavy losses reclaiming it, if he even tries to! THE HAUNTED MINE PART IIGet a hero, load him up with all of the Spell Power increasing artifacts youhave, and send him on a suicide mission into the enemies territory, to casthaunt on all of the opponent's mines. Be careful to give the hero somethingfast enough that it will be able to flee when it is attacked. You wouldn't wantto lose all of your great artifacts, after all. THE LURKERIt is possible to take a well-stocked castle with an inferior army. Many times,the AI will leave the bulk of its forces in the castle. Take any close mines,then lurk within a day's march. The AI will send a puny force to reclaim mines.Kill these puny forces as they leave the safety of the castle. Repeat this asthe AI sends out the small forces. Soon, you will have depleted it enough totake the castle. Be prepared to flee when the AI recalls a field force, or getsired of playing with you and loads up a hero. Lurk about a day's march away. ARTIFACT DUMPSTo deep six tax liens and other bad artifacts, hire a disposable hero, equiphim/her with above nasties, and march them into a wandering stack. I generallylike this better than using the hero to attack the enemy because you usuallygetthe items back in a few turns after defeating somebody. For a tax lien, thepayback time is ten turns minus whatever benefits the hero brings on theirmarchto oblivion, i.e. scouting new terrain or transferring other troops via apipeline. BATTLE POSITIONSUse the computer enemy dragon's breath against him. Position your flyer so thatthe retaliation attack of the dragon flames another enemy stack. Use to youradvantage the fact that the computer doesn't know how to handle 2-hex attacks.Place the current primary target of the AI (usually your strongest shooterstack)so that on the dragon's turn, it will flame one of his own troops. If you'rereally sneaky and lucky, you can be surrounded by Dragons who will happilyflameeach other. The above tips also apply to Phoenix and Cyclops. STONE LITH JAMYour home territory is linked to a dangerous land by a stone lith. You fearsurprise attacks. Just block the lith on your side with one of your expendableheroes. Send the hero through from your side, then bring him back and don'tmovehim. This lith blocking can also be quite useful if you want to restrict accessto certain locations (for example, the gold mine valley in the "Lost Continent"scenario) or for using guerilla tactics (for example, using the north lith inthe"Pyramid" scenario to flee when a strong enemy is around and attack a castlewhen he goes). STONE LITH STEALTHHere is a pretty cool trick that I discovered by accident. Let's say an enemyhero (this includes humans, but only if they can't see you move, like in netgames) is chasing you, and gaining. If you can find a lith to go through, doso and don't move. The comp hero will lose interest (even human players willonce they go through the lith and can't find you). You don't even need to staystill sometimes. If your playing a scenario with lots of lith's, you can gothrough one and chances are that hero will never see you again. You might evenfind some resources! RECRUITING VIOLATIONSYou need to have a decent amount of money for this one to work. When you seea high level enemy hero get defeated by another computer player (or yourself,for that matter) go to your castle and start recruiting, and then dismissing,heroes until that defeated hero and his high stats become available. Recruithim and effectively bribe him to join your side. Note that the hero must bedefeated, not retreated. The hero's color gets first crack at retreated orsurrendered heroes for the current week. VAMPIRE LORD'S SNACKIf you have Vamp Lords, this will work great. If your opponent has a wimpystack like peasants or something, blind them and hope it's not dispelled. Atthe end of the battle you'll need something to regenerate your Vamp Lords withand Presto! You've got a stack of peasants ripe for the picking. Ballista BarrageOne of the best dirty tricks is a hold-over from HOMMI: disabling an opposingarmy and letting your turrets take them out. When a superior force is seigingyou, Blind, Slow, Paralyze, or Berserk the shooters and/or flyers and keep yourforces behind the walls. Let your turrets shoot for as long as you have spellpower, and for as long as the turrets stand. If a hero does not haveBallistics,you can do a lot of damage to them before you commit your forces. This trick can save the day at the end of a battle you're losing. Save a flyeror fast creature for last. The enemy should be out of shooters and flyers bynow,and has to come for you with walkers. Move your flyer from corner to corner ofthe battlefield. What's left of your ballista and turrets will keep firing asyou keep dodging. You may win, you may turn the battle into a very costlyvictoryfor your enemy. TURN DEFEAT INTO MINOR VICTORYAs you enter battle, the enemy suddenly starts summoning a big, nasty stack ofElementals and he or she can repeat this awful feat several times! You soonrealize that you can't possibly win.When this tight situation occurs, concentrate on destroying the "real" armiesofyour opponent and ignore the Elementals. If you can actually accomplish thisandhave nothing left but summoned Elementals against you, the next step is tosurrender or flee. As the summoned Elementals vanish at the end of the battle,your enemy has no more armies left and is also vanquished! Both heroesdisappearfrom the map.But you get to recruit your hero back (whew!) while the Elemental summoner getsa direct trip to the hero pool. Your enemy loses one of his/her bestspellcasters! ALAMO GARRISONThe enemy is sneaking up on an undefended castle, and you can't getreinforcementsthere in time. Buy all the first level creatures you have in the castle andsplitthem up into five stacks. Sure, they're going to die. But this buys you time toscope out the enemy hero's army and stats. And with the use of the captain andtheballista, you can hurt them some before your castle falls. This works wellagainstKnights, who have real trouble getting past the walls. SINGLE SHOOTERIf your hero is travelling about with an empty slot, put a single shooter inthere.Sometimes the AI will send its Black Dragons (or whatever flyer it has) to takeoutthat one Grand Elf. This will deflect that devastating attack for one round,andallow you to concentrate on reducing the threat. SHORE FOR SHIP EXCHANGEThis trick isn't all that dirty, but it is handy. Your sailing hero may needreinforcements. There is no need to disembark from the boat. Point towards thereinforcing castle or shore. When your cursor changes to an anchor, click once.Now click twice on the arrow just before the anchor. The boat will sail to theshore, but the hero will not disembark. Now have a second hero carry thereinforcements to the boat. The "X Meets X" dialog will display, and you cantrade the forces and artifacts as needed. You can sail off that same turn,avoiding two days of lost movement. RECOVERY TIMESelectively and strategically blind and destroy your opponent's stacks (ifthey can't use anti-magic) until there are no unblinded enemy troops left.Then, instead of finishing them off, you can res true all your troops,finishingoff with the one the garrison is shooting at. Then move in for the kill. Underthe right circumstances, you can walk away unscathed. THE SQUIRESomebody mentioned that the oracle or thieves guild only gives you the statsof the hero with the most hp of troops and not of the toughest hero. Knowingthis, hire an extra hero at the beginning of the game. To allay suspicion (I'llexplain later) hire the same hero type. As a bonus if you get two that looksimilar (eg Astra and Carlawn) this could work even better.The extra hero's function is to follow your main hero around. The main herocollects all the exp, (useful) artifacts, and troops. BUT at the end of eachturn, the squire holds the majority of the troops. (You can split them up, fastand slow if that works) Your opponent will be lulled into thinking your buffhero is 1-0-2-4, when she's actually 12-16-24-22. Of course, you don't want tobe surprised, and caught with your troops down. And it only works until yourfirstattack. But it might catch your opponent unprepared. TOWN GATEIn a bit of a stalemate, with your castle to tough to take, and an enemylurkingabout too tough to take in the field? If you have the Town Gate spell, you cango do a little foraging, then get back home by casting Town Gate. This ishelpfulto retake mines from the enemy. Don't use all your movement up before castingTown Gate, or you'll be too "tired" to cast the spell. THE TAUNTThis trick gains you nothing, but is a nice way to tease your enemy (this isonly good for human opponents). When an enemy is lurking about but won't attackyour castle, and he's too strong for you to take in the field, then why nottaunt the knave? On your turn, send your hero out for a small jog in front ofthe castle, then bring him back in. This demonstrates your complete lack ofrespect for your foe. This taunt costs you nothing, but just might infuriatethe lurker into a costly attack. CONTRIBUTORS:BKend14960Charles WatkinsDarkwolfDebJIHJulia@-O King of DrumsLord HalysMatthew, the Qurqirish DragonRALThe MausoleumThe Quebec DragonYakSoo >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>XIa. STRATEGY GUIDES (Guides for Campaign Maps)>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (Thanks to Dragos Stanciv for these guides)First of all, I have discovered that fighter heroes are much better thenmage heroes. After you play for some time and you have a hero with attackskill (15) and you also have a defence skill (>10), your hero becomes athreat even if you don't have a very large army. The idea is that you canonly perform one spell in a row, but you can move 5 troops in the same row.Also you can improve your hero's spell points and spell power using someartifacts.Secondly, it would be better to have a very fast (or at least fast) unit inyour army, so you could attack first. If you also have a great number ofslow archers it would be a great idea to cast Haste on them, this way youwill shoot first and do serious damage. This 2 tips I think are very wellconected.Also, sometimes you might want to protect your shooting troops. Let's sayyou have some war trolls and you want to protect them. Spelling Antimagicon them would be a great idea, trust me! Question: Man,I'm too good ! What can I do about it ? Answer: If you think you are really tough then you should always play onlevel impossible. Start with no resources at all and see what you can do.My first advice was to have one fighter hero. You can get one very fast.First of all check your starting hero(es). If you don't have one then doyour best and buy one. Keep all your treasure chests for it. Always chooseexperience instead of money. You should look for : Wisdom, Luck,Leadership, Ballistic, Archery, Logistics, and Pathfinding. Remember thatyou must keep a place free for Wisdom, as your hero will not have it bydefault! If you have to choose between two good things (let's say LuckAdvanced and Leadership Basic), always choose the Basic one. You canimprove your Skills later (in combat!). If you have The Necromancer Townthen choose Necromancy, too. There is a certain Skill I have left out:Diplomacy. If you play on Xlarge maps this could make the difference. Why?You should know by now that wandering armies grow in number and you couldmeet a throng of Archers or Zounds of Horses or something like that. Thisway you can buy a very powerful army (provided you have the money). Skillsto choose first : Logistics, Pathfinding, this way your hero can move asfast as possible. Question: What's the best creature in the game? Answer: My vote goes to Titans! Why? Just because you can cast spells onthem! When fighting against Black Dragons you can use Resurrect True onthem until you make your opponent gets mad, and there is nothing he can doabout it! So, if you attack an opponent's army (or better said fightagainst it) be sure and attack first (and perform the first attack!). Ifyou have the heart (!) let your opponent cast spell first This is a greattip. He can't perform another spell in that row and you can do whatever youwant. Very good spells are : Mass Slow and Mass Haste. Remember that unitsattack in the decreasing order of their speed:Ultra FastVery FastFastAverageSlowVery SlowIf you cast Haste on an at least very fast unit, it's speed will becomeBlazing and it will strike before Very Fast units.(Black Dragons, Titans,etc.) A piece of advice : Never miss anything that can improve your hero'sskills! There are maps where you get Spell Power (>20) by just visitingthose things, such as forts, mercenary camps, stonehenges, and huts. Try tohave some artifacts that increase your knowledge. If you have a hero (>15,>10, >20, >20=Attack, Defence, Power, Knowledge) then you've reached theLand of Dream and the game becomes a nice place to fool around !!!Sometimes !!!I think that the computer still can't play very well, but human opponent'scan and you should be very careful when you play against them. Always havea large army with you best hero. If the computer attacks you and yourealize you will lose many troops (even if you defeat it) it's better tosurrender and then buy the hero back with it's armies. Tip:How to keep your shooting troops alive.When attacking shooting troops you usually have to wait while they destroyyour own shooting troops before you can shoot, so my advice is: Havesomething that flies, (rocs, gargoyles, etc.) split them into groups of 3-7until you get 3 groups and then attack. Also if you have some very fastshooting troops (Mages, Elves, Druids) you could also split them and shootall the enemy troops. I'm talking about wandering armies, of course. If youcan do neither then don't take the shooting troops with you. The more youhave at the final battle, the better. When playing against human opponentsthat FINAL BATTLE WILL COME !!! How to kill enemy heroes before they have the chance to retire:Please notice that the enemy will not retire if he still has his shootingtroops alive. First of all, destroy the creatures that have the highest HP.You should plan your atack very carefully. First try to move some unitsright next to the opponent's shooting troops. DO NOT ATTACK, I REPEAT, DONOT ATTACK THEM. Try to kill the opponent's fastest troops. If youremember, units attack in the decreasing order of their speed! Ok?Destroying the enemy's fastest units will give you the chance to use allyour troops before the enemy can move his. Also don't hurry with yourspells. Sometimes, if you have good spell power you can destroy one groupof enemy units with Lightning Bolt. If you don't, then wait. Sometimes,after you make some moves and so did the enemy, you realize that theopponent still has one group of troops you can't destroy that turn and hewill retire. Their is only one thing to do: use Blind or Paralyze on themand don't attack if you aren't sure you can destroy them. You will thenhave another turn. You can use your shooting troops and cast spells beforethe enemy can respond.Why bother to kill enemy heroes? Sometimes, you meet a powerful hero, youattack him, he destroys many of your troops and then he retires. After acouple of days he comes back and the story repeats. Instead of losingtroops several times, you'd better lose them once and also get someartifacts. Remember: powerful heroes ALWAYS carry powerful artifacts withthem! Now, how to handle your best hero:Remember, when the first day of a week comes you will be offered a new heroto buy. That means that if you have retired from a battle with your besthero in the 7-th day of the week and you didn't have the money to buy himback, you may not find it available and you will lose it foolishly. So, myadvice is: if it is the 7-th day of the week, you don't have 2500, and youconsider having a battle but you are not sure you will win, then wait oneday and then attack. Also, in the first day of the week ALWAYS check theheroes available to buy. You might be offered powerful heroes with powerfulartifacts and (in some cases) with troops (for only 2500). Cool, right? I have discovered something new:When casting Haste on an Ultra Fast unit its speed will become Instant. Ihaven't verified it but it may mean that the unit may attack anything onthe battle field (just like the flying units). If someone verifies it,please let me know. How to handle the wandering armies:If somewhere next to your castle there are armies the same as the ones youcan build in your castle you should not attack them. Wait until you get agood hero with many troops and then attack. The troops may ally with you.Also if you get a good hero with many troops, you should not allow thewandreing armies to retreat. Attack! There are still some troops you shouldavoid: flying units and shooting ones. All the others should get yourattention.(ogres, golems, swordsmen etc.) You will get experience andbecome more and more powerful. I've once got a hero that had an attackskill equal to 30 and a defence skill equal to 25, only by fighting withall the troops I could find. Now let's talk about the ultimate artifact:You do not have to reveal the entire map to find the damn things. Visitonly 5-6 obelisks. All you have to do is recognize the place and try tocenter your hero so that the piece of map you see looks exactly like theone you get from the obelisks. The artifact will be right in the middle. Maps with sea:On some maps you have boats next to your castle (or close). Send a herowith 4-5 very fast units (boars, gargoyles ...) with a boat on the map andtry to get as many things as possible. Buy the maps for the sea (you shouldfind it somewhere) and try to get the money and the artifacts first.Remember to split your units in 4-5 positions so that if anyone attacksyou, you have the chance to retire and then buy the hero back (with theartifacts, of course). Sometimes you have the chance to choose what to attack:Let's suppose you can attack a castle or an enemy hero but you can't attackboth in the same day. You should always choose the castle and then go afterthe hero. It may be their last castle and if you attack the hero and thatplayer doesn't have another castle, then he will not retire! The pyramids:When you enter a pyramid you will be asked if you want to fight thedefenders. Answer no. Sometimes you receive very interesting things likeartifacts, money, experience. If you do fight you will always get 5000.There is a "but", sometimes you will be asked to pay 2500 to keep your heroalive. Well,the idea is that you should take the chance. --Campaign Strategies for Heroes Of Might And Magic II-- Roland's Campaigns by David Mills This article has been written to help you obtain Black Dragon ratings onboth the Archibald and Roland Campaigns. The basic strategy is "Attack assoon as possible, with the minimal possible effective forces". As we shallsee, there are a few further tipsUpdate, with notes about Tournament Play..Warning! There are major spoilers, so if you want to try the campaignsunaided, don't read on! 1. Force of ArmsYou start with a Wizard City. Get the resources, hire a couple of knightsor barbarians, build an army and head north-west. If you go for theBarbarians in the north- west, rather than the other two in the north oreast, it is probably easier. Not a difficult scenario, but difficult to doquickly. 2. AnnexationStart with the Knight option. Hire another knight or preferably a barbarian(for the pathfinding through the swamps). Get the gold, resources andmedusas while building up your armies. Go south-east in the first week,through a guarded pass, and you should get the Sorceress city virtuallyunopposed. The Knights from the south-west will come via boat in the secondweek. Kill them with your second week armies, then head north. Get thenorthern city, and then sail back south-west to wipe out the Knight. 3. Save the DwarvesThis option is essential for the following scenarios, and it is possible todo it quite quickly. First, dump your slow armies in the towns and pick upall the dwarves possible, for speed. Buy spell books for your heroes. Headfor the three central groups of dwarf cottages, and upgrade the dwarves atthe Hill Forts (this includes the Hero starting in your city). Pick up anyextra troops or mercenaries on the way. Meanwhile, build up your city inreadiness for the boat that may arrive via the whirlpool in the lake. Hirea knight or barbarian when the enemy arrives. Also, buy all the availabledwarves in your towns. When you have an army with fifty or so battledwarves, head north-west and grab the Warlock city before the third week.Mop up the other enemy heroes. Don't worry about losing the town in thesnow in the north-west, as long as you don't leave any dwarves for theenemy to use. 4. Carator MinesHire another knight (or barbarian). With one hero, head south-east and graball the dwarves, then get the Yellow city. With the other, head north andgrab the dwarves, then follow the road north and east and grab the Redcity. Meanwhile upgrade the city and get another hero to collect theresources and mines. Consolidate your captured cities, then head east againfor the final two cities on the eastern edge of the map, your dwarf armieswill probably do for these as well. Ignore the town to the north-east ofyour start. Don't bother upgrading your pikemen and swordsmen in the cityas there is a Freemen's Foundry close by. Your third hero with a Knightarmy will be able to sort out any armies that have spread west, such as thetown to the south of your start. Be bold and fast, and it is not toodifficult. 5. Turning PointVery easy. Forget everything except dwarves and treasure chests forexperience. Start with the knight option. Hire another knight. Grab thedwarves, the head east with one, and north with another. Grab the cities.The enemy heroes will come from the north-east city, chase and kill themand walk into the city virtually unopposed. You can do it in eight days. Iwonder what score this would be as a stand-alone scenario! 6. DefenderAgain you depend on the dwarves for a head start. First return the Knightto the city for the spells and the battle dwarves, then head northfollowing the road. Use the sorceress to guard the city and pick up themines and resources when it is safe. Hire another hero, preferably abarbarian and head west for the lumber mill then the dwarves. The knightshould get the city in the north-west and the central town in the firstweek, while the new hero returns east. Avoid the strong yellow knight. Getthe red Necromancer's city as soon as possible and don't worry about losingyour town to Wyrm. Hopefully the yellow enemy will have lost by then. Goafter Wyrm with the knight or new hero. Finally, sail south with thesorceress for the island Barbarian city, but don't leave your home cityexposed. Chase and kill any green heroes still on the mainland or on thecentral island town/city. 7. The GauntletYou need to do this option if you want a quick finish in the finalscenario.Head south from your start, and get any mines on the way, particularlysulphur. Keep to the most direct path, and avoid detours. At the bottom ofthe map, head west. If your hero upgrades a level, get logistics if it isoffered. You should get to the enemy town by Day 4, Week 2. This gives youtime to buy a castle, maze and green tower before week three. Don't forgetthe nearby trading post if you need more sulphur. Gold is not a problem inthis scenario, so hire another hero, give him some gargoyles for speed andgo and collect things. Go for experience with your main hero. The townsdotted around will give you good spells if you capture them, but againstthe dragons at the end, this may not be important. I usually wait the fulleight weeks to get the full complement of 19 Black Dragons, plus everythingelse from the Warlock city (including the hydra - don't worry about theslowness of the hydrae, as you will be mainly traveling by boat in thefinal scenario). If there are any dwarves, get them towards the end toallow their numbers to grow (I have had 117 Battle Dwarves). If you arereally going for speed, you can beat the enemy after six weeks of thescenario, and this will leave you with just enough for the showdown inFinal Justice, but it is a close run thing. You will usually lose one ormaybe two Black Dragons, and a few others in the final battle on thisscenario. 8. The CrownLook, do you want a good score or not? If you do this alternative, you aredestined to a long hard and probably unsuccessful slog in the finalepisode. If you insist: the strategy is get the obelisks, hire plenty ofheroes and dig like crazy when you think you have an idea. 9. Corlagon's DefenceI initially thought this was very hard, but again, if you get the dwarvesand go quickly, it is not too bad. Choose the crystals to allow you tobuild the cathedral in your city quickly.Don't upgrade any towns, keep money for the Knight city and mercenaries.For each hero, visit the observation towers promptly. Your sorceress shouldthen go east for the dwarves and the cottages. Keep going east. If you seeCorlagon, try and kill him, otherwise get the Red Warlock city in thenorth-east corner in the second week. Corlagon starts with about 20Champions but if he reaches the Medusae he will dump them in favour of theMedusae (or any other free army such as dwarves or halflings). The AIleaves something to be desired here!Your wizard in the south should get some dwarves from the south and headcentrally. Your knight should get the rest of the dwarves and meet up withthe wizard to take his army. Then the knight should collect the centralhalflings and sprites and go south east to the Necromancer's city. Sendyour wizard back home. Meanwhile build up an army of Knight troops and aKnight or Barbarian hero and send them east in the second week to sort outthe east-central Barbarian city. It usually does not go as smoothly asthat, particularly if Corlagon out-runs you and gets your Sorceress town,but it is not too difficult overall. 10. Final JusticeBasically, you give your carried-over army to the knight, kill the dragonsguarding the lighthouse to give you good water speed, summon boat and headnorth-west to Archibald's lair. If you don't have Summon Boat in theKnight's city Mage Guild, go north by the coast to the first Barbariancity, build a shipyard yourself, and sail from there.There are a few more details, like protecting your Sorceress city from theNecromancer hiding behind the trees, but it should be business as usualwhile you wait for your major player to sail to the end of the river. Youneed about 15 Black Dragons plus support to beat Archibald. His magictactics are not very good, such as chain lightning, and he has evenhelpfully cast Armageddon twice, leaving my dragon pack versus his remains!If you go overland, apparently you can get very close with Dimension Doors,but you still need to sail some of the way. But as you take time to reachthe Warlock cities and buy more dragons, Archibald is busy buying more ofhis. He starts out with 5 Blacks and then gets the usual 1 dragon for thefirst week, followed by three for each week after. His stats areapproximately: Attack 12, Def 8, Power 13, Know 12. So if you take longerthan three weeks to reach him, he will have 15 Black Dragons and superiorstats, and will wipe out your starting army. If you try the quickest methodwith a six week carry-over army (12 Dragons plus 20- 30 of the otherWarlock troops), you can get to the end of the river by day 15 but you needeither Summon Boat, or advanced or expert logistics. Your 12 Black Dragonswill face 5 Blacks and 4 Reds, and it is a very close battle, but winnable.If anyone can beat a score of 231, or even go below 200, I would befascinated to hear of it.Good Luck!Written by David Mills, Gerrards Cross, London, England -david@misborne.demon.co.uk24th April 1997 Force Of Arms (Good Campaign 1)-------------------------------Hello everyone..having finished most of the stand-alone maps, I will nowreplay both campaigns and share my strategies with you. The first goodcampaign map is quite easy, but winning in a minimum number of days takessome luck and some good tactics. I finished in 39 days. It should be quitehard to beat this score by more than a couple of days. So without furtherado :1) Hire 2 more heroes who will serve as scouts and pack-mules.2) One will go west, one east and the other north.3) Take gold instead of experience points from chests.4) Beginning of week 2 : buy all the troops in the wizard castle, give themto your best hero but leave one slot free.5) Attack the halflings to the north protecting the gem mine. If you'relucky, they will join you.6) Attack the trolls (easy) and rush to the north stopping for nothing.7) By week 3 day 1, I had captured the northern Barbarian castle.8) Week 3 is for construction while you wait for the green barbarian enemyto get eliminated by default.9) Take the second western castle (Necromancer) by the end of month 1 witha barbarian army.10) Stay in it !11) Take the big remaining wizard army from the Barbarian castle, build upall possible troops in your starting castle.. and combine the two armies atthe center of the map.12) This wizard army will conquer the Warlocks to the east.. and quiteeasily at that.13) If you don't want to lose time chasing Warlock heroes, I suggest takingsome small "clean-up" detours on the way to the Warlock castle. Annexation (Good Campaign 2)----------------------------This is a small map where you start with a partially built castle and 4genies. I finished it in 25 days playing the Sorceress.1) Buy another Sorceress and combine troops (leave dwarves in the castle)2) Split genies in 2 stacks to attack missile troops.3) With your principal army, go east taking chests, gold, resources and theore mine on the way. Don't lose time exploring the swamp with this army.This is the job for the other sorceress.4) It's possible to take the southeast Sorceress castle by the end of week1.5) It's also possible to buy the Phoenix Red Tower in the first week !6) Kill the wandering sorceress opponent (yellow)7) Board the boat by the middle of week 2, take the stuff in the water.. ifit's not already taken.8) Go north to take troops from your initial castle (don't disembark fromthe boat)... Army at this time : 4 Phoenix, 3 Genies, 16 Elves, 13 GreatDruids ,50 Sprites. Leave the unicorns and dwarves in the castle !9) Still by boat, attack the southwestern knight castle by the end of week2 or day 1 of week 3.10) Mop up the remaining knight armies.11) Rush to the north with your still significant army, making a pit-stopat your starting castle (to get more Phoenix)12) The remaining Wizard opponent (orange) should now be quite easy todispose of.Little note about playing the Sorceress : Dwarves are good for garrisoningyour starting castle when you're scared of being attacked by a very nearenemy. Bless is great for Phoenix.. double the damage !!! Save The Dwarves (Good Campaign 3)----------------------------------I suggest finishing this map in order to have the dwarf alliance insubsequent scenarios. I completed this one in 19 days (I have an idea tofinish it even sooner, but I have to try it first).1) You start with 3 sorceress heroes (if you pick the Sorceress :-),a bunchof dwarf villages and one castle2) Buying more heroes is a very good idea. I had 6 heroes exploring by day3 or 4. Warlock and Barbarians are good heroes to hire.3) With your northern sorceress, go in the nearby village, buy troops, thenexplore west, south (fairies) and then east again (note : This will takemany days)4) The center sorceress should buy all available troops then move south-east following the road. Your 3 other scouts will go north, north-east andeast.1) Take gold instead of experience from chests.6) The southern sorceress should take the dwarves in the village, take alittle detour to the west for upgrading all those dwarves and then rusheast by road in order to capture the gold mine.7) Buy a marketplace in your starting castle and when you find a tradingpost, exchange most of your useless ressources (sulfur, red crystals) forgold. Buy Druid and Unicorn structures first !8) Take all free low-level troops (dwarves, sprites, goblins, etc) that youfind by exploring the map.9) By week 3 day 1, my big attack in enemy territory was well under way...10) I had bought a shipyard, a boat and transferred most troops from mycastle to the sorceress already in the boat.11) I attacked on 3 different fronts : northeast with my northernsorceress, southeast with my southern sorceress which took all the dwarvesin the snow and by boat with another sorceress (druids, elves, unicorns,sprites). The sorceress by boat took the whirlpool in the lake.12) The rest is quite easy, beat up enemy heroes that pass your way so youdon't have to chase them later. Carator Mines Without Dwarven Alliance (Good Campaign 4)--------------------------------------------------------Just for fun, I tried beating Carator Mines without the Dwarven Alliance,to see if it would take less time than going first through campaign map 3(Save the Dwarves) combined with campaign 4. Well, avoiding the Dwarfalliance, I finished Carator mines in 59 days, which was a lot longer thanthe combination of map 3 and 4 with the dwarven alliance (43 days). So makeyour own conclusions ;-) For those who are masochistic and want a lowerscore, I have included some tips on beating Carator mines without theDwarven alliance. Enjoy !1) Buy 2 (or more) other scout heroes ASAP2) One scout will rush south-west to take an undefended gold mine.3) One other scout will also go south but more slowly, taking resources andfree troops along the way (including Goblins). This scout will take thesouthern village with the goblins.4) Transform the village into a castle5) It's easy to beat dwarves with a Druid and Elf combo.6) At the beginning of week 2, buy the maximum of troops in your startingcastle and go south.7) You can buy the Red Tower in the second week.8) Leave the slow dwarves in the castles.9) Wait until you have 7 Phoenix, a bunch of Grand Elves and Great Druidsbefore attacking the other castles. (Unicorns and sprites are optional).10) With this army, I really stomped the computer opponents losing very fewtroops and most of the time killing his stacks before he even had a chanceto attack :-)In conclusion, I would like to suggest some very good spells for thesorceress troops. Bless for the Phoenix (40 points of damage assuredinstead of maybe only 20 points per Phoenix) and Unicorns makes quite adiffence. Slow and Blind on the enemy fast flying or shooter troops arealso great ! Carator Mines With Dwarven Alliance (Good Campaign 4)-----------------------------------------------------Completing campaign 3 (Save the dwarves) is strongly suggested if you wanta better score and a easier time winning. I finished in 24 days.1) Buy 4 more heroes during week 1 that will serve as scouts.2) There's a lot of free resources near your castle, so you can build thenecessary structures in week 1 while still hiring other heroes.3) On day 1, hire another sorceress hero, buy all troops in the castle andgive them all to your starting sorceress who will go north.4) 2 heroes will go north, 2 will go south and one will go east. The lastone will take stuff around your castle.5) The starting sorceress will rush north and then east (taking the goldmine and the free Battle Dwarves) following the road. The other hero (Isuggest Barbarian or Warlock) will follow her taking resources and othertroops in the snow.6) For the 2 heroes going south, one will will rush to the southwest cornerto take another gold mine, while the other will take resources and hiregoblins from the huts.7) The eastern hero will go towards the mountains, then south, hiring thefree dwarves on the way.8) The starting sorceres will take the northern castle (probably Warlock)by the end of week 1. This castle will probably be undefended (grin).9) The southern hero with lots of goblins will capture the southern villageand transform it into a castle right away. Protect this castle by stayingin it.10) The eastern hero with lots of dwarves will take another castle near thecenter of the map. It will probably be free for the taking also (evilgrin). Stay in this castle so that the AI doesn't come to take it back.11) By week 2 day 1, I had 4 castles and 2 gold mines for a total of 6750gold pieces per day :-).12) The northern sorceress will go south leaving 10 battle Dwarves in thecastle to protect