Cheat Goat's PC Codes

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

Heroes Of Might And Magic 4

While playing a game, press [Tab] and enter one of the following codes to 
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Increase level - nwcthoth 
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Ring Of Greater Negation - nwcexcalibur 
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Crusaders - nwctristram 
Champions - nwclancelot 
Angels - nwcstmichael 
Dwarves - nwcsevenlittleguys 
Magi - nwcmerlin 
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Vampires - nwcblahblah 
Devils - nwchades 
Trolls - nwcunderthebridge 
Minotaur - nwckingminos 
Nightmares - nwcxanthus 
Black Dragons - nwcfafnir 
Sprites - nwcdoyousmellbrownies 
Wolves - nwcfenrir 
Elves - nwcfixmyshoes 
Unicorn - nwcthelast 
Phoenix - nwcra 
Ogre Magi - nwcvalkyries 
Behemoth - nwcgrendel 
Sea Monster - nwcposeidon 
Tatooed White Trash - nwcaphrodite 
Old Man Jack – nwcoldman

                        Heroes of Might and Magic IV
                           Campaign Walkthroughs

                                     by
                              Steven W. Carter
                         (scarter831@earthlink.net)

                                Last Updated
                                May 02, 2002


*****************************************************************************
* Introduction                                                              *
*****************************************************************************

This is a work in progress (obviously).  I hope to update the guide with a
scenario or two every day until I'm done.

The walkthroughs for the Life and Might campaigns use version 1.0 of the game
(the retail release), and I'm planning to use version 1.2 for the other
campaigns.  (The patch doesn't affect the first two campaigns much.)  I'm
also using the intermediate difficulty setting.  People who can play through
at the higher difficulty settings probably don't need a guide.


*****************************************************************************
* Gameplay Tips                                                             *
*****************************************************************************

* ------ *
* Skills *
* ------ *

All heroes need the combat primary skill.  If nothing else, it makes them
much more difficult to kill.

All heroes can use the nobility skills.  More troops, more gold, and more
resources are all good things, but diplomacy might be the best secondary
skill of the bunch since the creatures you buy only cost half as much as they
would otherwise (and you'll often be facing your own creatures in the
campaigns).

Other non-magic skills should be parceled out so they don't overlap.  If two
heroes have tactics skills, for example, only the highest rating of the skill
is used to determine the bonuses, so it's a waste for two heroes in the same
army to have the skill.  So when you group heroes together, try to get one to
learn tactics and the other to learn scouting.

* --------------- *
* Sieging Castles *
* --------------- *

Magic is the key to sieging castles.  You can use it to disable the enemy
ranged troops or push them off their turrets.  You can use it to attack the
ranged troops since they can't retaliate against magic.  You can use it to
summon or create temporary troops, and then use those troops as fodder to
charge the gates.  Finally, you can use a spell like poison to kill off the
melee troops inside the castle, since poison doesn't require line-of-sight.

* ------------- *
* Miscellaneous *
* ------------- *

Trading posts give a 50% bonus over using the marketplace, so it's a good
idea to keep a low level unit camped next to a trading post so you can use it
any time you want.

The closer the enemy is to you, the more damage ranged attacks do.  So if
you're relying on ranged attacks, you should almost always wait on your first
turn.

If you own a lot of troop buildings, always use your caravans to make a
purchase just before the start of a new month.  The creatures created each
month tend to appear next to troop buildings and block your caravan routes.


*****************************************************************************
* Life Campaign (The True Blade)                                            *
*****************************************************************************

* ------------ *
* Introduction *
* ------------ *

You'll gain a lot of heroes in this campaign, and while you should build them
all up, you should pay special attention to Lysander.  He'll have to fight a
battle all by himself in the last scenario, so he needs to be as powerful as
possible.  Also, if at all possible, you should train Lysander to be a Lord
Commander rather than a General since the bonus is better.

As for the Life units, it's best to select pikemen, monks, and angels. 
Ballistae are nice ranged units, but they're slow as mud, and you don't
really need them if you have crossbowmen and monks.

* ------------------------------------ *
* Scenario 1: The Drawing of the Blade *
* ------------------------------------ *

Objective:

   1. Defeat Normic and Caileen.

Carries Over:

   1. Lysander, Proetho, and the best two other heroes (max level 18)

Walkthrough:

You start out with three towns and three heroes.  Each town has units
garrisoned in it, plus units available to be trained, so have each hero visit
the closest town and collect as many troops as possible.  That should make
them tough enough to handle the neutral creatures nearby.

Then have your heroes explore the areas near the towns, collecting resources
as they go.  There is plenty of gold available on the map, so you should
always pick experience when you find treasure chests.  After about a week,
have your three heroes join together into one army (the portals make this
easy), and put a single squire into a second army so your hero army doesn't
have to waste time picking up stuff.

The heroes, along with numerous crossbowmen, squires, pikemen, and monks,
should be able to finish off most everything in the triangle formed by your
three towns.  (The griffins to the southwest might still cause problems.) 
While they're doing that, continue to build up your towns, and make sure each
one has a caravan.  Then every so often train troops at each town and send
them to the most eastern one, because that's the one closest to the road
leading away from your part of the map.

Note that there are a couple quests in the area:

1. At location (81,43) you'll find Adamus' Retreat.  If you return the Ankh
of Life to Adamus, he'll help you out (in the form of Proetho, a level 11
priest).  This is a necessary quest, and since Proetho carries over to the
other scenarios, it's best to do it as quickly as possible.  The ankh is
being held by the venom spawn at (53,74).

