Heroes of Might and Magic IV
                               Walkthrough v 1.6
                               By: Chino Gaston
                                  May 14,2002
                                 100% completed

I.   Introduction
II.  Disclaimer
III. Revision History
IV.   Walkthrough
V.  Appendix
     -The Basics
     -The Artifacts
     -Cheat Codes
VI. Notes
  This walkthrough is COMPLETE. This walkthrough was made for the people out
there who are stuck in certain scenario or simply need guidance.

Any help or useful info may still be sent to me via e-mail I will give full
credit to anyone who can contribute any useful info or tips

I don't have any relations with NWC and/or 3do. I created this guide for people
who want to get the best out of the wonderful game 3do and NWC published.
This Document is 100% non-profit. You may put this up on your own website
as long as you inform me this however may not be published in magazines, books
or other material that produces profit. If you I do see this or if anybody
tells me that my worked has been published without my consent I swear I'm
going to hunt down that person who did it and sue his sorry a** to hell.

Copyright Chino Gaston 2002.

The most updated version of this guide can be found at www.gamefaqs.com


05/03/02 v 1.0 -First Edition covers only scenarios 1 and 2 of the
                Chaos Campaign

05/05/02 v 1.1 -Added scenario 3 and 4 for Chaos Campaign
               -Added Cheats section
               -Added location markers to the walkthrough

05/08/02 v 1.2 -Completed the Chaos Campaign
               -Added more Notes

05/09/02 v 1.3 -Added scenarios 1,2,3 and 4 for the Order Campaign

05/11/02 v 1.4 -Completed the Order Campaign
               -Completed and added the Death Campaign
               -Added "The Basics" Section

05/12/02 v 1.5 -Completed and added the Might Campaign
               -Corrected some miscellaneous typos
               -Refined Walkthrough
               -Added an Appendix section
               -Added an Artifact section to the Appendix
               -Moved "The Basics" section into the Appendix
               -Moved "Cheat Codes" section into the Appendix

05/14/02 v 1.6 -Completed and added the Life Campaign
               -Completed and added the Nature Campaign
               -Completed the entire Walkthrough (finally!)
               -Re-arranged the walkthroughs
                           The True Blade
 This campaign is one of the easier types since you have at least 3 heroes
per scenario, at least one town and the usual objective is to eliminate each
other (think battle realms gone turn based). There are also a lot of side
quests plus the XP caps are high for such easy missions. Also the Resurrection
Ability of your Priests can save you a lot of money, so be sure to use this
to your advantage. The carry over is also very good since you get to carry
over TWO OTHER heroes beginning on the FIRST scenario. You also will be
gaining a lot of heroes on the way so on an average mission you get to carry
over around 5 heroes.


CHAPTER I: The Drawing of the Blade

Objectives: Defeat Normic and Caileen

Lose Conditions: Lose Lysander

Special: XP cap at lvl.18

Carried Over: Lysander and 2 of your most powerful heroes with all Spells,
Levels and Skills

 You start with 3 towns all with adjacent 2-way portals leading to your other
towns. So you really don't need a caravan if you intend to use these three
towns for the entire scenario.

 Send all your other heroes to Lysander and team them up. Head SE to a window
of the magi (77,34) to reveal 3 QUEST HUTS, the PURPLE KEYMASTER and the BLUE
KEYMASTER. From here head E to the shipyard (44,58) buy a ship then sail to
the QUEST HUT. To complete the quest sail E.
Eradicate (DO NOT LET THEM SURRENDER) all mermaids and harpies with a green
flag. On the island with the harpies recruit at least 50 peasants if you want
to complete another quest later on. Return to the QUEST HUT once you've
eliminated all of the harpies and mermaids for your prize. Go N of the QUEST
HUT and visit the oracle and dig for its treasure (6K gold). After you visit
the oracle head W and visit the BLUE KEYMASTER. To the W of the BLUE KEYMASTER
is a bunch of mermaids guarding a cove of odds and ends.