it.13) By week 3 day 1, exchange all unnecessary ressources and buy all troopsfrom your two eastern castles.14) Attack the two remaining castles ! Turning Point (Good Campaign 5)-------------------------------This small map has given me my quickest all-time victory... only 8 daysplaying the Sorceress ! With the dwarven alliance, this scenario is theeasiest of the good campaign.1) Hire another sorceress, buy troops and transfer them all to yourstarting sorceress.2) Ignore mines unless they are truly in your way.3) The starting sorceress will go north, mostly following the road, takingstacks of battle dwarves along the way.4) The second sorceress takes experience from the Gazebo and goes east alsotaking stacks (one stack ?) of battle dwarves.5) After capturing the northwest castle, rush east taking (again) anydwarves stacks you encounter. I reached the northeast castle on day 1 ofweek 2.6) Don't forget to obliterate any wandering enemy armies so that you don'thave to chase them down later.7) The southeast castle (orange) should be easy to capture because thereare 2 Battle Dwarves stacks very near. Defender (Good Campaign 6)--------------------------This campaign map has given a lot of people headaches.. including me on myfirst try through when I was just a newbie with HOMM 2 (I won it anyway :-)A barbarian ambushes your starting castle by boat very soon in the game,and if you don't know it's coming, you can be easily overtaken. GoodCampaign 6 is called Dedender but to win you have to be the "Attacker" !The good old cliche "The best defense is a good offense" applies on thismap. You start with Lord Halton that has 5 Genies and 20 Rangers. Asorceress in the partially built castle has 20 Battle Dwarves. I finishedit in 19 days two times, using slighly different strategies each time.So with all this in mind, here is my strategy :1) Lord Halton should enter the castle right away to get the magic spells..then go to the nearby gazebo.2) Lord Halton will go north-east following the road until the T crossroadswhere he will turn right (split the genies in 2 stacks when you attackshooters)3) There's already a shipyard built in your starting castle...4) Hire another hero ASAP preferably a Barbarian and move him west. Thereare 4 stacks of Battle Dwarves on the west side of the map free for thetaking (if you have the Dwarven alliance).5) Build structures and troops until week 1 day 5 (or day 4 at yourchoice), when you will board a boat with your sorceress, 30 Battle Dwarves,Sprites and possibly other troops.6) Lord Halton can capture the red Necromancer castle quite easily by theend of week 1.7) The sorceress in the boat will rush south and capture the barbariancastle, also by the end of week 1.8) On day 1 of week 2, buy more troops in your new Necromancer castle anddestroy Wyrm the annoying Necromancer before he can become a thorn in yourside. If he's too far (him and the other red heroes) and you want to lurehim into a trap, step one or two squares away from the Necromancer castle.9) Eventually, build the best troops in the barbarian castle and chase downthe barbarian boats with your sorceress.10) The barbarian who took the 4 stacks of Battle Dwarves should gonortheast and give them to Lord Halton.11) When you feel that you're strong enough (day 7 of week 2 ?), charge theyellow Knight castle with Lord Halton avoiding (if possible) all yellowarmies.12) Since it's the beginning of week 3, buy more troops in the knightcastle and mop up the remaining yellow armies.I tried going after the knight yellow castle once (before the RedNecromancer castle) and I found the rest of the game easier to play. Maybethat was a fluke, but eliminating Wyrm before he gets too strong has ahigher priority in my eyes, that's why I suggest going after him first. Ialso tried boarding the boat on day 1 with my sorceress and attacking thebarbarian castle as soon as possible (day 4)... I captured the castle butthe other barbarians were still on the island and they proceeded to trashme. The Gauntlet (Good Campaign 7)------------------------------This is one of my favorite scenarios because it is so different from theothers. You start with a moderately big army (20 Rangers, 40 Sprites, 22Pikemen, 24 Rocs, 16 Greater Druids), the boots of mobility and one othermagical item. You have to rush to the southwest part of the map to capturea town in 8 weeks or less. You're stuck with this army for the major partof the map and you can't get reinforcements from a starting castle. Icompleted this map in 53 days.. not a great score for sure, but it'snecessary to take more time so you can build the maximum of troops for yourcarry-over force in the last scenario.1) The villages you will find on each patch are not upgradable to castlesexcept the last warlock village at the southwest of the map near the lake.2) On each different path, there are 3 villages who get progressivelytougher (more protecting creatures). Note that the first village you willencounter on your path has a level-1 Mage Tower, the second village has alevel-3 Mage Tower and the third village has a level-5 Mage Tower. Eachvillage also has more monster structures already built.3) I suggest taking the wizard path. Always take experience instead ofGold.4) Capture the first village, dump the sprites there and get more Rocs.5) That way, you have one spot free in your army to hire better troops.6) Continue west and south attacking moderate wandering armies that inflictyou minimum losses.7) Always attack armies that are the same type as you (ex : attack Rangersif you still have Rangers in your army).. there's a slight chance theymight join you. In any case, most of the time, they will flee.8) Capture the second wizard village (watch out for the nearby 2nd level-spell Visions). Take more rocs. Dump stacks that are now too weak (ex :dump the Greater Druids if you only have 5 left).9) Some people prefer ignoring the villages and rushing for the southwestwarlock village. That's your choice.10) Capture the 3rd wizard village with a 5th-level Mage Tower. Buy moreRocs.11) Eventually you will come face to face with a high-level army (in mycase Green Dragons). You will lose many troops in this battle but it'snecessary to continue on your way. (Hint : Use Mass Haste, make your fliersattack between two stacks of dragons, when they attack back, their flameattack will catch another dragon stack :-)12) Now rush to the south and capture the Warlock village near the water.This should be at the beginning of week 4.13) Transform the village into a castle right away.14) Your next objective is getting the Black Dragon tower. Buy onestructure each turn until you have it.15) Buy 2 other secondary heroes who will explore, take free mines and freeresources on the other paths.16) Explore the 2 other paths with your big Barbarian army while your BlackDragons, Hydras and Minotaur Kings accumulate.17) By the end of week 7, your Barbarian should be back near your Warlockcastle.18) Take all secondary army stacks you don't want to carry-over (49 Elves,50 Nomads...those kind of troops), get on a boat and attack the yellowvillage Lakeside.19) You will lose but you will have weakened your adversary very much.Don't forget to flee with your Barbarian at the last possible moment :-)20) Rehire your barbarian super-hero and dismiss all secondary heroes(because if you don't, the army of the top-spot secondary hero will carry-over).21) Give all the best troops to your Barbarian principal hero (ex : 13Black Dragons, 28 Minotaur Kings, 18 Hydras, 68 Battle Dwarves, 36Griffins) and attack the yellow player again.22) The last battle should be quite easy. I only lost 1 black dragon ! Corlagon's Defense (Good Campaign 9)------------------------------------It's called Corlagon's Defense because this particular hero will probablygive you a lot of problems if you don't destroy him soon enough :-) Anyway,I finished this map in 23 days on my last game (the one used to compile myscore in the good campaign). I also finished it in 20 days at one time butI had to replay this map because of a carry-over force problem.1) You start with 1 Knight castle, 1 Sorceress village and 1 Wizardvillage.2) Transform those towns into castles as soon as possible (week 1)3) There is a lightly defended gold mine in the southeast part of the map.Another one is very near the Sorceress town.4) Hire at least 2 more heroes in week 1 to explore everywhere and to serveas pack-mules (transfer troops to the front-line heroes).5) Try to build one structure in each castle at each turn, starting alwayswith the same castle (I suggest Sorceress). This is particularly importantin week 1 and the beginning of week 2.6) Lord Haart the knight will go east taking free halflings, goblins anddwarves along the way.7) Try to capture one of the villages in the center of the map on week 1(facultative).8) Your best sorceress should go north (from the Sorceress town) and theneast taking all available sprites and dwarves. This hero will eventuallytry to kill Corlagon who prowls in the northeast part of the map.9) Lord Haart will attack the southeastern Necromancer castle (orange) onweek 3 day 1. Probably a little later if you make frequent stops anddetours.10) Your shooters will draw fire while the dwarves and goblins close in forthe kill.11) Buy Vampire Lords and other troops (that you find good) in theNecromancer castle.12) Transfer troops to Lord Haart from another hero who got the armiesHaart didn't have time to get.13) Rush north with Lord Haart to capture the Barbarian castle (green) inthe desert and the Warlock castle (red). It's possible to do all thisduring week 3.14) Don't forget to kill any wandering heroes so that you don't have tochase them down later. Final Justice (Good Campaign 10) -- The Quick And Dirty Way-----------------------------------------------------------First of all, as always, try this quite good scenario at least once beforereading my strategy tips. This Final Justice map is quite fun and you don'twant to spoil the surprises ! I found a very quick way to win this map...Only 11 days ! I don't think it's possible to do better. I will probablypost another strategy some of these days about how to win using the longway. So without futher ado :1) Before you start, take the Tax Lien, it's the least damaging item youcan take.2) Reload the game until you have the Summon boat spell in your Knightcastle.3) Hire Sister Eliza the level-5 sorceress in the Knight castle.4) Protect your starting sorceress castle by returning the nearby sorceressinside the castle and buying the phoenix.5) Roland should have a big carry-over force consisting of Black Dragons,Minotaur Kings and other mighty stacks.6) With Sister Elisa, rush east towards Roland who will transfer all histroops to her (except the very slow Hydras which Roland will transfer justbefore Elisa boards the boat). Why you ask ? Because Elisa being asorceress has advanced navigation !7) On day 2, destroy the Red Dragons with Elisa and board the boat. Ifyou're very lucky, you could get expert navigation... I did :-)8) On day 3, navigate the boat towards Magellan's Maps and give the guy his1000 gold pieces. Take the nearby items but make sure you still have timeto disembark on the northern side of the lake.9) On day 4, go north 3 or 4 steps, cast Summon Boat and board it.10) Beginning on day 5, you will navigate towards Archibald's castle. It'sat the end of the river.11) To make sure you take the least amount of time navigating, click on aspot at the end of the river and then press m (move : horse icon) on eachsubsequent turn.12) With expert navigation, Elisa's army should attack Archibald's castleon week 2, day 4 (11th day) With advanced navigation, it's one or two dayslater. With Roland, you would have attacked on week 3 day 2. Now you cansee why taking Elisa is better... Archibald has one week less of troops(including 3 less Red Dragons).13) The last battle is a very tough one, practically impossible ifArchibald gets the Summon Elemental spell. It can also be easier if he getsa lousy 5th-level spell like Hypnotize.14) I had 12 Black Dragons while my opponent had 5 Black and 4 Red Dragons.Unfortunately, he had Elemental Storm and a lot of spell points, so I lostall my secondary troops from constant spell casting.15) The trick to winning this is attacking the Minotaur Kings (second stackfrom the top) from the bottom with your Black Dragons. Then Archie willcast Elemental Storm destroying most of his remaining troops exceptDragons.16) Archie's Black Dragon stack will attack you from the top while the RedDragon stack will attack you from the bottom.17) With a correct positioning, the 2 Dragon enemy stacks will proceed toflame one another while trying to attack my Black Dragon stack ;-) This iswhat I call the Dragon sandwich tactic and it's very effective. The onlything still alive at the end was my 3 surviving Black Dragons.So that's it ! I completed the good campaign in 221 days beating the 231days score of David Mills and earning myself the Black Dragon rating ! Withbetter luck in scenarios 7 and 9, I could probably lower this score to 208days. I would appreciate very much hearing from anybody who did beat myscore. I'm sure there's somebody somewhere who did better :-) Final Justice (Good Campaign 10) -- The Long And Fun Way--------------------------------------------------------I had written a strategy for completing "Final Justice" in the quickestpossible way but I was quite unhappy about it. Much better and more fun istrying to capture all the enemy castles on the mainland before going afterArchibald at the end of the river. It's also more strategically-soundbecause you rely less on luck. With your multiple-castle growth, when everycolor but Archie's is eliminated, you can afford to build a strong armythat should have no trouble with the end-battle. First time I ever playedthe final good campaign scenario (that was very long ago ;-), I went afterthe eastern-shore green barbarians first. I won eventually but I was alwayswondering if going after the yellow warlock (center) or purple necromancer(west) might have been easier. Well, I found out some interesting things byrecently replaying "Final Justice" using each different option...Having the "carry-over force" for the last scenario is *highly*recommended. If you insist on playing it with the Ultimate Crown, expect amuch longer game and a tougher challenge. I had a carry-over force of 12Black Dragons (along with Hydras, Minotaur Kings, Battle Dwarves andGriffins) which is pretty good if you decide to stay within the 8-weeklimit in Good Campaign 7 where you will recruit your carry-over force (youcould have "cheated" and gone over that artificial time limit if youdesired). The carried-over Black Dragons are what's important, every otherstack is extra "gravy". Implementing my battle plans should be possiblewith around 8 Black Dragons (if you're a good player) but I would not gomuch lower than that total. You start with 3 almost fully-built castles,one of each "good" type : sorceress, knight and wizard. --PLAN A (Going after the Purple Necromancers first)--1) From my experience, this is the easiest, safest way to go but you'llprobably get a slightly lower score (although still very good).2) The first color you will attack will be purple : the Necromancers on thewestern edge of the map.3) Prepare for a sneak attack on sorceress castle by a Necromancer with 10Vampires (btw, this early computer strike makes the enemy alliance aware ofyou and also puts it in an offensive "frame of mind").4) Roland should kill Red Dragon stack protecting the Lighthouse and boat.5) Hire Sister Elisa on day 2 at sorceress castle. If you don't have the"Sorceress Alliance Award" (and therefore no Elisa), just use your startingsorceress instead. (To lighten the text, I will just refer to Elisa fromnow on).6) Hire secondary hero in knight castle, trade him the negative artifactfrom Roland and dismiss him. Do NOT dismiss your starting heroes by mistake!7) Elisa should buy the single phoenix (for ultra fast travel speed) and goright visiting all your home castles for spells.7.5) Do not buy Giants, wait for Titans instead (those won't come into playuntil near the end anyway).8) It's a good idea for your main heroes to pay at least a little visit toone of your home castles (to get spells).9) Try to develop Wisdom to expert level for your main heroes, especiallyRoland and Elisa.10) Roland should leave the Hydras in the good knight castle nearby toserve as garrison (they would slow him down too much).11) Roland will go a little way north (graveyard, tree of knowledge) thenwest.12) Roland will stay in your home territory for the first 3 weeks to visitlocations, get items and to make the good armies "grow". Why delay thefirst strike ? Because you're going for the surest, safest way to win...See the point just below.13) Always leave one free spot in Roland's army so wandering stacks canjoin him for greater glory. Have 1 or 2 buddy heroes follow him around tocarry the extra "free" stacks.14) Develop a level 5 Mage Guild in the sorceress castle. I don't usuallyrecommend reloading but if you do get Hypnotize, do so, it's useless and abig waste of resources. If it's anything else, keep the spell ;-) Rememberto make Roland visit the castle.15) Elisa should have plenty of time to return to the sorceress castlebefore the big offensive in purple territory.16) "View Heroes" is a nice spell to keep tabs on where your opponents are.I used it often.17) On week 4 (more or less) came time for the big offensive on the westroad (the one next to your sorceress castle). Roland only had Black Dragonsand Minotaur Kings (both very fast speed). Elisa was a great spellcasterand was following with a good sorceress-troop army. Some "buddy" heroeswith other numerous stacks were also making their move.18) Roland rushed the main purple necromancer castles (in volcanic terrain)while Elisa took care of eliminating the purple towns in the wastelandseast of the west road (orange terrain). A strong buddy hero should go westfrom the west road to see if purple captured a neutral town there.19) Don't worry too much if you lose a few Black Dragons in your conquestof purple.20) I was lucky enough to get Dimension Door in one of the enemy castles(well, I did build up level 5 guilds when they were already at level 3 or4). It probably saved me a few unnecessary weeks but Dimension Door is notabsolutely required to win although it will make your life easier. Do tryto finish each turn inside a castle and visit wells at each opportunity.21) Even with Dimension Door, the biggest delay and annoyance you willencounter is chasing down the many little heroes scampering everywherearound. Believe me when I say that you will surely have to backtrackseveral times to recapture castles.22) A way to minimize this is by leaving heroes with strong garrisons(remember all the free stacks Roland accumulated in the first month ?) inthe castles you want to keep. Your big Minotaur King stack could also serveas a garrison if you wish. Also buy the maximum of troops available in eachcastle "under siege" at the beginning of each week (big ticket creatureslike Bone Dragons and normal Dragons first)23) Don't make Elisa go too far east (this means, not going past the secondroad you will encounter) or she will get clobbered by the very strong greenbarbarian (in fact, I lost her that way by being too reckless).24) FYI, I captured the first warlock yellow castle (center one namedAlamar) on week 4, day 7. Dimension Door did help there ;-)25) Try to make a sweep from left to right (purple, yellow, green)eliminating (or badly crippling) one color at a time. Don't run after everylittle enemy hero, but eliminate them if they're in the way. Concentrate ontaking castles using hit and run tactics.26) Boost Roland's army with new Black Dragons from the center warlockcastles.27) Week 5 and 6 = destroy yellow and finish up purple.28) Watch out for the southeast corner of the map. You could get ambushedby the green barbarians. Keep the knight castle well-defended or you couldhave surprises.29) Eventually go up that road with either a strong knight or wizard army.30) Build Black Dragon towers in all warlock castles.31) In general, the second month is dedicated to utterly destroying everytrace of purple, yellow and green on the main land (myself, I finished thatworthy task on month 2, week 3, day 7).32) Give Titans from wizard home castle to Roland. Board a boat with him (Idid so on month 3, week 1, day 1). Follow the river until you reachArchibald's castle.33) His army at that time was 5 Black Dragons (this number stays static),25 Red Dragons, 51 Minotaur Kings, 60 Griffins and 34 Hydras.34) My army was too strong (in fact, it was overkill) but I didn't want totake any chances. Better safe than sorry :-) My army was composed of 22Titans, 45 Vampire Lords, 37 Black Dragons, 27 Bone Dragons and 36 PowerLiches. The important armies were the Black Dragons and the Titans who drewmost of the fire away. I chose undead troops because they were the stacksthat had the most time to accumulate (purple necromancer was attacked firstafter all).35) If you have problems with the last battle, try to place your troops sothat the Red Dragon's 2-hex breath torches his own partner creatures.36) With Plan A, I finished in 64 days (month 3, week 2, day 1) --PLAN B (Going after the Yellow Warlocks first)--1) From my experience, this is a bit riskier than Plan A, because there'sno build-up phase in the first month and you leave your home castles almostundefended but you'll probably get a slightly higher score.2) The first color you will attack will be yellow : the Warlocks in thenorth-center part of the map. Your objective is to get more Black Dragonsas soon as possible. Problem is that without waiting a little in your hometerritory, only one Warlock castle will have the Dragon Tower and you'llhave to build the rest. Another problem is that you'll be surrounded leftand right (purple and green) and that it will be impossible to make a sweepfrom left to right as in plan A (more backtracking)3) Defend against sneak attack on sorceress castle.4) Get rid of Roland's negative artifact with an expendable dismissed hero.Roland should kill Red Dragon stack protecting the Lighthouse and boat.Trade stacks that are slower than very fast to the nearby Knight startinghero (on day 2).5) After that, he should rush north (going into the knight castle is notnecessary), visit Graveyard and Tree of Knowledge (because it's on his way)and take the left branch at the crossroads. Knight hero should follow justbehind with the slower stacks.6) Make Elisa (or starting sorceress) go east with Phoenix, visiting theknight castle for spells but not the wizard castle. She should follow theleft fork of the east road and reach yellow territory after Roland and theKnight hero around week 2.7) Go easy on ore and sulfur. You'll need those to build Dragon Towerslater on.8) Roland reached first yellow warlock town on week 2, day 1.9) Make the following Knight hero stay in the first captured enemy town. Hewill serve as its protector.10) On week 2, conquer the other warlock castles badly crippling the yellowcolor in the process.11) Leave Minotaur Kings (or another strong stack from your carry-overforce) in the main yellow castle (the one with the Dragon Tower alreadybuilt).12) Upgrade all warlock towns to have Black Dragon Towers.13) Always leave a minimum of 4 Black Dragons with Elisa in the maincastle. She will serve as the main protector and intimidation factor inyour newly acquired holdings.14) Hire maximum number of secondary heroes in warlock castles and visitmines with them. When that's done, scout around. Leave Elisa and medium-level knight hero inside their respective warlock castles.15) Build your second Dragon Tower in northwest warlock castle on week 2.The first yellow castle you captured can survive for a while without aDragon Tower. It already has a strong garrison with the knight hero.16) If you have Set Elemental Guardian, cast them on your mines.17) Go after purple or green, not both at the same time (I picked purple)18) Beginning of week 3, buy all available Black Dragons and leave them ingarrisons. This will intimidate your opponents.18) Yellow was eliminated in week 3.19) Watch out for purple and green that could go south in your startingterritory.20) If you don't think you can survive an enemy assault, flee with yourbest troops and return later. The enemy hero will split his big stack in 2to garrison your castle but most importantly it will dismiss strong stacksto visit nearby map dwellings (in my game, the computer dismissed 9 BoneDragons for 50 Halflings !)21) If a color, other than one you're currently eliminating, captures anenemy castle (for example, a green barbarian captures one of your castlesthat was formerly purple). Let him have it, unless Roland is very close.22) Yellow, green and purple were totally eliminated on month 2, week 2,day 5.23) I boarded a boat with Roland a few days later (month 2, week 3, day 1,FYI). Sail the river up to Archibald's castle. I got Dimension Door verylate in the game and by that time the yellow, green, purple alliance waspractically eliminated. You could use that spell to reach Archibald'scastle quicker but I preferred to save my spell points for the finalbattle.24) Roland's army was composed of only 34 Black Dragons and 76 MinotaurKings. This was barely enough to win against Archibald and I had to reloadtwice before succeeding. I suggest waiting 1 (or 2) more week to have astronger army before boarding the boat.25) Archibald had better stats than Roland along with blood morale andirish luck. Archibald's garrison was composed of 5 Black Dragons (thisnumber won't grow), 31 Minotaur Kings, 46 Griffins, 26 Hydras and 19 RedDragons. Morale played a big factor in the 2 first battles which I lost,his Red Dragon stacks had a lot more free attacks than my Black Dragonstack.26) Use the Red Dragon's 2-hex flame attack against your other opponents byplacing your own Black Dragon stack appropriately. Use Anti-Magic toprotect your Minotaur Kings from offensive spells. In the first few turns,cast Chain Lightning and Armageddon to weaken enemy stacks other than enemyDragons.27) Cast Summon Elemental often if you have it (I did not). If Archibaldhas the Summon Elemental himself, I doubt you can win. Wait a few moreweeks and come back with a Titan-Black Dragon combo army.28) Using Plan B, I finished this scenario in 49 days (month 2, week 3, day7). -Campaign Strategies for Heroes Of Might And Magic II- Archibald's Campaigns by David Mills This article has been written to help you obtain Black Dragon rating on theArchibald (Evil) Campaign. The basic strategy is "Attack as soon aspossible, with the minimal possible effective forces". As we shall see,there are a few further tips.Update, with notes about Tournament Play.Warning! There are major spoilers, so if you want to try the campaignsunaided, don't read on! 1. First BloodThis is a fairly easy start, and it is possible to finish more quickly thanthe Roland introductory scenario. Choose the 2000 gold option as this makesit possible to get up to the Mansion upgrade of your Necromancer startingcastle in the first week. However, Frank Cardillo told me a better way thanthis. Go for the Laboratory via the Mage Guild and the Mausoleum. The BoneDragons are much more reliable than vampires. Hire another hero (knight orbarbarian for battle strength), get the easy resources, don't bother withthe defended mines, and head east at the beginning of the second week withall your forces and your best hero. Beat the few wandering armies, and youshould come across the green enemy city with few forces inside. Take thecity. The AI does not seem to be very clever and usually dies off withouttrying to retake the city. With this army, add to it as much as possibleand go south. Again you will find the next city soon, and it should beeasily taken. Meanwhile, give your new home city forces to your other hero,and head south. The two heroes should more or less meet up in the south-west at the end of the third week to wipe out the remaining enemy. 2. Barbarian WarsThis a small and quick scenario. Choose the Barbarian option. Equip yourfirst hero with the nomads (keep them in two separate armies as this makesit easier against ranged enemies), and go directly north-east, through adefended pass and take the yellow north-east city which will probably beundefended. On the first day, you should also hire two more heroes. Sendone east along the road to the genie lamps and hire as many as you canafford. Let the other gather the resources and mines. Build up you city asusual. Your first hero will need to fight the yellow hero, but should besuccessful with reinforcements from the captured city. The hero with thegenies should capture the purple south-west city with no bother, while theother hero guards the home city from the purple hero. Load up at thebeginning of the second week and let all three heroes meet up in the north-west to finish off. 3. NecromancersDon't do this option if you want a good final score! I tried it on my veryfirst go and got a score of 630. The rewards of a Level 5 Necromancer foreach following scenario is not worth it. But if you insist...Capturing the closest city is easy, go to the observation tower to guideyou. Get a decent army and head south in the third week. Through theguarded pass is the easiest enemy city to capture. Build more armies (goldis a problem as all the gold mines are heavily defended and you don't wantto waste good troops on anything but the enemy) and try to get one goodfighting (barbarian or knight) and one good spell-casting hero. Don'tupgrade the foundries as there two easy-to-reach Freeman's Foundries. Gothrough another of the heavily defended passes and get the city by themountains and the middle pass, and the town (which may have been upgradedto a city) in the south-east corner. The enemy heroes are moderatelypowerful, including giants. Don't leave things too long or you will facetitans, and it takes ages to amass enough gold and jewels for you to makethese. 4. Slay the DwarvesYou need this option for assured success in the rest of the campaign. Ifyou can do the equivalent scenario with Roland, you can do this one, as itis the same map.Choose the Barbarian option. You don't need to buy any more heroes, andonly need to upgrade to Ogre Lords in your city. Send the hero at the topof the map east to the city to be equipped with the troops. With the othertwo, send them to the nearest towns for Battle Dwarves and Magic Books.Then send one centrally for the Dwarf Cottages and Rogues, then south-westto the Hill Fort then west along the road and capture the city. This heroshould then return east to get the towns along the bottom of the map,picking up troops along the way. The final hero should go north-west-ish tothe other Dwarf Cottages by the Observation Tower just by a small patch ofsnow. There are some Medusas near here too. Once he is tanked up, go north,west then south getting the towns and any enemy heroes. The hero in thecity should go south once he has a decent army, to mop up any stray enemyheroes and the last towns. Watch out for boats appearing out of thewhirlpool by the enemy city. 5. Turning pointI assume you have the Ogre Alliance for the rest of the campaign.Pick the Barbarian option, although it does not really matter. With thefirst hero, go south down the road, ignoring everything until you come tothe two sets of Ogres. Join up with these, upgrade at the Hill Fort, takeeasily the city in the south-east corner, then the south west corner, thengo north. Meanwhile the second hero you hired on the first day will havepicked up a few more ogres locally and gone west and may well be finishingoff the city in the north-west corner and chasing after the remaining enemyheroes (who seem to come from the north-west city). You can do thisscenario in seven or eight days. 6. RebellionThis is the fun scenario. Pick the Barbarian option to give a good fightinghero for your secondary army, but Lord Corlagon, with his ExpertNecromancer ability does all the hard work.Initially, send Corlagon to the Treasure Chest and Gazebo for experience.Then fight the two small peasant armies to the north of the city to gainsome skeletons. Then continue north then east a little to a legion ofpeasants. This army is in three groups of 333, but each group can be killedin one blow by your skeletons. The trick is to separate them by waiting fora Loss of Morale due to the Bone Dragon. You will now have about 400skeletons. If you attack the rangers by the Ore mine they may join you, ormay attack, it seems about fifty-fifty. Anyway, you have enough to winagainst the huge legion of peasants guarding the Treasure trove to the eastof the city, as long as you only allow one or maybe two attacks from a fullstack of 700 peasants. Use the Morale trick if necessary. If you go back tothe city for spells or more troops, it will probably be the second week,and the army will become five stacks of 800, although this may be worth itif you have Slow in your Mage Guild.Get all the stuff from the trove, going for experience over gold, then headwest through the gap in the forest guarded by the Archers near the 1stLevel shrine. All the armies should retreat, I only fight the non-rangedattackers. Continue south-west to the Knight city, and send your other herodown to occupy it. If the Knight armies are close by, fight them, otherwiseskeletonise the peasants guarding the good artifacts just to the north-westof the Knight city, and follow the road north. At the T-junction by Xanadu,it does not really matter which way you go, both cities will fall veryeasily to your army of 2500 skeletons, and you can soon chase and kill theremaining heroes.My best score of 21 days was greatly helped by having the Boots of Mobilityin the original Treasure Trove. 