A Pirate's Daughter Table of Contents: +=+=+=+=+=+=+=+=+= 1. Introduction 2. Tutorial 3. Preparations 4. Useful Tips 5. Walkthrough 6. Miscellanous 7. CAN YOU BEAT IT? 8. Credits --------------------------------------------- 1. Introduction --------------------------------------------- Welcome to the...introduction! Just a few things to go over before we actually start this Walkthrough! 1. You may not use this walkthrough for profit. 2. Unless you come begging for me to put this walkthrough on your site, I'll only be posting this walkthrough on Gamefaqs.com. 3. Unless you like eating purple hats and becoming Gauldoth's dirt chef, I advise you to only use this walkthrough for PRIVATE uses. 4. Do not email me, I have enough things to do as it is. Talk to Urunus on the boards or ask Celestialheavens. 5. First of all, this campaign is VERY, VERY difficult to beat. That's why I'm doing a walk- through on it. --------------------------------------------- 2. Tutorial --------------------------------------------- Ah, the tutorial. Heroes of Might and Magic IV is a little hard to get used to when you're just a beginner, so I suggest that you take the game's custom-made tutorial first. DON'T do the campaigns until you know how to do everything right and as well as tried out at least five intermediate scenarios. Campaigns also usually give you a set objective unlike about 65% of the scenarios so likely you won't have to become the strongest army and defeat all your opponents. That is especially good in this scenario as you will rarely become the strongest. Lets start off with the basics, shall we? First, the alignments. They are: Might, Nature, Chaos, Death, Order, and Life. It really depends on how you fight and as well as what kind of magic which you would like(or, even no magic at all). Might is a good beginners one, as it requires on pure strength and likely you won't get used to the magic until you know the strength in them first. Next, Nature. The best one there is, actually as Nature usually makes you invincible to enemies.....sort of like Death, since you can just keep on summoning enough creatures until either you run out of MP or until the enemy has been defeated. This means that, you can even go one-man on the enemy and still win. Nature also has two level four recruits if you use the Creature Portal, but you need lots of wood if you're thinking of playing that alignment. Chaos time. This alignment I really hate because the things cost too much, plus I'm not really into the evil side. But you should know that evil is usually the stronger one if you're not used to tactics, so it might make a good beginner alignment but its just the cost and also the annoying music when you enter the Asylum. Now lets talk about Death. This alignment is... well, really...evil? You really have to rely on magic if you want to make THIS alignment good, because the evil part of it is that you get to kill your enemies and then resurrect them as your allies! It also has lots of cursing magic, and no, I don't mean swear words, I mean that they put curses on your opponent such as mire, which makes them move slower on the world map. Other than that the only good things which you can get by playing Death is vampires and Bone Dragons as they're all undead which means they are immune to most spells, plus the vampire also have a very useful life sucking ability. Ah, Order. This alignment is my second favourite as you get LOADS of ranged units. Halflings, for example, are very useful if you have a lot of them. Next are Magi, who can cast a variety of spells. They can also lure your enemies out of their castles with poison, not to mention magic fist works well on the attack side. Gold Golems and Dwarves have very strong attack, defense, and magic resistance but they move slow. Genies are much better than Nagas-their Ice Bolt really rocks if you have a ton of them, not to mention create Illusions works well if you need a defense against your weaker units. Nagas, on the other hand, have a lot of HP and attack, but they probably won't get to the enemy in time to stop someone like genies. Finally, on to Titans. This guys really rock but not as much as they do in Heroes 3. Dragon Golems are a good new creature with their high movement, HP, and attack. As for the Order spells, the only good one is actually hypnotize which allows you to control most creatures ENTIRELY! Think about it, with an army of Hypnotizers then they can even defeat one other one no matter how powerful they are....unless you're up against 1200 Faeries Dragons or something. Finally, life. These guys are also very good on the ranged side, but that's pretty much just it. They don't ever seem overpowering, and champions are just very weak for a level 4 unit, too. They're magic is good, however. Divine Intervention cures an insane amount, while Guardian Angel can be useful when trying to protect a weaker, main attacking unit. Mass Bless and Regeneration works well, too. Overall a decent unit. For this walkthrough, however, you'll be using Nature so get used to summoning.....or else. ------------------------------------------------ 3. Preparations ------------------------------------------------ *Tips: Get grandmaster Nature magic for Tawni as SOON as possible! Whenever you're dealing with tons of Hydras at the same time, first summon a Faerie Dragon and have him cast confusion over and over again on the Hydras while Tawni summons Mantises or Phoenixes. This is an especially effective strategy.* I hate Chaos. They have the worst possible level 1 creatures such as Bandits and Orcs. And Pirates, who are totally different from Bandits because they live by a different motto. Anything else? Chaos starts getting better once you acquire the level 2 creatures. Medusas or Minotaurs? Well, if looks can't convince, then we'll just have to do this the old fashioned way. Medusas: Ugly, Dirty, and terrifying. Want proof? Well, lets see, Snakes in hair, lizard-like tail, extrem- ely ugly face, pimp short body....don't make this go on. Well, actually, they're rather good. One Medusa won't be much of a threat, but as soon as you start acquiring hundreds of them these guys will become a major problem for your enemies. Their Stone Gaze ability effects the target at random but will help kill off a couple more creatures from one attack. Extremely useful during castle sieges when on those high towers. Minotaurs: Ugly, Dirty, and terrifying. Oh wait, that was for Medusas. These guys don't look half bad, although the horns can start getting intimidating. Sharp, point horns versus snakes for hair? It's all up to you on whether you prefer terrifying ugliness or intimidating looks, but if I were you....I'd pick the Medusas. They also have a very useful random blocking...thing. Now we move on to level 3. This is when Chaos starts kicking in as a good candidate for most powerful faction. We can choose from either the Efreeti or the Night- mares, so let's look at our charts again. Efreeti: Let's see. Not ugly or dirty, seemingly terrifying with those fiery red eyes, can fly, and have a decent