 Return to the mainland and go back to the window of the magi and go S to
a QUEST HUT (81,44) to visit Adamus and gain a quest to retrieve an "Ankh
of Life". Proceed S to the town where your Priest started off. From there
Keep going S to an area with a bunch of buildings that walled in and guarded
by crusaders (79,91). If you want to get the Ankh of Life it's to the NE of
this area and is on a Venom Spawn (52,74). Once you have the Ankh of Life
return to Adamus and you'll gain a new hero Proetho (lvl. 11 priest). Go S
and return to the "walled area"

 From here, head S to another QUEST HUT (106,115). The Black Dragons can be
located behind a BLUE BORDER GUARD (104,99) to the W. Once you take them out
return to the QUEST HUT and claim your Dwarven Hammer. Return to where the
Black Dragons were and go N and capture the TEAL PLAYER'S town (102,87) From
here head SW to another town of the TEAL PLAYER (125,79). Caileen can usually
be found in this town if she isn't then she should be within the vicinity.
From this town go S through the QUEST GUARD and visit the PURPLE KEYMASTER

 Return to the QUEST HUT that hired you to whack the Black Dragons and claim
your prize (Dwarven Hammer). Now go E to capture one of the RED PLAYER'S towns
(95,119). Keep going E and you might pass by Normic (79,162). Just keep
heading E until the path eventually turn N to another of the RED PLAYER's
towns (65,123). Head NW of this town and fight off the griffins between two
mountains and visit another QUEST HUT (85,105). Give the guy your Dwarven
Hammer and he'll take down the wall that's guarding Normic.

 Return to where you spotted Normic and pass through the PURPLE BORDER GUARD
(78,140). Defeat Normic and that will end this scenario!


CHAPTER II: The Trials

Objectives: Complete all of the Oracle of Dawn's Quests

Lose Conditions: Lose Lysander or Proetho

Special: XP cap at lvl.25

Carried Over: Lysander, Proetho and 2 of your most powerful heroes with all
Spells, Levels and Skills

 The QUEST GUARD in front of you requires a "donation" of 10,000 gold if you
don't have the gold do NOT use the treasure chests to the E as money. Instead
use them for XP. To gain some gold take the 2-way portal to go under-ground
and capture the Gold Mine to the NW plus there's about 20,000 worth of gold
to the S. Once you have the gold return to the QUEST GUARD and pay him off.

 Cross the bridge and head S until you reach the bottom right corner of the
map. Claim the "Sword of the Gods" (37,74) then go N to the second QUEST GUARD
(29,26). Give up the "Sword of the Gods" to pass through it. Head N and take
the "Helm of Seeing" in the treasure chest then go W to a tunnel don't go
down it yet but go S of it to get some really neat items and power-ups be
sure to take Saint Ranan's Staff. After you take those head down the tunnel.

 Once under-ground, head E to the third QUEST GUARD (35,45). Give up "Saint
Ranan's Staff and watch as Lysander gets torched (he he). Pass through and
go SW to the final QUEST GUARD (65,36). It won't budge so take the 1-way portal
near it you'll be transported near where the third QUEST GUARD was. Go N and
enter the 2-way portal. Once you exit, open the Pandora's box and free the
angel. Take the 1-way portal back to the final QUEST GUARD and pass through.
Take the tunnel back to the surface and follow the path E. follow the path
until it curves N to the "Oracle of the Dawn" (44,34). Once you visit her
you'll finish the scenario!


CHAPTER III: The First Step of Many

Objectives: Find Desette

Lose Conditions: Lose Lysander or Proetho OR attacking the "Glen Garrison"

Special: XP cap at lvl.30

Carried Over: Lysander, Proetho and 2 of your most powerful heroes with all
Spells, Levels and Skills

 You start with a lot of units (sweet) group your heroes and units in whichever
way you want. This scenario is very simple actually since the paths rarely
split its actually a single road so just follow the trees, mountains and
roads. You'll get to a prison (63,50) to the SE where you can rescue a lvl.25
General. Cross the bridge and capture the RED PLAYER'S town (60,54) and head
NW to capture yet another of his towns and eliminating him (55,31).