7. Dragon MasterThis scenario is very difficult without the Ogre Alliance, but a doddlewith it. I pick the Barbarian option so that my main hero will havePathfinding through the desert near the Dragon City. Send your startinghero along the road to the Observation tower then to fight the armyguarding the way to the Alchemists Lab. Hire another hero, drop off theslowest part of his army and go and pick up the Ogres by the Ore mine andthe Alchemists Lab. Meanwhile, with your first hero, collect the other twoOgre armies, upgrade and go back to meet the other hero. Take those Ogres,upgrade then proceed west along the road, going south at the junction thenwest again to the desert. Do not be distracted by anything else. The DragonCastle is at the far west of the map, so, once in the desert, go north-north-west through a pass where you have to fight some Dragons, then northfor a little while and you will see the Castle on you right. You have tofight another army first. However your Ogre Lords can overcome all theseDragons with no bother. I keep them in two armies of about 40 and make surethey are not next to each other or they may both get flamed at once.Without the Ogre Alliance, you just have to work hard in the usual way. Aimto take the northern enemy city first, as it seems to upgrade to Dragonsafter the other city. 8. Country LordsThis is quite hard work, although the Ogre and Dragon Alliances make itsignificantly easier.Old AdviceI pick the Logistics option, but the other two have their merits also. Gowest and kill the enemy knight on the second day. Try to kill him outrightas he has usually picked up a good artifact. Then go east to the Sorceresscity. There are various options once you have captured the city. I tend tohire two more heroes (knight or barbarian, as you will be fighting knightsmainly), then send the original one east through a pass then north to theOgres and treasure, and then continue north to collect two Red Dragons.Another hero goes to the mines then the treasure in the south-west corner,then back to the city for troops, and the last hero goes north-west for theOgres, then back south-west when he is onto the grass, for more Ogres and asmall Green Dragon Army. It all usually goes a bit pear-shaped at thispoint, but the plan is supposed to be to capture at least one of the threeenemy cities along the northern edge of the map, preferably the middle oneas it has the best Mage Guild. Ideally, the enemy heroes avoid yours and gofor the central towns. However, I find that the Dragons are usuallysacrificed on the Crusaders. There are also some Black Dragons on the eastof the map which are very useful, and some Green Dragons just to the southof the most westerly enemy city, but these are usually beaten before youget there. Continue with business as usual, bringing up Sorceress troops atregular intervals, and you will win in six or seven weeks.New and Better AdviceFrank Cardillo has provided some excellent advice. You definitely need theLogistics option. Forget about the Knight in the west. Go north, via theObservation Tower, the Ogres (do not turn back to upgrade them, but upgradeat the next fort) then the Red Dragon. Get the Knight town or you will runout of time. Proceed directly north up the road then west then north to themiddle one of the Knight cities. You will walk into the city unopposed withyour last step, and you will have a full complement of Knight troops andthe Fifth Level Mage Guild! It all fits so perfectly that I suspect thatthis was designed that way and the Knight in the west was a deliberate redherring. Once you have the city, it is fairly routine, particularly withthe Green Dragons in the little enclave to the south of the city, and theBlack ones at the eastern edge of the map. 9. The CrownLook, do you want a good score or not? If you do this alternative, you aredestined to a long hard and probably unsuccessful slog in the finalepisode. If you insist: the strategy is get the obelisks, hire plenty ofheroes and dig like crazy when you think you have an idea. 10. Greater GloryHow you proceed on this scenario depends on how confident you feel aboutthe final scenario. In Apocalypse, Roland starts with 5 Titans in his city,and gains 1 more in the first week, then 3 more in each following week. Soif you can get to his city in the second week, 12 Black Dragons may beathis 9 Titans, bearing in mind his Attack/Defence stats will be much betterthan yours and he may have Mirror Image, Raise Dead, Armageddon, or anycombination. I would recommend 20 Black Dragons for safety.You should be able to get to the enemy town in 1 week and 4 days, givingyou time to upgrade to City, Maze and Black Tower before the end of thesecond week. Sulphur is the limiting factor. You therefore need to gonorth-west to the Sulphur Mine first, back south to the Treasure Chests - Iget Experience in the hope of more Logistics - then go east as far as youcan getting mines and resources if they are not too far out of your way,then turn north in the south-east corner of the map. Don't forget the otherSulphur Mine by the coast as you travel north. If you have a sulphurshortage when you want to upgrade, remember there is a Trading Post closeto the town. Hire another hero to help run around collecting things whileyou wait for Dragons to appear. There are often two Dragon armies waitingto join you, so go to the Observation Tower to see if you can spot themquickly. If these free Dragons are a significant number, you may only needto wait two weeks to add to them before you can attack the city over theriver. Pad out your army with more Warlock troops, although I usually leavethe Hydra because they are too slow for the long journey in the nextscenario. If you want to attack a town, the first one you come toimmediately west of your city is the most heavily defended, but has a Level5 Mage Guild. In the final battle, try not to zap your own troops,particularly the Griffins, with your own Dragons. 11. ApocalypseAs discussed above, Roland will have a pretty good army with top classspells, so your carry over army and the hero to go with it should bepowerful.There are two enemy heroes lurking around your cities - the Barbarian andthe Necromancer ones - but they can easily be overcome. Send Archibaldnorth from his starting point, and let the Barbarian hero catch up with himafter beating the enemy hero close by his city. If you are confident andreally going for speed, give only the Black Dragons, Gargoyles and MinotaurKings to the Barbarian, and keep the rest for Archibald. Use the Barbarianfor the final battle, because Archibald's Attack and Defence stats are notgood enough, and his spell power will not make a significant difference.Send the Barbarian north up the road, them east then north again after themercenary camp. Go around the small range of mountains then east to thewinding road and up to the Glowing Liths which are guarded by the Titans.There are not many Titans, only six or seven, and they may even flee.Roland's City is close to the other end of the Liths. You can do what youlike with the other heroes and cities, it does not really matter.If you are doing a tournament, 12 Black Dragons will not reliably beatRoland. His killer spells are Raise Dead, Summon Elementals because he canproduce over 30, and Mirror Image. Positioning your Gargoyles and Dragonsnext to the Titans can overcome Mirror Image. But if he suddenly raisesseven Titans from the dead when you are down to three Dragons, it is bye-bye cruel world. In fact I would go as far as to say that you will oftenlose to Roland with the basic 19 Dragons that you get from your city in theprevious scenario. Help from the allied wandering Dragons is essential.Good Luck!Written by David Mills, Gerrards Cross, London, England -david@misborne.demon.co.uk First Blood (Evil Campaign 1)-----------------------------I finished this map in 22 days. You're stuck with the Necromancer castlewhen you start so make the best of it ;-) Playing well, you can get BoneDragons in the first week giving you a definite advantage.1) Take gold instead of experience from chests for a quick building start.2) Build the Mausoleum on day 2 or 3, not to buy Liches but because it's aprerequisite for the Laboratory.3) Build the Bone Dragon Laboratory on day 3 or 4.4) Good building order for the Necromancer with lots of resources : • a) Statue (later if you wish) • b) Mage Guild • c) Mausoleum • d) Bone Dragon Laboratory • e) Zombie Graveyard (if not already built) • f) Mummy Pyramid • g) Well5) Attack the trolls blocking the way on day 2 week 1 with an armyincluding 4 Bone Dragons and lots of skeletons.6) After beating the trolls, take experience instead of gold for yourprimary hero.7) Go southwest first to capture the yellow castle (knight)8) Destroy wandering heroes and rush east to take the wizard castle.9) On week 3 day 1, build 3 other Bone Dragons from your starting castle,give them to a quick hero and go east to rendez-vous with your primary herowho is coming from the south-east.10) Destroy the remaining castle and wandering heroes. Barbarian Wars (Evil Campaign 2)--------------------------------This is a very small map where you are surrounded by 3 barbarian opponents.I finished in 10 days playing the Warlock.1) You have 30 free Nomads when you start.. Enough to take your firstcastle.2) Hire a second hero who will take all nearby resources around yourstarting castle.3) Rush southwest with your principal hero and capture your first Barbariancastle. It will probably be very lightly defended.4) Next, go north to capture your second barbarian castle by the end ofweek 1.5) Since it's the beginning of week 2, you can build Ogre Lords and Trollsin your new Barbarian castle.6) Leave some troops in this castle and the other one (if someone comesnear) so that wandering heroes are not tempted to take it back. Of course,killing the wandering heroes while you go east is a better idea7) Run east towards the last Barbarian castle and capture it.8) If you want, you can build some troops in your starting Warlock castleand go north therefore catching your Barbarian opponents in a squeeze. Thisalso serves as reinforcements for your primary hero. Necromancers (Evil Campaign 3)------------------------------Taking the other path is highly recommended but if you insist on taking the"Necromancers" path and having a tougher time later, please read on. Ifinished in 51 days (month 2, week 4, day 2) but I could have finished afew weeks sooner if I hadn't built-up such a powerful superfluous army forthe final battle.1) Your warlock begins with 40 Centaurs, 18 Gargoyles, 12 Griffins.2) Wait until day 7 to capture the southeast wizard castle. Why ? Simplybecause it gives more time for the enemy to build free structures for you3) Buy Foundry on day 74) Buy Mage Guild Level 2 on day 1 of week 2.5) Explore around but don't leave your northwest valley surrounded by thechain of mountains.6) I had 2 armies : warlock with initial troops and barbarian with wizardtroops.7) Buy Ivory Tower on week 2.8) There's lots of opportunities to have free stacks "join you for greaterglory" because these wandering armies are mostly low-level creatures.Therefore, always leave a spot free in your main army.9) Don't bother with the yellow castle stuck in the soutwest corner. Takingit is not necessary for victory. The enemies there probably won't botheryou if you leave alone the wandering army defending the southern passageout of your valley.10) On week 4, day 1, your warlock will attack the Air Elementals near theObservation Tower blocking the east passage out of your valley.11) A small "pipeline" of heroes can bring reinforcements (Rocs, Halflings)to the warlock before he attacks.12) Visit the Observation Tower and conquer the nearby wizard castle.13) Kill remaining enemies and take mines around this second castle exceptfor the gold mine which is too well protected.14) Watch out for an enemy hero, coming from the south, possibly withGiants and high-level spells.15) Upgrade appropriate troops at appropriate locations (Orcs and Dwarvesat Hill Fort and Golems at Freeman's Foundry)16) Your objective is the Necromancer town named Quick Silver south of yoursecond castle.17) It's protected by 200 Halflings, 45 Rocs, 30 Archmages and 5 Giants(with possibly more) so be patient and create an army sufficient to thetask.18) There are 2 gem mines south of Quick Silver.19) Instead of going for Titans, I decided to upgrade my Mage Guild in thesecond castle up to level 5 and build a Library. It was a good decision.20) My final army was composed of 26 Mages, 71 Battle Dwarves, 61 SteelGolems, 45 Rocs and 118 Orc Chiefs with a few other powerful "reserve"stacks in my castles. I admit that it was a bit of overkill but why takechances :-) Slay The Dwarves (Evil Campaign 4)----------------------------------If you want a good score, going through this map is an absolute necessity.I finished in 18 days playing the Warlock. This scenario is the oppositecounterpart of Good Campaign 3 where you had to save the Dwarves.1) You start with 3 heroes at different places on the map.2) Hire another hero (or two) at your castle, build some troops (gargoyles,centaurs) and go west.3) Transfer those troops to your Warlock already near the dwarf village(west of the castle)4) Split your Gargoyles in 2 stacks to attacks shooters.5) Take this northern dwarf village and then go northwest where you willcapture a second village by the end of week 1. Do not take the road,because the stacks there are too strong for your beginning army.6) The southern Warlock hero will go west towards a clump of dwarfdwellings.7) He will upgrade all those dwarves to battle dwarves at the nearby HillFort and then will go southeast to capture the dwarf village in the snow.8) The northern Warlock hero after capturing a nearby 3rd dwarven villageshould follow the road southwest then south.9) I attacked the sorceress castle (in the southwest) by the end of week 2.The castle was very easy to take being lightly defended.10) If there is a big opponent army inside the castle, go the farthest awayfrom the castle while still remaining only one day-walk away. With luck,the AI will be stupid enough to leave the castle undefended...11) Since it is the beginning of week 3, build some other troops from yournew Sorceress castle.12) The only thing left to do is to clean-up the wandering enemies andtaking the last dwarf village to the southeast.In conclusion, completing this map is important because it will give you 2excellent awards available on all subsequent maps ... Dwarfsbane will makeALL dwarf and battle dwarf stacks flee in fear. While the Ogre Alliancewill make ALL ogres and ogre lords stacks join you ! Not too shabby, don'tyou think ? ;-) Turning Point (Evil Campaign 5)-------------------------------This is the same map as Good Campaign 5. Only the artifacts, the positionof your starting castle and the artifacts change. I finished in 7 days. Youneed the Ogre Alliance for this strategy.1) Hire a second hero on day 1.2) Your starting hero will rush south with Gargoyles and Centaurs.3) Your second hero will go west taking any Ogre stacks in his way.4) The first hero can also pick up Ogre stacks and upgrade them at a nearbyHill Fort.5) Ignore mines and most ressources. If there is a chest directly in yourpath, take the experience from it.6) Second hero (with only Ogres) will capture the northwest castle.7) First hero will capture southeast castle then rush west towards the lastcastle.8) Don't forget to kill any wandering enemy heroes. Sometimes a littledetour at the beginning can save a time-consuming chase later. Turning Point Without Ogre Alliance (Evil Campaign 5)-----------------------------------------------------It is recommended to complete scenario #4 (Slay the Dwarves) instead ofscenario #3 (Necromancers) because of the excellent Ogre Alliance and DwarfBane awards that #4 gives you. But if you're reading this, it means thatyou like having a challenge later in the campaign, that you're curious orthat you simply were unlucky in your choice of paths :-) I finished in 16days.1) Pick warlock for your castle.2) In small maps, pick gold from chests.3) Hire Brother Brax the 5th level necromancer.4) Rush south by road with the warlock.5) Take both sawmills, visit Observation Tower and the Halfling Hole.6) Attack the castle in the southeast corner by the end of week 1 (day 5 or6 is good)7) Make sure that your 2 castles have the 3 first creature dwellings,wells, horde buildings and marketplaces on week 2, day 1.8) Exchange all your resources for gold.9) Buy all troops in both castles (this can take 2 days) and rush west withboth heroes to capture the remaining 2 enemy castles in the northwest andsouthwest corners.10) Try to attack the castles when the enemy heroes are not inside even ifit means running after them afterwards.11) The only possible problem with this map might be the northwestern herothat might have an army just a bit too strong for you (my conquest of hiscastle without him inside was a close affair since our warlock armies wereevenly matched except for 29 Skeletons I had transferred to Brother Brax).Check his warlock castle to see if there might not be some Hydras left inthe Swamp. There might also be Medusas left in the nearby Ruins. Thisshould be enough to destroy the northwestern hero. Rebellion (Evil Campaign 6)---------------------------Rebellion is one of my favorite maps in HOMM 2, one that could have beeneasily named Peasant Revolt or Skeleton Armageddon ;-) Stomping around thecountryside with 2000 skeletons is a great way to relieve yourself ofstress and get delusions of grandeur :-) FYI, Corlagon, the 5th-levelknight you start with, has expert necromancy so you don't really need tostart with a necromancer castle or necromancer heroes. In fact, I suggestplaying with a warlock castle. I finished in 23 days : not a great scorebut not bad.1) Corlagon has 1 Bone Dragon and 40 skeletons at the beginning.2) Buy a mage guild on day 1 and go there with Corlagon to get the spells.Cross your fingers to get either Slow or Haste. Those spells could be veryuseful but they're not totally necessary.3) Attack the throng of Peasants to your north. Use your centaurs to lowertheir numbers until they get too close. Then the Bone dragon can finish theremaining peasants. On later combats with peasants, split your multitude ofskeletons in 3 or 4 different stacks and wait for the peasants to comenear.4) Still going roughly north, attack the stack of archers, a legion ofpeasants (you should now have over 400 skeletons) and the lots of rangersstack.5) Tips for attacking big shooter stacks : Bone dragon should be in thetop-most spot of your army. The Gargoyles should be split in 2 stacks ifyou have enough of them. Fly the Bone dragon between the 2 upper-rightshooter stacks and attack the lowest one. Fly the gargoyles between 2 otherdifferent stacks of shooters and stay there without attacking (unless youhave a lot of gargoyles).6) Option for more skeletons and magic items : Go back to the southeastwith Corlagon and attack the legion of peasants guarding the loot near yourcastle. I did not do this preferring to go for a quicker victory.7) There's a yellow knight castle to your northwest. It should be yourfirst castle conquest. I captured it on day 5 of week 2.8) If you have it, use Haste on your skeletons or slow on fast shooterstacks.9) With your huge stacks of skeletons, rush south following the road.10) Kill any wandering enemies.11) Capture the orange knight castle in the south. I did it easily withonly 4 big stacks of skeletons.12) Make sure all orange enemies with big armies are eliminated before yourfinal attack.13) Go northwest following (mostly) the road to attack the remaining Wizardcastle.14) The Titans are no match for your skeletons by now.P.S. Grab any shooters you can get while exploring. Against other shootertroops, they will die in the first turn but will also draw missile fireaway from your attacking skeleton stacks. I am new to the game and this is not intended to be a high scoring strategy- just a really fun one. Assuming you start the scenario with the Knightwith Necromantic power. When you start - scoot south of your castle andpick up the freebie resources. Collect archers from the house all the wayon the southern edge of the map. When you have a good sized army of rangedweapons - I think I had 20 orc chiefs, 50 archers, and 10 or 15 upgradedtrolls, and some ogre lords for mop up - break them into 4 stacks and goattack the legion of peasants (roughly 4,000 of them!) to the northeast ofyour castle. Use "slow" to avoid letting any reach your forces- whittlethem all down with ranged weapons. If you have left an empty space in yourarmy your necromancer will raise about 1500 skeletons - head north and hitany other peasant legions you can find - with about 2,000 skeletons youshould head northwest and go straight to the high-mage's green castle -taking it should be a snap - particularly if he casts an Armageddon andwipes out most of his own forces - once his castle falls the rest of thegame is mop up. Dragon Master (Evil Campaign 7)-------------------------------The Ogre Alliance is necessary for my strategy. Don't lose time worryingabout your two warlock enemies. They won't have time to become realnuisances before you capture the Dragon castle. I won in 10 days. It shouldbe quite tough to do better.1) Start with a barbarian castle. Their pathfinding skills will help you inthe western desert.2) Hire 2 other barbarian heroes and make them give their troops to yourstarting barbarian hero.3) Do not lose time building up your castle. It's not required in thisscenario.4) The 2 secondary barbarian heroes should collect ogre stacks that are alittle removed from the road. ASAP, they should transfer those ogres to theprincipal hero.5) Your primary barbarian hero will go west following the road.6) Take any nearby ogre stacks and upgrade them to ogre lords when you passnearby the Hill Fort.7) Do not deviate from the road very much until you reach the desert.8) Attack the first red dragon stack in the desert...9) Make sure your ogre lords are split in two equal stacks and that theyare in the 2nd and 3rd place on your roster (I had 2 stacks of about 43ogre lords before the first dragon battle)10) With correct positioning, the flying dragons will soon flame each otherwhile attacking you (the sandwich dragon strategy again :-)11) Go north through the desert, destroy any dragon stacks blocking yourway.12) Attack the Dragon castle ! Dragon Master Without Ogre Alliance (Evil Campaign 7)-----------------------------------------------------Well, since I got requests for help on this scenario (and number 8) fromthose who had decided to help the Necromancers (#3) instead ofexterminating the dwarves (#4), I decided to write a strategy walkthroughfor the Dragon Master scenario without the Ogre Alliance award. I finishedin 57 days. Please keep in mind that in order to win you MUST capture theDragon City... exterminating the 2 enemy colors does not give you victory.Anyway, I think it's much easier to win this map by first killing youropponents then capturing the Dragon City.1) I suggest playing with a Warlock since you will need Dragons to killenemy Dragons later in the game.2) Split your Gargoyles in 2 equal stacks when attacking shooter stacks.3) Hire Brother Brax as soon as possible and make him board the boat (a 3rdhero preferably a Sorceress is also an option).4) Don't worry about his lousy navigation skill, since you will have plentyof time to explore the sea. The lighthouse and the astrolabe of navigationare in the southeast corner of the map.5) Your 2 priorities in the first week are building up your castle andcapturing ore and sulfur mines.6) Weeks 2 and 3 should be used for hiring more troops (for a strongerarmy) and building any monster structure not already built.7) Go roughly north with your primary army. Avoid any enemy heroes prowlingthe landscape since you're not strong enough (yet) to take them on.8) DO NOT build the level-2 Mage Guild ! since you will need the sulfur foryour Dragon Tower.9) FYI, you should be able to kill easily the wandering armies of slowground troops (Ogres, Dwarves, etc) with your big stack of centaurs(beginning on week 2 or 3) combined with Gargoyles and Griffins who willdestroy any enemy stacks that make it through the hail of shooter arrows.10) If you are unlucky enough to have Necromancy as a secondary skill,scrap any skeletons you might get since they will destroy your good morale.11) Eventually build an army composed solely of Hydras and go south withthem (to get mines). Do not go too far away with them, since their presencein your starting castle will intimidate the enemy heroes away.12) I had built up my Dragon Tower on week 4.13) Upgrade your green Dragon Tower to red one.14) When you have 7 Red Dragons, the time to attack your first enemy castlehas come.15) Try to attack the castle that seems the less powerful (orange ?) orthat has the better spells (Dimension Door). My conquest of the first enemycastle was at the end of week 6.16) Buy more dragons from your new castle (there should be some) andcombine them with your Red Dragon army.17) From then on, you should be pretty much invincible. Reinforce yourprimary army with Dragons from your castles and chase down all enemyheroes.18) When you consider yourself strong enough, you can attack the DragonCity. If you have Dimension Door, you can attack much sooner since youwon't have to go through the dragon stacks guarding the way. Country Lords (Evil Campaign 8)-------------------------------To use my strategy, you need to have both the Ogre Alliance and the DragonAlliance. With those, it turns an otherwise tough map into a merely averagedifficulty map. I won in 38 days probably making this the longest scenarioin the Evil Campaign.1) You start with only one hero commanding a strong army (50 centaurs, 30Gargoyles, 10 Minotaurs if you pick the warlock) but no castle.2) You have 1 week to capture a town or you're eliminated by default.3) First thing to do is visit the Observation Tower. You will see anannoying knight to your southwest taking all the resources that arerighfully yours.4) Show him the error of his ways by destroying him on day 2.5) You don't have time to take everything right away, so take only thechests.6) Always take experience and concentrate on the following secondary skills: Logistics, Wisdom, Leadership (or Luck) and Ballistics.7) Now rush east to capture the Sorceress castle in the valley. I capturedit on day 7.8) Hire a second hero and make him go southwest taking all the resourcesyou left there.9) Go north between moutain cliffs with your primary hero... scaringdwarves and taking ogres until you reach a Red Dragon stack.10) Take it (or them) and go northeast through a field of gold. Don'tbother taking all of it since it could slow you down too much.11) It's possible to build a Phoenix tower during week 2, but since we usea very agressive strategy, those phoenix will only serve as a clean-up crewwhen the game is already practically won.12) Capture the northeast warlock castle by week 3.13) Leave your remaining minotaurs and unicorns to garrison this castlesince you don't want a wandering blue player to take it back after you'regone.14) Option : It's possible to capture the southeast village near the watertherefore avoiding a return trip back later.15) Go north and get the nice 4 free black dragons waiting for you...16) Now comes the fun stomping part ;-) With your 4 black dragons, your 2red dragons, around 25 Ogre Lords and your super-hero spellcaster, attackthe knights castles one by one going west.17) Killing the wandering enemies and capturing 3 very-well protectedknight castles, I did not lose ONE single unit ! If you're lucky you canget some mass destruction spell (like Armageddon) and leave the Ogre lords,slowing you down, in one of the castles.18) Those 3 knight castles were captured in less than a week.19) Remember your 2nd hero ? He should have explored most of the westernpart of the map building up a good army on his own. Capture the westernvillage if the blue player got it.20) After killing the majority of the blue enemies in the northwestern partof the map, it's time to use the teleporter and obliterate the remainingblue hero hidden on the island. Country Lords Without Alliances (Evil Campaign 8)-------------------------------------------------In answer to multiple requests, here is a general strategy on how to winCountry Lords without the Ogre and Dragon Alliance. I do not suggestplaying it this way unless you really want to have a challenge. Noalliances turns this already hard map into one of the toughest scenarios ofthe game. I managed to complete it in 81 days with lots of difficulty.Playing "Country Lords" the long way is a good way to learn the combattactics of the Sorceress and how to beat great Knight armies. I includedsome good general tips for the Sorceress player in this walkthrough1) Kill the Knight in the southwest corner on day 22) Take most of the chests but always pick experience instead of gold (pickLogistics if you can). You don't have time to take all the other resources.3) Conquer the Sorceress castle to your east by the end of week 1.4) Hire a second hero and let him harvest the remaining resources in thesouthwest corner.5) It's possible to buy the Red Tower (for Phoenix) on week 2 or 3.6) Since the Dragons or Ogres will not join your army, you have to be morepatient.7) Build up your army while conquering most of the southern part of the map(the brown plains). 1 or 2 additional castles are nice to have but don'tupgrade them too much since you only keep them for additional revenue.8) You can try sending a scout deep in enemy territory to see the comingattacks but expect to flee or lose him.9) AVOID strong enemy heroes ! At least until you are confident in thestrength of your own primary army.10) I would usually suggest taking the castle to the northeast, near thewater, but in my game, the best enemy hero was patrolling there blocking myway.11) Some combat tactics : a) Sorceress units are the fastest ones in thegame. Use this to your advantage. b) Knight troops usually don't haveflyers, therefore stay back and shoot. c) Cast Slow or Blind on the Knighttroops (especially Champions and Crusaders) d) Cast Bless or Haste on yourbest Sorceress troops e) Always cast the mass version of the spell if youhave it. f) Keep a garrison (dwarves, unicorns) in the castles you want tokeep since, with luck, it can intimidate some enemies away. g) Use thePhoenix-Elemental Storm combo if you manage to get this spell. h) Targetsyou must destroy, in order of priority, are : the Rangers, the Champions,the Crusaders and the rest. i) Use offensive spells and shooter fire tolower enemy stacks before they reach your lines. Finish the approachingwalker stacks with Unicorns or Phoenix. j) Use troop combos (see below)12) Sorceress troop combos : a) Very Fast Combo = Grand Elves, GreaterDruids, Phoenix b) Fast Killer Combo = Grand Elves, Unicorns, Druids andPhoenix. (adding another shooter stack makes it even stronger) c) Scoutarmy = 1 Phoenix or 2 very fast troops in different positions. d) Clean-upCrew Combo (or Beginning army) = Elves, Battle Dwarves, Druids,Sprites13) When I had a sufficiently strong Fast Killer Combo (10 Phoenix orhigher), I rushed to the north trying to capture the Knight castles whilethe big enemy heroes were otherwise occupied in conquering the southerntowns and castles.14) Use Hit and Run tactics : capture the castle, enter it for new spells,reinforce your own army, leave the castle empty, rush the next castle,capture it, etc.15) Be aware of opportunities : weak heroes and newly built castles.16) In my game, I exchanged my good Sorceress castle (after stripping italmost empty) for the 3 excellent Knight castles in the northwest :-)In conclusion, the keys to winning this tough scenario without alliancesare patience, guerilla tactics, good spellcasting and avoiding battles youare not equipped to win. Greater Glory (Evil Campaign 10)--------------------------------This is the same map as Good Campaign 7 (The Gauntlet) with a fewdifferences. You start in the southwest corner and have to conquer theenemy town in the northeast corner in 8 weeks or less. I finished in 37days ,which is not the best possible score, because I wanted at least 12black dragons in my carry-over force for the last scenario. You start withthe hero Corlagon which has 20 Orc Chiefs, 50 skeletons (Expert Necromancywill raise this number very soon :-), 24? Griffins, 24 Gargoyles and 20Power Liches.1) Dismiss the orc chiefs on your 1st turn : they ruin your morale and slowthe rest of you army. Put the Power Liches in the top position.2) You can decide to split your 20 Power liches in 2 stacks but I prefer toleave one spot free for new recruits.3) I suggest going north by the Warlock trail... but first take the woodand sulfur mines without forgetting the 3 free chests near the water.4) Always take experience instead of gold from the chests.5) During your long trek in the forest, I suggest taking the chests, theore piles and the sulfur piles in your direct path but to deviate from itVERY LITTLE. Leave the other ressources and items for later.6) When you climb levels, try to pick Logistics.7) Do not capture the villages... The only one you really need is thewarlock village at the end of the trail near the water.8) I reached this northeast village by week 2 day 4, leaving me barelyenough time to construct the castle, build the swamp and most importantlythe green dragon tower.9) Hire another hero that will go back on the trail you just came from topick up all the goodies. Option : Hire a 3rd hero to follow your primaryhero around collecting resources a little out the way.10) Your primary Barbarian hero will explore the 2 other trails while theblack dragons accumulate in your Warlock castle.11) After Corlagon reaches level 16, take gold from the chests.12) Eventually build a shipyard with 2 boats.13) On week 5, go to the nearby trading post and exchange all unnecessaryresources (sulfur is necessary !) for more gold.14) Board the boat on week 5 day 5, with Corlagon and all the secondaryarmies you do not want to carry-over (hydras, skeletons, power liches,etc). This is the first attack where the objective is weakening the yellowvillage (Middlegate) you must capture to win.15) Try to kill everything except the Dragons which are too tough for themoment. Don't forget to flee at the last minute with Corlagon.16) Rehire Corlagon in your Warlock castle and equip him with all the besttroops (black dragons, minotaur kings, gargoyles, griffins). Wait 1 turnfor your spell points to replenish and then board a boat for the secondtime (week 5 day 7).17) On day 1 of week 6, hire another hero (or use one you already have) tobuild more troops in the Warlock castle and transfer them to Corlagoninside the boat.18) Dismiss all secondary heroes ! Do not dismiss Corlagon and hisimpressive army !19) Final attack takes place on week 6 day 2. Try to minimize your lossesespecially for the Black dragons (I only lost one). Apocalypse -- The Quick And Dirty Way (Evil Campaign 11)--------------------------------------------------------To carry out this quick-win strategy you need at least 12 Black Dragons ormore in your carry-over force. The Ogre and Dragon Alliance are notnecessary. I finished it in 12 days. The following is my quick and dirty(not to mention dull) strategy for this excellent map. I have also doneanother strategy on this same map using the long way , which BTW isinfinitely more interesting (the way to play the map, not the articleitself :-), that I will post very soon on this newsgroup. To really enjoyyour HOMM 2 experience, I strongly suggest trying out all maps on your ownat least 2 times before reading any of my strategy tips. If you achievevictory on your first or second try, then feel free to compare yourstrategy and score with mine just for fun :-)Your primary objective in this map is to capture Roland's castle far to thenorthwest. Everything else is secondary to that victory goal.1) First order of business is to protect your Babarian and Necromancercastles which are about to be attacked.2) Buy the best troops available (Cyclops, Trolls and Ogres) in yourBarbarian castle but not everything right away. In any case, even without abarbarian hero in the castle, the nearby enemy sorceress should beintimidated enough not to bother you too quickly.3) The Necromancer castle can be easily defended by returning the nearbyNecromancer hero to the castle and by buying the Bone Dragon. With goodspellcasting, you can beat the approaching knight army.4) Archibald who has the carry-over forces should give them up to yourmidlevel barbarian hero because this barbarian will get superiorpathfinding, good logistics (maybe) not to mention better attack/defensestatistics than Archie.5) If you have Hydras, leave them with Archibald since they would slow youdown too much.6) With your barbarian hero leading your carry-over force, go north by theroad (Queen's road). Do not deviate too much...7) Turn right at the first intersection.8) You will see a wizard castle but ignore it. Continue east until youreach another intersection.9) Turn left (north) still following the road.10) By the end of week 1, capture the wizard castle at the end of thisroad.11) Buy a spell book and if you can... buy some titans (you can have 4 ifyou wait on day 1 of week 2)12) Next, leave the road and follow the meandering path between mountains.Don't worry about losing the Wizard castle.13) At the end of the path, kill the Titans and use the teleporter.14) For comparison's sake, let's suppose you had kept Archibald (withHydras) to reach Roland's castle. You would have arrived by week 3 day 2.By using the barbarian hero (and no Hydras) you instead reach Roland'scastle on day 5 of week 2.15) The final battle is very, very tough. Roland will usually have 9Titans, 9 rocs, 6 Archmages, 11 Steel Golems and 15 Boars. The problem isthat Roland is much better (from a statistics point of view) than eitherArchibald or your barbarian hero.16) Also note that Roland (the wizard) has a 5th-level mage guild with two5th-level spells and three 4th-level spells. If he manages to get somekiller spell like Ressurect True or Summon Elemental then you can forgetabout victory. Spare yourself the humiliation and reload the scenario fromthe beginning :-)17) I had to reload many times, before Roland did not have a combination ofspells too strong for my carry-over force. He usually got Armageddon, Stormor Mirror Image, but even with those spells, I think it's still possible towin with good tactics (maybe not if Roland mirror-images his Titans toomuch ;-)18) Your most important stack is the Black dragons since they are immune tomagic and are the only units that can really compete against the mightyTitans. Apocalypse -- The Long And Fun Way (Evil Campaign 11)-----------------------------------------------------As always, it's a lot more fun and rewarding to completely explore a maprather than go for the quick victory giving you a better score. Therefore,I've replayed the last scenario of the evil campaign in order to provideyou with some strategy tips if you decide to play it the long way (likemost of us do). I finished in 38 days. Neither the Ogre and/or Dragonalliances are necessary to win this scenario but the carry-over force ispreferrable.1) Winning the long way means that you will have to kill all the enemyheroes and castles before you go after Roland.2) My carry-over force consisted of 12 Black Dragons and other assortedwarlock units.3) Protect your barbarian and necromancer castles which will get attackedon the first day. If you build enough troops in the barbarian castle, thenearby sorceress will be intimidated and leave you alone for a while.4) You don't want this annoying sorceress to steal your resources and freetroops, therefore go kill her on day 2 with a good barbarian force.5) Unlike the quick and dirty way to win this scenario, you will leave thecarry-over force with Roland since he's a better spellcaster.6) The 2 first weeks are used for completing the construction of your 3initial castles.7) Go north with Archibald's army and capture the wizard (green) castles.8) I managed to capture two wizard castles in week 1, including one withTitans and a level-5 mage guild.9) Leave your griffins in the first castle and the minotaur kings in thebetter second castle. That's for protection from wandering enemies(especially yellow).10) Concentrate on destroying one enemy color at a time. That means, youtake detours to kill enemy heroes of the color you are currently stalking.You destroy all that is green, then all that is orange, then finish withthe yellow.11) Of course, if a wandering enemy hero of a different color is passingnot too far away, you can destroy him too :-)12) The general strategy in this map is to destroy the strongest enemiesfirst by striking quickly. Green wizards, orange sorceresses, yellowknights and finally the red castle of Roland in that order.13) On week 2, I completely destroyed the green enemy and began my forayinto western sorceress territory (orange).14) Take one or two Titans with your black dragon army that will draw allshooter fire away from your precious dragons. All other troops areoptional.15) On week 3, I almost completely destroyed the orange player taking overall his castles.16) On week 4, I annihilated the yellow knights (completely to the east)with still only 11 Black dragons and 1 Titan.17) On week 5 day 1, I built 13 Black dragons in my starting Warlock castle(Griffins, Minotaur Kings and Gargoyles too) and I moved them to the front(up north).18) I transferred this great Warlock army to Archibald who still had 11black dragons and who had become a high-level hero during the course of thegame.19) I also bought all Titans available from my Wizard castles and gave themto Archibald.20) Finally, Archibald's Dragon and Titan army followed the northern pathbetween moutains, took the teleporter and captured Roland's castle. It wasa tough epic battle with the only survivors being... 