growth of 4 per week. What's not to like? Well, first of all, that 80 HP isn't a lot for a level 3 creature, that flying might help decimate some of your enemies, and also fire-based attacks, which means that if they're up against phoenixes, they lose. But hey, they still have a mildly decent flame shield for that extra bit of damage, and the physical ain't all that bad either. Okay, let me reword that. Their physical attack is HORRIBLE, but their Flame Shield ROCKS! Nightmares: Night and mare. 110 HP, 12-26 attack points, and also a spell to boot. At first these guys may seem much better than Efreeti....because they are much better than efreeti! It all depends on how you look at this. The only good thing about Efreeti is that they can fly and have an awesome flame shield, but when you're up against Black Dragons that Flame Shield will look like mincemeat for Efreet. Pick the Nightmares! Oh, and make good use of their "terror" spell, too. And finally, we're on to either Hydras or Black Dragons. Let's look at our charts again....they aren't really charts though. Hydras: 28-60 attack? That is REALLY randomized. And also a decent 250 HP as well, not to mention no retaliation and the ability to hit up to three targets at once. This may seem to be a great creature at first, but wait till we get on to...Black Dragons! Black Dragons: 55-110 attack is very randomized as well, but it's still far better than Hydras. Black Dragons also have a whooping 400 HP and are immune to magic. Well, that sucks, but still, don't you think that the attack makes up for it? And that tremendous amount of HP and defense as well? Let's look at this logically. Black Dragons have a grow- th of 1 per week, while Hydras have a growth of 2 per week. The resources and gold required to buy these creatures are pretty much evenly matched, so let's ignore that. Halfway across the week an army decides to invade. Now, if we have chosen Hydras, we would have had 1 Hydras by now, but if you had chosen Black Dragons, you still wouldn't have any. That means that 1 Hydra beats having a Black Dragon by that time of the week, which means that they have a slight advantage over Black Dragons. Pick Hydras. What really sucks about this campaign is that your hero- es start off with Scouting. Who needs, Scouting, any- ways? Get Tawni Balfour some magic as soon as poss- ible. I usually suggest nature magic, and I'll explain why in the following walkthrough. Besides that, Scouting is only good for the advantages on Swamp terrain and the tactics at sea once you get Grandmaster Seamanship. That's all for the Preparations. And remember, kids, eat your vegetables! Unless those vegetables are beets, of course. Spinach I can live with. -------------------------------------------------- 4. Useful Tips & Hints -------------------------------------------------- Most Important Tip: Nature Magic 1. Triple Nightmares: Buy three nightmares and then take out your bandits and orcs. Replace three different slots in your army with the nightmares. Now, at the start of battle, have each Nightmare cast Terror on the most annoying troops that you're pit(ted) against. These can range from Elves, Medusas, Thunderbirds, etc. 2. Chaos v.s. Other Alignments: Life: I HATE that Mass Chaos ward! If the army hath more than one hero with MCW then you might want to risk an Armaggedon to wipe them out first. Otherwise, have your Black Dragons take those guys out while your hero Disintegrates the Angels because those guys can fly the farthest out of any life troop and are really annoying. If the enemy hath Champions instead then you choose to Disintegrate them so that you can wipe out enough that their First Strike will do any significant damage to your Black Dragons. Otherwise, use the Triple Nightmare strategy to take out the Monks, Crossbowman, and either the Angels / Champions. This should save you some time to kill the Ballistas first. Might: Got Nomads? Got Harpies? Got Cyclops? Well, if that happens to be da case, use the Triple Nightmare strategy to cast Terror on those three armies. If they also have Thunderbirds, then have your druid summon a Faerie Dragon and cast Confuse onto the Thunderbirds over and over again. Either a good Disintegration or Black Dragon should handle the hero quite nicely, while have your Medusas pick off at the flyers / shooters. Order: Magi are annoying because of their Poison spell, but they fall like dominoes to the might....(not magic) of the Black Dragon. Then use the Triple Nightmare strategy to take out Genies, Titans, and Haflings, depending on which troops pose the most trouble for you. Try to defeat the Hero as soon as possible because Hypnotize can get extremely annoying. Once all the Genies, Magi, and Titans / Dragon Golems are out of the way this battle is yours. Nature: Those elves and Faerie Dragon are damn annoying when they are defending a castle. Must Must MUST use the Triple Nightmare strategy to take out the Archer hero, the Faerie Dragon and Elves first, or the Phoenixes and White Tigers if possible. Griffins? Unicorns? No match compared to your Black Dragons. Also you might want to Armaggedon / Disintegrate the hero if that hero happens to be a Druid.....you know what Druids can do with their Dragon Strength, right? Death - Those Undead troops are really annoying, since you can't terrorize them. If they have Devils or Venom Spawn, TERROR them immediately! The Devils will usually summon Ice Demons on their first turn which gives you some time to either Disintegrate or cast Terror onto them. Those Venom Spawns can shoot and will usually aim for your hero first so take them out first if possible. Now, the real threat are the Vampires and the hero. Mass Curse, Vampiric Touch (on the Bone Dragons) and Mass Sorrow are some of the worst spells you can be up against, so if possible risk an Armaggedon to take that hero out as soon as possible. Vampires and Bone Dragons can be deadly in a group, fortunately that's why those Black Dragons / Hydras are for! Chaos - Use the Triple Nightmare strategy to remove the Efreeti, Medusas, and Nightmares as soon as possible. If your hero moves first, then great, Disintegrate the opposing hero! Then slowly and painfully take out the Medusas with a few more of those Disintegrates and your Black Dragons can do the rest....simple. Only case where this strategy does NOT work is if the enemy hath a lot of Evil Eyes and decides to send your hero to Oblivion first, in which case......have your Black Dragons remove them first. In a battle of Chaos v.s. Chaos, might is everything, not magic. 