2. At location (38,56) you'll find a quest hut in the water.  If you kill the
green flagged mermaids and harpies to the east, you'll receive a seaman's
hat.  The quest isn't necessary or especially useful, but you'll still need
to take to the water so you can visit the blue keymaster's tent at (49,31). 
Also, if you're in need of money, you can find an oracle at (32,50), which
will lead you to a treasure of 6000 gold.  Plus, if you go to the patch of
land at the eastern edge of the water, you'll find three peasant huts there. 
Peasants pay taxes, so they're a good investment.  Just caravan them to a
town and leave them there.

Once you're ready to push south, put your four heroes together and let
crossbowmen, monks, and either angels or champions take up the other three
slots.  When you pass the monastery (which you should flag so you can get
more monks) head east into a little cul-de-sac area with a gold mine and a
couple archery ranges.  If Proetho is a higher level than your other heroes,
then you can leave him in the triangle of your towns so he can visit all the
skill huts he missed before while the rest of your army explores the cul-de-
sac.  Then you can join them all together before you head west.

To the west you'll finally encounter the lands owned by the Red and Teal
players.  But first you can do another quest.  At (86,79) you'll find the
home of a "stressed-out woman" and she'll offer to trade you five healing
potions for 10 peasants.  Since you should have a couple Life magic
spellcasters with you, the healing potions aren't really necessary, and you
can skip the quest.

Also, before meeting up with Teal and Red, you'll finally have to battle some
griffins.  But with a large army you should be able to deal with them, and
it's even easier if you have angels, since they can resurrect any troops who
get killed.  Otherwise, just let the griffins come to you, and try to whittle
down their numbers before engaging them with your melee troops and heroes.

To the west of the griffins is a Teal town.  It will have loads of ranged
attackers, but you can use your angels or champions to approach the castle
and attract their fire while the rest of your troops clear off the turrets. 
It'll probably be messy, but you can use Song of Peace to great advantage
here if you have it.  Regardless, taking losses is ok since Teal and Red only
have four towns between them, so every one you take turns the tide in your
favor.

Note: If you're using angels, don't have them resurrect your heroes.  Your
heroes will be resurrected automatically as long as you win.  Instead, have
the angels resurrect themselves, if necessary.

West of the town is another one, and this is where you'll probably find
Caileen.  So destroy her army and capture the town, and then explore the
surrounding area.  At (129,93) you'll find a quest gate, which will only let
you pass if you have Proetho with you.  Beyond the gate you'll find another
gold mine plus the purple keymaster tent.

Back near the first Teal town is the blue keymaster gate.  Beyond the gate is
another gold mine -- and also a few black dragons.  You need to kill the
dragons for the quest hut at (106,115), so go ahead and do the job.  Then
capture the mine and visit the quest hut so you can acquire a dwarven hammer
(which is needed for another quest).

East of the gate is Red's lands, so if you've been taking serious losses
during your battles, this is a good time to re-supply your troops.  Between
your five towns, you should be able to create quite an army now.  Then head
east to meet Red.

From here on you just need to treat Red like you treated Teal.  The only
difference is that Normic is a coward, and he's hiding behind Clodman's Wall. 
So go to Clodman's house at (85,105) and give him back his hammer.  He'll
then knock down the wall for you.

Normic is a level 24 General, and he'll have lots of troops with him, so feel
free to wait a while before attacking him.  With seven towns behind you
you'll have all the troops you need (and then some), and once Normic is dead
the scenario will end.

* ---------------------- *
* Scenario 2: The Trials *
* ---------------------- *

Objective:

   1. Contact the Oracle of Dawn.

Carries Over:

   1. Lysander, Proetho, and the best two other heroes (max level 25)

Walkthrough:

If you approach the quest gate, you'll find that you need to give up 10,000
gold in order to pass.  You start with 5,000 gold, and there are enough
treasure chests nearby to give you the rest.  But a better plan is to take
the portal in the corner and explore the area it leads to.  You'll have to
defeat some stacks of gargoyles and trolls (which shouldn't be too bad if
your heroes all learned combat), but your reward is a gold mine plus several
piles of gold.  With that gold in hand, you can use the treasure chests next
to the quest gate for experience instead.

The second quest gate is to the west at location (29,26).  It requires that
you have the Sword of the Gods.  The sword is located in the southeastern
corner of the map, but it's guarded by some efreeti and friends.  This should
be a tough battle, but luckily you can recruit some crusaders and monks in
the area, and there is a tree of knowledge nearby so you can gain a level
first.  If the battle still gives you problems, then you can just wait for
more crusaders and monks to show up, and eventually you should be able to
overpower the creatures.  Otherwise, just make use of spells like song of
peace and mass heal and bludgeon your way through the fight.

The third quest gate is located underground at (35,44).  Along the way you
should pick up Saint Ranan's Staff (guarded by some nature creatures),
because that's what the gate wants.

Following the path underground, you'll come to the last quest gate at
(65,36).  It will only allow the "two who are one" to pass, which means you
need to find Lysander.  Nearby is a purple dragon portal.  When you go
through you'll discover the tunnel to the north has changed, and that there's
now a new area for you to explore.  At the back is a portal leading to a
pandora's box.  Open the box to receive Lysander back (and get an angel in
your army).  Then take the blue dragon portal back to the quest gate and go
through.

Now you just need to go back up to the surface and follow the trail to the
oracle's house.  Once you get there, the scenario will end.

* ---------------------------------- *
* Scenario 3: The First Step of Many *
* ---------------------------------- *

Objective:

   1. Contact the Worton's mother, Desette.

Carries Over:

   1. Lysander, Proetho, and the best two other heroes (max level 30)

Walkthrough:

You'll have to do a lot of fighting on this map, as the four computer
opponents (Red, Teal, Blue and Orange) have two towns apiece.  You don't have
to take all the towns, but you might as well for the extra experience and the
added troops.

So group together your units into two armies.  You'll receive three more high
level heroes before the end of the campaign, so I'd recommend putting the two
random heroes together into one army (since you don't really need to develop
them any further) and putting Lysander, Proetho, and the five starting troops
together into a second army.  Then let Lysander's army do all the work while
the other army picks up stuff.