 Go back to the first town you captured and go S and over the bridge. Keep
going S don't mind the towns, just keep going S until you hit Glen's Garrison
Cross over the bridge to the N of the garrison (68,117) and take another bridge
to the S (75,117). Be prepared to take on a lot of 3rd and 4th Might Creatures
(Behemoths and Thunderbirds). Once you deal with them head further S past
a QUEST GUARD to a one-way portal (82,138). Enter the portal and you'll be
transported to the other side of "Glen's Garrison" visit the QUEST HUT
(62,136) to the NE to find Desette once you've talked with her you'll finish
the scenario.


CHAPTER IV: Seeking the Steel

Objectives: Find and Defeat Mastero

Lose Conditions: Lose Lysander, Proetho or Desette OR If Wortons forces
reaches Mastero first.

Special: XP cap at lvl.33

Carried Over: Lysander, Proetho, Desette and 2 of your most powerful heroes
with all Spells, Levels and Skills

 You gain yet another Hero on this mission: Dessete (lvl. 27 Monk). Despit
its small size this map is extremely challenging. For one you don't have a
town and you'll never get one. Second the only units you can train here are
Crusaders and Pikemen. Third, your only sources of income are the resources
scattered around the map, a gold mine and a trading post. To top it all off
your in competition with another player!

 You start off at the S portion of the map. You have to make your way to the
N where Mastero is hiding out.

 Make your way W and go N to recruit some Champions and Pikemen. Resume your
course to the W. It is imperative that you capture the Gold Mine here (56,53)
and defend it all costs, this is your only source of income for this entire
god forsaken scenario. You'll pass by a BLUE BORDER GUARD (60,38) and an enemy
town (which you can't get to). Follow the path and it curves to the NE you'll
encounter a trading post (51,17) so you might want to consider leaving a hero
to guard it. Keep going E until you reach a garrison (31,32). If you fight
through the garrison and proceed you'll find Mastero. Once you defeat Mastero
the scenario ends.

The garrison is EXTREMELY WELL GUARDED and with your limited supply of
Crusaders it's pretty slim that you can successfully fight the garrison
without crippling your army. So try and wait outside the garrison and let
the BLUE PLAYER take it out. Chances are that after the combat both armies
will be severely weakened and you'll have an easy time taking the remnants
of their armies out. Once you take out the other armies you can then deal
with Mastero.


CHAPTER V: The Rightful Heir

Objectives: Defeat Worton

Lose Conditions: Lose Lysander, Proetho, Desette or Sir Kentaine


 You'll be controlling 6 lvl. 30+ heroes right now and I recommend that you
stack them all up in one group (Feels more like an RPG than a strategy game).

 Make your way to the E and visit the window of the magi. Keep going E until
you get to a QUEST GUARD (23,80) that requires you to show the parents of
Worton. Since you have them in your party you get to pass and gain the town
of Rasan Hill. Once you have the town, build up your army and head out. Once
your ready go back to your starting location and go W.

*Side Quest*

 Visit the QUEST HUT and the guy requests you to "evict" some peasants to
the NW. Head in that direction and encounter some 400 peasants with a blue
flag in front of a Trading Post. Once you defeat them return to the QUEST
HUT to gain 8 healing potions.

 Proceed to your southern town (it should join you in a few days) and head
SE of it. You should fight some heavy battles here but your main objective
is to get Paledon (84,113) and capture it. Once you capture Paledon you find
out that Worton has escaped. You can find Worton beyond a QUEST GATE (69,134)
to the SE. Unfortunately, ONLY Lysander may pass and take on Worton 1 on 1
so dump all your artifacts on Lysander and proceed through the QUEST GATE
to take on Worton. Once you've defeated Worton you beat the scenario and the

 Plus, we see the last off Milton the Gay squire (ohh Lord Lysander... he's
so dreamy!)