3. The Black Dragon mania - This, my friend, is what Nature Magic is good for. First of all, if you're up against an overwhelming amount of Black Dragons with only one hero, then I hope you've learned Grandmaster Nature magic with Summon Phoenix. Nao, have your hero summon a bunch of Phoenixes and, before the Black Dragons move, fly your Phoenixes as far away from your hero as possible but as close to the far end of the battlefield where the Black Dragons should be as well. The Black Dragons should kill your Phoenixes in one hit but because of their Rebirth ability they'll always be reborn with at least one Phoenix left. Keep summoning Phoenixes, sending the enemy off at bay while all your summoned Firebirds defend. Eventually, you should kill these Black Dragons..... by retaliation. You need a TON of MP for this one. 4. Cycra and Tawni's dual - In the fourth scenario there should be a point near blue's area where they have two castles neighbouring each other. For this one you'll need Cycra to have lots of combat skills and advanced chaos magic. Tawni should have Scouting and Nature Magic. Now, capture just ONE of blue's castles, and the other army will retreat to the second castle. Leave your army behind in the first castle and then ride over to the enemy castle, who, sensing your prescence, will hide inside their own castle. Now, head into castle with three Nigh- tmares. Start off by taking the Medusas out with their Terror ability and take any other creature who cometh in the way. Cycra should cast Confusion onto the Efreeti if possible. In this case have Tawni summon a bunch of Phoenixes and break into the enemy's castle as soon as possible, then use the previous (Black Dragon mania) strategy to keep those Black Dragons at bay while Tawni keeps summoning Phoenixes. This strategy can be tedious at first when the enemy hath a bunch of Black Dragons with them, in which case retreat once both Tawni and / or Cycra are dead, retreat back to your other castle, and attack again. The enemy should be inside his or her castle every time (in my case, that is), and although it is a cheap strategy......who cares? Urunus's own tip - The strategy that I use for most maps are very different from every other walkthrough concerning this campaign. First of all, this map isn't about building up a more powerful army than the enemy and crushing everything beneath Tawni's high heels. I made it through scenarios 2-5 (with the exception of the last battles) with just two heroes: Tawni and Cycra / Pete Girly and Tawni. In several walkthroughs that I have been looking through they say that you need a very powerful force in order to defeat the enemy. I concentrate more on the AI's stupidity and giving an advantage to your own party. Seriously, I almost laughed at this game's pathetic AI when I creamed their 100 Hydras with just two heroes. And whoever created this game obviously thought that you needed an army for such a feat - nope, during the last scene of scenario 4 the text message explains Tawni leading an entire army to fight Pete Girly. Imagine the irony when only Cycra and Tawni were in my party and I haven't recruited for eight months (I must have nearly 40 Black Dragons by now...)! -------------------------------------------------- 5. Walkthrough -------------------------------------------------- We now return back to Jeopardy of the Pirates! Brought to you by Purple Hat company 6734 Elwin st. S C E N A R I O O N E: The Pirate's Daughter !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! This is the hardest scenario in this entire game. Period. Don't let that get you down, though, we just need to move quick. Tawni and Pete should be able to handle the neutrals around here by themselves for now, so split your army and put Tawni and Pete together. The other pirates and bandits should loot out the flotsam around here. Flag the sulfur mine and get the Learning Stone. To the south of this island is a chaos magic stone and a Seamanship Hat. Defeat the neutral pirates around here, and then get the artifact. Now, head back over to your ship and have your entire army board it. Now, there is a decent amount of flotsam to be found around here, but don't let that distract you. Sail as far as you can up north until you arrive at an island. Stop by to flag the bandit's hideout and recruit the creatures there, then continue north until you arrive on land again. Now, flag the nearby castle (watch out, as there are some powerful neutrals guarding it!) and then you can start to relax a bit around here. Make sure that you have some Efreeti / Nightmares in your party by the end of week 3! I also suggest hiring a sorcerer for your army simply because your main heroes do not start off with any magic at all. Split your heroes up (make sure that each and every one of them are accompanied by a decent amount of troops) and then you can go and flag the stuff around here. With a good amount of recruits you should be able to defeat the Centaurs guarding that Ore Pit and following them the Berse- rkers guarding the Sawmill up north. There is also another Bandit Hideout near the Ore Pit guarded by what is probably a Band of Nomads by now as well as an Orc Tower to the east. Flag them all (if you're running out of resources to build, then you can also defeat the Orcs near the Ancient Ruins as well) and then bring whatever you have to put into one entire army and then quickly head east! The green player probably has cyclops or even thunderbirds by now, so you need to do this quick. Capture the stronghold to the east and then you can safely station your troops there. Defeating the army garrisoned at the castle gates may cause some heavy casualties, but either that or pretty much lose the entire campaign. In the meantime, caravan a few troops from your previously captured Asylum and get some Nightmares / Efreeti into your party. By this point in the game, I had around ten of them and around 25 Medusas (Medus- as are generally better in this scenario simply because there will be a lot of ranged battles going on with the green players soon). Have your Sorcerer hero go on his own perhaps accompanied by a few Cyclops as well to loot out the treasure around here while Tawni and Pete head west over to where the Nomads are. Since Pete has a higher defense than Tawni starts off with, have him go in front while your Medusas / Orcs weaken the other Nomads down, then quickly capture the other stronghold south of this snowy region. Watch out for the numerous bands of Cyclops around here! Meanwhile, you can start to recruit and build some more. Directly north of where you fought the Nomads should be a Witch's Hut. Get Tawni some magic! I was lucky the first time and got some Nature Magic. It won't help a lot right now, but it will definitely pay off in the next scenario. Recruit some more Medusas, Efreeti or Nightmares into your party and then head north of your Asylum. There should be a Gold Mine and a Blue Keymaster guarded by some Ogre Magi here. Defeat them and flag everything around this place, then visit the Key- master tent and return south over to your Chaos Castle again. Once again, recruit as much as possible. With all the mines around here, you should be able to start building your Strongholds as well. Once you think you're ready board the Feral Vixen and then head south- east over to the Blue Border Gates and unlock it to continue into the southern regions. By now you should be nearing the Green Player's strength. His other two castles are located directly west of this continent, so proceed there but you may not wish to fight him yet simply because