To start out, there's only one way to go, so kill all the creatures you find
and loot all the resources and objects on the ground, and push forward. 
Along the way you'll find a prison with a level 25 hero inside (I believe
it's always a General).  You can either add the hero to Lysander's army (in
place of, say, the pikemen) or you can add him to the army with the other two
random heroes.  Since you need to make Lysander as powerful as possible, I'd
suggest the latter course.

Eventually you'll come to a Red town.  It shouldn't pose much of a problem,
and neither should the second Red town to the northwest.  When they're both
yours, Red will be eliminated, and you'll have a nice base of operations. 
Plus, the second town is protected by the first, so you don't have to defend
it against attacks.  But eventually you might want to think about upgrading
the first town to have a castle.

Now you have a choice about where to go.  You can either go south (towards
Blue) or east (towards Orange).  They're both relatively easy to conquer, but
attacking Orange first makes your lands easier to defend, so that's probably
the better choice.  Meanwhile, keep building up your towns, and alternate
between having champions and angels.  (You probably won't be able to afford
all angels.)  Then, when you're ready to move on to your next conquest,
upgrade your army to have Lysander, Proetho, champions, crossbowmen, monks,
champions, and angels.

Once you've taken Orange's and Blue's towns, you again have a choice.  You
can either attack Teal (to the southwest) or you can finish off the mission. 
There are a few skill and attribute buildings in Teal's territory, plus the
experience for killing Teal's troops, so that's the better choice if you want
to build up your heroes.

Otherwise, head southeast, but don't attack the garrison.  Instead, take the
bridge south of the one leading to the garrison.  It'll be guarded by high
level Might creatures, and they'll put up a good fight, but it'll be your
last battle of the scenario, so it doesn't matter if your troops get beat up
or not.  Then just visit the tree of knowledge and take the dragon portal to
Desette to finish the scenario.

* ----------------------------- *
* Scenario 4: Seeking the Steel *
* ----------------------------- *

Objective:

   1. Defeat Mastero to rescue the swordbearer, Sir Kentaine.

Carries Over:

   1. Lysander, Proetho, Desette, and the best two other heroes (max level
      33)

Walkthrough:

The scenario takes place on a small map, and there isn't an underground
section, but you still need to move quickly.  The army you have now (with
five heroes) isn't going to get much stronger, but the castle you need to
take at the end will keep growing.  So try to keep moving forward without
wasting any time.

You'll face some high level sets of nature creatures on the map, and,
depending upon how you've developed your heroes, they might either be easy or
difficult to kill.  If you've developed combat skills, then they should be
easy, and you can pick a variety of ways to kill them.  Otherwise, if, say,
water elementals kill your heroes in one blast, you need to rely heavily on
spells like song of peace, (mass) nature ward, and martyr (once you have
pikemen to absorb the damage).

A little to the west you'll find three guardhouses (pikemen) and a knight's
chapter (champions).  You should flag all the buildings, but you might want
to leave the pikemen behind.  The pikemen can pick up all the stuff on the
ground, and your army will move faster without them.  But let the pikemen
trail along behind, just in case you need them in the battles ahead.

Then continue west, killing whatever you want along the way.  (You'll mostly
rely on trees of knowledge to level up from here on out, so killing isn't as
important.)  Eventually you'll come to a blue keymaster gate -- but find that
the blue keymaster tent is on the other side.  Get used to it.  This is just
the first example of many in the campaigns where the computer players will
get one-way gates in their favor.  So you can't kill the Blue player behind
the gate.  All you have to do is reach the swordbearer before Blue does. 
(And if you leave the efreeti in front of the gate, Blue might not ever
venture out of its area.)

So ignore Blue and continue following the path west, north, and then finally
east.  Along the way you should be sure to stop at the second knight's
chapter, and also the blacksmith, but only stop for resources if you need
them and the pikemen aren't collecting them fast enough.

At the end of the path you'll find the gate to Orange's area, and it'll be
guarded by two sets of chaos creatures.  These shouldn't be too hard, but
concentrate on the medusae first since they can kill your heroes in one shot.

Past the gate, you might want to visit the sacred fountain or the learning
stone, but the oracle will only lead to a scarab of summoning (which doubles
summoning output), so skip that.  Then attack Orange.  If you've been quick,
then Orange won't have as many troops as you found at the gate, and so it
should go down easily.  Plus, Mastero (a level 30 pyromancer) will probably
stay outside the castle, and so you won't have to deal with a siege attack. 
Once Mastero dies, the scenario will end.

* ----------------------------- *
* Scenario 5: The Rightful Heir *
* ----------------------------- *

Objective:

   1. Defeat Worton.

Walkthrough:

You start out with six level 20+ heroes, and nothing on the map will be able
to stop an army like that.  Since this is the only campaign where you get so
many high level heroes, you might want to keep them together, just for the
novelty.  But it's probably best to put the named heroes into one army and
the two random heroes into another army.  Then the named heroes can do most
the work while the random heroes pick up and flag stuff.

Once you decide how to group your heroes together, head east.  You should
find two quest gates and a tree of knowledge.  The first quest gate is
optional.  If you send a hero with three vials of acid to it, you'll be able
to pass and visit a couple skill buildings.  The second gate leads to one of
the three neutral towns on the map.  It'll let you pass if you have Desette
and Kentaine in your army.  Then, once you take a few steps past the gate,
the neutral town will convert to your side.  (The other two neutral towns
will convert to your side on their own, several days into the scenario.)  The
tree of knowledge requires gems, so hit that as soon as you can afford the
price.