3 of my Titans. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>XIb. STRATEGY GUIDES (Guides for Expansion Pack Campaign Maps)>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ------------------------------------------------------------------------The Price Of Loyalty Campaign------------------------------------------------------------------------ Price Of Loyalty Campaign 01 -- UprisingPrice Of Loyalty Campaign 02 -- Island Of ChaosPrice Of Loyalty Campaign 03 -- Arrow's FlightPrice Of Loyalty Campaign 04 -- The AbyssPrice Of Loyalty Campaign 05 -- The Giant's PassPrice Of Loyalty Campaign 06 -- Aurora BorealisPrice Of Loyalty Campaign 07 -- Betrayal's EndPrice Of Loyalty Campaign 08 -- Corruption's Heart Price Of Loyalty Campaign 01 -- UprisingThe first scenario in the "Price of Loyalty" campaign takes place in asmall country where you must stop the uprising of formerly loyal subjectsof the Empire. You will start with a barbarian castle. I finished in 25 days.1) Hire a second hero and combine armies.2) Build an adobe and a bridge on the first week.3) Take the nearby ore mine at the end of week 1 when you have more troops.4) Attack the southwest orange castle in the middle of week 2 (army at thistime : 8 Trolls, 85 Goblins , 18 Orc Chiefs).5) Week 3 : Exchange all resources for more gold.6) Don't bother building up your new castle but do buy more troops and getfree units from map dwellings (army : 13 Trolls, 129 Goblins, 48 Orc Chiefs,16 Ogre Lords). BTW, that army is kind of overkill...7) The red sorceress opened the aqua-barrier for me and weakened the blueknight.8) Go on the offensive !9) Usually, I would have attacked the northern more dangerous enemies sooner(end of week 1) but an aqua-barrier was blocking my way to the blue knight andunicorns were blocking my access to the red sorceress. -- Sebastien Patenaude Price Of Loyalty Campaign 02 -- Island Of ChaosContrary to the name of the scenario, there's nothing very "chaotic" aboutthis island. You're badly outnumbered but that's nothing new in campaign maps:-) I finished in 56 days. BTW, on day 1, I won't mention anymore the followingtips since they're almost always the same : hire a second hero of the same typeas your starting hero, buy all available troops in the castle and give alltroops to your "warrior" hero except 1 or 2 very fast units who will go withyour "scout". If you have lots of gold, you can decide to hire a 3rd hero(preferably barbarian or warlock) and give his troops to your "warrior" hero.1) Upgrade the cottage to get Battle Dwarves2) Split your Sprites in 2 equal stacks. This is useful against enemy shooters.3) It's possible to build a fenced meadow AND the level-2 Mage Guild on week 1.4) Liberate the gargoyle-protected passage on week 2.5) Go north with your best army6) After visiting the Observation Tower, you should see 3 red castles.7) Conquer the northwestern castle first and STAY IN IT ! A red hero willprobably attack you but with your ballistas and shooters you can win easily.9) On week 3, build the Phoenix Red Tower.10) On week 4, bring reinforcements (especially the 4 Phoenix !) from thesouth.11) Trash the 3 other nearby red castles then go southeast for the yellowwarlockcastle on the island tip.12) With sorceress troops and offensive spellcasting, the fight is usually overon the first round more or less !13) Use Lightning and Cold Ray a lot since you should have their respectiveboosting items.14) In 6 weeks, the whole island was mine15) In the warlock castle, build a shipyard and board a boat with your besthero.16) Block the glowing lith with an expendable hero.17) Combine your remaining army (led by best hero) with new troops from yourstarting sorceress castle.18) Attack the 2 last yellow castles on the isolated south island. -- Sebastien Patenaude In The Price of Loyalty #2, I find out it is hard to play up to [the QuebecDragon's] strategy! When I capture the first barbarian, I survive an attack bya red hero, as he describes. But when I try to capture the second barbariancastleor a knight castle, the first barbarian castle to the northwest is alwaysattackedand lost. I go back and forth to retake lost castles for a while. Then a yellowhero with a huge stack of hydras plus other creatures come up and spoil my fun! So, I develop this strategy of going after the warlock castles first. Victorytakesa little longer, but this strategy seems more solid. It is rational too, as itexploits on the possibility of combining troops from 3 warlock castles. Nootherside in this scenario has 3 castles of the same type to combine troops like Idowhen I have all the warlock castles.1) I bring my 2-week army all the way to the warlock castle in the southeastcornerof the continent.2) Immediately after I capture it, I build the shipyard, buy a boat, and jumpon it.Where am I going? Home! Yeah, I find out that I need to go home by boat forreinforcement. When I come home, I buy all available troops, including 7phoenixes,and jump on the boat again. At this time, my newly conquered warlock castle islost.3) By boat, I go to the island and attack the two warlock castles there. Therational: the two warlock castles on the island can raise a double-size army.I manage to capture both of them, defeating a guy with Dimension Door along theway.4) After capturing the island, I hire a secondary hero to block the glowingliththen wait till day 1 of the next week. I combine all troops from both warlockcastles and go to the other warlock castle via the glowing lith. I leave theboaton the island, intending to transport reinforcements over the sea later.5) I capture the third warlock castle just by outnumbering its troops. (Once Iget inside, I am surprised there is a black tower with 11 black dragonsinside!)At this time, my starting sorceress castle is lost; it is too lightly defended.6) The rest of the game is easy to play. I combine warlock troops from 3castlesand begin my "great long march". When I capture each of the knight castles,whichare near the shore, the boat delivers even more troops from the warlockcastles.I complete my sweep at the sorceress castle. -- Lang Le Price Of Loyalty Campaign 03 -- Arrow's FlightI finished "Arrow's Flight" in 42 days (month 2, week 2, day 7)without too much difficulty.1) Pick *Advanced Logistics* before you start.2) Take the east gold mine on day 13) Explore your portion of the map but don't attack the elves blocking thenorth passage until week 3.4) Week 2, day 1 : Bring back your main hero to the castle and buy allavailable troops.5) Go back north and capture the neutral town (end of week 2).6) Transform the town into a castle.7) Week 3 : Bring new reinforcements from the south and transfer them toyour main hero.8) Capture the red northwest castle by the end of week 3.9) Attack the other nearby red castle at the beginning of week 4 or soonerif you can do it.10) When the red color is totally eliminated, go south and destroy thecyclops guarding the Red Traveller's Tent. Remember the password.11) Use a southern hero to unlock both red barriers while your main armygoes back to the northeast.12) You now have a convenient shortcut to bring wizard reinforcementtroops up north.13) Before attacking the green sorceress in the northeast corner, I hadMages, Rangers and 290 Halflings with my main hero !14) The benefit of having 2 or 3 good shooter stacks is that the enemy AIwill usually concentrate all of his attacks on *only one* of those whilethe other shooters are free to devastate the enemy troops :-)15) Bring fresh armies from your 2 knight castles as needed while you finishup the green player.Winning this scenario will give you the excellent "elven alliance" whichwill make all Elves and Grand Elves wandering stacks join your own armyfree of charge in the subsequent scenarios. There's also a nice wood bonusyou will now get each turn. -- Sebastien Patenaude Price Of Loyalty Campaign 04 -- The AbyssThis is probably the shortest official scenario in the whole game but it'spacked with strategy and lots of fun in its own right. I liked it so muchthat I replayed it 4 times (first time I lost ;-), each time taking a newpath. POL 4 gives you only a 2-week period to reach the enemy castle andcapture it.GENERAL TIPS1) Take the troops in the nearby town2) Put Phoenix in last spot (right), it will go first anyway.3) Use the following close formation : Dwarves, Grand Elves, Unicorns,Sprites and Phoenix.4) Follow the only path open to you.5) Visit Hut of Magi and Red Tent. Write down the password !6) You won't get any reinforcements from town, so make your initialtroops count and do everything to keep their casualties to a minimum.7) Bless or Blood Lust your Grand Elves on first turn or better yetcast Slow on enemy if you have it.8) In the battle screen, pick your targets very carefully. Check oftenthe remaining hit points of your possible target by right-clicking on it.9) Always try to line up the Phoenix so that it attacks 2 hexes with its flame.10) Move Phoenix out of the way if it's about to die.11) Pick your fights, you have limited time and limited troops. If astack is not blocking a path you want to go through or protecting a veryuseful item you can't do without, leave it alone !12) You will see 3 signposts indicating 3 different "ways". Make your choice. WAY OF MIGHT1) When you reach the well, go north, not east (it's what caused my lossin my first game).2) Optimal wandering stack fighting order : Ogre Lords, Rocs (move Phoenixout the way on second turn), Minotaurs, Giants, Nomads, Titans.3) DO NOT attack the Black Dragon ! It protects a Mass Slow spell but thecasualties aren't worth it.4) At the end of this gauntlet, my army was mostly intact except for 6 deadGrand Elves and a few deaths in the other stacks.5) The Way of Might requires very good combat tactics and is in my opinion,the toughest way to go.6) Attack the necromancer castle. WAY OF NUMBERS1) As the name implies, you will face large numbers of walker troops.2) Shoot from far away as long as possible. Do not engage with flyers.3) Optimal wandering stack fighting order : Legion of Peasants, Mutant Zombies,Hydras, Swordmen, Wolves, Crusaders, Unicorns, Ogres, Throng of Skeletons.4) Take the free Sprites in the tree houses.5) Do not visit the Air Summoning Altars. They will delay you and you don'tneed elementals to win anyway.6) The pack of Crusaders you encounter will attack your Sprites. Try to keepthem far away even though it might be impossible with the fast speed of theCrusaders. Losing those sprites is annoying but not a tragedy.7) You need to battle the Unicorns to reach the Green Tent. I lost my preciousPhoenix due to a bad maneuver. Be careful.8) Following the way of Numbers, I had no spell points, no Phoenix and no AirElementals for the last battle but I won anyway. WAY OF MAGIC1) As the name implies, clever use of magic and acquisition of new spells isthe recipe for success.2) You have to get more spells, by scrolls mostly.3) You don't need to have every single scroll, but since they're in your way(except steelskin) why not acquire them ?4) Optimal Wandering stack fighting order : Archmages, Throng of Goblins,Few Bone Dragons (protect Steelskin scroll, you don't absolutely need thisone),Gargoyles (Meteor Shower), Boars (visit the well), a few Black Dragons (MassSlow),Throng of Centaurs, Lots of Dwarves, Horde of Griffins.5) Use spells like Steelskin and Cure to save your Phoenix from early demise.6) There's a Mage's Ring hidden somewhere behind scenery.7) From Boars, go east8) Throng of Centaurs = Close in with Phoenix and use Meteor Shower (BTW,phoenix are not immune to Meteor Shower)9) Lots of Dwarves are easy to defeat. They guard a fireball scroll (yuck)& the Aqua Tent (yeah).10) Horde of Griffins = Cast Mass Slow followed by Meteor Showers...11) Open Aqua barrier, visit well.12) Rush towards necromancer castle. IN CONCLUSIONNecromancer's castle garrison will be a 2-week old undead army. In the lastbattle, return to open formation (because of the Liches) and give it everythingyou've got. Having big casualties is not so bad as long as you win the battle.I do not recommend choosing this scenario instead of "Price of Loyalty 3"becauseit will prevent you from getting the great "Battle Garb of Anduran" later on. -- Sebastien Patenaude This is a map for expert players, extremely heavy on tactical combat. Sinceyou have a 14-day time limit, finishing this map will certainly be faster thandoing maps 3 and 5. You get one hero with a moderate army, a non-upgradabletown,and a choice of paths to reach the final castle.0. Pick the Caster's Bracelet before you start.1. Visit the town - it has some free troops and a level 1 mage guild.2. Go north, visiting the hut and red tent.3. You will be taking the southern path "Path of Numbers", according tothe sign. Before that, though, defeat the Ogre Lords both for experienceand for the Divine Breastplate just beyond them.4. Through all these combats, you must AVOID LOSSES. Before the crusaders,every one of these can be done with a loss of no more than two dwarves.5. Remember the computer's attack pattern. If it can't reach you, it willwalk towards your shooters. Anytime possible, use terrain obstacles and yourphoenix and unicorns to manipulate the path the computer will take. You canget the ogre lords (and any other walkers) to walk back and forth three orfour times if there's a terrain obstacle in the middle.6. Use your phoenix's two-hex attack, but remember it is NOT a dragon -it has only 100 HP. Don't let it get killed - move it out of danger ifnecessary and let your dwarves take damage.7. Against the peasants, shoot out the middle stack first, then attack oneflank at a time.8. Beat the zombies and hydras. Pick up sprites as you go. Remember that ifyou have more than 50 sprites, the computer will go for them instead of thephoenix.9. Mysticism is a great help. Without it, conserve your spell points. Otherthan that, secondary skills don't make much difference. Get Pathfinding andLogistics if possible, of course.10. Beat the swordsmen and wolves. It should be around Day 7 now.11. Fight the crusaders. You cannot beat them without losses, so let themattack your elves. You can use spell points here, preferably Bless.12. If you have any elves remaining, dismiss them. Backtrack to the two airsummoning altars and buy air elementals. Wait if necessary to make sure youcan buy the second week's production.13. Bless nearly doubles Air Elementals' damage, remember.14. Bless is extremely effective on Air Elementals. Get the idea?15. Beat the unicorns, visit the tent, and get more sprites and elementals.16. Beat the ogres and skeletons. You'll probably lose a couple air elementals.Try not to let the sprites take too much damage. You can use spell points here- you only need about 6 for the last battle.17. Take the teleporter to the final battle. Put your phoenix in front of theliches to block them. Bless the air elementals and sprites, and youshould winpretty easily on day 12 or 13. -- Erik Mooney Price Of Loyalty Campaign 05 -- The Giant's Pass"Price of Loyalty 5" is titled the Giant's Pass, but I didn't see any ofthose strong creatures blocking the montainous passages in this small snow-covered map (to my eternal gratitude ;-). I finished in 18 days (month 1,week 3, day 4).1) You begin with a Knight castle and a small army consisting of 25 Archers,60 Peasants and 10 Pikemen.2) With your main army, follow the east road taking free archers along the way.3) Turn north at the intersection.4) Capture the little town at the end of the road.5) Buy some more archers and pikemen.6) Attack the barbarian castle in the northeast corner. It's weakerthan the other one.7) Stay inside the castle until the beginning of week 3.8) Buy some good barbarian troops (preferably Trolls and Orc Chiefs).9) Rush the last enemy castle to your west.10) Finish up the remaining enemy heroes. -- Sebastien Patenaude Price Of Loyalty Campaign 06 -- Aurora BorealisPlease keep in mind that your objective is finding the AnduranArtifact... You DO NOT need to conquer the red barbarian player towin this scenario. In fact, the description of the map doesn'trecommend it. Being a somewhat sadistic fellow, I decided to beat upthe annoying red barbarians anyway just to prove my strategic superiority:-) I finished in 40 days (Month 2, week 2, day 5).1) Pick the Traveller's Boots before beginning the scenario.2) Logistics, Wisdom and Pathfinding should be your favoritesecondary skills.3) Buy a spell book for your knight4) Buy all troops in the castle5) Hire 2 more heroes on the 2 first days and give their troops toyour main hero.6) Split your Archers in 2 stacks and kill the Rogues protecting thenearby gold mine.7) Go roughly east, kill the boars and then go north towards an ObservationTower (it's probably safer to go north by staying near the mountain range :less chance of getting caught by a red hero)8) Avoid the Red Barbarians, you're not srong enough to meet them yet.9) Capture the yellow castle at the end of week 1.10) Do not leave it undefended or the red and/or yellow heroes will come totake it back.11) Go north (from the previously yellow castle) with your main hero untilyou reach the red barrier.12) Open it and get the scroll. It's Dimension Door, a powerful spell youwill definitely need to win.13) You can use Dimension Door (on a scroll) even though your knight doesn'thave expert wisdom.14) Use Dimension Door to bypass protectors who are guarding free resourcesand items on the western side of map.15) Pick more orcs from the free dwellings and upgrade them to orc chiefs inyour barbarian castle.16) With around 90 Orc Chiefs and other barbarian troops, go east andconquer your first red castle.17) At around the same time, a big knight army (from your starting castle)should cross the isolated snowy "canyon" between 2 montainous passages whichborders the southern frontier (This 2-army attack is around month 2, week 1).18) This knight army should arrive in the southeast corner, deep inside redterritory.19) The red barbarians are now flanked on 2 sides. Dimension Door between thered castles, use guerilla tactics and destroy the annoying enemy heroes whenyou feel ready.20) Concentrate on taking castles before killing the several powerful redheroes. Let them retake castles so that they split-up their forces.21) When red is totally eliminated, cast "Dimension Door" and reach thenortheast volcanic island.22) ALTERNATIVE OPTION : You might decide to "ignore" the red players... Inthis case, still get the Dimension Door scroll, form the best army possible,cross the isolated snowy canyon and rush north while avoiding the red heroes.When you reach the sea shore, teleport on the volcanic island.23) The "Anduran Helm" is in the possession of the green necromancer, who likea stupid moron, will stay inside his castle, waiting for a hero like you toannihilate him...24) If you have the Elven Alliance, you can pick up some extremely useful GrandElves stacks near the Necromancer castle and on a little northern island. -- Sebastien Patenaude Choose 3 crusaders. 1st day, buy a secondary hero (preferably barbarian becausethe terrain is slowing you down), buy all archers and the pikemen for your 1sthero (knight) and a spell book for the barbarian. Trade anduran plate to thebarbarian and the 3 crusaders.Kill rogues with Knight hero and take the gold mine and medal of honor. KillBattle dwarves with barbarian and take ore mine and stealth shield.Start collecting resources with knight hero and upgrade your castle so you canhire rangers and master swordmen... NOTHING more! Get red psw.Kill boars with barbarian (sometimes they join you) and visit tree ofknowledge (archery is vital for this scenario) and travel NW. soon you willfinda barbarian castle lightly defended. Take it and kill yellow hero ASAP. Try notto loose any crusader.Buy bridge before 2nd week starts in 2nd castle. Buy a spell-caster (preferablyscorceress) and head north with spell-caster to open red barrier and getresources,orcs and the dimension-door scroll.Meanwhile a long time ago in a galaxy far far away. Hmmm... this soundsfamiliar.Take nearby mines , ballista ( split crusaders into 3 groups so you don't loseone of them when you kill druids) , and mage ring with barbarian then head SEtothe well NE of tree of knoweledge. ASAP buy all rangers and master swordmenwithKnight hero in starting castle and head towards the well.Use spell casters with dimension door to catch up with the barbarian. Trade thedimension door scroll to him and refill sp at well. Trade swordmen, rangers andmedal of honor to barbarian from knight.Go east with barbarian and use dimension door over the mountains. WOW how niceof the stupid red player to leave a lightly defended almost new barbariancastlewith a nice bridge of fine stone in it for me to take. Now it should be day 7of week 2.Day 1 week 3 buy all trolls and orc chiefs in castle 3 and use dimension door Nwith barbarian hero to take another barbarian castle (moderately defended) ondayone week three. Ignore red heroes if you can't kill them without loosing morethan ONE green slimy troll.From castle two transport all trolls and orcs to your latest captured castleusing a hero link with spell-caster and knight hero. If the 4th castle doesn'thave a upgraded bridge you can upgrade it if you like. Trade orcs and trollsto barbarian from hero link and upgrade them (you can now trade everything forgold).Head east with barbarian to the edge of the snowy valley. Use dimension door tocross the water to the Isle East and refill sp at well. Head NE for the castleyou must take to complete this scenario.For the final battle you should have something like this in your army 3crusaders,18-22 war trolls, 40-60 orc chiefs, 30-38 rangers and 16 master swordmen (ifyouhave 50 titans and 30 Black-Dragons it's ok too). Only one comment on the finalbattle : do NOT slow his 4 bone dragons or use haste on your war trolls insteadtry using those other good spells that are steelskin and anti-magic.The scenario should be over in 18-25 days. Pretty good isn't it ? :-) My besttime is 16 days when I was very lucky and got logistics and pathfinding expertalmost directly plus archery expert and leadership basic (almost dream configfor me in this scenario). But the thing that really made the difference wasthatI got 30 Spell points with a barbarian which is very rare for a hero at thatlevel. -- Calle Granath Price Of Loyalty Campaign 07 -- Betrayal's EndI strongly suggest winning this scenario before tackling the last one(POL 8) for reasons that will be made clear in the conclusion... Contraryto most of my other add-on strategies, this one was written from my 3rd tryat the map. Why you may ask ? Simply because I got killed twice in the firstmonth of play by a super-strong enemy hero (one time red, the other time blue)who headed straight for my castle while it was still too weak. In "Betrayal'sEnd" your primary objective is to capture Lord Kreager : the Empire's betrayerand guardian of the last Anduran artifact. I completed this map in 85 days(Month 4, week 1, day 1). I already had the Elven Alliance which proved quiteuseful in the beginning game.1) Pick "Animate Dead" before you start.2) You begin with a little necromancer army and no castle. You have 7 daysto capture a town or else you will lose.3) When your necromancer hero climbs levels, try to improve its "Necromancy"secondary skill.4) The land is composed of 4 main islands separated by single bridges.5) Visit the Red Traveller's Tent and write down the password.6) Split your vampire stack in two when you go up against shooters.7) Go roughly north and capture the necromancer town on day 7.8) Make it a castle. You will build up your undead armies during the crucialfirst month and then you will attack. For now, just explore your surroundings.9) There's a nearby gold mine to the north of your castle... Ignore thesouthern sawmill and cross the bridge.10) Attack every possible wandering stack in order to increase your numberof skeletons. Do not attack stacks that are too powerful... Use your instincts.11) Capture all mines in the clearing south of the swamp.12) Explore the swamp but watch out for enemy heroes. You're not strong enoughto encounter them yet.13) Do not go beyond the Observation Tower but do take the free grand elveson the western border of the swamp.14) IMPORTANT : You do not want the enemy (blue or red) to notice yourexploringnecromancer. If one does "detect" you, he will probably rush and conquer yourcastle. Therefore stay far away from any opposing color until you are ready forthe offensive.15) I captured my first enemy castle (blue knight) on week 5 with a month-oldNecromancer army, just after the red player had weakened the blue. On my first"losing" game, red had completely eliminated blue so your first opponent maychange depending on what happens.16) The glowing lith near your starting castle leads to the eastern island(3rd landmass) that contains one knight castle.17) Since the blue enemy still had strong armies, I decided to wait one week inhis newly captured castle. He didn't dare attack me in the well-protectedknightcastle until he got abandoned by his troops :-)18) Remember this for later : If a powerful green hero is near your mainarmy...GET IN A CASTLE AND STAY IN IT ! It might save your life since the enemy willthen be much less likely to attack.19) For "intimidation" purposes, make sure that your best troops are on thehero's row (bottom) when you are in a castle.20) Your Skeletons and Bone Dragons stacks will be your most useful armies inthis scenario.21) Around month 2 week 3, I went south, crossed the bridge and captured mysecond knight castle located on the third island.22) Bring undead reinforcements from the necromancer castle by using theglowing lith.23) Go east, cross the last bridge and then go north.24) Capture one of the green knight castles and stay in it ! Buy all availableknight troops.25) There are many powerful green heroes wandering all around...26) Send expendable scouts to explore the surroundings. That way, you canmore easily see the comings and goings of the green enemies.27) When the green heroes are 2 days-away from the very nearby castle youwish to conquer, go and attack it.28) Get this other knight castle, stay in it and build more knight troops.29) Don't worry about losing your recently-vacated castle. Your objectiveis keeping your main necromancer army mostly intact (by always staying in acastle when a green hero is near) while splitting up the powerful enemy armiesby constantly taking and retaking the 2 "twin" castles.30) Another dirty trick for winning is the "Multiple Chain Lightning"...You have lots of cash, a relatively weak garrison, a powerful spellcaster anda mighty enemy will retake your castle in just one turn ? Give a ultra-fast(or very fast) unit to your spellcaster, attack the enemy, cast chainlightning,surrender, rehire your hero, attack, cast chain lightning, etc. Repeat asneededor until you have no more movement points left. This works best when the enemyis very close to your castle.31) By being patient, you will eventually weaken the green heroes enough fordestroying them.32) Lord Kreager's castle is in the northeast corner. Since he's stuck there,you have all the time in the world to build up a sufficient army to take himout. Lord Kreager's capture will give you the 3rd Anduran artifact. The 3 Anduranitems combined together will form the "Battle Garb" : arguably the mightiestmagic item in the HOMM 2 universe. It gives you +5 bonus to 3 primary skills,offers you morale blood and irish luck with whatever troops you carry and lastbut not least, it gives you the most powerful spell : Town Portal ! -- Sebastien Patenaude Price Of Loyalty Campaign 08 -- Corruption's HeartThe conclusion of the "Price of Loyalty" campaign pits you against the trueenemy : the Necromancer guild. Those undead traitors were manipulating LordKreager all along (behind the scenes) in order to overthrow the Empire whileminimizing their own losses. The funny thing is that they're already sopowerful, as you will see later, that they could have *easily* overtakenthe Empire anytime they wanted to :-) Completing scenario 7 (where you defeatKreager) gave me a huge advantage by providing me with the Anduran Battle Garb(Town Portal, maximum morale and luck, not to mention +5 in attack, defenseand spell power). Therefore, I strongly recommend winning POL #7 beforetacklingthe last scenario. I also had the Elven Alliance award from a previousscenario.I completed POL #8 in 102 days (Month 4, week 3, day 2) and the full campaignin 368 days for a rating of Bone Dragon. --------------------------------------------------------------------------------PHASE 1 (Conquering the "orange" islands) In the initial phase, your objective is eliminating the green player presenton most of the northern islands. Those islands are easy to recognize sincetheirterrain is mostly composed of broken lands (orange colored). When you climblevels, try to improve your Wisdom, Archery, Navigation, Logistics andPathfindingskills, in that order of preference. Don't forget to cast Town Portal often toreinforce and replace the creatures in your main army1) I decided to pick the 5 mages in the beginning menu screen, in order to giveme an early offensive boost. Since I already had the Elven Alliance, maybe thiswasn't the best choice...2) Buy all available troops in your castle.3) Get the free Halflings from the halfling hole.4) Get the Elves protecting the gold mine. Since you're allied, they will joinyou free of charge.5) Possible army at this time : 20 Elves, 5 Mages, 5 Boars, 55 Halflings.6) Kill the Hydras and Minotaur Kings from afar with your shooters. This givesyou access to 2 boats.7) Week 2 : replace the Boars with Rocs and leave one free slot in your mainarmy.8) Board a boat and capture the green knight castle on the nearby northwestisland. There's a green enemy on a boat near your starting island, get ridof him a.s.a.p.9) Fill the fifth slot in your army with Rangers. You now have what I callthe *Fantastic Four* group : Mages, Elves, Rangers and Halflings...4 strong shooter stacks with a 5th protector unit (the Rocs). In thisparticular scenario, this special configuration will provide you with adefinitive edge since the Battle Garb assures you of maximum morale eventhough you have different types of troops and because you will get, at thevery least, 7 damaging attacks per round even on the first turn ! If allyour shooters get high morale bonuses, you might get up to 13 attacks in oneturn !!! Don't forget the double-damage luck bonus possibility too ;-)10) On this second island, there is an ore mine, a crystal mine and a veryuseful lighthouse.11) A second hero (preferably sorceress) should board the second boat andexplore the southern seas.12) With your main army, board the boat again and sail north a little.13) Capture a green barbarian town on a 3rd island (beginning of week 3).This town, with its shipyard, will be the only place on the map where youcan build new boats.14) There is another barbarian castle on the 3rd island, north of thesailor town, which you should take before leaving.15) There are some useful little islands in the northeast corner of the sea.At this location, you can pick up resources, more Elves, the blue keyword andsome Fire Elementals.16) Sail a long way west and capture your fourth main island : the one visiblewith the Eye of the Magi and with a green Necromancer castle.17) Destroy *all* remaining green heroes and castles with your "Fantastic Four"army. It shouldn't be that hard...18) Eventually replace your weakened Mage stack by Titans from your startingcastle by casting Town Portal.19) You might also want to get another powerful shooter stack (like War Trolls)and change your army into the "Fantastic Five" shooters. Another option ispicking up the strongest walker or flier army possible and placing it justbelow the Titans that will suffer the brunt of most attacks. That way, yoursecond shooter army (in the third slot) is not penalized by enemy fliers. --------------------------------------------------------------------------------PHASE 2 (Conquering the Swamp Island) In the second phase, you will eliminate the purple and yellow enemies that areisolated on a swampy-terrain island located in the southwestern part of themap.As before, you should cast Town Portal to get more troops from your islandcastles. 