                           Glory of Days Past

This campaign is the shortest one so far that I have played. It only consists
of 4 scenarios and is pretty much based on defeating heroes and capturing
towns. Nothing really special, one thing that I don't like about this campaign
is that there is no mage class heroes for might, but they're heroes start
of with 3 skills. I really like turning Waerjak (the main hero) into a Warlord
(Grandmaster Nobility + Breeding Pens = 100% increase in creature growth!!)
but if you're the hasty type you can also turn him into a General.


Objectives: Capture ALL ENEMY towns

Lose Conditions: Lose Waerjak

Special: XP cap at lvl.12

Carried Over: Waerjak with all Levels and Skills

 Go N of your current location and recruit some Berserkers at the longhouses.
After you recruit them go S (you should gain some centaurs on the way). Keep
going S until you reach a town guarded by a QUEST GUARD (43,21). Visit the
QUEST GUARD and you'll get a quest to get back the "Cart of Ore".

 The "Cart of Ore" is with Screaming Tom (hehehe). Go E to a Shipyard (17,32)
and buy a ship. Sail E to the Island and make Screaming Tom SCREAM! Once you
take out Screaming Tom take the "Cart of Ore" behind him and return to the
QUEST GUARD. Don't forget to visit the GRENN KEYMASTER here (3,36). Once you
return the cart you gain control of Kilmar.

 Go SW of Kilmar and pass through the GREEN BORDER GUARD (61,35). Then go
W you should pass a portal guarded by an ORANGE BORDER GUARD (69,37). Keep
going W until you reach another town that is once again guarded by a QUEST
GUARD (44,58). To complete this quest, just follow the river up-stream, pass
the QUEST GUARD and eliminate the medusas at (19,54). Don't forget to visit
the ORANGE KEYMASTER here (17,52).

 Once you eliminate the medusas return to the QUEST GUARD and you should have
control over Frunag. After you take control of Frunag head NW and enter the
portal. Once you exit the portal you'll find yourself topside, beside the
blue player's base town. Capture the blue player's town of Remrick and
hopefully you'll eliminate him.

*Side Quest*

Go back under ground and back track to the portal that's guarded by an ORANGE
BORDER GUARD at (71,37) pass through the portal and head E to Battlepeak
(54,42) you'll get the quest to eliminate some behemoths to the E. Pass the
QUEST GATE at (25,52) and battle the behemoths once you take down the
behemoths you can visit the PURPLE KEYMASTER. Return to Battlepeak and take
control of it.

Once you either eliminate your opponent or take all of his towns wait three
days and victory is yours! Or you can simply annihilate everybody on this

CHAPTER II: A Necessary War

Objectives: Defeat all Enemies (Green and Blue)

Lose Conditions: Lose Waerjak

Special: XP cap at lvl.20

Carried Over: Waerjak + Second Best Hero with all Levels and Skills

 I recommend that you immediately find another barbarian and turn him into
a Warlord if you didn't do so with Waerjak.

 Once you start you'll notice that there's a lvl.4 enemy hero standing to
the S of your town I strongly recommend that you take him out right now. After
that go to town and build up and capture resource building in the vicinity.
Once your ready head S to a tavern at (78,49) and hire a hero I would recommend
a Barbarian to be turned into a Warlord. Continue SW and visit the QUEST GUARD
that requires you to defeat some Evil Eyes (109,47). Visit the Window of the
Magi nearby to find out where the Evil Eyes are.

 Head over to the Evil Eyes and take them out. Once your get rid of them DO
NOT go back (yet) instead go NE and visit the BLUE KEYMASTER (35,44). After
you visit him go E and collect the artifact then go SE to capture a neutral
Stronghold (29,81)

 Keep going S until you hit Green's Stronghold (51,111) capture his town and
then head S. Keep heading S until you reach a garrison capture the garrison
then pass through. From here go NW until you get to another neutral Stronghold
(84,121). Capture it if you like. Go NW of this Stronghold and descend through
the tunnel at (92,97).