Once you clear out the area near your first town (being sure to visit it, so
you can set a governor and get Desette more spells), send your main army back
to the starting point while your secondary army uses the portal.  The portal
connects the three towns that will eventually be yours, and your secondary
army should be powerful enough to clear the areas around the towns and flag
the nearby resource buildings.

Your main army should then head south into a fenced-in area.  There you'll
find an optional quest hut (defeat the Blue-flagged peasants to the west for
eight healing potions), lots of troop buildings (peasants, ballistae, monks),
and a blacksmith.  Be sure to visit the blacksmith to get your heroes some
equipment.

Then head south again, and finish clearing out the areas surrounding your
three towns.  You'll end up controlling several resource buildings, and you
should even find another tree of knowledge.  Meanwhile, continue to build up
your towns, and go with angels at each one.  You should be able to afford
them in this scenario, although it might take a while to build all the
altars.

From here on out you'll have to do battle with the three computer players,
but notice that all attacks on your domain have to go through your southern
town.  So build that town up and keep troops there, just in case the computer
decides to attack.  (It probably won't.)

You can do as much conquest as you want.  Teal is located to the southwest,
and it is convenient because your southern town blocks access to that area as
well.  So if you take it, your southern town will still be in a position
protect all of your other towns.  And to get to Teal, you only have to kill a
large stack of hydras.  Since hydras are big, slow-moving melee units, they
shouldn't present a problem.

Orange is located to the east.  The path there is guarded by a large stack of
thunderbirds, and thunderbirds can be a problem.  But you have to get by the
thunderbirds since the path they're blocking also leads to Red (Warton's
color).  The best way to deal with them is to cast mass slow and then pick
them off before they can get to you.  But if you don't have mass slow, try to
let your heroes take the brunt of the damage, and keep your angels mostly out
of the way.

After you defeat (or simply pass by) Orange's first town, you should notice
the entrance to Red's lands.  Red is blocked by a quest gate that only allows
an army with Lysander to pass, so Red can't go anywhere or attack any of your
towns.  So feel free to defeat Orange's second town if you want, just to be
thorough.  Then head for Red.

When you capture Red's town, you'll find out that Worton has escaped.  You'll
find him to the east, past another quest gate.  But the gate will only let
Lysander pass, so make sure he has all the good equipment, plus assorted
potions, and send him through.  You'll find Worton plus some bandits on the
other side.  If you've been developing Lysander's combat skills, this should
be an easy battle.  You might even be able to kill Worton before he gets to
you.  Otherwise, just use potions of immortality and healing if you need
them, and grind the battle out.  Once Worton dies, the scenario (and
campaign) will end.


*****************************************************************************
* Might Campaign (Glory of Days Past)                                       *
*****************************************************************************

* ------------ *
* Introduction *
* ------------ *

Unlike the Life campaign, you'll only get to carry over two heroes here, and
you won't get to start building up the second hero until the second scenario. 
So treat Waerjak well, and try to get him as many skills and levels as
possible.  Also, try to avoid becoming a Ranger, and instead try to become a
General.  Since you'll mostly only use one or two heroes, it's better that
the class bonus affects all friendly troops rather than just Waerjak.

The best Might units are nomads, cyclopes, and thunderbirds.  Nomads are good
for protecting ranged troops, cyclopes are one of the best ranged troops in
the game, and thunderbirds are good utility troops, useful for both offense
and defense.

* --------------------- *
* Scenario 1: A New Way *
* --------------------- *

Objective:

   1. Be the only player to own towns.

Carries Over:

   1. Waerjak (max level 12)

Walkthrough:

Note: The objective might be a little misleading.  Neutral towns don't count,
and there is only one other player (Blue) who can own towns.  So as long as
you take Blue's town without losing yours, you'll win.

If you've just finished another campaign, don't forget that heroes at level 1
aren't very powerful.  So don't lunge for the neutral creatures east of where
Waerjak starts.  They'll kill him easily.  Instead, visit the two longhouses
nearby, and collect a bunch of berzerkers.  Berzerkers are one of the better
level 1 units in the game, except that you can't control them, and they'll
automatically charge at the enemy and get themselves killed.  But with their
help, you should be able to defeat the two stacks of neutral creatures and
collect the supplies they guard.  (Remember that heroes heal completely every
day, so you can let Waerjak take a lot of abuse in each fight, as long as he
doesn't get killed.)

Then head south towards the neutral town.  Along the way you'll gain some
centaurs, but then when you get to the town you'll find it's blocked by a
quest gate.  The people of the town won't join your cause until you return
the cart of ore Screaming Pete stole from them.  So head northeast towards
the shipyard.  Along the way you should flag the ore mine and the sawmill,
and you should defeat the nomads guarding the nomad tent.  You'll probably
lose your berzerkers during the fight, but you'll be better off with nomads
instead of berzerkers.  Then defeat the pirates guarding the shipyard and
head for the island to the northeast.  Meanwhile, you might want to leave a
berzerker or two in their own army so they can hang around your troop
buildings and purchase berzerkers and nomads for you to use upon your return
to the mainland.

On the island you'll find Screaming Pete with a bunch of bandits and pirates. 
Try to save your nomads as much as possible, but bring them in when Waerjak
starts to get into trouble.  Once Pete and his crew are dead, you can grab
the cart of ore and also visit the green keymaster tent before returning to
the mainland and acquiring your first town.  Skip the debris in the water
unless you can pick it up without losing a turn.  You can always put a
berzerker in a ship later to pick it up.

Once you have command of your town, spend a week or so to finish off all the
neutral creatures and grab all the resource buildings on your side of the
green keymaster gate (except for the griffin nest, which is probably best to
skip).  If you can do all this by the end of the third week, then you're in
good shape.

Note: While your lands are guarded by a green keymaster gate, there is a
second green keymaster tent on the underground portion of the map.  So your
lands aren't safe from the Blue player.  However, don't build up your town to
have a castle, unless you plan to leave a lot of troops there.  That way, if
Blue captures your town, it'll be easier to get it back.  (That is, the
castle turrets will probably help Blue more than they will you, so it's
better not to have them.)