1) Block the Glowing Lith teleporter leading to the swamp island, until thegreenplayer is completely eliminated and your main army is ready to attack. Whenyourfantastic army is in purple-yellow territory, block the glowing teleporterrightaway with a secondary hero !2) Eliminate one color at a time ! (either yellow or purple)3) Try to get Dimension Door by building your mage guilds up to level 5. Thisspell will be a true blessing in swampy terrain.4) My "Fantastic Five" army at this time included : Titans, Archmages, GrandElves, Rangers and Halflings. I had sustained heavy barbarian-troops casualtiesin phase 1 because of a straggling green hero or I would have used some WarTrolls.5) Don't worry too much about losing a swamp island castle you have just taken,but do destroy any enemy heroes patrolling near you.6) Not knowing the map layout of this island, I generally went south (fromthe teleporter) and captured a purple warlock castle.7) Descend south and capture your 2nd and 3rd purple castles (warlock andwizard).8) Go northeast to capture the remaining purple castles. Then make another"circle round " to recapture the retaken castles and finish purple.9) "Town Portal" to Algary from time to time in order to visit the nearbyArtesian spring that gives you double spell points.10) While we're on the subject, high-level combat spellcasting is amust... I used Chain Lightning, Mass Slow, Mass Haste and Mirror Imagequite often...11) Kill yellow after purple is totally and utterly eliminated.12) Unfortunately, my "Fantastic Five" army was devastated by a high-levelyellow enemy casting multiple Armageddons. I replaced my losses with GreaterDruids and War Trolls.13) It might be possible to clear up the swamp island quicker by splittingup your main army in 2, but I didn't do this.14) The yellow enemy was eliminated on month 3, week 3, day 6. --------------------------------------------------------------------------------PHASE 3 (Necromancer annihiliation) After eliminating purple and yellow in phase 2, there should only be the redNecromancers left on the map. They are *extremely* strong with multiple high-level heroes. Each of them leading hundreds of Bone Dragons and thousands ofother undead creatures (I exagerate a little but they're still the mostpowerfulbunch of enemies I've ever encountered in the official scenarios). Theircastles are also protected by incredibly powerful garrisons. Fortunately forus,they're isolated on their little southern-border island and they won't botheryou until you are ready for your great offensive.1) There are 2 ways to enter the last island :a) The official way consists of killing a red Warlock (45 Black Dragons,45 Hydras, 15 Titans and 100 Steel Golems), protecting the Red Traveller'sTent, in the south-west corner of the map. With the red keyword, you find thered gate, accessible only by sea travel, open it and take another glowing Liththat will transport you in the middle of red territory.b) The sneaky way consists of casting Dimension Door several times in thesouth-eastern extremity of the swamp island, near Xanadu and due east ofSorpigal(wizard castle). Teleport to a free spot near the shore, teleport across theriverand then inside red territory. This way has the distinct advantage of notforcingyou to weaken your armies by fighting the powerful red Warlock.2) Important items to have before the invasion : Pendant of Life (protectingyouagainst Dead Wave) and Stateman's Quill (reduces the cost of surrendering).3) With my "Fantastic Five", I ventured deep into red territory, usinghit-and-runtactics on the castles (I capture them but I don't leave garrisons). I avoidedmostnecromancer heroes (especially Ibn Fadlan) for the moment and tried to end myturnsinside a newly-captured necromancer castle out of reach of enemies.4) My "Fantastic Five" did some damage but were nowhere near powerful enough todothe job alone...5) When my main army became too weak, I casted "Town Portal" to getreinforcementsor simply surrendered myself out of red territory. When I surrendered, I thencameback a little later with another army to continue the weakening of thenecromancers.6) Against multiple-stacks undead armies, I often used Mass Slow and MirrorImageon my most powerful stack. Holy Shout wasn't used very much, because the enemyundead stacks were too numerous for the spell to have any significant impact.7) Against a single Bone Dragon army, I casted Steelskin on my highest-levelshooter stack and then Resurrect True on each subsequent turn while my otherarmies got rid of the big Bone Dragon stack.8) The full roster of my armies changed approximately 4 times, until I finishedred up with the good old Dragon-Armageddon combo.9) If you used the sneaky way to get inside red territory, don't forget to getrid of the red warlock in the southwest corner or you will never finish thecampaign :-) -- Sebastien Patenaude This final scenerio was paticularily difficult, as I had no advantagesdiscussedin your [strategy] tips page (I take it the guy who wrote the [strategy] tipgotthe elven alliance and 3 parts of the artifact). I had none of these. Here is how I did the final scenerio. I took the 5 mage option. On week 1 Iloaded got my main hero one boar and dumped all the slow troops in the maincastle, and headed south to get the alchemist guild going. One boar means youmove fast. With the money I got there, I recruited a second hero (dumped histroops and gave him a boar). and sent him north of the hydras getting thoseresources. On day two, I took my main hero to the slingers, then the castle,and I recruited everything. (no golems) I then took out the Minotaurs andhopped in the boat. My second hero grabbed the ore and went into the castle.His job would be to relay the troops to my main hero in the boat. The main herocircled the island, and by the time he was on the other side, I had steelgolemsin the boat with him from my second hero. I then made a week 1, day 7 captureof the knight castle on the first isle. The second week I returned, and had my 2nd hero give my main hero the turn 1production on the boat before he landed at the hydras (and took them out). Ithentook the elven mine, and reboarded the boat. It was off for the second island.I landed and immediated grabbed the sulfur mine, as it was sulfur which waspreventing me from building the mage tower. I ignored the small city, and wentimmediately for the large barbarian castle to the north. I took out the singlehero in transit, and captured the city in time for the second week'sproduction.I then recruited a barbarian hero and had him gather all the barbarian unitsfrom the island (including the troll bridge).It wasn't until much later in the game that I noticed the small barbarian citysells boats. Had I known this, I would have recruited a few scout type herosand sent them off to scavenge the seas. I did this later and it really turnedup many resources. Had I done this early, I might have had a jump onproduction,in addition to having visibility of enemy movements. I then proceeded to campaign on continents 3&4, the last stronghold of green.I landed on the main continent. I should have begun the campaign on the islewith only one necromancer city. It was a hard campaign. It was complicatedbecause of people coming through the transporter from one continent to thenext.The key to winning was recruiting a single 'gatekeeper' hero, who would crossthe transporter and just sit there, preventing anyone else from coming throughit until he moved. This decoupled the two continents and made it easy. In thissegement I had my most memorable HOMM2 battle ever- green was down to twoheros.One of them went after one of the sorceress cities. All I had there was arecruithero and one turns production. The enemy had a big stack of slingers and steelgolems. I used the towns defenses to the hilt, as the attacker sucked withballistics. I ran out of mana and was down to grand elves and dwarves verseshis steel golems. The elves ran out of ammo, so I used them to initiate battle.They acted before the dwarves and would take the counter attack off my dwarves.The elves would do 2 hp and the dwarves up to 4. It went down to 1 on 1- mydwarfverses one steel golem, and the dwarf prevailed just barely. Well the last green hero went down to my main hero the next turn with ease,and I cheered. The very next turn a red hero showed up with 169 bone dragons,101 vampire lords, and 280 skeletons! Red made short work of me. He squashedall of my gains and took all of the green continent. I even had to surrenderwith my main hero.Well this called for retrenching. I restarted my main hero in my wizard keep,which I had fortunately had bought the titan improvement during my briefwealth of conquering green. So I just concentrated on building titans. I sentout heros to scour the seas, which yielded many resources and artifacts (andeven a fire elemental altar). I was able to return to continents 3&4 with twostrike forces- my wizard main hero with standard wizard troops, and my by nowpowerful barbarian.Here is the key to victory in this scenerio- red is hero limited, and when heconquers, he splits up his conquering stack garrisoning each conquered city.You can not take him on directly, but you can take him out once he is weakenedby garrisioning his conquests, and you can take out the conquests as well. Somy main hero rolled over all of the conquests of red, and red himself oncontinents 3&4.So I headed through the portal south into the land of yellow with my two heros.The barbarian I sent north to take out the barbarian cities, and my main oneI sent sweeping south. I had about half the continent conquered before redshowed up again, this time with 212 bones and 320 power liches. Geez.He stomped me. I must have played the battle over and over 15 times beforeI decided it was truely unwinable. I surrendered, and regrouped. This time Iwas smart in that I had a gatekeeper blocking the portal between green andyellow lands, so I had two wizard cities producing titans. Red proceeded totrounce me, and beat up on yellow some.I then went for the unbeatable force. I sent someone to the elemental altarand recruited all 70 fire elementals. They were my line center. I then gotall the crusaders from my knight city. They were my wing. I had rocs, titans,and archmagi rouding out my stack. Later I went to crusaders instead of fireelementals in the center. I built up my mage guild to level 5 and got luckywith ressurect true.I then went back. Same thing. Red was dispersed and killable. I took outyellow and secured yellows continent. My barbarian got a huge force from the3 cites there. I used my rest of my heroes to pipeline troops from all threewizard cities to me.It was then time for red. Red is nasty. I went in there with dimension door,and took one city. I would then flee back to my continent, receive freshtroops, hit the 2x mana pool, and return for another strike. By doing thisred would split his troops up and break his strong stacks up by re-garrisoningthe city.Fighting these strong necromancer stacks is tricky. What works for me iscasting mass slow, and using the shooters to take out/reduce the vampire lordstacks and bone dragon stacks. In the end I was facing 800 stacks of vampirelords and 400 stacks of bone dragons. Invariably mass bless helped. Usually itcame down to a slugfest between the dragons and me. There are two ways tohandle this. One is to use mirror image on the titan stack, and position yourtroops so that for the bones to attack the image, they must be off your titans.Then you can cast it over and over. Each turn you shoot his stack with theimage before he kills the image with his bones, and all your stacks staystrong. To use the crusaders, hit the bones with either your titans in melee or in apinch your rocs or steel golems. They take the counter hit. You then ressurectthem. Then hit the bones with your two free pops from the crusaders with noreturn attack. This keeps your crusaders strong and maximizes their damage.I took out red on a final blitz with my main hero, who had 89 titans, 100archmagi, 50 crusaders, 80 knights, and 120 rocs.If I had to do it over, I would:(1) recognize the importance of the crusaders verses red sooner. They reallywhittle down large red stacks. I would have protected them better, and heldthem in reserve for the final assault.(2) gone ship searching after taking barbarian isle.(3) invade greens stronghold from the single necromancer city island first,then shut down the portal with a gatekeeper hero.(4) Block the gate south into the land asap (green/yellow gate)(5) Establish titan supply line sooner -- Lok (Mike Ferry) ------------------------------------------------------------------------Descendants------------------------------------------------------------------------ Descendants Campaign Descendants Campaign 01 -- Conquer And UnifyDescendants Campaign 02 -- Border TownsDescendants Campaign 03 -- The Wayward Son DescendantsDescendants Campaign 04 -- Crazy Uncle IvanDescendants Campaign 05 -- The Southern War DescendantsDescendants Campaign 06 -- Ivory Gates DescendantsDescendants Campaign 07 -- The Elven LandsDescendants Campaign 08 -- The Epic Battle (With Elven Alliance) Descendants Campaign 01 -- Conquer And Unify A word of warning from the Quebec Dragon to potential readers :My strategies are usually written from my first exploration of the mapsand may not be considered absolutely definitive because some previousscenario knowledge would be necessary for that. I also reload very rarelyand don't care much about high scores (I prefer exploration, devising newtactics and coping with my mistakes) so my scores won't be the best possible.To get the most enjoyment out of my strategies, I suggest trying the scenarioon your own at least once or twice before reading what I wrote. That way yourfun won't be spoiled. If you're stuck or have trouble winning, feel free toconsult my pointers. If you've have already won, feel free to compare yourstrategies with mine or even submit your own if you think your way is differentor better than mine. I try to include general strategic/tacticalconsiderations(tips and advice) in my walkthroughs to help make you a better player so eventhe easier scenario strategies might have some "pearls of draconic wisdom" ;-).Enjoy and may your campaigns always be victorious ! "Conquer and Unify" is a small map in which you start with the barbarianJarkonas the 1st. I won in 18 days.1) As in most small maps, strike fast and hard before the computer opponentshave time to build up.2) On day 1, buy a second hero (preferably barbarian) and give all availabletroops to Jarkonas.3) Jarkonas's army should pick up everything (mines and resources) in hissmall northwest corner.4) Choose experience instead of gold from the chests unless it gives youonly 500 experience points.5) On week 1, build every monster structure (except Pyramid of course ;-)and a well. In small and medium maps, I usually never build castle defensesor mage guilds.6) Keep some gold for buying new troops on week 2, day 1.7) With the marketplace, exchange all your resources for gold (around 4000gold)8) Buy all available barbarian troops and transfer them to Jarkonas (army atthis time : 8 Trolls, 10 Ogres, 104 Goblins, 11 Wolves, 24 Orcs... Ogres werenot very useful so if you're strapped for cash don't buy them).9) Beat the lots of Wolves and burst out of your corner.10) Don't lose precious time with the center town Blackridge.11) Your opponent's castles are in the 3 other corners.12) Suggested order of conquest : southwest yellow (middle of week 2),southeastblue (end of week 2), northeast red (middle of week 3).13) If you wish, you can give reinforcements to Jarkonas from the initialbarbarian castle before tackling your last adversary. I didn't need them. -- Sebastien Patenaude Descendants Campaign 02 -- Border TownsI must admit that I had to replay this scenario twice, not because the firsttime was tough but because I had no clear ideas on how to write the winningstrategy. There's also the fact that I made several stupid mistakes on bothattempts. So what I did for this walkthrough is combine the best tactics fromboth games and share my errors with you. My first game was completed in 46 days(month 2, week 3, day 4) while I decided not to complete my second game forreasons I will explain later.1) Be patient !!!2) On the first day, your 3 border towns will get attacked by your enemy.3) Only the sorceress town is defendable because the attacking enemy has lousyknight troops while the other attackers have wizard troops.4) Transform your sorceress town into a castle. Buy the Dwarves and Sprites.With your ballista, it should be enough to repel this early invasion.5) On week 1, hire 2 heroes at your sorceress castle. One will stay aroundto protect it while the other (I suggest sorceress or barbarian) will makea little trek : go a little north then east to visit an Observation Tower inthe swamp, go roughly southeast avoiding the swamp terrain until you reachthe shore, go south until you reach a beach with a boat.6) This trekking hero should avoid the green heroes at all cost. This herowon't do much fighting but she can pick up some goodies in the water and onthe small islands. Give her gold instead of experience from chests.7) Build up your warlock and sorceress castles avoiding the purchase of MageGuilds which would lower your precious stock of resources.8) Some learning mistakes I made : I left my sorceress castle undefended, I wastoo agressive in conquering castles and could not keep them, I attacked a packof ghosts with Griffins where I should have attacked with Hydras, in the secondgame I could have won in less time if only the computer didn't have Lightningand his darn Rocs :-)9) In week 2, your sorceress castle is probably going to be attacked. Bepreparedand don't let your protecting hero venture too far until several weeks later(around the beginning of month 2).10) With a 2-week old Warlock army, I saw an opportunity to retake thebarbarianvillage to the east. I killed the zombie stack blocking the northeast passageand I conquered it quite easily at the end of week 2. Unfortunately, a mightywizard army was patrolling around... He did not have the guts to attack meand I didn't want to weaken myself by attacking him so we had a kind ofstalemate.11) We exchanged possession of the barbarian village several times while alsovisiting the numerous Magic Gardens in the nearby clearing. The enemy retookthetown but sometimes decided to split his army which was my objective.12) This early strike against the barbarian village is a gamble because thestrongpatrolling hero may or may not be around. In my first game this annoying enemywasn't there so the barbarian village wasn't so hotly disputed (probablydestroyedhimself on a wandering stack or just went another way).13) Anyway, if you don't feel lucky, there might be a better more prudentalternative : just build up your warlock army during the first month whilecapturing all the nearby mines (ore, gold, sawmill) and defeating the wanderingstacks. Do pick your fights carefully though and don't attack if you're notsureof winning with minimum casualties.14) Around week 4 or 5, you attack on two fronts : your warlock army capturesthebarbarian town (if it hasn't done so already) and your sorceress army goes westand captures the necromancer castle (leaving the sorceress castle on day 6 is agreat idea)15) At this time, in my second game, I unwisely decided to press my attackagainstthe wizard castle in the northeast swamp. My main warlock-army got decimated bythe strong spellcasters wandering around and I abandonned this game. I couldhavewon eventually but I didn't have the courage to rebuild my armies.16) It turned out that my first end-game strategy was better... Build a DragonTower around week 6 (more or less), wait until you have 4 Green Dragons andthengo destroy your remaining opponents. Their strong magic cannot help them thistime around because your nice Dragons are immune to all spellcasting ;-)In conclusion, I would like to remind you of the virtue of patience (necessaryfor a good army build-up if your opponent is superior) and to watch out forthe several pesky enemy heroes wandering about. Conquer their towns, stripthem of troops and let the AI retake them. He will tend to split his mightyarmy in 2 weak armies. -- Sebastien Patenaude Descendants Campaign 03 -- The Wayward SonYou will start with 3 heroes : a warlock, a sorceress and a barbarian calledRogar that have to find the "wayward son" Joseph before 2 months have passed.I liked playing this scenario mostly because of the time limit that added a lotof suspense. Since this was my first try at the map, I didn't know what wascoming or how long it would take to reach the objective, therefore speed andcombat effectiveness were of utmost importance. I finished in 44 days (month2,week 3, day 2).1) Give the Centaurs and Gargoyles (except one for your warlock) to thebarbarianand dismiss your Dwarves because they would slow you down.2) I decided to use Rogar the barbarian as my warrior hero (who would get mostof the experience chests), the warlock as a scout (who will stay on the firstisland a while for reinforcements) and the sorceress as a navigator and"pack-mule"for carrying troops. I learned later that the warlock *should* have been mymainwarrior hero for obvious reasons that I could not have guessed the first timearound...3) On your initial island, you will quickly find a scroll with Summon Boatscribed on it. Give it to your sorceress, make her go west to the shore (whereyou started out) and cast "Summon Boat" twice.4) You should also try the Daemon caves. Even if you're unlucky it will onlycostyou 2500 gold to regain your precious hero.5) Capture the warlock town north of the Daemon cave. Buy some more CentaursandGargoyles. Leave your Orc Chiefs in the town. Don't forget to BUY A SPELLBOOKforRogar the barbarian !6) In this particular scenario, no town can be tranformed into a castle.7) As previously mentionned, pick the experience from chests for your mainhero.Logistics, navigation, pathfinding and leadership are quite good skills toimprove.Improving your wisdom is a must if you picked the warlock as your main warriorhero.8) Explore both volcanic small islands (shouldn't take long) and make your mainhero board a boat and sail west. While this is going on, your sorceress ispickingup most of the goodies in the water and your third hero is patiently waiting inyour quaint warlock town.9) At the beginning of week 3 , your main hero should have disembarked at theonlyentrance to the orange peninsula. The hero in your initial town will havecarriedreinforments (Centaurs, Gargoyles and Griffins) to the sorceress waiting on thewestern shore in her boat.10) The sorceress will sail a little westward and give the troops (and allitemsshe carries including the scroll) to your main hero. His army at this time : 51Centaurs, 10 Ogre Lords, 24 Gargoyles, 10 Wolves and 16 Griffins.11) To minimize losses, only attack Ghosts with Ogre Lords, Griffins and a fewsacrificial Centaurs.12) Resist the temptation of attacking stacks that are not blocking your way(meaning stacks that protect mines or a "closed clearing" of goodies). They aremostly red herrings (is that the correct expession ?) and would weaken yourarmytoo much for too little benefit. Besides, since you cannot build-up castles,youwill have plenty of gold anyway.13) Attack the western vilage you encounter (Lavalor). Buy troops and replaceyourWolves by Minotaur Kings.14) Go east with your main hero bypassing the center area until you reach a 3rdvillage (Vaultius) in the east peninsula. Replace your Centaurs by Archmages.15) Notice that this town has a level-5 Mage Guild... Now you know why pickingawarlock as your main hero was the better choice. Rogar the barbarian would havebeen a better primary offensive hero if there had been no free high-level mageguilds scattered in towns around the map. In any case, it's possible to winusingthe barbarian as your main hero (as I did) but without magic the going will betougher.16) Buy all Medusas in the Ruins around Vaultius (a secondary hero can do this)and replace the Gargoyles in your main army by this stronger stack.17) Northwest of Vaultius, there is a small passage protected by Steel Golems.It leads to lots of gold, several gold mines and an observation tower thatwill show you Island Home, the town where Joseph is held captive. I visitedthis clearing but I consider it facultative for achieving victory.18) Go back to the central hub and go north unlocking the blue barrier.19) Capture your 4th village (DragonTooth). Replace your Ogre Lords by RedDragons. I hope you have enough sulfur... if not, there are sulfur minesprotected by Nomads to your west. If you wish, you can also use Fire Elementalsbought from a nearby altar as a fifth stack (I didn't).20) Go east, cast summon boat and attack the Titans protecting Island Home.21) My main hero's army for this next-to-last battle was : 5 Red Dragons(I could have had 4 more if I waited a week later), 14 Archmages, 16 MinotaurKings, 46 Medusas and 38 Griffins.22) Against the Titans, your Archmages will mostly serve as sacrificial troopsuntil your flyers/walkers reach the Titans. Griffins should place themselvesbetween 2 different Titan stacks and not attack. Mass spells (Mass Haste, MassBless, Mass Curse and Mass Slow) are quite useful against Titans (immune tomind-affecting spells, such as Blind, and with too many hit points foroffensive-damaging spells to make much of an impact)23) After that, Island Home was a piece of cake to conquer. -- Sebastien Patenaude Descendants Campaign 04 -- Crazy Uncle IvanYou have 3 months to find your long lost relative Uncle Ivan. The map ispretty linear so I won't go into too much detail. Follow the path, pickyour fights carefully and you'll be all right. Keep in mind that no otherenemy colors will bother you in your quest so don't lose gold protectingcastles. I finished in 62 days (month 3, week 1, day 6)1) Initial hero begins with 15 Archers and 15 Swordmen2) Follow road northeast and capture Borderlands town3) Transform into castle4) Continue following road but take detour to get sawmill.5) Getting the ore mine in the Sprite clearing is up to you. Might beprudent to wait until week 2. I attacked on week 1 myself because Ithought the losses of Archers & Centaurs would be offset by the freeHalflings and the recruitable Sprites.6) Hire another Barbarian before the end of the week who will take somemines, act as scout but mostly serve as a "buddy" for main hero carryingextra troops.7) Don't make the same mistake I did. Build a Mage Guild and buy spellbooks for your barbarian heroes. There will be lots of shrines later.8) At the beginning of week 3 (after having bought all available troopsin castle), go northwest from initial castle and clear the passageleading out.9) Watch out for morale conflicts. 3 different creature types in the samearmy is acceptable (only -1 morale) but 4 is not. Disregard that lastcomment if you have some good leadership10) In the beginning game, use sacrificial shooters (everything butCentaurs) to beat pesky flyers or shooters. The computer will concentratehis attacks on your expendable shooters while your other troops close infor the kill. It's a good way to keep your more important shooter stackalive longer. The other way is by using the "pocket" formation explainedbelow.11) Get the Nomad Boots. It's even more important in a time-limit scenario.12) Build Maze and Swamp on week 3.13) Forget about saving gold, ore and sulfur for the Dragon Tower. Theywon't be required.14) Main hero's army at beginning of week 4 : 61 Centaurs, 19 Griffins,20 Gargoyles, 8 Minotaur Kings and 13 Swordmen. Extra troops (Halflingsand Sprites) are carried by buddy hero.15) Use pocket formation to protect Centaurs (Griffins split into 1st and3rd positions with the Centaurs in 2nd spot and a very fast stack thatmoves in front of the Centaurs on its first turn) against flying wanderingstacks when you're out of expendable shooters. In my game, I did not splitthe Griffins, preferring to keep a strong 5th stack (the Swordmen). Thismeant that my Centaurs could get attacked from one direction instead of nonewith the split Griffins.16) Attack second Warlock town (Gorgomar). Replenish Centaurs, Gargoyles,Minotaur Kings and Griffins. Venture east.17) Don't ever attack the Zounds ! of Black Dragons you will encounter.That's suicide.18) Notice all the shrines in the north-center clearing. Aren't you gladyou didn't forget to buy a spell book for your barbarian like I did ?19) Visit all the Watch Towers to get lots of free Orcs.20) Capture 3rd town (Gungtooth) in the northeast corner around the endof week 5.21) Take note of the nearby Stone Lith. It links your initial castle andGungtooth22) Northeast corner, north of crystal mine = it's possible to pass westto a nice little hidden valley23) Transform Gungtooth into castle, build shipyard and boat.24) Week 6 is the start of your river odyssey. Board a boat andnavigate south.25) Main hero's army at this time : 53 Griffins, 107 Centaurs, 62Gargoyles, 36 Minotaur Kings and 150 Sprites.26) Buddy hero's army : 158 Orcs, 82 Halflings, 18 Hydras, 42 Archers.Notice that they are all slow or very slow troops, not to mentionshooter intensive.27) Southeast corner highlights = more Halflings and Sprites, Hill Fortfor upgrading the Orcs and Stone Liths.28) Use Stone Liths until you reach the center of the land (desert).That's with the 2 heroes by the way.29) Against Phoenix, which are tough because they will always movebefore you do, use main hero, exchange shooters to buddy hero, keepstrongest walkers and the Griffins. Those flyers with their unlimitedretaliation are great against Phoenix. Example : With a 60 Griffinstack, I lost only 7 while killing 9 Phoenix.30) You don't really need all the Nomads (Tents) protected by the Phoenixstacks but it's nice to know they are there :-).31) Same thing for all the free Skeletons in the excavations.32) I did "rub" some Genie's Lamps but only the unprotected ones onthe way west.33) Several Pyramids could provide you with 5th-level spells. I did notraid them since my Barbarian had lousy wisdom and no spell book. Even then,I would not have lost time there because my army was already more thanenough for the last task ahead.34) Ivanhome, where Uncle Ivan resides of course :-), is easy to take...The bad news is that there is a throng of Ghosts at the entrance.35) Surprisingly, my main hero's army won both battles with relativelyfew losses (I did not attack with 1st-level troops though).36) Huge shooter armies (Centaurs, Halflings, Orcs) didn't really comeinto play starting from Gungtooth. They were too vulnerable against theGhosts, the Genies and the Phoenix.Victory gives you the "Uncle Ivan" award permitting you to hire him(a fifth-level Barbarian) in the first week of each following scenarioin the campaign. -- Sebastien Patenaude Descendants Campaign 05 -- The Southern WarThe Southern War is quite an interesting scenario because it is quitewell balanced and challenging without resorting to unfair computer"advantages". I completed this scenario in 85 days (month 4, week 1,day 3). MONTH 11) The enemies are probably allied since I saw them cross paths oftenwithout attacking each other. Keep this in mind while you play...2) Read the beginning event very carefully. It says that there are 2 townsto your west and one castle to your east.3) Hire either Joseph or Ivan, the 5th-level hero, on the first day. Forthe rest of the walkthrough, I will refer to Joseph to make the text shorter.4) Joseph should have all the troops except for the lone Giant and theRocs who will go with your starting hero (referred from now on as NumberOne ;-).5) Joseph will follow the road east and capture the castle Drakoran.6) Number One will follow the road west and capture the 2 green towns(the left-most one will probably be a castle).7) Don't forget to enter Woodville (the first town west) for some nicemagic spells. Buy some wizard troops reinforcements if you have some goldto spare8) Don't worry too much about the green barbarian patrolling around :he's a wimp. It is quite possible that he will destroy or weaken himselfon the wandering stacks so check his troops with your right-mouse buttonbefore attacking. If you're not sure of winning with minimum casualties,delay his elimination until week 2 after Number One's army has been boostedby fresh troops from the western sorceress castle.9) During the first few weeks, try to avoid attacking fast or very fastshooters wandering armies (like Grand Elves, Mages or Liches).10) Try to build the Roc's Cliff Nest on week 1.11) Build marketplaces in all 3 castles if you have enough wood. Also tryto build the Mage Guild and Ivory Tower in your wizard castle during week 2.12) Retake Woodville if you had lost it. Watch out for the strength of thegarrison. I won the town back in week 2 but it was a close battle. It wasworth it though because it left me all alone in the northern mountains (browndirt terrain) and the useful wizard troops of Woodville (Rocs, Halflings,Steel Golems and Boars) would be bought by me in the following weeks and notby my stranded enemy.13) Notice that there are 3 or 4 Medusa Ruins relatively close to each other.This will eventually make another excellent stack for Number One.14) After approximately one month, give your best armies to Joseph and descendfrom the moutains by the path of least resistance (protected by the weakeststack). You can always decide to kill this guardian stack sooner and send insome early scouts... MONTH 21) Joseph is now in the green plains and should have no trouble taking the 2castles there.2) Those 2 castles will serve as a "buffer zone" between you and the jungleenemies. It will slow them down and hopefully weaken them enough (by ballistafire and splitting up their armies for garrison duty) so that they have troublereaching your primary bases.3) It doesn't matter if the enemy keeps a castle for a while as long as youtake it back at the end of the week (day 7 or 1). It might even provebeneficialsince the computer will likely build some "free" structures.4) Number One will stay in the mountains for 2 months picking up everythingof value.5) Always leave one free slot in Number One's army, several wandering stackswill surely join him (transfer the weaker 5th stack, in terms of hit points,to a "buddy" hero). It eventually gave me 2 big armies for the price of one!6) Little castle defense tactical tip : Fill up the 5 spots in the garrisonby splitting troops. That way, the stronger enemy will have to suffer one ortwo more turns of ballista damage.7) After 2 months, I controlled the brown mountains and the green northernplains. My expendable scouts had explored a good chunk of the jungle and Josephhad even managed to reach the beach by following the southwestern path out ofthe plains.8) Joseph eventually got ambushed by red enemies on the beach but I justsurrendered and rehired him. MONTH 31) Great offensive with 2 big armies on 2 different fronts : Joseph's in theeast and Number One's in the west.2) Watch out for enemies coming out of teleporters or attacking your plaincastles.3) Do not let *any* army pass you by (Joseph lost a lot of time retaking thecastles in the plain buffer zone)4) I decided to attack the red barbarians in the jungle first because theyseemed more dangerous and I didn't want to leave them a chance to build-up.5) A better alternative might have been to conquer the west yellow sorceressesfirst. That would have given me easier access to the beach and all the goodieshidden behind barriers.6) Stone Liths are quite important. They "link" the jungle red castlestogether.7) Use the "Hit and Run" tactic. Take castle, buy any creature not boughtand leave it. This is good for splitting the armies of the computer opponent.8) If possible, don't attack a castle with a hero in it.9) Earthquake is good for reducing shooter casualties from ballista fire...10) Dispel Magic and Cure are great against Blind. If your opponent candispel your own Blind spells, just shoot the blinded stack before thenext enemy stack gets its turn. -- Sebastien Patenaude Descendants Campaign 06 -- Ivory GatesRemember that the victory objective is capturing the Ivory Gates castleand NOT elimininating all enemies. I won in 78 days (month 3, week 4,day 1) suffering several interesting setbacks along the way. In HOMM 2,"losing" is often a learning experience ;-)1) Hire either Joseph or Ivan on day 1 and make him your main hero.2) Buy Mage Guild Level 1.3) Take gold from the chests (except when it gives you 1500 Xp) in thefirst few days to buy a few more creature-structures in the first week.4) Attack level-1 walkers in the first week but avoid attacking Spritesuntil week 2 where they will possibly join you. Attacking wanderingshooters is up to you but prepare to suffer some losses if you do. DONOT ATTACK ELVES OR FASTER SHOOTERS TOO SOON ! Let the red enemies clearthem for you.5) Capture west sorceress castle on day 1 or 2 of week 2 with your mainhero. Make sure to give him reinforcements from your initial castlebefore the conquest.6) Watch out for the red barbarians. You could maybe get attacked in week2 or 3 but the probability is less if you don't make your main hero venturetoo far from home territory.7) If the reds are really too close and are going in your direction, leavethe main hero inside the initial castle.8) Brown dirt land is red barbarian territory9) Snow land in the norhtwest is green wizard territory.10) On week 3, I rushed out from my clearing with my main