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Walk-throughs

 
Walk-throughs
  Chapter Introduction
Evil Campaign 1
Good Campaign 1
Neutral Campaign 1
Evil Campaign 2
Good Campaign 2
Good Campaign 3
Secret Campaign
   
Campaign Walk-throughs

Good Campaign 2: Scenario 3 - "Neutral Affairs"

Objective: Capture all towns and defeat all enemy heroes

 
  Take the artifacts behind the guard so you can carry it to the next scenario. In this scenario, you need the pathfinding skill, because most of the terrain is swamp.
   

Starting notes: You can use artifacts you carried over from last scenario. These artifacts will open new border guards, allowing you to take even more artifacts to the next scenario.

Choose a bonus:
· Start with expert logistics
· Start with the Shield of the Dwarven Lords (+2 defense)
· Start with the Centaur's Axe (+2 attack)

Starting towns: Two castle towns and one tower town

Starting resources: 20W, 10M, 20O, 10S, 10C, 10Ge, 20000G

Other towns: There are six towns on this map to conquer. There is a fortress town in the northwest, another fortress town in the far west, castle town in the lower middle of the map, another castle close to your starting position, a stronghold town in the southeast, and a second stronghold town in the far south.

Notes: In this scenario, the wizards are coming to your aid in the Krewlod-Tatalia border skirmish. Your two castle towns start with only a hall, although your tower town does come with a fort. Although you start on the grasses, almost the entire map is composed of swamp. The expert logistics ability might be a good starting bonus to take. If you can, you might want to also recruit beastmasters or witches at your tavern, since they are more likely to learn pathfinding, which makes the way easier in the swamp.

As with most of these scenarios where you need to conquer the entire map, you want to strike quickly. You'll want to visit the border guards and get the artifacts that can carry to the next scenario.

Next, Good Campaign 2: Scenario 4
 
 

 
 
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