Once you're ready, pass through the green keymaster gate.  Then circle around
the rest of the surface part of the map, using a clockwise direction.  Skip
most large stacks of neutral ranged troops, but definitely attack the
cyclopes to the north, even if it costs you all your nomads and berzerkers. 
Then you can capture the cyclops mound and recruit cyclopes for your army.

Continuing around, kill the Orange-flagged medusae behind the quest gate (the
gate only requires that you have Waerjak in your army), visit the orange
keymaster tent next to the medusae, and then head towards the neutral town to
the south.  It's blocked by a quest gate, but its quest is that you kill the
medusae, which you've already done.  When you remove the gate, the town will
join your cause.

While exploring the upper part of the map, you probably noticed the yellow
portal at (33,39).  It leads almost directly to Blue's town, and since you've
visited the orange keymaster tent, you can now use the portal.  With all the
troops from your towns and troop buildings, you probably have enough
firepower to take Blue's town, especially if its main hero is off exploring
somewhere.

So you can either go for the win now or explore the underground portion of
the map for a while.  If you choose to explore, you can gain a couple skills
and other attributes, plus go on another quest to gain a town.  But the quest
involves killing behemoths, which won't be a lot of fun with mostly level 1
and 2 troops, so you might want to skip it since the extra town won't make
much of a difference.

Once you capture Blue's town, you just have to hold onto your towns for three
days to complete the scenario.

* --------------------------- *
* Scenario 2: A Necessary War *
* --------------------------- *

Objective:

   1. Defeat your enemies (Green and Blue).

Carries Over:

   1. Waerjak and the best other hero (max level 20)

Walkthrough:

Sort of oddly, the Green player will start out with a hero right next to your
town -- and also within range of Waerjak.  So head on over and attack.  The
enemy hero will only be level 4, and it will only have some berzerkers with
it, so Waerjak should be able to handle the confrontation easily.  If the
hero tries to surrender, let it since you can use the money and it won't help
Green much.

Then do the regular thing: have Waerjak explore around the town, killing
neutral creatures and flagging buildings, while you simultaneously build up
the town.  Even at level 12 Waerjak should be able to kill most groups of
neutral creatures on his own, and bringing reinforcements along will probably
only get those reinforcements killed.  So let Waerjak work on his own.

In particular, you should flag the gold mine at (61,22).  It's guarded by
some vampires, but if Waerjak is grandmaster at combat and archery he should
be able to handle them.  Otherwise, bring in some other troops to help him
for the battle.  It's also a good idea to quickly visit the war university at
(83,38).  You might be able to pick up nobility or diplomacy there.  With
nobility and a breeding pen, you'll be in good shape to face your enemies,
even if you don't capture any of the neutral towns.

Then head east towards the neutral town in the middle of the map.  Along the
way you'll find a tavern where you can finally buy a hero to go with Waerjak. 
The neutral town is guarded by a quest gate, but you can ignore it for now. 
Instead, head north into the snowy area.  You'll find some Purple-flagged
evil eyes there, which you should kill, and a blue keymaster tent, which you
should visit.  The other buildings there you can either visit or not,
recognizing that it will take Waerjak forever to walk along the snow.

Then head south and west to the neutral town along the western edge of the
map.  That town has a quest gate blocking it as well, but the quest is to
kill the evil eyes, so you can now claim it as your own.  Between the few
troops at that town and all the troops that have been piling up at your
starting town, you can now mount quite an attack force.  So group everybody
together into one army and head south into Blue's lands.

Blue's starting town (to the southwest) is guarded by an orange keymaster
gate, so instead of heading there head east instead.  You'll pass a neutral
nature town along the way, but eventually you should find an underground
tunnel guarded by a quest gate.  Enter the tunnel, fight your way to the end
of the passage, find and enter the orange keymaster tent, and then head back
up.  If Blue hasn't made a move on your towns, then go ahead and explore the
area around the tunnel, and claim the neutral Might town to the east. 
Otherwise, head straight west to Blue's starting town, capture it, and then
head back to your territory.  As long as Blue doesn't capture your starting
town, you should be ok.  So use caravans to pump troops into that town, and
sacrifice your other town if you need to.

Once Blue has been eliminated, all the lands past the blue keymaster gate are
pretty much safe, and the only way Green can get to your lands is to pass
within striking distance of the neutral town in the center of the map that
you passed before.  So head to that town now, after re-supplying your troops
from your starting town.

If you didn't check the quest gate the first time you saw the neutral town,
visiting it now will inform you that you need to kill some cerberi to the
east.  The shortest path to the underground tunnel leading to the cerberi
goes through a garrison.  If Orange still somehow controls the garrison, then
you'll have to go around through the snowy area that you visited before. 
Otherwise you can pass right through the garrison and find the tunnel just to
the north.  Regardless, kill the cerberi and claim the town.

The neutral town is a nature town, but it's still useful.  You can create a
caravan there and then funnel all of your troops to that town.  Meanwhile,
send Waerjak into Green's lands, and have him scout around and capture
Green's resources.  Green will probably send its heroes to its towns (Green
might only have one town, but more likely it will have two).  But one town
will probably be heavily guarded while the other is only lightly guarded.  So
attack and capture the lightly guarded town, and then send Waerjak to the
other one.

You don't necessarily have to attack at this point.  If you keep Waerjak
right next to the entrance to the town, Green's heroes will stay inside, and
you can then use another hero to flag all of Green's buildings (if you
skipped any while scouting).  Then you can simply wait if you need to.  With
at least four towns feeding you troops, versus only one for Green, you can
eventually take down Green's town, and once that happens, the scenario should
end.