hero.11) Avoiding or attacking the red heroes depends on circumstances.12) Avoid the red heroes if they have lots of Grand Elves (or otherwandering stacks that are not barbarian) or if you're not sure of winningwith minimum casualties.13) Attack the red heroes if they have been weakened significantly whiletrying to kill wandering stacks.14) There's an Alchemist Lab (mercury) north of the clearing. It's worthtaking it if you're not in danger of being attacked by red.15) The safer option would be avoiding the red heroes entirely, goingnorth-northwest and capturing the barbarian castle in the center of the map.16) This is red's main castle. If you're lucky he doesn't have the town inthe southwest corner and you can wait him out one week for defaultelimination. If you're not lucky (more likely ;-), then he has the townin the southwest corner and you will have to capture it eventually.17) It's possible to build the Phoenix Red Tower in week 4.18) Red was eliminated in the middle of week 2, but not before he eliminated4 of my precious Phoenix with a lucky shot :-(19) Your main army, composed of sorceress troops, can launch the offensivein green territory from the west (north of the southwest corner castle) oreast (northeast from barbarian castle). Not knowing the map, I decided topick the eastern way and explore the northeast corner.20) There are lots of chests and resources in the northeast corner (enoughto build a Dragon Tower even) but it would have been better if my best armyhad ventured in the northwest corner first as you will discover by reading on.21) Your barbarian army should protect your castles from green incursionswhile your killer stack (main army) is busy elsewhere... or at least weakenthe green enemies a bit before they reach your important home castles. Ideally,your barbarian castle will serve as a "buffer zone".22) At this time, I suffered a serious setback when scouting with my barbarianarmy near the snowy green territory. I got attacked by a super-strong wizardarmy out of nowhere. I surrendered but not before being losing many troops thatcould have better served as garrison. I should have stayed around my barbariancastle with my barbarian army and NOT attract green's attention like Irecklessly did.23) After that, a powerful green army with Titans conquered my barbariancastle and my 2 home sorceress castles. I weakened him as much as I couldwith my garrisons but I could not stop his onslaught. This enemy had DimensionDoor and Summon Earth Elemental !!!24) Little castle defense tip : you have lots of gold but no more troops tobuy ? Hire a spellcasting hero, attack the nearby enemy with only a very fasttroop, cast a powerful offensive spell (don't forget Berserker if you have it,it's quite good), surrender, rehire the spellcaster (or another one if he hasno more spell points) and repeat.25) How do you handle a powerful spellcaster with a Summon Elemental Spell ?You kill all the non-elemental stacks and then surrender. That way, the enemywill be "eliminated" because his Elementals are only temporary :-)26) At this time, my main army was still intact in the northeast corner(44 Druids, 100 Battle Dwarves, 75 Elves (boosted to 139 by a wanderingstack ;-), 196 Sprites and 9 Phoenix). The poweful green invader had beenweakened and had split his army to garrison my lost castles. My castle in thesouthwest corner (random but warlock in this game) had not been attacked andhad a significant army including 4 Red Dragons.27) My main army destroyed easily the remains of the green invading super-herowho had ventured close to it.28) My main army then rushed west deep into green territory... It captured thesouthern-most enemy castle and then went north to capture the secondary wizardcastle Witthingham (east of Ivory Gates). Bide your time, if there are morethan a few Titans in the garrison, until an enemy leaves the castle with thosetroops. Tip : Stay a day-away from any castle to lure the defending herooutside.29) As I had guessed, there were some unbought Titans in this castle and alevel-5 Mage Guild with a library (where Dimension Door and Summon EarthElementalcame from).30) The enemy is "stuck" in Ivory Gates so don't worry about it until you areready to attack.31) This isn't totally necessary but I decided to retake my sorceress castlesinthe southeast corner with my army in the southwest corner.32) To win, you must capture Ivory Gates protected by approximately : 18Titans,87 Steel Golems, 24 Rocs, 65 Archmages and 17 Giants (more or less depending onwhen you attack).33) My army was composed of 8 Titans and my best surviving sorceress stacks ledby a very powerful spellcaster (Joseph). I won by using fourth and fifth-levelspells even though my army was much weaker than my opponent. Spells used : MassHaste (once), Chain Lightning (once), Resurrect on my Titans and mostimportantlySummon Earth Elemental (3 times). I haven't used them but Blind, Paralyse orBerserker might be good on enemy stacks other than Giants and Titans that areimmune to mind spells.34) As you see, it's possible to win with a lesser army if you make good use ofthe high-level spells you do manage to get. -- Sebastien Patenaude Descendants Campaign 07 -- The Elven LandsI suggest choosing this path instead of Descendants 6 because even though ittakes slightly longer to win Descendants 7, the Elven Alliance is very usefulin the last scenario of the campaign. "The Elven Lands" is eerily similar toDescendants 3 and 4 because there's a time limit, no enemy colors and the pathis mostly linear with few chances to deviate. You must accomplish one taskbefore doing the next. I finished in 100 days (month 4, week 3, day 2).1) Hire Joseph or Ivan. Give him all troops except a few very fast troops thatwill go with the scout.2) Buy spell books for your barbarians especially Ivan !3) Plenty of gold everywhere but very few mines and no other resourcesscattered around. Therefore, you will have to use the trading post fairlyoften.4) Don't attack wandering stacks that guard spell protection items (likeseeing-eye pendant for Blind) : they're useless since there's no computeropponent to cast spells against you.5) Visit nearby Dwarf cottage, return to castle and upgrade to Battle Dwarves.6) Do not visit the Graveyard right away if ever. 100 Zombies would inflicttoo much casualties on your initial army.7) Clear the Golems from north road on the middle of week 2.8) Take pathfinding as secondary skill whenever you can.9) Fireball scroll hidden in the clearing with the 2 first level shrines.Fireball will be good later on against shooters when Joseph has better spellpower. If you have Ivan the barbarian, this spell is a loss of time.10) I bought the Druids last (not the dwelling, the troops) after maxingout on the Grand Elves, Sprites and Battle Dwarves. In the first 3 weeks,I had no Druids at all in my main army.11) Build Fenced Meadow on week 312) How to defeat lots of very fast shooters or flyers ? Give sacrificialshooters (Orcs, Halflings) to main hero, leave Grand Elves with other heroand/or cast Haste on Battle Dwarves and Sprites. Keep in mind that it'squite possible for a wandering stack to join you for greater glory if youhave a sufficiently big army. Against Grand Elves stacks, I took the riskof keeping my own Grand Elves in the main army hoping for a lucky break.13) Form hero "pipeline" from initial castle to your main hero at the frontlines. An hero pipeline is composed of secondary heroes who are all 1-dayaway from each other.14) Buy all troops except Unicorns (including Druids for the first time) atthe start of week 4 and transfer them to main hero through the pipeline.15) North of Deadly Marshes entrance (swamp) is a nice Halfling Hole.16) Before venturing in the swamp (middle of week 4), I had the followingarmy : 12 Grand Elves, 56 Sprites, 18 Druids, 47 Battle Dwarves and 57Halflings.17) Beginning of week 5, capture barbarian village in the swamp. Castleconstructed at the end of that week for additional revenue not as a troopsource. Only 2 dwellings you should build in barbarian castle is theMarketplaceand the Statue. Not developping this castle will save you a lot of gold.I admit that in my game I upgraded this castle as usual but I found lateron that all those Barbarian troops were purely unnecessary.18) Try to leave a free spot in your main army if you suspect that a wanderingstack might join you. There's a 20% chance that a weaker wandering stack mightjoin if your own army is, at least, twice as strong (in terms of hit pointstotal) as itself. If the wandering stack flees, it means your army was strongenough but that you were unlucky. With experience, you can almost develop asixth sense about that kind of stuff :-)19) Phoenix Red Tower built on week 620) Month 2, week 4 : I left the swamp. New reinforcements from sorceresscastle began their long journey.21) Go rougly north. Liberate Gallavant the Knight from jail.22) Attack Ghosts with Phoenix and walker knight troops transferred fromGallavant (not needed but I had too many stacks and only Gallavant and Ivanwere around). Don't forget to cast Holy Word if you have it.23) Capture Sorceress town Sorpigal in the northeast corner (around month 3,week 2). Like the earlier barbarian town, transform into castle but don't buydwellings other than the marketplace and statue. I decided to save my gold forgetting troops from map dwellings and the initial castle.24) It's possible to cast Summon Boat at the nearby lake. With all the shrinesyou've visited and the Second-level Mage Guild in your initial castle, youshould hopefully have that spell.25) Use a sorceress "courrier" to bring reinforcements through whirlpool.To prevent losing half a stack, use 2 sprites as a 5th stack. They willdie after a couple of trips but at least their sacrifice will not be invain ;-)26) Blue Tent is in southwest corner of the land.27) Go southwest-west from the northeast lake. Grab the scroll withMass Bless.28) Liberate Astra the Sorceress and transfer her troops to yourmain hero.29) Continue going west and get the scroll with Mass Haste.30) First spell cast in battles should be Mass Haste against fast or betterflyers and shooters or against garrison armies. Mass Bless against walkersand slow shooters.31) You will eventually reach a northwest clearing with 3 non-upgradablesorceress towns you must conquer. Buy as much reinforcements as you canafford. I ran short of gold myself.32) The rest is a cakewalk. Explore, visit the password tents and open thebarriers. Your main army should be composed mostly of sorceress troops.33) A Town Portal scroll will be found somewhere.34) Lots of Titans protect the last password tent. I had 20 Phoenix andcasted Mass Haste on my first turn just so that my hundreds of Sprites andnumerous shooters could have the all-important first strike.35) Cast Town Portal to EdgeWood (other towns too if you need reinforments),go norhtwest, open orange barrier and kill the Black Dragons stack. -- Sebastien Patenaude Descendants Campaign 08 -- The Epic Battle (With Elven Alliance)First of all, I must shamefully admit that contrary to my usual philosophy(no reloading, playing once and writing the strategy), I restarted thescenario after 2 months because of a really atrocious start and reloadeda few times during my second attempt. The Epic Battle is quite tough in anycase so don't feel bad if it gives you trouble. Practice, pratice, practice(and reading my little tips) will hopefully lead you to a grand victory.Taking the Descendants 7 path which gives you the Elven Alliance is STRONGLYrecommended. The following strategy was written with this crucial alliancein mind. I completed the last scenario of the Descendants campaign in 81 days(month 3, week 4, day 4). The Descendants campaign itself was finished in376 days for a rating of Bone Dragon. Far from the best I'm sure, but thenI don't care much for high scores.0) The timetable in this strategy is very relative. Many things can happenin huge scenarios.1) Pick Archery before the scenario begins. Try to develop archery for your2 main heroes (Jarkonas and Ivan/Joseph, I'm dropping the numerals) whoprobably won't get it as a starting skill.2) Your 3 castles are on the west border of the land and linked by a longnorth-south road. Castle Pig's Eye (sorceress) at the top, castle Wood'sLord (barbarian) in the middle and the town of Blacksford (necromancer) atthe bottom.3) You CANNOT lose Jarkonas (even by surrender or fleeing) so don'tmake him the first scout who goes deep in enemy territory. It's dangerousout there...4) Hire Joseph or Ivan (Joseph will be the only one mentionned from nowon for simplicity's sake) at Pig's Eye and transfer all sorceress troopsto him.5) Watch out for ore. This is the resource you will lack.6) Go west of Pig's Eye : there's a Trading Post, an Halfling Hole, severalElf (and Grand Elf) stacks who will join you because of the alliance and afew Shrines. Those goodies are protected by one random stack. If it wouldinflict too much casualties, wait until week 2 to tackle it.5) This reminds me. A big difference between a merely adequate player and anexcellent one is the way he picks his fights, particularly against wanderingstacks. Being cautious is good most of the time (but not all the time).Learn to weigh the benefits against the losses you could be inflicted.6) Since you will have strong shooter armies, here is the wandering stackhit list order from "most desirable" to "approach with extreme caution" :Walkers, Slow Shooters, Slow Flyers, Fast Flyers, Fast Shooters. Closeformation protecting your shooters is not practical since you will have bothElves and Grand Elves (and probably a 3rd shooter stack too)7) Useful ore mine east of Wood's Lord.8) Southeast of it are 3 Elf stacks that will join Jarkonas army (wait untilweek 2 if too well protected).9) Week 2 : buy all barbarian troops in Wood's Lord and transfer to Jarkonas.10) Jarkonas army : 50 Grand Elves, 18 Wolves, 51 Elves, 69 Goblins,26 Orc Chiefs (16 Ogres extra). Keep in mind that troop numbers willvary according to how many random stacks are of elven nature and justplain dumb luck.11) Build Stonehenge, possibly Fenced Meadow12) Forget about upgrading the necromancer town for quite a while.Keep your ore and gold for a more tactically-sound castle upgrade...13) Week 3 : Arrive in center clearing with Jarkonas. Capture Vertigo(the only Warlock town on the map !) and upgrade it to castle. This isprobably the most important castle in all the land (because of the Dragonsand its center position) and it will be your first line of defense. Keep itwell-garrisoned at all times and improve the castle defenses.14) Rush north by road to take the undead town of Fountain Head.15) Go west to Xanadu, take surrounding mines, visit Hill Fort for upgradingyour Orcs and Ogres.16) Week 4 : With Trading Post build Red Tower in Pig's Eye.17) DO NOT kill buffer stacks between you and the enemy (in the moutainspasses between green clearings and swamps) and DO NOT provoke his wrathby venturing too near his heroes. You want him to attack you as late aspossible.18) I almost forgot. Leave slow & very slow troops in your clearing towns.Strongest should go to Vertigo (warlock castle).19) Week 5 : I didn't do this because I didn't know the map layout but itmight be theoretically possible to go southeast from Vertigo to captureKnight & Wizard castles (with available Titans inside !). On second thought,it looks much too risky at this point of the game ;-)20) Jarkonas went back to barbarian castle and then south taking everythingin its path. Hurry up if you see Elf Stacks nearby, the crafty computeropponent might reach them before you do. It happened to me :-(21) With luck, it's possible to have Dragon Tower at the end of week 4.I built it on week 5 myself.22) Week 6 : Buy all troops in sorceress castle and "pipeline" to Joseph.23) Upgrade Blacksford to castle.24) Hire Hero. Grab stuff around Blacksford.25) Upgrade to Red Dragon Tower.26) Joseph begins attack in the northeast corner (east of Fountain Head).27) Jarkonas is still in southwest corner.28) Try your best to keep control of the forests (green terrain).29) Joseph captures Sandcaster (knight castle) in northeast corner.30) Transform Fountain Head in castle for revenue.31) Try to send Warlock (or barbarian) scouts deep in enemy territory.32) Week 7 : Build up Mage Guild in Sandcaster. Up to now, you only hadlow-level spells because you didn't have enough time or resources to buildMage Guilds in your initial castles. Besides, in the first few months,building the maximum number of creature dwellings was more important.33) Don't make the mistake I did... Instead of going south from Sandcaster,go east. Why ? Because there's a scenic little wizard town by the name ofLankershire in the northeast corner with plenty of Titans available foryour hiring pleasure :-)34) Use the "rehire spellcaster" trick if one of your castles is under siege.Make spellcaster (with one very fast unit) attack nearby enemy (with strongarmy), cast strongest offensive spell (anything with Lightning in the nameis good ;-), flee, rehire at castle, transfer all troops except one very fastunit to castle garrison, attack nearby enemy again, cast spell, flee...Repeat until you run out of funds or spell points.35) I suffered a big setback at the end of week 7. I lost Vertigo thewarlock castle. It would not have been so bad if the enemy didn't buy allthe Minotaur Kings and Griffins I had so carefully accumulated. At least,I had sense enough to flee the siege before all my Dragons were annihilated.36) Week 8 = Worst week in my game : I lost 4 more of my towns includingFountain Head, Pig's Eye, Sandcaster and Tundara (knight town I capturedinstead of better choice Lankershire)37) Phoenix-Elemental Storm combo is quite good... if you don't already havethe twice as powerful Dragon-Armageddon combo.38) I rushed Jarkonas to Warlock castle before the enemy could buy too muchDragons. I then proceeded north and west in hot pursuit of enemy army ravagingmy home territory.39) Great way to practically eliminate all casualties when you have ResurrectTrue. In combat, cast Blind on the last surviving enemy stack. Don't attackand wait. Cast Resurrect True each turn on your stacks until they're all rightor you run out of spell points.40) Jarkonas army at this time : Elves, Grand Elves, Trolls, Ogre Lords andWolves (not necessarily in that order)41) Week 9 : Counter-offensive with Jarkonas and Joseph (my 2 main heroes).42) Retook all castles except one. Green clearing section & northeast cornerwere pretty much under my control.43) Max out the Mage Guilds in the northeastern castles. It gave me four5th-level spells to play around with ;-)44) Another castle siege tip : Flee the castle with your best troops beforethe all-powerful enemy attacks it. He will probably split his army into twolesser armies.45) Week 10 : The end is near. 8 castles are under my rule.46) Lost and recaptured some towns. Jarkonas captured Knight town southeastof my Warlock castle.47) Don't forget to revisit creature dwellings in your home territory aftera while (each month seems reasonable).48) Bonus spell tip : Cast Berserker on fastest enemy troop so that theopponent has no chance to dispell it.49) Week 11 : Launch the final offensive with Joseph & Jarkonas on 2different fronts.50) Eliminate any enemy heroes that try to pass you by.51) Joseph captured Wildabad (wizard castle with unbought Titans) southeastof Warlock castle.52) For those interested in knowing the number and hero composition at theend of a huge scenario : 2 main heroes (around level 20), 2 medium heroes(around level 9) and 4 expendable low-level heroes (from level 2 to 5).Those numbers fit with my usual play style.53) 10 Titans (with Elves & Grand Elves) is quite enough to stomp aroud themap with Dimension Door.54) Always try to end a turn inside a castle or near a well.55) Don't forget to enter a castle after you captured it or you won'tget any new spells !56) This is optional but since both my main heroes had Dimension Door andbecause they were close to each other, I decided to make them meet andrearrange their armies in a supposedly more efficient manner.57) Final army of Joseph : 13 Titans, 34 War Trolls, 60 Wolves, 45 OgreLords.58) Final army of Jarkonas : Approximately 180 Elves, 120 Grand Elves, 118Halflings. (The Elf stack was split in 2 during combats).59) Looking at this again, it may seem that Dragons were not much a factorin the endgame. Somewhat true but they were very important in the midgameto stop (or weaken) the enemy offensive.60) Clean up whatever is left standing. -- Sebastien Patenaude ------------------------------------------------------------------------Wizard's Isle------------------------------------------------------------------------ The Wizard's Isle Campaign Wizard's Isle Campaign 01 -- The Shrouded IslesWizard's Isle Campaign 02 -- The Eternal ScrollsWizard's Isle Campaign 03 -- Power's EndWizard's Isle Campaign 04 -- Fount Of Wizardry Wizard's Isle Campaign 01 -- The Shrouded IslesNote: I *strongly* suggest trying to play any scenario at least once ortwice before reading my tips. Then if you're stuck or would like to compareyour strategy with mine, feel free to browse my tips or even write anotherway to win the scenario... An important part of HOMM 2's fun is exploring a new map for the first timeand countering the clever AI moves and designer surprises. Therefore, inorder not to bore myself, my strategies are written from my first try atthe maps with extremely rare reloading (I prefer to cope with surprises andthe consequences of my mistakes :-). This means that my tips are not optimalor definitive but that they should help you win eventually (maybe ;-). Thescores given in my walkthroughs are only for general comparison's sake sincethey should usually be lower than the best possible score. I sometimes delayedvictory in order to fully explore the nooks and crannies of an interestingnew map. So without further ado, read on and enjoy:The first scenario of the Wizard Isle story was an enjoyable beginning to avery tough campaign. In each scenario, you will usually start with a Wizardcastle and navigate through a lot of seas and rivers. In Wizard Isle 1 "TheShrouded Isles", your hero, commanding a moderate wizard army, will start hisodyssey on a small island in a medium-sized land. I won this scenario in 76days.1) Rush north and capture the wizard village.2) Transform the town into a castle.3) With your starting army (boosted slightly by free troops from monsterdwellings), you can beat most of the enemy stacks on your island with littlecasualties.4) During week 1 and most of week 2, get the mines and resources of yourisland-base.5) Try to hire a sorceress a.s.a.p. since navigation is a very importantskill in this scenario.6) Conquer the northern island sorceress (orange) castles by the end ofweek 2 (beginning of week 3) with your best army. Another possible optionwould be going after the eastern warlocks first.7) Always disembark at castle entrances. That way, the enemy heroes can'tget in or out of their castle.8) After having conquered the orange player, your next targets are theyellow necromancers to your east... It's a lot of tough desert-fightingbut it's doable.9) NEVER leave your starting castle undefended because you could getsandwiched between the western wizard and the eastern warlock who willarrive by boat with big armies.10) Eliminate one color at a time.11) When you have 3 islands and 5 castles in your possession, you're ingood position to win the rest of the scenario.12) The migthy purple wizard to your north is stuck there so don't worrytoo much about him. You can only reach him by teleporter or Dimension Door.13) In my final assault against the last surviving color (purple), I had 3big armies of 3 different types (wizard, necromancer, sorceress).14) My best army captured the purple castle avoiding the enemy hero withthe many Titans15) My 2 other big armies attacked and weakened this dangerous enemy heromaking him easy pickings for my still significant 3rd army. -- Sebastien Patenaude Wizard's Isle Campaign 02 -- The Eternal ScrollsAs most scenarios in the Wizard Isle campaign, you have to capture anextremely powerful castle with a significant beginning army that will growuntil you reach it. Therefore the more time you take, the tougher the battlewill be at the end. The "reason" for castle conquest in this one is tocapture a famous wizard library. I completed the map in 95 days on my firsttry.1) Hire a second hero and combine armies. The strongest army should go northand visit the Aqua Tent.2) Watch out for the powerful yellow heroes to the east and north-east ofyour starting castle.3) Don't hesitate to flee or surrender if you want to keep a particular hero.4) Keep your starting castle well-defended.5) Free Joseph from the jail as soon as possible (week 2 is good). Therest of the strategy depends on it. Joseph is a mid-level wizard with amoderately strong army including one Titan.6) With Joseph's army, use the glowing lith to the west of the jail.7) Conquer the yellow castles in the desert. It should be easy .8) Cure can save your Titan...9) Eventually, the green enemy will teleport in the swamp at the northwestof your starting castle.10) Try to kill this first green enemy scout and then block the glowing lithwith one of your expendable heroes (It's better to block the glowing lithbefore the greens manage to get in your territory but the lith iswell-defended).11) This blocked-teleporter gives you enough time to conquer both the islandyou start on and the yellow desert island.12) An army composed of lots of Vampire Lords and Bone Dragons isquite devastating...13) It's possible to use Dimension Door in a boat.14) With your eventual control of the 2 southern islands, you will havea military base strong enough to crush the other players and capture yourprimary objective : the castle with the famous library.Addendum : Remember that the victory objective is taking the castle wherethe Eternal Scrolls are located... It is *not* necessary to completely conquerthe 2 other enemy colors (other than yellow), but if you do, it will makeyour final battle easier. The castle you must capture is around the centerof the map behind a red barrier. The red Traveller's Tent is on the north-eastisland guarded by Warlocks. -- Sebastien Patenaude Wizard's Isle Campaign 03 -- Power's EndWizard's Isle 3 is a long scenario where you have to contend with a timelimit of 5 months. In other terms, you have to win before the first day ofthe sixth month by finding the Sphere of Negation located in a far-away cornerof the map. This objective is not too tough to achieve but you have to beorganized and take some risks. I finished in 111 days. It's quite easy toachieve a better score if you manage to get Dimension Door in your MageGuilds.1) You begin with a 5th-level wizard.2) Hire another scout hero and combine armies. Split your Rocs in 2stacks, it will be useful against wandering shooter armies.3) Take the nearby gem mine asap.4) Follow the road west then north.5) Attack the first orange castle located in the north-west corner bythe end of week 1.6) Continue following the road east7) Capture the second orange castle during week 28) Week 3 is for exploration and building up of your 3 castles.9) On week 4, you will conquer the remaining orange castle in the south.10) In about one month, you should hopefully have total control over thewestern continent.11) Build up your armies and castles including the Mage Guilds up tolevel 5. Pray that you get Mass Slow and Dimension Door. I didn't :-(With Dimension Door, you could bypass a lot of strong armies and onlyfight the necessary battles.12) While you wait, there's a nice little island down river with 2 mines...13) When you feel confident in the strength of your armies, give them toyour best hero and board a boat.14) Disembark on the southern shore of the eastern continent.15) Now comes the tough part because there are a lot of high-levelmonster stacks guarding the montainous passages.16) Your first obstacle should come in the guise of a horde of Genies.17) With Mass Slow, you can slow down those genies long enough to dispatchthem with your many shooters. Without Mass Slow (like me), you will surelylose almost all your troops except some of your walkers.18) Mass Slow can save your life if you go up against big stacks of Genies,Rocs or Bone Dragons. If you don't have it, do yourself a favor and don'tgo in battle with a lot of shooters :-)19) Read the Dragon Fighting tips on Phil's site for pointers on how tobeat those terrible magic-resistant creatures.20) Titans are a little easier to beat than usual because they're not witha high-level spellcaster. A good tip against computer-controlled Titans isto constantly cast Resurrect True on the stack that is getting shot.21) Mirror-Imaging your strongest stack is also a great idea since theywill absorb the first retaliation strike...21) Make your way north slowly but steadily. Don't worry about encounteringthe remaining enemy color since he's stuck behind an aqua-gate.22) Don't hesitate to bring reinforcements from your starting castles whenyou run low on troops. A sorceress is good for ferrying troops by river.23) The final castle is in the northeast corner.24) The Ultimate Artifact (Sphere of Negation) should be a few steps awayfrom this castle.25) It's protected by a warlock commanding 45 Green Dragons, 25 Red Dragons,15 Black Dragons and 100 Minotaur Kings. It's probably his starting armybecause the red color doesn't have access to any sulfur mine.26) It was brought to my attention that if you leave the red playeralone he won't attack you. This means that eliminating the red is nota requirement for winning. You only have to dig near its castle andrecuperate the Sphere of Negation. -- Sebastien Patenaude After reading your council of generals page, I'd like to add:Remember the objective is to find the artifact, not conquer the world!When I played it, the sphere was buried right next to the warlock castle,down the road from Evil Igor, but: for some reason, when I didn't botherIgor, he didn't bother me. After conquering the starting continent, I gotDimension Door and beamed over to the other continent. Using dimensiondoor, I hopped over the tough blocking stacks instead of fighting themand got near the mountains of the aqua barrier. I'd found enough obelisksto know pretty well where the sphere was buried, and with some trepidation,I looked over the mountains and saw Igor with lots of each dragon type.However, when I hopped over the mountains to the places I wanted to dig,he didn't attack, he just stood there. This was good, since I only had 18phoenixes plus their usual accompaniments, and I didn't think I'd win.I didn't attack his castle either: I just dug, found the artifact, andavoided all the battles. -- Phil Rennert Wizard's Isle Campaign 04 -- Fount Of WizardryAh yes ... the practically impossible Wizard's Isle 4 ... Well, it wasextremely tough but I never *really* felt threatened because the computerdidn't have access to boats. The preliminary exploration was quiteenjoyable but I found the end-game tedious and boring. Chasing after thenumerous practically-eliminated enemies was merely an annoyance butconquering the last insanely-protected castle for the fourth scenario ina row was getting tiresome to say the least. My biggest "gripe" with "Fountof Wizardy" was having to wait so long (weeks, even months) after havingconquered all the other castles before having an army strong enough to tacklethe huge number of Black Dragons in the last castle.Anyway, I have some general tips on how to win this expert-difficulty scenario.Since so many different variables come into effect, I won't be very specificon the middle-game strategies. Finding the Sphere of Negation in Wizard's Isle3made my life generally easier so I suggest getting it if you have troublewinning the conclusion of Wizard's Isle. I finally won on the 7th month, 3rdweek, day 1 (183 days) making this one of the longest and most time-consumingmaps I've ever played.1) Your starting hero is a crazy-looking barbarian named Uncle Ivan. He's 4th-level and will carry the Sphere of Negation if you got it in the previousscenario.2) Pick 5 units of wood before the beginning.3) There's a free boat near your town.4) Take the ore mine, board the boat, explore the surrounding seas andget some more wood !5) Transform your town into a castle as soon as possible. For me, it wasduring week 2, but that's because I didn't really know where the floatingwood was located.6) For most of the beginning game, you will be very resource-poor. Yourfirst priority is getting wood. Your second priority is getting mines.Your third priority is getting any free or lightly-protected resourcesyou can grab.7) After building-up your castle and the Roc's nest, construct a shipyard.8) Hire any available sorceress.9) If Uncle Ivan is navigating west (from your starting castle), yoursorceress should navigate south or vice-versa.10) You will eventually realize that the center island is shaped like a"spiral" and is controlled by 2 very powerful warring enemies : the redwarlocks and the yellow border horde.11) South of your starting castle, there is a jail near a necromancercastle.12) Liberate Marco the wizard and make him attack the castle. Why ? Becauseyou only have 1 boat and 2 heroes you want to keep. Make Marco flee and rehirehim at the starting castle where he can board his own boat.13) Avoid ghost stacks and try to attack any little island protected by weakshooters (of course, your Rocs are already split in 2 equal stacks)14) Conquer the 2 neutral castles (western sorceress and south-easternnecromancer). They're not too tough to take since their armies are notgrowing (castles have no structures)15) There is only one entrance to the center "Spiral" island.16) When you've found it, send some sacrificial scouting heroes (preferablywarlocks) inland to give you some "reconnaissance".17) Do not forget to cast "Summon Boat" (found on a north-western scroll)each time one of your scouting heroes disembarks on the main-island shores.You *DO NOT* want the enemy to board your own boats... and destroying youbefore you're ready.18) Try to get the 2 Air-Elemental summoning altars in the southwest andnortheast corner of the map.19) Red and yellow should be fighting each other heavily, taking andretaking the same castles many, many times.20) Red would eventually win because it has Black dragons, but you won'tleave him the chance to get too dangerous.21) With a great wizard-army (i.e.: 25 Mages, 60 Air Elementals, 75 SteelGolems, 30 Rocs, etc) led by Uncle Ivan, you will go to mainland and tryto conquer any hotly disputed castle you might find.22) Since no spells can affect you and since Uncle Ivan is by now a mightywarrior, you should have a definite advantage... being able to win evenagainst superior odds.23) Jump on opportunities and avoid enemies that are too strong like theplague (especially heroes with Black Dragons !). Each turn, check out yourmap to see where each enemy is presently located.24) Use the hit-and-run tactic : conquer the weak castle, take the besttroops (Titans are great) to replace your casualties, garrison the castleif you want to really keep it and then leave to conquer another nearby castle.25) Try to conquer the red Warlock castles when you see that there are nohigh-level warlock armies wandering around. GET BLACK DRAGONS !!!26) Your second big army should consist of Marco leading approximately 30Vampire Lords, around 15 Bone Dragons and any other strong stack you canafford.27) You should eventually weaken one of the 2 enemy colors enough to give thekilling blow. When Red of Yellow only has around 4 towns and/or castles left,now is the time to "terminate" that weakened color.28) When it's done, beating the other color should be a simple question oftime since you have more castles and income than him.29) But to really win, you must conquer the "Fount of Wizardry" in the Magiccastle (final red) located at the center of the "Spiral" island.30) By the time I could turn my attention to him, he had around 160 BlackDragons (more or less) and throngs of the other warlock troops while I hadalmost nothing left...31) "Magic" is reachable either by "Dimension Door" or by "Summon Boat".32) I had to be patient and build some super-powerful armies before finallytackling him.33) Use the power of the enemy's Black Dragons against itself... For example,place your soon-to-be-toast Mutant Zombie stack next to the 150 Minotaur Kingsin a way that the stupid computer-controlled Dragons will flame them along withyour stack :-)34) I re-attacked "Magic" several times with Uncle Ivan and "expendable" troopsbefore conquering his 130 remaining Black Dragons with my own 55 Black Dragons,around 30 Titans, lots of Hydras and Minotaur Kings.That's about it. On my first completion of the Wizard's Isle mini-campaign, Igot a respectable score of 461 days good enough for a Genie rating. -- Sebastien Patenaude I finished this game in 159 days (I wasted about two weeks in the endcollectingunneeded forces for the final assault) and the campaign in 433 days giving me aCyclops rating, which I'm very happy with. I did have a lucky break in thethirdgame, as I got Dimension Door. I didn't use it well, though, because it took agood deal of time before I realised that Reds heroes couldn't move. I have read Sebastian Patenaudes comments about this scenario. My approach issimilar, but differs on one important point which saved me a lot of time, so Ihave decided to share it. You are advised to play the game first before reading this. These notes containlots of spoilers for this scenario.I had the Sphere of Negation, which I found very useful. It saved me from lotsof Armageddons.Take the 5 wood (a must!). First, pick up the extra forces in the villageand clean out the starting island. Just south there is a group of ore/woodresources, which should enable you to upgrade to a castle.Sail NE to get the resources floating there and back to the castle to pick upsome extra troops. Hire a sorceress (preferred) and built a shipyard. Buy theIron Golems and upgrade them at the foundry on the southern island. They arevery good at protecting your halflings. You probably want to upgrade thefoundrylater, but initially it's better to save the resources.Now, there's a lot of tedious work to be done:- explore the seas- pick up resources and artifacts- take the Necromancer castle- free the wizard from the jail (remember the trick: make him attack the castle and surrender, then rehire him at home)- there's a sawmill and a jewel mine (important!) at the Necros- there's a crystal mine down south- take the Sorceress castle (SW)- there's a sawmill and an alchemy lab at the Sorceress castle- there's an ore mine with lots of ore resources close by that castle, but it's well protected (about 50 Medusas when I got there).