 Once under-ground head to the ORANGE KEYMASTER at (97,100) after you visit
the ORANGE KEYMASTER return to the surface and head W. Keep going W until
you hit an ORANGE BORDER GATE blocking the town of the Blue Player (138,78)
Pass through the BORDER GATE and capture his town once you capture his town
and eliminate all his heroes your done!

CHAPTER III: A King's Choice

Objectives: Defeat Hundric

Lose Conditions: Lose Waerjak

Special: XP cap at lvl.25

Carried Over: Waerjak and 2nd best hero with all Levels and Skills


 Hundric is a level 21 General

 First things first scour the your starting area for fresh recruits and
resource building. Defeat some neutral creatures that you think you can take
on for XP and claim any artifacts and other sorts of goodies. Once you're
done head W and capture the Stronghold (73,26). This Stronghold will be your
primary base of operations. Build up your town and army and once your ready
go W.

 Keep going W until you get to the ORANGE KEYMASTER (79,11). Return to your
town and go S to a BLUE BORDER GUARD (95,58) be sure to take note of this.

 Go E through the volcanic terrain and visit the window of the magi by the
TEAL BORDER GUARD (51,70) to reveal the location of the TEAL KEYMASTER.  Head
N of this area to the TEAL KEYMASTER (10,74). Return to the TEAL BORDER GUARD
and go down the tunnel.

 Once under-ground visit the GREEN KEYMASTER at (44,79). Re-surface and
proceed to the SE to the GREEN BORDER GUARD (65,104). Pass through the GREEN
BORDER GUARD and visit the window of the magi to reveal Hundric's location
make your way W to Hundric.

 Defeat Hundric to end this scenario.


Objectives: Defeat Vogel

Lose Conditions: Lose Waerjak


 You start with two towns and one has a GRAIL!!! This scenario is pretty much
the same as the previous one there's a lot of KEYMASTERS and LOTS of BORDER

 Start out the usual way by building up your town and army while flagging
down resources and creature dwellings. Once your ready, move out and head
N of your non-grail town to visit the RED KEYMASTER (64,15). Proceed E of
the RED KEYMASTER to the window of the magi (54,22) to reveal the GREEN
KEYMASTER. Head E again to the BLUE KEYMASTER, which is guarded frankly by
Devils. Once you take the Devils out visit the BLUE KEYMASTER (52,30). Go
to the middle of this area to a window of the magi (83,53) to reveal the ORANGE

 Now there are 3 QUEST GUARDS surrounding your area one to the E at (57,39)
which requires 5K gold and 12 units of wood (weird, it said ore). Another
to the S requires you to bring 40 Orcs (82,66). And the last one to the SW
requires you to pay 6K gold (107,58)

 Do the E one first and capture the Asylum to the E (36,81) capture this town
and train at least 40 orcs. Go N of this town and defeat the Blue Hero to

 Return to your "area" and visit the SW QUEST GUARD and open it. (I would
advice that you leave your orcs near the S QUEST GUARD) Pass through the QUEST
GUARD and make your way to an Asylum to the S (118,85). Do what you will with
this town but be sure to defeat the Blue Hero NW of the Asylum and visit the
ORANGE KEYMASTER (121,75) he's guarding.

 Return once again to your "area" and open up the final QUEST GUARD by paying
him 40 orcs. Head S and pass through the triple BORDER GUARDS (BLUE, GREEN
and ORANGE) and make your way to the tunnel at the bottom-right corner of
the map (74,141) go down the tunnel.

 Once your under-ground head N and fight your way through the two garrisons.
Fight your way to the NE to the QUEST GUARD at () you need to dump all other
heroes except Waerjak to pass. Pass through the QUEST GUARD and combat Vogel.
Once Vogel and his goons are down for the count
You've defeated this scenario and the campaign!