Note: I've heard that sometimes the scenario doesn't end, even after Green
and Blue have been defeated.  I'm not sure if this has anything to do with
the Orange garrison or not, but I've heard if you exit the scenario and then
load your saved game, everything will come out right.  So try that first if
you're having problems.

* --------------------------- *
* Scenario 3: A King's Choice *
* --------------------------- *

Objective:

   1. Defeat Hundric.

Carries Over:

   1. Waerjak and the best other hero (max level 25)

Walkthrough:

There are two enemy players in this scenario, Green and Blue.  Green is
Hundric's color, and Blue is Vogel's color.  You're not allowed to attack
Blue's starting town, but Blue doesn't seem to do much in the scenario
anyway.  So you have to focus on Green, but the good news here is that
Hundric is locked away behind a quest gate rather stationed inside a town,
and so he isn't very difficult to defeat.  So all you really have to do in
the scenario is track down all the command words you need so you can pass
keymaster gates and get to Hundric.

To start out, immediately put your heroes together, and leave the other
troops in their own army.  Have your hero army defeat the cyclopes to gain
the artifacts, and then have them flag the troop buildings as they make their
way west.

To the west is a neutral Might town, and your two heroes shouldn't have much
of a problem conquering it.  Once it's yours, explore the area and start
killing neutrals and capturing resources.  The only mine you should create is
the mercury one, since you'll need that for purchasing thunderbirds later. 
Also, be sure to visit the orange keymaster tent at (79,11), and notice the
blue keymaster gate to the south.  The gate leads to a Green town plus the
area where Hundric is.  You can put a single troop in the sanctuary next to
the gate so you can spy on it better.

Once you've cleared the area around your town, head through the volcanic area
in the center of the map, and make your way to the northeastern corner. 
You'll find Green's second town there, and you should be able to capture it
easily, even if you only have Waerjak and your other hero in the army.  Once
the town is yours, kill neutrals and capture resources again, until the area
around the town is yours.  The only stack of neutral creatures you should
leave is the stack guarding the one-way portal exit northwest of the town. 
Killing that stack will only make it easier for your enemies to access your
town.

Also be sure to visit the teal keymaster tent at (7,93).  It'll grant you
access to an underground tunnel at (48,72).  Underground you can find the
green keymaster tent, which gives you access to Green's lands.  Also of note
is the quest gate at (35,98).  As long as you have Waerjak in your army,
it'll let you pass into Blue's lands, but the only thing of interest there is
a tree of knowledge.

Once you've visited the green keymaster tent, go to the green keymaster gate
at (65,104).  Unless Green has been really aggressive, what you'll find
beyond the gate is a pair of neutral Might towns.  You should be able to take
the towns easily.  So do that and clear out the neutral creatures nearby, and
then head west.  You'll find a gold mine guarded by some behemoths.  Kill the
behemoths, because then not only will you be able to capture the gold mine,
you'll be able to access Green's lands.

Once you're in Green's lands, remember that you don't have to take the towns. 
So if Green has a castle and a bunch of cyclopes in a town, avoid it like the
plague.  Otherwise, take the towns if you feel like it, and head towards the
southwestern corner.  That's where you'll find Hundric, behind an orange
keymaster gate.  Hundric's army won't very powerful, and with the army you
should have accumulated by this point, killing him should be easy.  Once he's
dead, the scenario will end.

* --------------------- *
* Scenario 4: One Tribe *
* --------------------- *

Objective:

   1. Defeat Vogel.

Walkthrough:

This scenario is much like the last one.  Vogel is locked behind a keymaster
gate, and so once again you don't have to capture towns; you just need to
collect enough keymaster command words so you can get to him.

Fortunately, you start with two towns, and one of those towns (the southern
one), comes with a grail building.  The grail building adds 3000 gold per
day, and it doubles the rate at which the town produces troops.  So you
should concentrate on building up that town first and then get to the other
town later.  And since gold likely won't be a problem, use your heroes to
right away claim the nearby sawmills and ore mines so you quickly buy the
structures you need.  (You'll have a lot of gold, but it's still best not to
waste it buying resources.)

Waerjak should be able to destroy all of the neutral stacks around the towns
all by himself, so keep your two heroes separate and have Waerjak take on the
difficult stacks while your other hero takes on the easier stacks.  Speed
isn't overly important in the scenario, but it never hurts.

As you explore the area around your towns, you should find five things of
interest:

1. A red keymaster tent at (63,15).
2. A blue keymaster tent at (52,30).
3. A quest gate at (59,39).  It requires 5000 gold and 12 wood (it says 12
   ore, but it's really wood).
4. A quest gate at (81,66).  It requires 40 trolls.
5. A quest gate at (107,58).  It requires 6000 gold.

The southeastern quest gate leads to Blue's lands, so you should do that one
last.  Of the other two, the southern gate interferes with your building
plans the least, so that's the one you should start with.  (Plus, when you go
through the gate, you'll get some cyclopes, which is always good.)

Beyond the southern quest gate you'll find an enclosed area containing, among
other things, a neutral chaos town and an orange keymaster tent.  The
keymaster tent will be guarded by a Blue hero, but the hero won't be very
powerful, and it won't have powerful troops.  Also, go ahead and capture the
chaos town if you want, but it's probably not worthwhile to build it up
completely.  However, you can add a fort and a caravan to the town so you can
supply your starting town with orcs.  Between this town and all the orc
towers around, you can keep your starting town pretty well defended, even if
you continually siphon off your best troops for your main army.

Next, go past the northern quest gate.  The area it guards is a lot like the
area the other gate guarded, except that the Blue hero there (guarding a
green keymaster tent) is a little stronger.  So before entering the area,
stock up with some cyclopes and thunderbirds so the battle will go easier. 
Also, if you have the diplomacy skill, having more troops with you will make
it more likely for creatures to volunteer to join you, and you'll be able to
pick up lots of neutral creatures in the area.