- there's a lot of good stuff through the stone lith at the western island- distribute troops and artifacts between your heroes. You don't want uncle Ivan to carry spell effect artifacts. Do hire all the Air Elementals you can get hold of. You should have the cash,and they'll be very useful.All this took me about 3-4 months, if I remember correctly.I had the fortune of being able to hire a level 28(!) Warlock, who must havebeen defeated by Yellow. He had ca. 300000 experience, and obviously must havestarted with most of it. It didn't significantly change my game, though.During this, I made an important decision: Go for Titans exclusively. This didnot allow me to use resources to build up the Necro and Sorceress castle(exceptfor Market Places and Statues), nor did it allow me the luxury of extra MageGuilds. I reasoned that- I needed Titans to take on Black Dragons- I could buy extra troops from castles in the main continentThis is a major difference from the path Sebastian followed, and I think itsaved me a good deal of time. I had not read Sebastians description at thetime. Once I had 12 Titans I felt safe and sent Uncle Ivan in (with support troops).This proved to be sufficient to kill anything I encountered. By now, Yellowhad been defeated and the Black Dragons were spread out over several heroes.On the main continent, there are two fat targets to go for initially:- 2 Warlock castles in the center, who produce Black Dragons (go south, theneast, then north through the path in the woods)- The Wizard castle, which should have a lot of unbought Giants or Titans,about 20 Giants in my case (go through the portal by the Arena, then north).After that, it's a matter of logistics to make sure that each spiral arm iscleaned out and the troops transported out to your main heroes. In the center, you need to summon a boat (there's a scroll on a NW island)in order to get to the last castle for the final battle. I faced about 165Black Dragons with hordes/throngs of support troops with 75 Titans, 45 BlackDragons, some Hydras etc. That was way too much. I lost 10 Titans and oneBlack Dragon. I could have saved at least one week in the end by not gatheringso many forces.Be aware that there's only room for two boats in front of the last castle, andsummoning a boat will likely teleport one in from the outer seas instead ofcalling one back from across the lake. -- Robert Olesen ------------------------------------------------------------------------The Voyage Home------------------------------------------------------------------------ The Voyage Home Campaign 01 -- StrandedThe Voyage Home Campaign 02 -- Pirate IslesThe Voyage Home Campaign 03 -- King And CountryThe Voyage Home Campaign 04 -- Blood Is Thicker The Voyage Home Campaign 01 -- StrandedI completed this small map in 31 days (month 2, week 1, day 3).1) Before starting, pick the Nomad Boots.2) You start with 2 War Trolls, 5 Swordmen and 1 Cyclops.3) Your way is blocked by 3 different stacks.4) 2 of them are too powerful for you, attack the Rocs to the east.5) Capture the barbarian castle (day 3). Build the creature dwellingsbut do not invest in castle defenses, Mage Guilds and upgrading the adobe.6) Try to hire 2 or 3 more heroes and combine your armies.7) Kill the southern mummies, take the orcs in the Watch Tower andthen go east.8) Kill the boars protecting the Traveller's Tent.9) Upgrade your troops at the Hill Fort (Dwarves, Orcs, etc)10) Week 2 : Buy Orc Chiefs and Goblins.11) Take the nearby ore mine. Kill the paladins and steel golems on thebeach protecting the resources.12) Do not buy Ogres. Keep your gold for Trolls.13) Middle of week 3 : Exchange all your resources for gold (except wood),buy all available barbarian troops (except Ogres and maybe Wolves) and goattack the orange enemey on the southern tip of the island.14) Avoid the heroes and conquer the castle first. There should be someavailable troops for hire.15) Eliminate the 2 or 3 remaining orange heroes at your leisure.16) Wait until you have enough wood to build a shipyard and boat.17) Board the boat and attack the red town to your east.18) In the final battle, I had no Ogres. My army was composed of Trolls,Orc Chiefs and around 140 Goblins.19) It was a very close match, without the Blind spell and a little luck,I would surely have lost.20) If you wish, you might decide to wait a little bit longer (1 or 2weeks) until attacking the final town. It would make your victory morecertain and a lot easier. -- Sebastien Patenaude The Voyage Home Campaign 02 -- Pirate IslesThe second scenario in the "Voyage Home" campaign is comprised of manylittle islands in a large ocean patrolled by pirate boats. It makes fora nice change of pace from the usual "groundwars". Too bad the AI doesn'thandle navigation very well (to say the least) or the "Pirate Isles" couldhave been a challenge. I finished in 72 days (month 3, week 3, day 2).0) I picked basic navigation as my starting bonus but on second thoughtthe 15 units of sulfur could have been better allowing you to build theHydra swamp much sooner...1) Most of the scenario will take place navigating the ocean. Because ofthis, pick navigation for your secondary skill as often as possible anddon't hesitate to hire any available sorceresses. Another good secondaryskill to develop is pathfinding because the islands often have treacherousterrain.2) Playing well, you will have "mapped" most of the seas and taken themajority of the free goodies floating around or on the islands while thepirates are still stuck in their little northeast corner.3) Transform your intial town into a castle.4) Buy a second hero (preferably sorceress, barbarian or warlock). Check inthe castle again to see if a new sorceress appears. If so, hire her right away.5) Order Gallavant to board the free boat. Go northeast right away where youwill find a Lighthouse on a nearby island. Do not bother attacking the boarsguarding the "Hut of Magi". It's not worth the losses you will incur (I onlyhad 1 swordman left).6) Build another boat and make your second hero (let's hope it's a sorceress)board it.7) Explore the ocean with your boats trying to pick slightly different cardinaldirections for each one.8) There's a nice whirlpool to the north of your castle leading to lots offlotsam and some chests.9) Buy troops on the islands (especially Nomads and Water Elementals).10) Populations in neutral towns won't grow at all so don't worry too muchabout their strength...11) Each week, check too see if there any sorceresses available for hire.Build boats and send in a few other scouts to explore (not too much though).Try to hire a barbarian that will stay on your first island.12) When you have around 10 Hydras (or more), sail east from your initialcastle.13) With this Hydra-exclusive army (which will get boosted by Medusas on theeast island), attack the derelict ships, the abandonned mines and a couple ofneutral villages. My own army (6 Hydras, 5 Medusas) was not strong enough tovanquish the ghosts protecting the abandoned mines, but was able to take 2neutral villages (on 2 different islands) with little losses. With a few moreHydras, it should be theoretically possible to beat the ghosts and maybecapturea 3rd town if it's not already taken by the pirates.14) In the southwestern part of your starting island, there is a Glowing Lithleading to the island in the northwest corner of the map (there's a neutralvillage on it).15) Another Glowing Lith on this northwest corner island links you to anothersoutheastern island with 2 villages (probably one neutral and one blue).16) You must NOT lose Gallavant ! Watch out for enemy boats and sail awayif you're too weak.17) There is a series of useful "deserted" islands in a northeast line fromyour starting castle... On one of them there are 3 very important mines :ore, gem and crytal.18) IMPORTANT : With a good army, try to take out any "blue" pirate boats youmight encounter. There should only be one or two. When it's done, the otherpowerful pirates will be stranded on their islands ;-)19) Send a sorceress in the far northeast corner and explore the island...20) You will see 2 warlock castles very close to each other surrounded bymines. One is Middle Gate and the other Pirate's Cove : your primary objective.21) This scouting sorceress should take all those nice "free" mines from theblue pirates. Don't worry, you won't get attacked if there are no blue heroesalready present on the island.22) When you feel ready, come back with your main army and conquer Pirate'sCove.In conclusion, I would like to remind you that winning doesn't requireeliminating all the blue players. In my game, I didn't even try conqueringthe other pirate castles and towns. Pirate's Cove (with Martine inside) isthe only enemy city you must take absolutely... -- Sebastien Patenaude A different strategy than [the Quebec Dragon's] is to just upgrade yourtown to castle.Buy a secondary hero (sorceress is best). Take the lighthouse Northeast ofyour castle with your first hero.Build statue on day 2.ASAP get another boat for your 2nd hero and grab all resources you can getwith him/her while your 1st hero travels to the water summoning altars andbuys all elementals he can get.Then set course for Pirates Cove.Take the castle West of Pirates Cove. You may want to start upgrading it oryou can just simply buy all the heroes you can get while your 1st hero keepsall the good troops.Then attack Pirates Cove with as many heroes as possible the same turn youplan to attack with your 1st hero, just to make the defending hero lose asmany spell points as possible.Then simply kill the bastard.This works every time. Maybe a little boring but you finish the scenario in10-15 days.The same tactic goes for the next scenario (Blood is Thicker), you simplytake all your initial troops and go directly to kill the red sorceresscastle. Continue to conquer west and down to the blue while you upgrade tophoenix in the sorceress castle. 1st day 2nd week buy all sorceress troopsand kill the remaining red towns/castle with them.VICTORY, I finished Voyage home in 61 days with very little saving andreloading. Just march down and kill your enemies. Works all the time. -- Calle Granath King And CountryThe maps 3 and 4 of the Voyage Home campaign are quite similar but with someminor differences. If you decide to stay loyal to the good Lord Alberon (whichis my personal preference as a benevolent Dragon ;-) then you will playscenario # 3 called : "King and Country". It starts in the southwest cornerwith 1 knight castle and 2 knight towns. You also get 2 heroes : Lord Alberonand Gallavant which you must *not* lose. I enjoyed this final campaign scenariomore than the others (Wizard's Isle and Price of Loyalty conclusionsespecially)because it was challenging without resorting to the very annoying "overwhelmingenemy force waiting for annihilation" at the end. I finished "Voyage Home 3"in 94 days (month 4, week 2, day 3). Following this path, the mini-campaign wascompleted in 197 days for a rating of Black Dragon.1) Give all troops to Lord Alberon which will serve as your main warrior hero.Gallavant will serve as scout and should follow Alberon around to serve as a"pack-mule".2) Upgrade the Archery Range in the first few days.3) Go in the 4 nearby Peasant's Huts and in the 2 Archer's houses.4) Give the Peasants to Gallavant. Upgrade your Archers to Rangers.5) The Freeman's Foundry upgrades your Pikemen and Swordmen at no cost.6) Alberon's army on day 4 : 19 Master Swordmen, 47 Rangers, , 20 Pikemenand 1 Crusader.7) IMPORTANT : Always keep one free slot in Alberon's army became somewandering stacks will surely join him. Give the Crusader to Gallavant assoon as you have a good replacement army.8) Don't bother attacking the Rocs protecting the Coliseum : they wouldinflict too much casualties on your initial troops.9) Liberate one of the 2 blocked roads. I picked the right road with theVampire Lords.10) VERY IMPORTANT : Your Rangers are your most important unit. Protectthem from enemy flyers by using the "close formation" : 1st variation =Master Swordmen, Rangers, Veteran Pikemen and a very fast or ultra faststack ; 2nd variaton = Master Swordmen (in the 2nd slot), Veteran Pikemen,Rangers (in the 4th slot) and finally a creature stack of fast speed or less(in my game the Ogre Lords). On your fist combat turn, you move your fastestunit in front of the Rangers. If all works well, your precious but fragileshooters will be enclosed in a protective "pocket".11) Build the Jousting Arena as soon as possible12) The nearby Stables will upgrade your Cavalry to Champions free of charge.13) Build a second castle on week 2.14) In my game I did the error of transforming my remaining town into acastle on week 3. Building the Cathedral in the initial castle would havebeen a better idea.15) For your information, the following wandering stacks joined me in thefirst 2 weeks : Ogre Lords, Grand Elves, Boars and Orc Chiefs. Keep inmind that the wandering stacks joining you will change from game to game.16) Go roughly north-west with your main army (Alberon's)17) You again have the choice between 2 blocked paths. This time I decidedto attack the Genies protecting the left road. The Phoenix would havedevastated my Rangers...18) With reinforcements from my castles, Alberon had the following army atthe beginning of week 4 (at least 4 strong stacks in close formation... thePeasants are optional unless you don't have a 4th strong stack to "completethe pocket") : 436 Peasants, 34 Master Swordmen, 43 Veteran Pikemens, 91Rangers, 21 Ogre Lords (this might be another troop or even Peasants ifyou're desperate).19) You should soon come across a little forest clearing protected by Giants(north of Dragadune). In it you will find a scroll (Teleport), the Traveler'sBoots and the Sword Breaker.20) Use 4 stacks against "weak" monsters and 5 stacks against "strong"monsters.Use your judgment, pick your fights carefully and give first priority to theprotection of your Rangers.21) Wood will be the most badly-needed resource... You should have plenty ofgold so exchange it and other resources for more wood.22) At regular intervals (each 2 or 3 weeks), bring knight reinforcements tothe front lines.23) Slowly develop your killer army led by Lord Alberon. In due time, itwill become almost invincible.24) DO NOT LOSE GALLAVANT !25) Eliminate one color at a time. It's probably better to eliminate theyellow barbarians in the northwest corner first. I didn't do this and theygave me trouble later.26) 6 sorceress town/castles in 2 "clumps" will be hotly disputed in thecenter of the map. Don't try too hard to keep them.27) I often used hit-and-run tactics. I conquer an enemy castle, enter it(for new spells) and leave right away (or stay the night over if I'm low onspell points) to conquer another one. Sometimes, I will buy some garrisonarmies if I have enough gold. Most of the time, I don't bother trying toprotect newly-conquered castles since I don't want to split my main army likethe enemy heroes often do (eh eh eh :-)28) Eventually, on some challenging turns, I had to protect 2 or 3 differenttowns that were under attack by different enemy armies. Keep your prioritiesstraight. Reinforce the castle that has the most chance to stand or to inflictthe heavier losses. -- Sebastien Patenaude Blood Is ThickerThe maps 3 and 4 of the Voyage Home campaign are quite similar but withsome minor differences. If you decide to side with your necromancer sisterDrakonia against your rightful liege Lord Alberon (something any good undead-hating dragon would find particularly distateful ;-) then you will playscenario # 4 called : "Blood is Thicker". It starts with 1 necromancer castlein the northeast corner and 2 barbarian castles in the northwest and southeastcorners respectively. You also get 2 heroes : Drakonia and Gallavant which youmust *not* lose. I enjoyed this final campaign scenario more than the others(Wizard's Isle and Price of Loyalty conclusions especially) because it waschallenging without resorting to the very annoying "overwhelming enemy forcewaiting for annihilation" at the end. I finished "Voyage Home 4" in 70 days(month 3, week 2, day 7). Following this path, the mini-campaign was completedin 173 days for a rating of Black Dragon.1) Drakonia starts with 3 Bone Dragons and several Skeletons. There are 15free Mummies in the necromancer castle (Spirit City).2) Buy and transfer all available undead troops to Drakonia who is slightlystronger than Gallavant.3) Drop the useless Archers and Peasants carried by Gallavant inside the castleand give him an average-speed skeleton for scouting.4) Buy Gallavant a spell book.5) Do not visit graveyards ! Your initial army is not powerful enough to beat100 Mutant Zombies without suffering grievous casualties.6) Also avoid Bone Dragon wandering stacks.7) There's a gold mine just north of Spirit City8) On week 1, try to capture the necromancer town west of Spirit City. ThenDrakonia should go roughly south out of the undead valley.9) Do not build the Vampire Mansion in Spirit City until you don't need theresources for something else (at the very least build the Mausoleum andLaboratoryfirst). A free upgraded mansion giving Vampire Lords is already built in yournewly-conquered necromancer town.10) You will probably lack wood in the beginning month : there's a sawmillsouthof Frozenpeak (the northwest barbarian castle).11) Capture the barbarian castle east of Frozenpeak in the snowy valley(week 2, day 1)12) Don't develop your southeastern barbarian castle (Marsh Home) too muchsinceits isolation gives it a lesser tactical importance.13) Try to hire barbarian heroes in your snow and swamp castles. Other heroesare just too slow... Do not build Cyclop Pyramids, keep your precious gold forother more useful acquisitions.14) Attacking Ghost stacks with only Bone Dragons in your army is recommended.15) It's possible to buy the important Bone Dragon Laboratory in the secondweek.16) There is a nice little clearing southwest of Spirit City containing aHut of the Magi. This is quite useful for seeing your enemy moves.17) Around week 3 (week 4 ?), I had 21 Vampire Lords and 6 Bone Dragonswhich were given to Gallavant since Drakonia was already too far south.Gallavant went westward capturing another necromancer town along the way anddestroying any enemy heroes that were menacing the homebase. Gallavant didn'tventure too far from Spirit City until he had 40 Vampire Lords and more BoneDragons. At this time, he was mostly invincible and began attacking the redand blue territories in earnest.18) Barbarian hero in the snowy valley should take the stone lith south ofFrozenpeak. It will lead to several goodies (resources and mines) but bepreparedto fight for them.19) Do not forget to use the "Animate Dead" spell if you have it !20) For your information, there are 6 sorceress town/castles divided into 2"clumps" near the center of the map. Those should be neutral or controlled bythe red player.21) Drakonia who still had most of her initial army (boosted with some freetroopsfrom dwellings along the way) captured 3 sorceress towns (the southeastern"clump")but could only keep the the best sorceress castle.22) In Gallavant's combats, only the Vampire Lords, Bone Dragons and Licheswerereally useful. The other undead troops (Mutant Zombies, Mummies, Skeletons)rarely entered close-combat before the fight was over. Therefore, you shouldgive buying priority to Vampire Lords, Bone Dragons, Liches and Skeletons(becausethey will get boosted by Necromancy skill) in that order. Mutant Zombies andMummiescould serve as garrison armies for castles you really want to keep.23) I was able to build the Phoenix Red Tower on week 5.24) For most of the game I had the following 3 main armies :A) Drakonia's = 3 Bone Dragons and initial undead troops later withsorceress troops.B) Barbarian's = Lots of Orcs Chiefs, Trolls, Ogre Lords, Wolves and Goblins.C) Gallavant's = Vampire Lords, Bone Dragons, Skeletons and other undeadtroops.25) If you think you're first at a creature dwelling (dwarf cottage, goblinhut, etc) visit it but if not, do not make a detour to reach it.26) Gallavant's army (with his 41 Vampire Lords, 9 Bone Dragons, etc)conquered the second "clump" of red sorceress towns (the one more at thenorthwest). It then went southwest to attack the blue home territory.27) The barbarian army went out of the snowy valley and travelled mostlysouth-southeast (army size at this time : 213 Orc Chiefs, 81 Wolves, 255Goblins, 56 Ogre Lords, 35 Trolls). It was probably too strong for what wasleft to do but it easily "cleaned up" the remaining red heroes who had retakensome castles after Gallavant left.28) Drakonia's army waited for the right opportunity and recaptured the 2other sorceress towns in the first "clump" (the southeast one).29) Eliminate the red player before the blue. I completely annihilated redon month 2, week 4, day 2.30) Gallavant's army (still with around 40 Vampire Lords :-) didsomething quite clever and funny. It went deep into blue territory(the 4 knight castles) and used hit-and-run tactics on the castles,following the road, while avoiding the strong blue heroes. Gallavantcaptured the nearest knight castle, left right away, captured a secondone, left right away, etc. While this was going on, the blue heroeswere busy retaking their stripped castles and weakening themselves byleaving garrison armies :-)31) The Stone Lith south of Spirit City, protected by a gold barrier,was used to teleport undead reinforcements (51 new Vampire Lords :-)near the blue territory just when Gallavant's army was about to beovertaken.32) At about the same time, the barbarian army was helping to destroythe surviving blue heroes and retaking some knight castles. -- Sebastien Patenaude >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>XII. STRATEGY GUIDES (Guides for Normal Maps)>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Note: Contributed by a lot of players. ------------------------------------------------------------------------Scorched Earth------------------------------------------------------------------------ The following will be another walkthrough for one of the tough scenariosof HOMM 2 : Scorched Earth. I finished this one in 34 days for 199 pts(Paladin rating) at normal settings. I will try a different format thistime. Tell me what you think...1) I suggest starting with a Barbarian castle since this is a mediummap.2) You start with one castle and one town. Build your second castle onthe first day ! This will give you a money advantage.3) Hire one other hero at the east castle and one hero at the westcastle.4) Explore during the first week. Use Barbarians or Warlocks.5) Your best hero will have an army of Orcs, Goblins and Wolves. Combinearmies if possible. You now have 2 scouts with only one quick unit andthe best army stack who will take mines defended by slow troops.6) Forget about mines that are too well defended. There are a lot offree ressources for the taking.7) During the 2nd week, take the yellow castle in the center of the mapwith your best army.8) Continue exploring with your scouts and take everything that is notdefended. Hire more heroes if possible.9) Concentrate on the construction of one castle. Don't upgrade, exceptfor Ogre Lord and forget about mage guilds or turrets. Economize yourore, it's your most important ressource.10) By the end of the 2nd week, your best castle should have all monsterstructures except for Cyclops.11) In the 3rd week, conquer one or two more of the yellow playercastles. Buy the best troops and leave for the next city or castle.Before all that, give your best troops from your starting castle to yourbest hero army.12) By the end of the 4th week, you could try getting the castle of yourenemy brother in the opposite corner of the map. Try to attack while hishero is away exploring.13) In the 5th week, you have a definite advantage with your morenumerous castles. Build all the armies you can in all castles (3 or 4armies now). Exchange all your ressources for gold. Blitzkrieg theremaining cities and heroes and you've won !Final word : The secret to victory in this scenario is being aggressive.Take the enemy castles as soon as possible, but most of all don't letthe Necromancer build up. -- Quebec Dragon (Sebastien Patenaude) ------------------------------------------------------------------------Shipwrecked------------------------------------------------------------------------ This is my strategy on Shipwrecked! a hard scenario at normal gamedifficulty. Please note that you start with a lot of disadvantages inthis one. Your knight starts with only a village and you have to go upagainst Warlocks, Barbarians and Necromancers that have 3 towns each. Mywalkthrough should assure you of a win, but it will take some time. Youneed to be patient in this scenario. I finished in 74 days for 159 pts(troll rating). Far from my best score but at least I won it ;-) So hereare some tips in rough chronological order :1) In the beginning, always take gold instead of experience points2) Build your castle on the first turn3) Hire another hero on day 2 but give only 1 or 2 very fast troops. Hewill serve as your scout while your other slower army (Lord Kilburn)fights the battles.4) Take mines that are lightly defended. Don't take any risks especiallyagaint shooter troops.5) There is a free town to the north of your starting castle ! But don'tturn it in a castle, you will need the wood for building up your primarycastle.6) Build the most structures possibles on week 1. Don't bother with Mageguilds or upgrades except for the ranger upgrade. In my game, Isucceeded in building the Cathedral on day 7 !7) In week 2, you should have a big army with Lord Kilburn (6 paladins,28 rangers and some swordmen) and a scout you will use to explore.8) Week 3 : Build up your castle and explore with Lord Kilburn's armygoing first north (there is a genie lamp !) and then south-east.9) By the end of week 3, you should start attacking the Barbarianscastles in the south-east.10) Now comes the waiting time...11) You have to build up your knight and barbarians castles and mop upthe remaining barbarian heroes. By this time, you should have seenenough obelisks to try finding the ultimate artifact. Don't search forit if it's too far in enemy territory.12) By the end of the 2nd month, you should be able to build two bigarmies : one composed of Barbarian troops (Ogre Lords, Wolves, OrcChiefs...) and the other including (Paladins, Rangers and Swordmen...).13) With your 2 big stacks... I suggest attacking the Necromancers withthe Barbarian troops and the Warlocks with the Knight troops.14) Never leave your castles undefended or at the least destroy anypassing armies on your way to their castles. -- Quebec Dragon (Sebastien Patenaude) ------------------------------------------------------------------------Spellcasters------------------------------------------------------------------------ As always, try this scenario at least once before reading my littlewalkthrough. It's more enjoyable that way and being spoiled of thesurprises is very sad ;-) If you complete it, check out how it couldhave been done differently and compare your score with mine !This scenario is supposed to decide once and for all who the bestspellcasting class will be ! The necromancer, sorceress, warlock andwizard go up against each other and you have the time to build bigarmies while the crusaders keep the peace. The title of this scenario issomewhat misleading... as you don't really need spell casting to winthis one. At least I didn't ;-) I decided to play the Warlock : myfavorite hero class. So the following tips are more geared towards theWarlock player. In fact, this article could have been called the Way ofThe Warlock ;-) I finished this scenario in 56 days for 144 pts (WaterElemental rating) at normal game difficulty.1) Always buy another hero on your first turn of the same class as yourfirst hero if possible. Give all the troops to your starting hero exceptfor a very fast unit that will stay with your 2nd hero : the scout.2) I don't usually do this but here is a good order for buildingstructures in the Warlock Castle during the first week : Crypt, Dungeon,Statue, Nest, Maze (if you can), Swamp (if you can), Well (possiblyWaterfall as a alternate choice).3) You play a Warlock, sulfur is your first priority !4) Explore with both heroes and take lightly defended mines. Your flyingtroops (griffins and gargoyles) are great for killing most missiletroops ! Separate your gargoyle stack in two if necessary.5) Do not build mage guilds, you will need the sulfur for Dragons andHydras.6) At the beginning of week 2, reinforce your best army with new troopsfrom the castle.7) Keep Hydras in your castle. They slow down all your troops and theymake a great garrison. Hint : With hydras in your castle, the AI willrarely attack you.8) Here is a good "pocket" formation for protecting your centaurs fromflying enemies (thanks to whoever came up with that formation !). Youneed a closer formation (monsters next to one another). From top tobottom :DragonsCentaursGriffinsGargoyles (who will move in front of the centaurs at their first turn)Minotaur kings9) Upgrade for minotaur kings as soon as possible10) By week 4, you have a big enough army to take on the Necromancer tothe north. Keep close to the shore and take the gold mine while youpass. Usually, I would attack other castles much sooner, but youradversaries start with good armies in this scenario.11) Always save your money for Dragon towers. Do not build Mage guildsexcept for the first level...12) You can now give your Hydras (you should have a bunch by now) toyour scout and attack the wandering armies and cemeteries that youdidn't get the first time.13) Don't go too far from your castle with this second army.14) Week 5 : construction15) If you're lucky, the Wizards and Sorceresses (?) are attacking eachother.16) After the Necromancer is completely eliminated, go after the Wizardnext but with Necromancer troops (Vampire Lords, Liches and Bone Dragonsare a good combination!)17) At almost the same time, attack the sorceress castles with a stackof Red Dragons and Minotaur Kings.18) You can attack on both fronts, but don't leave your castlesundefended. If you do, kill any armies that want to avoid you. -- Quebec Dragon (Sebastien Patenaude) ------------------------------------------------------------------------Teleporters------------------------------------------------------------------------ Think of this map as a 3-pointed star. On each point there are 2 colorsand one teleporter leading to an island full of good stuff. You can winby accumulating 400,000 gold pieces or by destroying all your opponents.The second way is quicker. I finished in 80 days for 138 pts (Ghost)playing as a Warlock.1) There are a lot of free ressources... take the gold and build up yourcastle.2) Hire another hero on day 1 and a third one at the beginning of week2.3) Keep the buffer zone troops in the middle of the "star" island.4) With this 3rd hero, build a shipyard with a boat and go explore themap.5) There are no ressources in the water... but it's nice discoveringmore of the map.6) Week 3 : why not build a second boat ?7) End of Week 3 : attack the castle in your point of the "star"8) The enemy AI is too stupid to build shipyards...9) The 4 other colors will beat up on each other.10) Remember the buffer troops ?, they keep your part of the island freeto explore.11) Attack the other castles by boat when you're ready. -- Quebec Dragon (Sebastien Patenaude) ------------------------------------------------------------------------Terra Firma (a)------------------------------------------------------------------------ Game difficuly: impossibleMap difficulty: expertGoal: vanquish all the opponents in 11 days.Everything is quite simple. For faster movement - at the end of each daytry to take with one hero all the army from main hero except the boars.Day 1Wizard (leave all army in the castle except one boar) takes Treasurechest (money - 2000!) and campfire. Recruit 2nd wizard which goes to theright (leave all army in the castle except one boar).Day 21st wizard takes haflings. 2nd wizard takes Treasure chest (money) andvisits Gazebo. Recruit 3rd hero. Take all army in the castle (buy sometroops) and give it to 1st hero. 1st hero kills monsters on the road andtakes artifact.Day 3Capture lower castle (get 'Magic arrow' spell there). Defend with onehero starting castle.Day 4Main hero moves south. Leave the starting castle and go down. You havenow 2 heroes standing on both sides of lower castle (keep safedistance).Day 5Orange retakes castle an chases after your main hero leaving castleundefended. Your king has sent supplies to help you in your efforts -5000K gold and 10 gems. Recruit 3 more heroes (get the free resources tothe left from lower castle). Supply the main army. Your main army killsthe monsters guarding the entrance in the valley and go SE.Day 6,7Main army still moving SE. At the end of Day 7 you should stand 1 stepfrom gazebo. Other heroes collect all free resources around and visitall obelisks they see.Day 8Main army is attacked by red. Don't allow to retreat. Capture castle. 