the computer loves "cheating" and hides into a castle as soon as try to fight them. When I fought them the opposing force had nearly 30 Thunderbirds, so beware in case they come after you. With the Cyclops blocking entrance into your region for now (except for the portal that leads right to your Chaos castle) you should be safe to caravan some troops over to your current location and perhaps finish green off. I was never able to do that, however, since Green still has two formidable castles to recruit troops. Once you're done messing around with green head directly south of their castle until you arrive at a tiny island with a grey border guard. Only Tawni Balfour will be allowed to head past this point, and even then as soon as you unlock this border you'll be up against around a band of Black Dragons, so I suggest that you recruit a few more thunderbirds into your army and then go for the kill. If Tawni / Pete Girly manage to survive this battle they'll most likely reach the level cap for this scenaio. Anyways, get the Purple Keymaster Tent and then head northwest over to the entrance of Frigiston. Unlock the border gates over here and then dock onto the Magic Plains. I had almost forty Thunderbirds when I arrived here, so you should make quick work of the garrison at Frigiston. Now, if you had done what I told you to earlier at Green's other two castles and held them there in their castles it should leave Frigiston with a weaker force so that you can take over the strong- hold at your leisure. To ensure that Frigiston won't be captured while you're gone, caravan a few troops over from your other castls and leave some of your thunderbirds at the castle gates as well. With the rest of your army, head back over to your ship and proceed to the southeastern most corner of this map until you arrive at an island with an orange keymaster tent guarded by scores of Unicorns. If you have Black Dragons at this point, then they shou- ldn't be much trouble (once again, I would have to go against my opinion earlier for Hydras simply because Black Dragons will be better against Faerie Dragons which you'll be fighting later on). Now, head west until you arrive at yet another huge continent. Dock here and then head past the Keymaster. Unless Frigiston is under serious trouble, it should be smooth sailing from here on.Make your way past the swamp and then head northwest until you arrive at the garrison. Kill the troops stationed here and then proceed onto the final battle at Yenathrae. This is when Black Dragons come into play - Faerie Dragons can't do anything against them since they are immune to magic. In the meantime, have your Medusas take down the elves and the Nightmares or Efreeti hack at the door. As soon as you're in have your Black Dragons dispose of those annoying Faerie Dragons and once they're out of the way you've pretty much won. In fact, you might even get lucky and find the Blue Player barely leaving much of an army to guard Yenathrae! You should be able to complete this scenario in five months. *Note: Get Tawni Balfour to learn Expert Nature Magic if possible.* *Note 2: This is a tough scenario which should not be taken lightly. If things start to get overwhelming don't give up just yet, you may wish to replace some of your chaos recruits with might, such as thunderbirds and ogre magi for your useless level ones* *Note 3: Make sure that you get the Steadfast Shield!* S C E N A R I O T W O: Bloody Cove !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Unlike the previous scenario, this one will start you off with a decent army.....well, not really. All you have are two heroes, Pete Girly and Tawni Balfour, but at least your rivals don't have much better than what you have. There should be two castles directly south of where you start off. Have Pete Girly take the one to the left and Tawni Balfour capture the one on the right. The Hydras guarding the Breastplate of Regeneration are probably too difficult for your heroes to handle right now, so ignore them and just pick up the resources around you right now. Make sure that you flag the Sulfur Mine as well if you want Black Dragons. Once you have captured both castles, you can start to build. Fortunately, there are two Gold Mines and a decent amount of resources that you can collect around your starting area. Try not to stray too far as in the enemy's area - a bunch of Efreeti will prevent the enemy from reaching your castle to the west and some Medusas(?) to the right. This will give you some time to build, but if you find that you are lacking on resources you may wish to flag some of the enemy's mines as well. Seriously, I made it through 1 / 3 of the map with a one- army Tawni. Everything should be smooth sailing once she acquires Summon Griffin or Summon Unicorn. If you didn't make her learn Nature Magic, then this will be a lot tougher, unless you are able to build up a much stronger army than the enemy in time. I usually prefer Minotaurs for this scenario simply because the battle with Captain Swift will involve a lot of Black Dragons and they're pretty much going to squash Medusas, but at lease Minotaurs have a somewhat decent chance as Decoys. If you decided to teach Tawni Chaos Magic, then I suggest that you get the Lightning Spell as soon as possible. Trust me, it's one of the best spells that you can use for a one-man army, especially if she has a Expert Pyromancy or above that. I usually don't teach her Sorcery until she learns Grandmaster Chaos magic, though. Make sure that you eliminate the other two enemy castles as soon as possible, or things get start getting troublesome for you. If you've made Tawni learn Master Nature Magic by now, then good for you - you're pretty much going to breeze through the rest of this scenario. Otherwise, recruit some Hydras or Black Dragons and charge the two enemy castles. Have Pete Girly take the castle directly below him while Tawni take the other one to the east so that you can eliminate both players at once. Now you can flag the mines around the enemy's area, and the two Gold Mines north of your two starting castles if you haven't yet. Tip: If you're ever up against Efreeti and a huge swarm of them are attacking at the same time, then make sure that you protect your hero! Efreeti usually aim for your hero / level one creatures first and that Fire Shield can really devastate your entire party at once! Now let's take out Green. First things first, gather up a pow- erful army from your castles and then charge the garrison which is the only thing that seperates you from eliminating this player. It should only have a few Medusas and Evil Eyes guarding it, so it shouldn't be too difficult to defeat the army without tak- ing any casualties. Then you can finish Green off at his castle, but watch out if they have Black Dragons already. Now the only threat to us would be blue. Make sure that you get the Green Keymaster tent guarded by around 4 Black Dragons (for me at that time), then head over to the ship- yard west of green's castle. Buy / board a ship and then sail over to the northwestern