Once the northern area is clear, head back to your starting town, grab as
many troops as possible, and head through the southeastern quest gate.  (You
just need a stack of 40 orcs to pass the gate.  Lysander doesn't need to be
with them.)  You'll find a Might town past the gate, and it's possible Blue
will have taken it over by this time.  However, at this point it doesn't
matter.  You should have a very strong army (with around 75 cyclopes and 50
thunderbirds), plus all the keymaster command words, and that's all you need
to defeat Vogel.  So from here on out, everything you attack (other than
Vogel) is optional, and it doesn't matter if Blue sneaks into your territory
and grabs your towns.

So pass the three keymaster gates and then continue southeast to the
underground tunnel.  There you'll find another keymaster gate, followed by a
couple Blue garrisons.  Past them you'll find another Blue town, and then
northeast of that is the quest gate leading to Vogel.  The gate will only
allow Waerjak plus non-hero troops to pass, so leave your other hero behind
and go through.  Vogel is only level 29, and he won't have that many troops
with him, so the battle should be straightforward.  Once you win the battle,
you'll also win the scenario (and the campaign).


*****************************************************************************
* Order Campaign (The Price of Peace)                                       *
*****************************************************************************

* ------------ *
* Introduction *
* ------------ *

The Order campaign is almost two campaigns in one.  One side of the campaign
features Emilia and Tharj, and the other side features Solymr, and eventually
the two sides intersect.  Since Emilia and Solymr are the only two heroes
involved in the final scenario, those are the two you should build up the
most.  Also, try to plan ahead so they don't overlap their skills.

The best Order units are mages, genies, and titans.  Those are all ranged
units, but the mages and genies each get useful secondary spells (poison,
song of peace, illusion) that make them better than their counterparts. 
However, with no real buffer troops, you'll have to keep your heroes in the
line of fire to protect your ranged troops, and so you'll need to build up
your heroes' combat skills, even if you plan to make them spellcasters.

Neat trick #1: Order's non-spellcasting heroes come with nobility and
estates.  That means they pay for themselves in 15 days, and everything after
that is profit.  Plus, the nobility means they can increase troop production,
so you should have at least one of these heroes in each of your towns.

* ----------------------------- *
* Scenario 1: At the Crossroads *
* ----------------------------- *

Objective:

   1. Be the only player to own towns.

Carries Over:

   1. Emilia (max level 15)

Walkthrough:

You start out with just Emilia, but very quickly some dwarves and halflings
will join you.  So head south and claim the treasure chest and resources, and
then buy some peasants.  With that small army you can defeat the berzerkers
to the west, grab even more resources, and then capture the nearby town.  Try
to prevent your peasants from being killed in the battles since they generate
gold for you.  It's ok if Emilia gets killed while taking the town since the
town will immediately resurrect her.  So use her and the dwarves as fodder.

Leave the peasants in the town and head on over to the magic university.  But
watch out: it's being guarded by some bandits.  So kill the bandits (letting
Emilia take the brunt of the damage), and then learn as many skills as
possible.  You should be able to afford it with the gold you started with. 
The university seems to have Life and Order skills most of the time, so

you'll probably become a Monk.  If you don't want to become a Monk, it's ok;
you can still switch to a different class later.

Now you need to explore around your town and collect resources, but there's a
problem.  The stacks of neutral creatures are pretty powerful, and Emilia
herself won't be powerful until she gets some levels and gains access to
higher level spells.  So dance around, fighting what you can and avoiding
what you can't.  It's probably a good idea to head west first so you can flag
the halfling and golem troop buildings, and also grab the gem mine.  Then you
can head back to town, recruit a larger army, and go kill things.  (Battles
will become easier once you get genies.)

Once you clear the immediate area around your town (including the crystal
mine to the north), head west back to the gem mine.  Nearby should be a stack
of Teal medusae.  Kill them and then head north to the quest hut.  You'll get
eight nagas as a reward.  East of the quest hut is a magi tower that you
should capture.

From here you have a choice.  You can either go north and attack Orange, or
you can head west and attack Red.  Since there is a stack of venom spawn
between you and Orange, and since they'll hold Orange back for a while, it's
probably best to attack Red.  Plus, there's a neutral Order town near Red's
starting town, making Red an even more attractive target.

So head west, skipping the gold mine and the treasure trove guarded by the
thunderbirds for now.  At (120,92) you'll find a quest hut.  If you can find
Lenny's ring, he'll give you eight potions of toughness.  Personally, I'd
rather have the ring, but go ahead and complete the quest if you want to. 
The ring is located just to the north, on a stack of -- what else? --
leprechauns.

West of the quest hut you'll find Red's town.  Possibly Red will have a
castle and centaurs and cyclopes, but don't despair.  Song of peace (from the
genies) and poison (from the magi), plus some not very good enemy AI, can get
you through the battle.  If Red has cyclopes and centaurs, go with two stacks
of genies so they can both cast song of peace; otherwise just leave the
genies in one stack.  Then you can neutralize Red's ranged troops while
simultaneously poisoning them and casting mage fist or ice bolt on them
(whichever Emilia has).  Red's troops might just stand around and die, but if
they exit the castle, pick them off with your ranged troops.

Once Red has been eliminated, head to the southwestern corner of the map. 
You'll find a neutral Order town there.  However, blocking the path is a
large stack of genies.  If you can't defeat the genies without losing lots of
troops, then hang around Red's former town for a couple days, exploring and
flagging resource buildings.  Meanwhile, caravan in some more troops from
your starting town, and then try again.

Once you capture the Order town, head north.  You'll find a long ridge of
mountains blocking off the top part of the map, but just before the mountains
you'll find a (possibly) neutral Might town.  Take the town and then visit
the teal keymaster tent nearby at (44,60).  Then head east.