4bone dragons are waiting for you. Now your puzzle is quite open todetect where is ultimate artifact. For me it was in 1 day distance fromcastle. Recruit 2 heroes. One will dig the artifact, the other - pass itto main army. Main army stays in castle where you buy 2nd level mageguild.Day 9Pass the ultimate artifact to main army (I got Ultimate book ofKnowledge - +12 knowledge, but actually you need any ultimate stuff withknowledge and/or spell power). Visit well and move south.Day 10Main army kills red's hero. You already see the Black Fang.Day 11Black Fang is so weak that it makes you laugh.Good job! You get 415 pts. -- Bene Armstrong This is my killer strategy for Terra Firma. You play a lone warlock thathas to caspture a necromancer castle on the other side of a newlandbridge created by wildmagic. This scenario is considered of expertdifficulty but I found it quite easy (at least more easy than BrokenAlliance ;-) I even got my best score ever ! Finished in 29 days for 273pts (Black Dragon rating) at normal game difficulty. So without furtherado here's how I did it :1) Buy one other hero on day 1. One hero will be scout (one unit) andthe other hero the warrior (all other units).2) Don't forget to get more halflings at the nearby halfling hole.3) Take the wizard castle to the east very rapidly, by the end of week1, with your warrior hero (army : lot of halflings, 3 rocs, severalboars and possibly mages)4) Keep the buffer zone between your starting castle and the southWizard castle.5) Keep your steel golems in your starting castle for the moment6) Buy more troops at the beginning of week 2 in your new wizard castleand conquer the southern Wizard castle.7) Week 3 : Build up the maximum of units possible and give them to yourwarrior hero stack (Mages, Boars, Rocs, more than 100 halflings). Youcan add steel golems too but they're not necessary.8) Buy cheap sacrificial Barbarian heroes to explore to the southeast.9) With your warrior hero, rush to the southeast ignoring all towns anddetours (possible exceptions : Gem mine and obelisks) until you get toBlackfang Castle.10) Kill wandering Necromancer armies if they're weak.11) If you don't want a Necromancer Hero to flee, use the slow spellinstead of the blind spell which doesn't work on undead..12) Conquer Castle Blackfang ! If you're lucky it will be lightlydefended with no enemy hero protector :-)It's probably possible to get a better score on this map if it's yoursecond time out (it was my first attempt on this scenario) and if you'revery agressive. -- Quebec Dragon (Sebastien Patenaude) ------------------------------------------------------------------------Terra Firma (b)------------------------------------------------------------------------Expert Map, Impossible rating, 220%,35 days, 363 points. My top score. This one is rather simple. I have played it three times, improving eachtime the strategy. In every scenario you have to keep in mind theobjective. Conquer the BlackFang castle. That's all !1.By the end of the first week you have to conquer one of the Wizard'scastle.2.By the end of the second week you have to conquer the other Wizard'scastle.3.Find the Ultimate Artifact. On this artifact depends the strategy.Anyhow in this scenario this artifact is not very necessary.4.A miss of the game. If you find the castle with the hero in it, theforces guarding the castle don't fight with you if they are differenttypes of the opponent's hero forces. (The second time I played thisscenario in 47 days this happened and the victory was easy.)5.Another miss of the game(not for this scenario).The computer playeralways leave forces in the castle, so they split their force and it iseasier to defeat.6.On my last attempt I was lucky. I had 2nd level spells only, theLightning, the artifact which improves with 50% the lightning and asUltimate artifact the Staff with 12 Spell Power points. Last, but notthe least BlackFang was heavily defended. Going for them they send 4heroes against me, each of them having 4 light troops (7-10 of a kind)and one large troop which was defending the castle. My army was verylight, made up of 10 ArchiMages, 20 Stell Golems, 25 Birds, 30 boars andabout 60 halflings.7.In normal situation I could not beat the castle armies made up of 25Bone Dragons, 40 Liches, 50 Vampires, 70 Royal Mummies, 100 MutantZombies. But resisting almost without losses to the four strikes of theenemy, my final fight was with 25 Bone Dragons and nothing more.Anyhow at this level you have to restart the game several times to getthe best configuration: spells, artifacts and a bit of luck in order toget a top score. -- Cristian Arosculesei Terra Firma should be set as a hard map. It is just too easy. Lostcontinent is way harder than it. I won it at a score of 367 in 33 days(impossible level).I just get all resources I need and when enemies comes near I alwayssneaked back into the castle. About week 2, yellow and orange should befighting badly. Send a hero to check who wins. If the enemy castle insight is lightly defended than capture it no matter who strong the heronear the castle you can fled back to your base and can use the magicthat castle has (use a waste warlock hero).If your are lucky, you can even buy the troops in the castle ( a lot).Then the enemy hero may not attack. After I used this technique tocapture all other two wizard castles, orange defeated and yellow in acaslt near Blackfang. Get about 24 archmages, 30^ rocs, 40 steel golems,60 boars, 160 haflings before month 2 week 3. I went down to Blackfangat the the 27 day. Lucky me! Blackfang was havily defended! It had 16bone dragons, 20-30 vampire lords, 98 upgraded zombies, 10 skeletons,and 30 royal mummies. High spell power, high defence, and slow magicwill be nessary. -- Judy Chan ------------------------------------------------------------------------The Lost Continent------------------------------------------------------------------------ Game difficuly: impossibleMap difficulty: hardGoal: vanquish all the opponents in 31 days.The map is easy but annoying. It's hard to destroy the enemy fast.That's why I don't like it.The only reasonable choice here is the sorceress :1) there are tons of wood, gold and artifacts in the water ;2) its closer to the strongest castle (purple warlock) than any othercastle - 2 days by sea.There is one condition - purple must be builder. Otherwise you will findnothing worth using when you capture his castle. The goal is to takepurple Warlock castle on Day ~12 - it will be lightly defended causepurple has taken all his army out. If there is not green tower builtthen u are screwed - restart. Even 5th level guild wont help u toaccomplish the task.1) Purple will be vanquished trying to retake his starting castle.2) On Day 15 a) give 2 dragons to one sorceress which goes in the whirlpool to reachorange Wizard castle. After capturing wizard starting castle (4th levelguild there) she goes East and captures necromancer starting castle.Many bone dragons awaiting for you. b) give 2 dragons to one hero which goes West and captures knightstarting castle. Then go south and capture barbarian starting castle.You will see that dragons and your growing spell power are unstoppable.When you have captured these castles you can retreat and hire theseheroes whereever you need.3) On 3rd week hire (actually you should have one hero there already)one hero in your starting castle. Recruit archers and move south causeyellow likes to build there.About this time you should have finished taking all the free resourcesfrom sea.4) On 4th week hire one hero in your starting castle. Take black (youhave tons of resources - why not upgrade) dragons and move to the centerof the map. Barbarian and wizard like to capture towns there.~ on Day 27 all castles (!) are captured but you still run after enemyheroes who run in all directions and capture towns or have already doneit.Good job! But it can be done a few days faster. I didn't score in mytable so I don't know how much points you get. -- Bene Armstrong An original HOMM2 professional map.The goal is to take purple Warlock castle. On normal difficulty you canbuild second magic level guild and get Lightning bolt or Cold ray andmake an attack plan to purple castle within the first week and capturecastle on day 7 or 8. Within the 2 or 3 first weeks you can build Dragontower. Playing on impossible you can't take purple castle within thefirst week. I decided to conquer the castle on week 2. To conquerWarlock castle I needed a strong army. With 8 druids, 10 grand elves and6 unicorns it is possible to take purple Warlock castle. How it ispossible to build unicorns in the first week? Actually there are 6 pilesof random resources near. I had 2 piles of gems (for a total of 12) and2 piles of ore (for a total of 15). I took money over experience, hiredanother Sorceress hero, made her board a boat and took flotsam in thewater.Warlock castle was lightly defended and I won with minimum losses. Therewere 4 green dragons available, I hired 2 and stayed in the castle. BothWarlock heroes failed to beat me in the castle and Purple wasvanguished. Within the week I upgraded green tower to black and had 7black dragons by the 4th week. 2 dragons I gave to my primary Sorceresshero who she went into the whirpool to reach orange Wizard castle.Second sorceress with 2 dragons went to conquer Knight castle. Then Ivanquished Barbarian and Necromancer.Finished on impossible in 34 days. -- King Arturo (Arturo Axenenko) ------------------------------------------------------------------------Undead Armies------------------------------------------------------------------------ This scenario is called Undead Armies but your biggest problem will bethe Barbarians... I played blue color as a knight (southwest corner). Iwon this in 54 days for a score of 146 pts (Water Elemental rating) atnormal game difficulty.1) You play a Knight, your first priority is WOOD !2) Hire another hero : if possible a Barbarian or Sorceress.3) Good order for the 1st week of building : Archery Range, Shipyardwith Boat, Statue, Well, Blacksmith, Tavern, Armory (if you have enoughwood).4) On day 2 or 3, give most of your archers to your sorceress who willboard the boat.5) Attack the enemy boat already exploring the sea.6) You now have all the flotsam, chests and island treasures toyourself.7) By the end of Week 2 : upgrade to Rangers and attack the castle toyour north... Follow the shore !8) 3rd castle conquest (Necromancer near the shore) should be at the endof week 3 or beginning of week 4.9) With all the obelisks found by your sorceress and other heroes, youshould have a pretty good idea where the ultimate artifact is located.10) Do not go deep in enemy territory trying to find it.11) Be patient and build up your 3 castles. Never leave your castlestotally undefended.12) Explore with scouts while preparing your final army.13) Orange armies (Barbarians) shall be your toughest opponents.14) There is a teleporter going from the northwest corner to thesoutheast corner... use it if possible.15) I leave the rest to you ! -- Quebec Dragon (Sebastien Patenaude) ------------------------------------------------------------------------Valley Of Death------------------------------------------------------------------------ Game difficuly: impossibleMap difficulty: expertGoal: capture Vulcania at Day 11. Take blue barbarian (for max moving inthe desert). Day 1-4, Take experience in the Treasure chest (prefer betterpathfinding and logistics then and later) and go straight North. Takedwarwes in the Dwarf cottage. No need to recruit more heroes. I tried torecruite one more hero and supply the first with halflings and/ormedusas but I lost then 1-2 days.Kill the monsters (if you get not so many dwarwes you'll be screwed ifmonsters appear to be strong (for.ex., one time I got pack of irongolems)) blocking pathway to North.Get in the boat on Day 5.You land on NE island on Day 7. There you'll find a teleporter to the"valley of death". Delete dwarwes and goblins to move further each turnand later if you have less hitpoints the computer hero will attack.You'll need that for sure.Day 8, Take genies.Day 9, Take as much genies as you can in second lamp.Day 10, You see that enemy hero couldn't reach you. You recruit ghostsand move just one (!) step towards Vulcania.Day 11, Computer hero attacks you. Main goal is to attack weaker enemyunits with ghosts. To attack Vulcania you need at least 50+. Finalbattle is like a cake walk if the same strat is used.You get for this trick 415 pts . Congratulations! -- Bene Armstrong Expert, medium expansion set map.# of players: 1 human(computer) random / 1 human(computer) random / 1computer necromancerYou have to capture Necromancer castle "Vulcania" by the end of month 5,week 4, day 7. The castle lies in the valley of death and is stronglydefended.I played Blue Barbarian and used the quickest way to win.Day 1-4, Take experience in the Treasure chest and keep going straightNorth. Recruit dwarwes in the Dwarf cottage.Day 5-8, Kill the 2nd level monsters blocking pathway to North becausethere will be a boat you need to board. Board boat with Barbarian andnavigate to NE island. There will be a teleporter leading straight tothe 'valley of death'.Day 9-11, Recruit some ghosts...for the final battle you will need ahorde of ghosts.Finished on impossible in 11 days. -- King Arturo (Arturo Axenenko) ------------------------------------------------------------------------Vikings!------------------------------------------------------------------------ In this scenario you have 3 towns in the southwest corner of the map.You are heavily outnumbered by 4 Barbarians (different colors) to yournorth and east. I finished in 71 days for a score of 160 pts (Trollrating) at normal game difficulty, playing as a warlock.1) Transform your northern town into a castle on day one.2) Concentrate on building your Warlock castle first...do not build anymage tower (except level one eventually) or castle defenses (turrets)3) A little tip... green (forest) is safe and brown (broken Lands) isdangerous and crawling with Barbarians.4) You are protected by big armies that stop the Barbarians fromattacking you in the forest. Keep those buffer zones until you are readyto attack !5) There are also buffer armies in front of your towns. Leave themalone, until you feel confident in the strength in your armies.6) When you have 7 Red Dragons (week 4 to 6 depending on your luck), alot of gargoyles and a bunch of Minotaur Kings, you can start attackingthe Barbarian castles.7) With this army, you should be pretty much unbeatable.8) I suggest attacking the southeast Barbarian castles first, while theBarbarians in the north attack each other. -- Quebec Dragon (Sebastien Patenaude) ------------------------------------------------------------------------Warrior Knight------------------------------------------------------------------------ I don't usually make strategy walkthroughs for large maps of normaldifficulty, but this one was quite interesting. In addition, since youhave to pick one of 4 knights, it's a good scenario to practice yourknight's strategies. I will concentrate on the starting game of theKnight castle and on general tips because so many different things canhappen.I finished in 76 days for a score of 140 pts (Ghost rating) at normalgame difficulty. I played the blue color. So without further ado :1) Buy 2 other heroes in week 1 : one barbarian or wizard, one knight tocombine troops.Two heroes will be scouts, one will be the warrior.2) As a Knight, your foremost priority is WOOD !3) A good building order for week 1 : Archery Range, Statue, Well,Armory (for Swordmen), Tavern, Blacksmith (for Pikemen), Jousting Arena(Farm as an alternate if you don't have enough wood)4) Week 2 : Shipyard, Boat, Upgraded Archery Range, Marketplace(facultative)... the rest of your money for armies.5) Usually there is a lot of wood in the water... in those cases, builda shipyard and a boat as soon as possible... the high wood cost isrecuperated very soon by all the flotsam and chests.6) For most of this scenario I had 6 heroes : 3 in boats, 1 to protectthe starting castle, 1 scout and 1 warrior.7) Go after Red opponent (Necromancer) in the north first (week 4)8) Let the other colors beat up on each other...9) After eliminating Red, attack the closest and/or weakest Color.10) Concentrate on destroying one color at the time.11) Leave the Peasants in your castles unless you have a lot of them..they slow down the rest of your army and they're the worst troop in thegame.12) A good first knight army would consist of Rangers, Swordmen andPikemen.13) A very good second or third army would consist of Paladins,Cavalries, Master Swordmen, Veteran Pikemen and Rangers.14) It's always a good idea to go after Necromancer castles first..they're usually weak and don't have a lot of missile troops. -- Quebec Dragon (Sebastien Patenaude) ------------------------------------------------------------------------Wastelands------------------------------------------------------------------------ This is a good scenario to learn how to play the barbarian. You're abarbarian stuck in the broken Lands that must beat an alliance of theNecromancer, the Sorceress and the Wizard. I won in 52 days for 177 pts(Champion rating) at normal game difficulty.1) Buy a second Barbarian hero, buy troops in your castle and combineall the troops on your starting Barbarian.2) Foremost priority of Barbarian is ORE ! (mine to the north-east)3) Good building order for week 1 : Stick Hut, Statue, Den, Adobe, Well,Garbage Heap, (Bridge if you have the ressources)4) Week 2 : capture the village near your castle but don't upgrade it.5) Week 2 purchases : Upgraded Hut, Upgraded Adobe, Marketplace,Thieve's Guild6) You will lack ore during the second week... build up your armiesinstead. Build Troll Bridge when you have enough ore.7) By the end of week 3 : attack the closest enemy castle with your bigarmy (15 Ogre Lords, 40 to 50 Orc Chiefs, Wolves, Goblins)8) When you have this second castle, buy a marketplace and exchangeunnecessary ressources for ore.9) I almost never build cyclops pyramid because I prefer to use my moneyon Ogre Lords and Trolls.10) Conquer another castle by the end of week 4.11) With 3 castles, the rest of the scenario is pretty easy. -- Quebec Dragon (Sebastien Patenaude) ------------------------------------------------------------------------Who Am I?------------------------------------------------------------------------ Game difficuly: impossibleMap difficulty: expertGoal: vanquish all the opponents in 15 days. One special requirement -nomad boots (see Day1,2,3).Think you are weak. Heeeeheeee. Ergh….. No!Day 1,2,3.Hero kills 2 skeleton armies, takes Treasure chests.Then kills lotsmummies (22). Takes halflings and kills lots of gargoyles (21), losingfirst mage (no more losses yet). Takes first chest and nomad boots (Ididn't take thunder mace of dominion). Secondary skills at the end ofDay 3: advanced wisdom, advanced balistics, advanced logistics, basicpathfinding (1-2-4-3).Day 4,5Capture castle. Move north (not the way you came). Don't take the townthough it's free. Easily kill () first hero. Second hero attacks you (7mages, 6steel golems, 39 halflings) with 20 chief orcs, 5 ogres, 5wolfes, 20 rogues. Lose just one mage.Day 6,7Purple has built a castle and moved out one hero who fails to captureyour castle on Day 7 because you have recruited your second hero -wizard (warlock) . Hero moves north killing 2 u. zombie armies andvisiting well.Day 8Hero kills skeletons on the road, visits oasis and thus can capturecastle on that day but that is hard. The enemy hero which stands in thegates of the castle already has a huge army: 30 chief orcs, 5 ogrelords, 18 skeletons (uh.. his morale is gonna be bad), 4 ogres, 8 orcs.You should have such secondary skills before the battle as expertbalistics (walls and tower are destroyed in 3 moves) and basic luck (2-3-5-3). Purple has moved out his last hero. Move your 2nd hero out too.Day 9,10Hero stays in captured castle 2 days to defend it. Last green's heroattacks his former castle on Day 10 and dies. Green is vanquished. Nowyou have got many useful and unuseful artificats. Hero moves south (atthe end of Dau 10 you stand one step from wolves). Recruit 3rd herothere and move out. This hero will pass the army from this castle tomain hero. 2nd hero captures purple's castle and stays there. On Day 102nd hero attacks last purple's hero. Purple is vanquished.Day 11,12Hero kills wolves, then visits 2nd level shrine. Take archers andTreasure chests. Kill m. zombies. Other heroes don't play a role here.Day 13,14,15Move down the road. Red's biggest army attacks you (suffer minimallosses if spells used properly). Capture castle to the right. Easilykill red's 2nd hero and capture their last castle. Red is vanquished.You get for this trick 407 pts. Congratulations! -- Bene Armstrong Very fun scenario of expert difficulty similar in some way to DragonRider. BTW, who is that Wizard ? It's never told :-) I finished in 70days for 216 pts (Bone Dragon rating) at normal game difficulty.1) You start with a lone wizard, 8 Mages and some Steel Golems2) Go north towards the village beating skeletons along the way.3) Capture village and build castle right away4) Hire a second hero to use as a scout5) Takes the mines to the north-west and to the west.6) Capture another village and upgrade to castle when you can. Try topick a village away from the other Colors.7) Keep buffer armies between you and your adversaries.8) Conquer northern castle at the beginning of week 4. Note : This isthe hardest part of the game...you have to avoid the armies until youconquer the castle and then with the remaining troops you must defendagainst his desperate attacks.9) Beginning of month 2 : there is PLAGUE !!! Use this to youradvantage.10) After taking northern castle and waiting a little to build up yourarmies, take the boat to your west.11) There's not enough good stuff in the water to justify any detour.12) There's an excellent island with a lot of chests and a gold mine inthe south-west corner.13) In the beginning of the 2nd month, I had 3 castles.14) Now be patient and build up a good wizard army from your startingcastle.15) Let the 2 remaining colors beat up on each other and take anylightly defended cities.16) By the 3rd month, it was a war of attrition, my higher number ofcastles and better armies garanteed me a victory ! -- Quebec Dragon (Sebastien Patenaude) I only used 79 days and a score of 286. Mr. Dragon said he waited thethree enemies to beat up each other is wrong. I attracted strong heroesto the town north of the purple's base(swamp). When that hero capturedthe town. Either green or purple will appear. After a good bloody fight,one of the two heroes must lose some troops, and the other defeated. Iusually comes by and just send all the troops of that remaining hero'sto heaven. When either purple or green is weakened, I will attack theeasily send some of my titans to finish purple off. Then the other herosucessfully arrive the area near the desert and beat them up also. Thenthese two heroes will attack red in two directions. the small openingnear the xanadu and the south opening of the snow. Red will surely bedestroyed.1. Day1 destroy the first army of skeletons and head to the skeletons onthe sawmill(capture the sawmill).2. Day2 Get all treasure chests near the sawmill and capture the town.3. Day3 kill the royal mummies north of the first town and capture theore and gem mines.4. Day4 Go west and kill the pack of mummies. Go south and capture thetown nearest to you.5. Day5 Capture the sulphur mine just near you.6. Day6 Get haflings southeast of the second town.7. Get the crystal mine way north of the ore mine or the in the entranceof swamp.8. Build castle9. Fresh heroes are coning near you. The will turn into benifits if youcan kill them without losing lots of troops.10. Build pen, foundry, cliff nest, mage guild, well, ivory tower and2nd level mage guild. Then wait for money to build clould castles.*11. If STRONG enemies are coming toward you, forget about building. Buyrocs in first place then golems, mages, and haflings. Also left turnneland right turnnel will greatly help you in the battle. Don't buy anytroops unless enemies are coming and your Who am I? hero can't get therein time.12. Who am I should not leave any troops in castles.13. Green and purple will gratefully kill each other for the town northof the swamp area. You kill the one who wins(you must be stronger thanhim). Don't stand between those two or three different colour's heroes.They may attack you first. Just stand near but not to near.14. After purple's armies are very weak but another hero to go attackgreen in the dessert with about 5-6 titans, Who am I's going to attackpurple with also 5-6 titans.15. After purple and green got destroyed go straightly to red's base anddestroy him too.NOTE: there should be only two heroes or a third to transport armies.Don't let people capture your main wizard castle. Remember on the westend of the swamp there's a castle too. Sea traveling is not nessary. Youmay tell some junk heroes to get the artifacts in the isle southwestward of the map. -- Smarties ------------------------------------------------------------------------Winterlands------------------------------------------------------------------------ The first time I played this I started in the Southwest corner of themap as a Necromancer. (Yellow)A major key to victory in this scenario is given in the introduction;i.e. you will need lots of heroes. I was using three of them in thefirst week and wished I could afford more. The reason for this lies notonly in the size of the map (large), but also because there are a largenumber of recruiting stations to make use of. For example there areHalfling Holes, Archer houses, Wagon camps, Medusa thingies (I forgotwhat they are called). In fact, immediately to the southwest of the mystarting castle was 3 Halfling holes! I collected about 75 of thefriendly little Bilbo's in the first week!There are two towns nearby the starting castle in the southwest. Theyare not too heavily guarded, and may be conquered by week 3. The firsttown lies immediately to the west, and the other northwest through amountain passage into snowy country. Meanwhile, your other heroes shouldbe operating under one directive: EXPLORE!!Once you get these two towns converted into castles, then the realaction begins. By this time, your other heroes will have explored muchof the region to the north. They may have discovered Green's castle. Getyour main hero up there quickly to take this castle because he tends toleave it guarded by a mere token force. It's a long journey to getthere, so If you have the cash and wood, build a shipyard and a boat inyour main castle and sail right up to his doorstep!IMHO, once you get this castle (it will be your 4th) the rest of thegame is fairly easy. Just be on your guard with the portals nearby thatmay provide easy access for the enemy. But, also, use the portals toyour advantage and take the initiative.Finally, don't forget to get the multitude of artifacts that arescattered everywhere! It's helpful to have your haste spell readyagainst the guardians of these artifacts. I found that the first strikemade a big difference.Overall, this is a very fun to play scenario. There is a wide variety ofterrain and castle types. You will pretty much experience everythingHeroes of Might and Magic II has to offer with this scenario. (Not toodifferent from Lost Continent in that regard). Also, the first few weeksare relaxing because you spend more time discovering things instead ofdesperately defending yourself as in other scenarios.Final Note: Some players will probably recommend buying a boat early andgetting the goodies in the ocean. I think this is a good idea, butsometimes you can achieve the same result by defeating an enemy hero andtaking all the artifacts that he collected in the ocean thus saving youthe work. Although you miss out on the wood & gold, it's not a terribleloss in the scheme of things. -- Scagon Dragon (Jeff Scanga) >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>XV. QUESTION OF THE MONTH>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> -----------------------------------------------------------------------"It says griffins can retaliate against any number of creatures, butthere are a lot of creatures that give no retaliation oppurtunity tothe griffons. So the question is should I lust make a nest just to getdragons or should I get the nest just to get griffons which are prettyineffective against one troop from every creature?" -- Alec(Alec1@concentric.net) My good man, griffins are NOT ineffective ! Whatever gave you thatdubious and inaccurate notion ? Having 2 different types of flyers inthe early game is a great advantage for the warlock (especially if yousplit those Gargoyles in 2 stacks when appropriate). The warlock is thehero type that can tackle wandering shooter stacks with the least amountof risk and without losing all his own shooters in the first round ofbattle. Other hero types often have to avoid wandering shooter stacksin the starting game because the casualties inflicted would be too much.So yes, do build that nest and use those Griffins, not only because it'sa requirement for the Dragons, but because it makes tactical sense. -- QD And don't overlook the fact that the creatures griffins can't retaliateagainst are for the most part low-level creatures (sprites and rogues),with only one or two high-level creatures (hydras for example) immune toretaliation. So the griffin's ability for unlimited retaliation is still avery big asset! -- AW -----------------------------------------------------------------------"I'm playing HMM2 Expansion Pak on a PC (Pentium). One of my heroes attackeda group of earth elementals guarding a mine of an opponent. According to thehandbook 'meteor swarm' does double damage to these creatures. However, whencastin this spell, the rocks rained down on two stacks of elementals, but nodamage occured (Heroe's spellpower: 5). The spell itself works properly inother battles onto other monster stacks. Is this bug related to the 'hauntedmine' bug, when the computer can ignore the elementals guarding my mine, butI can't? Btw., do you know if this bug was fixed?"-- Ralf Linnemann (ralf.linnemann@gmd.de) No this "bug" is not related to the "Haunted Mine" bug which was fixed inthe later HOMM 2 patches. The manual is wrong about elemental immunities.I got the scoop straight from George Ruof, programmer on all HOMM games,a while ago on the strategic games newsgroup and shared it with everyonein my big Quebec Dragon's Compendium of Spell Arcana (available on the pageMage Guild). So taken from that article, here are the *true* immunities foreach elemental : ELEMENTAL TYPE SPELL IMMUNITIES EARTH Lightning, ChainLightning, Meteor Shower AIR Meteor Shower FIRE Fireball, Fireblast WATERCold Ray, Cold Ring Of course, elementals are also immune to mind spellsbut you knew that already I bet. -- QD -----------------------------------------------------------------------"I'm new at this game and i'd like to know what it takes to get into an Xanadu.I'd also like to know what it gives to you."-- The Feared Crusader (archmage5@hotmail.com) You need to be level 10 to enter Xanadu. Each level of Diplomacy counts as"one" level to enter inside. For example, a level-9 hero with basic diplomacywould get in, a level-8 hero with advanced diplomacy would get in and alevel-7 hero with expert diplomacy would get in. As for what Xanadu gives you,it boost each primary skill (attack, defense, spell power and knowledge) by 1.-- QD And don't forget to check out The Oracle Page for more information on Xanaduand other map site structures that the Quebec Dragon and my minion Gwaihirhave compiled! -- AW -----------------------------------------------------------------------"...this might be a known "bug" but I could not find an answer on your reallycomprehensive site. I am playing the good campain level "Final justice" withthe Corlagon defeated award. Anyway, the bastard is annoying me in the finalLevel. Has anyone encountered this before ? Maybe one of the patches fixesthe problem ? " -- Mathias (mathias.muller@sap-ag.de) Ah yes, the "Corlagon Defeated" problem. While recently writing a new strategyfor the last scenario in the good campaign, I experienced the same "bug" asyou.Corlagon, which I had defeated in a previous scenario, appeared out of nowhereas an enemy hero. What I think happened is that even though Corlagon was nota starting enemy (because of the award), he was available for hire in thehero pool. Well, I reloaded the last scenario in the good campaign, withand without the "Corlagon Defeated" award, and used the cheat code to revealthe map. It looks like you were right about the "bug" Mathias. With the"CorlagonDefeated" award, he's not part of the starting heroes of your enemies.BUT, and that's a big but, Corlagon will be hired by the purple necromanceron its first turn ! I tried the experiment 3 times and it was the same everysingle time. Without the "Corlagon Defeated" award, Corlagon will appearnext to your wizard castle (southeast corner of the map) leading only a fewcavalry. He will probably attack your castle on the first turn if you don'tgarrison it enough. In concrete terms, what this means is that it's morebeneficial NOT to have the "Corlagon Defeated" award. Why ? Because, withoutthat award, you have a chance to kill him off in the first turn when he onlyhas a weakling army. He will then revert to the hero pool where you wouldhave a chance to eventually hire him. With the "Corlagon Defeated" award,he always get hired by purple in one of its own castles and has time to builda more menacing army. I have no idea if this situation is a "bug" or a"surprise" made by the New World Computing designers. To the best of myknowledge,no "patch" fixes this annoying problem. -- QD >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>XIV. DISCLAIMER>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Unpublished Work Copyright Joseph Andro Artanto 1999-2002. This FAQ and everything included within this file cannot be reproducedin any way, shape or form (physical, electronically, or otherwise) asidefrom being placed on a freely-accessible, non-commercial web page init's original, unedited and unaltered format. This FAQ cannot be usedfor profitable purposes (even if no money would be made from selling it)or promotional purposes. It cannot be used in any sort of commercialtransaction. It cannot be given away as some sort of bonus, gift, etc.,with a purchase as this creates incentive to buy and is thereforeprohibited. Furthermore, this FAQ cannot be used by the publishers,editors, employees or associates, etc. of any company, group, business,or association, etc., nor can it be used by game sites and the like. Itcannot be used in magazines, guides, books, etc. or in any other form ofprinted or electronic media (including mediums not specificallymentioned) in ANY way, shape, or form (including reprinting, referenceor inclusion), without the express written permission of the author,myself. This FAQ was created and is owned by me, Joseph Andro Artanto(arsin@indosat.net.id). All copyrights and trademarks are acknowledged and respected that are not specifically mentioned in this FAQ. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>XV. AUTHOR'S INFO>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Name : Joseph Andro ArtantoBorn : November 15, 1985Sex : MaleFAQs : * Star Ocean 2 FAQ * Star Ocean 2 Claude's Scenario Walktrough * Star Ocean 2 Rena's Scenario Walktrough * Final Fantasy Tactics Deep Dungeon Guide * Heroes of Might and Magic II FAQ * Heroes of Might and Magic III FAQ * Suikoden II FAQ/WalkthroughAddress : West Jakarta, IndonesiaE-mail : arsin@indosat.net.idWebsite : http://www.geocities.com/TimesSquare/Dragon/3939 Anyway, that's all! for more info about me, visit my website:http://www.geocities.com/TimesSquare/Dragon/3939 Beware, I havent updated my website for around... 2 years! ^_^Feel free to asks questions about any other RPGs besides Suikoden 2!Support me when I've begun creating faq for Suikoden 3!! >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>XVI. CREDITS>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Special Thanks :----------------Note that all part of this faq are simply a part of a website: http://www.astralwizard.com/And I, admit and give my very special thanks to the webmaster: Julia Skipper, AKA AngelA (angelshome@ns.sympatico.ca) Astral Wizard Website AmbassadorAnd their contributors in the respective website: Sebastien Patenaude Eonoak (eonoak@yahoo.com) Maneater (kalin99@yahoo.com) Etc.Please visit http://www.astralwizard.com/ for more complete info aboutHeroes of Might and Magic 2 and Heroes of Might and Magic 3. *Thanks to God.*Thanks to uncountabble contributors listed by their own contributions.*Thanks to Kaspa for the idea.*Thanks to New World Computing.*Thanks to you, readers! Goodbye! if you have any contributions,suggestions, comments, critics, or anything, just e-mail me(arsin@indosat.net.id)or(ICQ:55139575). You also can visit me at:http://www.geocities.com/TimesSquare/Dragon/3939 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Unpublished work Copyright 1999-2002 Joseph Andro Artanto. |
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