end of this ocean. Make sure that you get the Purple Keymaster tent (guarded by some Hydras or Pirates, if I can remember) on the Lighthouse Island before you finish Blue off. Blue has two remaining castles located on the island north of the Purple Keymaster tent, both of them situated on the two ends (east and west) of the island. We'll capture the castle to the east first simply because they pose more of a threat there than the one to the west. When I fought them they had nearly 8 Black Dragons, so if you find that odds are overwhelming you can first capture the castle to the west and then take the orange keymaster tent so that you can head through the portal to the east back to the castle where you started off with. Either way, once Blue has been eliminated, the only thing that stands between you and victory is to defeat Captain Swift. When I fought him at month 5 he had like 35 Black Dragons, so just sit around for a while until you can get a formidable enough army to take him on. Once you think you're ready (I suggest that you get at least 40+ Black Dragons) then you can head over to the shipyard east of green's castle (the one that you had just captured) and then buy a ship at the shipyard here. Note that it has to be Tawni Balfour in order to pass the Grey Border guard. You can now explore the ocean to the west if you want to, although all there really is are some flotsam and a few islands. Take note, however, of the largest island in between the area near the blue border guard and the middle of the ocean, where there should be another island. Dock east of this island and then head past the purple border guard (which you should have visited the purple keymaster tent earlier) to arrive at a Blue Keymaster tent. Defeat the Black Dragons here (try not to take too many casualties) and then get the keymaster password to head past the Blue Border guard directly north of this island. There should be a bunch of Sea Monsters guarding the Whirlpool, defeat them and then head into the Whirpool to arrive at Bloody Cove. You can now finally find Captain Swift and his ship near the whirpool where you had left off, he probably has about 50 Black Dragons by now and around 700 Pirates, the Pirates won't be much of a problem, it's just the Black Dragons that can intimidating....both emotionally and physically, as if those Minotaur Horns weren't enough. It took me a few tries to beat Captain Swift. Recommended 7-8 months to complete this scenario. It really depends. If you're playing in champion mode Captain Swift will have a hell lot of Black Dragons with him. S C E N A R I O T H R E E: Strait of the Lost !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! I hate this scenario. Almost as much as the last one. Actually, if you look at it through a Purple Hat way, it's really very fun. Only if you get Grandmaster Nature Magic as soon as possible. Your objective is to defeat the red player and also build the Eye of Chaos in Rumport. You can enter Rumport in either of two ways: 1. by sailing south of where you started off or 2. by sailing southeast (only by a little bit) to arrive on the continent, then head south over to the Grey Border guard and have Tawni Balfour in your party to open up the gates to arrive at Rumport. Meanwhile, you can have Pete Girly and the other pirate army that you start off with to collect the flotsam around here. Watch out for the Sea Monsters, though. Rumport is guarded by a few Cyclops as well as a neutral army inside the castle. Tawni Balfour should be able to take care of them all by herself. Don't waste your time with the red player (mermaids) right now, your main goal is to capture Rumport and then build up a formidable army in it as quickly as possible. What you really need to concern yourselves with should be the green player. Now, there are a num- ber of ways into their territory, but I won't list them all simply because this map is so large and there are numer- ous ways to go around. Since Rumport should be pretty much safe from the enemy for now, you can have Tawni Balfour take on the Green player while Pete Girly and the army from Rumport loot out the treasure at sea as well as try to defeat the Mermaids around here. I suggest that you wait for Black Dragons or Hydras first before you take on the Blue player, however. Meanwhile, have Tawni (that name is so not pirate-like ...) loot out the other treasure on this continent and perhaps capture a few mines around here. Then you can have her head north past the "X" fire mark in the middle of this continent to capture the second castle. Most likely it doesn't have a fort, so you'll have to build one. With all the resources around here, you should be able to get enough gold and mercury / sulfur to acquire two level 4 creature dwellings. I personally prefer to Hydra Ponds for this scenario simply because they tend to be cheaper and time is an important factor - you need to get as many Hydras as possible for Rumport if the enemy decides to invade. If possible, get Grandmaster Nature Magic as soon as you can in this scenario and get DRAGON STRENGTH! That spell will make you practically breeze through this scenario. If you decided against getting Nature Magic then a spell like Disintegration won't work so horribly either. The only problem is that it won't work well against Black Dragons. Anyways, nothing else to do now but find ways into the Green Player's territory. If you have waited until month 2 then you can unlock the Grey Border guard situated beside the bridge directly southeast of Rumport. You can also head past the Green's Garrison by defeating a bunch of Black Dragons before you enter their territory. Either way, we're pretty much only here to annoy green for a while, otherwise head west of the garrison until you arrive at a Red Keymaster Tent, guarded by a bunch of Black Dragons. Tawni Balfour with some Dragon Strength should be able to defeat them by herself, otherwise you can summon some Phoenixes to take care of them. There is also another way that you can head into Green's Territory - by taking the underground route. There are a ton of underground passageways in this scenario, most of them which are filled with treasure and shrines and powerful neutrals. Make sure that you inspect the oracles around there to find hidden treasure, also watch out for a Pandora's Box located in one of the underground areas which will ensue a battle with a bunch of Efreeti if you open it. Either way, once you have obtained the Red Keymaster password take either one of the paths back into the northern areas of this map. Also watch out for blue, who may start appearing through the underground passageways around here. Once you have recruited a powerful enough army, you can also go and defeat the blue player in their stronghold west of Rumport, but since we're going to be heading there anyways later on so you might want to just weaken Blue a bit while dealing with green in the meantime. As for Tawni Balfour, you can play with Green's army for a while before you head over to the northeastern end of this map over to a Red Border