Along the eastern edge of the map you'll find Orange's starting town.  It'll
probably be well defended, so you might want to clear the path to your
starting town, and then bring in some extra troops, before attacking. 
Regardless, use song of peace and poison to your advantage and capture the
town.  That should take care of Orange.

Near the town at (17,91) you'll find a purple keymaster tent.  That tent and
the teal tent are the only two tents you need to advance on Green's territory
(beyond the mountains to the north).  So if you haven't re-supplied your army
yet, do that now and then head west.

The teal keymaster gate leading to Green's lands is located at (79,32).  Past
the gate you'll find a Green town that might or might not be well defended. 
Regardless, take it while trying to keep your casualties low.  Then head
east.  Green's second (and last) town is against the eastern edge of the map,
but along the way you'll have to battle some heavy-duty neutral creatures,
including large stacks of vampires and devils.  The devils in particular
might be nasty since they can teleport right to you ranged troops.  There
doesn't seem to be a good way to fight the devils (if they don't go after
your magi, they'll probably kill Emilia in one hit) so just take your losses
and move on.

When you get to Green's town, you don't have to attack it.  Just keep Emilia
next to the entrance to prevent Green's heroes from going anywhere, and then
use another hero to capture all of Green's resource buildings.  You'll then
have two Order towns to Green's single town, plus you'll have more resources
coming in, and so eventually you'll be able to take Green's town, regardless
of how well it's defended.

When you're ready to attack, remember that Emilia doesn't have to survive the
battle since the town will resurrect her if you win.  Otherwise, this siege
is much like the other sieges you've done, except with a lot more troops
involved.  So use song of peace and poison, and try to kill Green's ranged
troops without allowing them to fire back.  Once you win the battle, you'll
also win the scenario.

* ---------------------------- *
* Scenario 2: An Enemy's Trust *
* ---------------------------- *

Objective:

   1. Defeat Solymr.

Carries Over:

   1. Emilia and Tharj (max level 20)

Walkthrough:

Tharj is garrisoned inside your starting town, so move him out and group him
with Emilia, and add in whatever other troops you have.  Then explore the
area (working north to south) while you build up your town.  Kill and flag
everything you find, but leave the monks next to the sanctuary alone. 
They're actually helping to protect your lands from Orange, so it's best to
leave them be.

There is only one path leading to your town (to the southeast), so clear
everything on your side of the path (except for the treasure area, which is
guarded by numerous phoenixes and nightmares, and is therefore not worth
doing) and then move on.  You'll find a few things of interest once you reach
the middle of the map:

1. A neutral Order town coupled with a crystal mine and a gold mine.  Once
   you take the town, you'll be able to pass the quest gates blocking the
   mines.
2. A quest hut at (96,81).  Once you capture Orange's two towns (to the
   southwest) you'll receive Armor of Order.
3. Another quest hut at (59,71).  If you give up 40 dwarves, you'll receive a
   wand of haste.
4. Two quest gates (to the south) leading to Orange's lands.  Both require
   ten medusae to let you pass.  You can get the medusae by going through the
   two-way portal at (97,100) (near an Order magic shrine) and then visiting
   the quest hut at (36,67).  The hut will sell you the medusae for 4000
   gold.
5. A purple keymaster tent at (54,73), in case you really want to loot the
   treasure area near your starting town.

Once you're ready to take on Orange, use the medusae to open one of the
gates.  You'll find that Orange's lands are divided into two parts, each with
a town, and that they're connected by a two-way portal.  So take a town, use
the portal, and then take the other town.  Don't worry about capturing
resource or troop buildings, since your army will move very slowly on swamp
terrain.  You can hire a Chaos hero if you really want them.  Once Orange is
eliminated, go grab the Armor of Order, and then head for Blue.

The path to Blue's lands is northeast from your second town.  But as soon as
you see the beach, you'll discover that two of Blue's town are hiding behind
a blue keymaster gate.  The blue keymaster tent is located directly to the
north, along the northern edge of the map.  The tent is also right next to an
Order town, which you can take or not as you wish.

Note: Solymr can be anywhere in Blue's lands -- even outside the blue
keymaster gate -- so be careful when you attack heroes or towns, assuming you
want to string the scenario along enough so your heroes hit their maximum
levels.

So wander around Blue's lands, capturing towns and resources.  You might even
be able to find some ability gems or skill shrines, depending upon how well
Blue's been exploring.  Once you're ready to move on to the next scenario,
track down Solymr and defeat him.  He won't be a very high level, so it
shouldn't be a difficult fight.

* ----------------------- *
* Scenario 3: The Servant *
* ----------------------- *

Objectives:

   1. Find the Black Dragon Graveyard.
   2. Defeat Teal.

Carries Over:

   1. Solymr (max level 15)

Walkthrough:


*****************************************************************************
* Nature Campaign (Elwin and Shaera)                                        *
*****************************************************************************


*****************************************************************************
* Death Campaign (Half-Dead)                                                *
*****************************************************************************


*****************************************************************************
* Chaos Campaign (A Pirate's Daughter)                                      *
*****************************************************************************


*****************************************************************************
* Revision History                                                          *
*****************************************************************************

April 27, 2002
--------------

Initial release.

May 02, 2002
------------

Completed the Life and Might campaigns.  Started the Order campaign.


*****************************************************************************
* Permissions and Updates                                                   *
*****************************************************************************

This guide may be posted on any web site as long as the text is not changed
and as long as I am informed of the posting.  I will always submit new
versions to Cheat Code Central (www.cheatcc.com) and GameFAQs
(www.gamefaqs.com) first, so if you are looking for the most up-to-date
version of this guide, that is the place to look.


*****
Copyright © 2002 by Steven W. Carter

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

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