guard. Head over to the prison (which is guarded along the way by a band of Black Dragons) and take out the Black Dragons, this was perhaps one of the tougher battles in this scenario simply because the Black Dragons will usually aim for your hero first. If you find that odds are overwhelming then you can retreat to the nearest castle (since you're probably by yourself, you won't be carrying any recruits along with you anyways), there should be a nearby castle (probably under green's command) which you can capture. You'll immediately be ambushed by some Minotaurs and Efreeti a soon as you near the prison, otherwise they should be pretty easy to handle by youself whether Tawni Balfour has Dragon Strength or not. Unlock the prison door to find Cycra, one of the heroes who will join you for the next scenario(s). Now, you can either take one of those underground passageways or the ferry beside the northwestern castle to arrive into Blue's territory. Either way, recruit a strong army and then enter the ferry (which I find should be the quickest path there) until you arrive at the stronghold here. Defeat what remains of Blue's army after Pete is done with them, then have Cycra unlock the grey border guard which leads to a Blue Keymaster tent, guarded by around ten Thunderbirds at this time. Dragon Strength Cycra (the medusa witch starts off with a few combat skills as well) and then take this Thunderbirds out. Also note that 50 Medusas will join you before the battle as well. Anyways, if you have the Steadfast Shield with you, then head north over to the Grey Border guard (again) and exchange the Steadfast Shield to unlock the gates here leading over the a Giant Slayer. It won't be much use for now, but it'll carry over to the last scenario. With the Blue Keymaster password, you can now go and finish red off. Gather up your army from Rumport (or, as I always do by myself, just get Tawni and Cycra and put them into a two- woman army) and then sail over to the Blue Border Guard south of Rumport. There are three more mermaid armies to take care of before Red is eliminated, it shouldn't be too hard to find them. Either way dock at the island with the Red portal and defeat the Pirates over here, then take the portal over to the Gold Oracle. This is where the Grail should be found. Get Cycra into your army if she isn't there yet and then head past the grey border guard, defeat the medusas and then dig up the Grail from the Oracle! Head back over to Rumport to win this scenario. Recommended 5 months to complete this scenario. *Note: Try to get Cycra to level 23 in this scenario* *Note 2: Tawni needs anger management* S C E N A R I O F O U R: Bay of Maids !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! What did you expect, Tawni angers Pete and Girly betrays them. What a surprise. I find that this scenario is nearly impossible without Dragon Strength or Summon Mantis, you'll be up against practically TONS of Black Dragons. Alright, so you start off with Cycra and Tawni, plus a bunch of Efreet. I usually just dismiss any recruits because I rarely use them and have my heroes collect everything. Furthermore, this is another one of those maps when the enemy has lots of different ways to get in your castle so it may be necessary to leave a bunch of recruits behind while your hero loots out everything. Chances are, Tawni will be a lot stronger than Cycra by now especially since she (should) have Dragon Strength and the summon Faerie Dragon spells, so take her north when you reach the first intersection. Now, move Cycra south and have her capture the castle here. Wow, the storyline gets amazing from here on. Swamp terrain gives me (me, not Tawni) bad morale and it makes me forget a lot of stuff... no problem, everything here is pretty self-explana- tory. If I remember correctly there should be a portal from your castle that leads into the upper half of this map. Beware the blue player, however, you start off with only one castle and the blue player has almost three. Furthermore, a lake prevents you from capturing the second castle up there, and most likely blue will take that castle as well. Get Tawni to flag all the resources and the dwellings up there, while Cycra should explore the underground layer. The only problem is, the enemies here get much tougher from now on. Purple player is a nuisance, especially once you cross over to the next continent. Also have Tawni defeat the purple player's garrison there (which has around four Hydras guarding it) and then capture the castle here. Blue will try to send a bunch of heroes every now and then to flag the resources around here. Recruit a considerable amount of Hydras, then hire a hero and take any blue players out. Now it gets tough. You need to sit there for a while and clear all the resources while at the same time building up level four dwellings for both castles. Once you have enough that you should be able to guard both castles pretty well have Tawni and Cycra join together into one army and then head into the underg- round passageway beneath the first castle. Continue west from there on and kill any neutrals along the way. Loot out all the treasure, then board the ship and sail north. Make sure that only Cycra is in your army and get her some good spells such as Implosion or Lightning. Only Cycra can pass the Medusa Gate there and then have her flag the dwellings as well as loot out all ze treasure (make sure that she visits the green keymaster guard as well). Meanwhile, Tawni should continue the expedition west until you arrive at dry land again. Head back up. So many Black Dragons, so little time. Because the enemy has so many Black Dragons with them this may be one of those times when I actually recommend you bring an army with you in order to take them out. With a considerable amount of Black Dragons / Hydras in your army, the Purple Player should be pretty easy to take out. By the time I defeated them the Teal player should also have been eliminated - if not, then capture the farthest Asylum behind the green border guard. Now build a shipyard there if they haven't done so already and then build a ship. Board it, then finish taking out the mermaids. It's times like this when I wish I still had that Seaman's Hat back in the first scenario. You can explore the several islands in this area but at the cost of one day's movement every time you anchor or board your ship. There are also several scores of Sea Monsters swimming in the ocean around this area, and when I arrived at the Grey Border guard there were about fifty-nine Sea Monsters waiting for me. Use the Summon Faerie Dragon strategy to take them out. Anyways, once the teal player has been eliminated you can then pass beyond the grey border guard. Here lies blue's territory - may they rest in pieces. You don't even need an army to take out the pathetic cretans here, they will fall like dominoes if you know the right strategy. So, you ask, what *is* the right strategy? Well, you might want to ask yourself what I was drinking when I said the above about ze Blue player - with three castles and a hell lot of Black Dragons, this obviously ain't gonna be easy. WRONG! For more info on my sure-to-work strategies, you might want to check my tips above. Oooh.....twenty Black Dragons? As you can clearly see..........blocking your only path to Pete Girly's territory are a bunch of ships.......one that has a hell lot of Black Dragons by the time I got there. No prob- lem, just use Sir Urunus's strategies to take them out. And now comes the biggie - Pete Girly. 100 Hydras? *Gasps* Seriously, though, 100 Hydras is nothing compared to.....20 Black Dragons. Yes, you heard me. Picture this - you're up against 100 Hydras who have the No Retaliation ability and the skill to strike several targets at once - or, you can be up against 20 Black Dragons, clearly not as strong as the 100 Hydras, immune to magic and can fly over to Tawni's side, killing her in one hit. Which is harder to beat? The 20 Black Dragons is the answer. So, how do you beat him without even an army? Just get Tawni to summon a bunch of Faerie Dragons to keep the Hydras at bay with their confusion spell while Cycra Disintegrates / Implodes everything in sight, once you think that you hath enough Mantises / Phoenixes to fight for you Dragon Strength them and then watch as they kick ass. You don't even have to ask. There goes Pete Girly. He wasn't even a threat to the impossible might of.....umm, I mean Tawni Balfour. You should take 6-8 months to win this scenario, depending on how many Black Dragons you're up against. S C E N A R I O F I V E: Never Look Back !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! If not for the fact that mermaids actually pose a threat as a creature in this game, they wouldn't seem like good candidates for an ultimate-battle- between-good-and-evil type of thing. No matter, let's get on with this, shall we? Hydras? Dismiss them. We won't need Hdyras for this one. Get Cycra and Tawni to join together and then sail south. Anchor on the island here, take out the pirates and flag the Lighthouse. Then get the powerup crystals and board your ship again. Now sail northeast past the rocks until you arrive at the upper (northwestern) half of this continent. Flag what resources there are around here, then take the portal to arrive next to your asylum castle. Capture it, then send Cycra in. Why is this, you ask? Well, because the might army (green player) likes to constantly bombard / invade your castle with powerful heroes and weak recruits, that's why we need someone to hold them off until we get stronger recruits. To get ze Black Dragon dwelling you'll need tons of Sulfur. There should be some Sulfur Veins to the west, but I won't bother going through this section because it's basically just Swamp trek all the way with a bunch of mines and dwellings. Geez, I wish it was more like the Dragon Slayer campaign back in Heroes III because it involved more and harder neutrals along the way rather than easy-to-beat but wasting your time type of creatures. Nature Magic + Scouting rules this scenario, as you'll be up against hundreds of Minotaurs and Medusas and they can be rather annoying especially since this map is very large. Scouting and Pathfinding skills is typically for the "fog of war" layout and the annoying Swamp terrain around here. You might also find a bunch of Mana Vortexes along the way - use them wisely, Tawni-san, or you might run out of spell points soon enough.... *Healthy Tip: Summon Mantis works well against Medusas, especially if there are a lot of them.* Get Tawni to explore the area to the east first, then head north. You can loot out the treasure here if you want, but notice the two quest gates? If you still have the Giant Slayer sword (which you should, by the way) then you can choose which of these two "ultimate" artifacts that you want - the Sword of Gods, or the Adamantine Shield. This depends on whether you prefer to have First Strike-ability creatures / No Retaliation abilities or if you prefer to have melee creatures to the end. Most people will probably end up choosing the Sword of Gods - I chose the Ad- amantine Shield instead because I wanted the extra challenge.....not like it was still much of a challenge anyways. Now, head back west and explore the area around here as well. There should be a second Asylum that you can capture here as well. Once you have captured it send some of your recruits from your first castle to guard this one, then have Tawni proceed south over to the western half of the "M"-shaped continent. Capture the might castle here, then head underground through the tunnel here. Pretty easy still - I did this entire area with just - you guessed it, Tawni and her bunch of Summon Phoenix / Mantises. You'll now come up through the eastern half of the "M". Capture the second might castle here, then get the Blue Keymaster guard. Now head over to the southern tunnel. Once again, easy, and no sweat here either. Make your way past the neutrals (my Tawni was level 33 at this point while Cycra was behind at level 31.....yeah, crazy-high levels) and then arise into the upper grounds again. Here, capture the final of the green player's castles - The Palace of the Mer-queen. What a dumb name. Hey, how bout we rename it the "Palace of the Pirate Queen?" A level 25 hero will probably be waiting for you at the castle here. Besides that, she shouldn't be much trouble for you. Con- gratulations if you defeat the Green player after this, because there's usually always a leftover army running around. Now, Caravan (if possible) the rest of your army over and bring a few Thunderbirds as well because of their high creature growth. Then split your army up - Tawni should defeat the Purple army (Mermaids) by herself while you should give your entire army over to Cycra and the others. I had around 12 Black Dragons, 20 Thunder- birds, and over 100 Nightmares and Minotaurs by the time I reached this place (I was getting a little sick of Medusas so I decided to bring the guys with the intimidating horns instead for this scenario). Have Tawni build a ship from the Palace of the Mer-Queen, then sail through the small maze of shallow water bordering the Mer-Queen's castle, while Cycra head past the Quest Gate and get a ship from the Shipyard here. Back over to Tawni, have her proceed to the west and unlock the quest gate here. Beware, however - the five-day time limit to defeat the Sea Monsters and Mermaids start as soon as the quest gates are open. Get Tawni to sail as far as possible north- east over to the (quite beautiful, for some reason) Mermaid's lair while Cycra and her army sail directly north over to the Sea Monster spawning pool. If you've been reading the story from the text here, then you'll probably be moved by the last scene between Tawni and Oba as they leave each other forever. As for the final battle(s), Tawni should handle
the Mermaids here no problem all by
herself. Just Summon a Faerie Dragon
to confuse the Mermaids while Tawni
keeps summoning the Mantises (up
to at least 30) to deal with the Mermaids.
Dragon Strength them and they should
be able to kill the Mermaids in one hit.

As for Cycra, just keep her alive while
Disintegrating the Sea Monsters. With
an army strong enough you should be able
to defeat all sixty Sea Monsters without
much trouble.

It'll probably take about 4-5 months to
complete this scenario, depending on
how fast you explored and whether or
not to you brought an army with Tawni
Balfour while she is exploring. This is
one awesome campaign with one awe-
some storyline.

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6. Miscellanous

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Ze storyline: Definitely one of the most
impressive storylines in Heroes of Might
and Magic history. I said a few words
before about Gauldoth's storyline and
also about Elwin's story but this one is
definitely the best out of all of them: read
it, NAO!

Goof-up: In scenario 4, I found two
Pete Girly(s) near Purple's regions.

Easter Eggs?: Scenario three happens
to be a very badly-designed map. You're
supposed to enter Rumport from the
eastern end through the border east of
Rumport and then capture the castle
there - however, you can just choose
to sail directly south from where you
start off instead and anchor beside the
castle. Using this advantage, the enemy
can never actually capture Rumport
and therefore Tawni has the upper hand
for this scenario.

Challenges:

1. Scenario one is challenging enough 
already.

2. Most challenges come from the fact
that the enemy starts off with far stronger
recruits and more castles than Tawni has.
In fact, in every scenario of this campaign
you start off without a castle. Therefore,
it is nearly impossible to create a harder
challenge rather than defeating the enemy
as soon as possible.

3. Scenario 1 on Champion difficulty......
......*shivers*

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7. CAN YOU BEAT IT?

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Yes, can you beat my record score of
2180?

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8. Credits

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

-3DO for making this game.

-SWCarter's faq, which was my reference
guide in case I forgot something.

-Me, myself, and I.

-Tawni Balfour. I believe in pirates! See?
I do! I DO!

END