                          The Price of Peace
 This campaign is a little complicated (and irritating) because you control
one hero then suddenly on the third mission your controlling a different hero.
Both are mages so it's kinda confusing (you kinda mix their spells up). This
campaign is also the LONGEST one (8 scenarios). This campaign also deals with
a LOT of KEYMASTERS and BORDER GUARDS and PORTALS. And BTW in case you're
wondering Emilia is the chick from the intro.


 In case you didn't know Order has the some of the BEST-ranged units you can
get in the entire game! (Titans, Mages and Genies to be exact.) Second, Order
has some of the most whoop a** spells in the game like Town Gate (yes, it
can be used in combat, for those sticky situations) and Phantom Image and
Mass Precision (to beef up your Titans!)
CHAPTER I: At the Crossroads

Objectives: Defeat ALL other players

Lose Conditions: Lose Emilia Nightghthaven

Special: XP cap at lvl.15

Carried Over: Emilia with all Spells, Levels and Skills

 After the Intro move to the S and Dwarves and Halflings should join you move
further SW and capture your first town (woohoo). Since the Primary objective
here is total annihilation for the other players let's move on further W.
Once you reach a Windmill (113,93) surrounded by crops move NW. There is a
town controlled by the red player here (113,70). Capture it and you will
eliminate him and you get a storyline.

 SW of your recently capture town is a neutral town (141,73) although I think
its required to finish the scenario.

 Go E of the town (might) and visit the window of the magi to reveal the PURPLE

 Follow the road NE until it splits into an Alchemist's Lab and a Library.
Go directly N between the two mountains and capture another neutral town

 Go NE of the town and collect 2 artifacts and other goodies but importantly

 Keep going E (you should pass the 1-way portal) mentioned earlier until you
reach the orange players town at (33,94) capture it you should eliminate him.

 Don't forget to visit the PURPLE KEYMASTER (17,90)

 Go back to the 1-way portal and take the exit to (96,44) It's usually named
Armageddon's Gate.

 Go N and you'll get another storyline. Pass the TEAL BORDER GUARD and capture
another town (79,17) to the NW.

 Now Head E to a 2-way portal. Once you exit fight through the monsters and

 Keep heading E until you encounter Lord Lorne and his town (9,76) capture
it and eliminate the last player.

 Hold ALL your towns for 3 DAYS and victory is yours!


CHAPTER II: An Enemy's Trust

Objectives: Defeat the Solymr Hero

Lose Conditions: Lose Emilia Nightghthaven

Special: XP cap at lvl.20

Carried Over: Emilia and Gen. Tharj with all Spells, Levels and Skills

 Go into your town to get a storyline and pick up Gen. Tharj.

 Follow the "Purple Brick Road" (to the wonderful wizard of OZ hehe) and
collect the goodies littered upon it.

 You will notice a "fort" guarded by a PURPLE BORDER GUARD containing a lot
of useful artifacts. Be sure you come back here later on for the artifacts.

 Keep going S and find some resource buildings gurded by QUEST GUARDS that
requires you to capture Sollington (88,73)(it's to the E)

 Travel to the SW and you'll see a bunch of Minotaurs threatening a bunch
of farmers by a QUEST GUARD defeat the Minotaurs and visit the QUEST GUARD
(120,84). So now we need Medusas.

 Anyway, go back to Sollington and follow the road S to another "bricked"
area with a power-up and a 2-way portal. Remember this area!

 Go back again to Sollington and this time follow the road E it should split
into two one going NE the other going SE go NE first and build a sulfur mine
if you like then go SE to the PURPLE KEYMASTER (55,73)

Anyway, go back to the 2-way portal previously mentioned. Go to the odd-shop
and buy the medusas for the quest.

 Go back to the QUEST GUARD that required Medusas and open it.

 Now, would be nice to collect those really cool artifacts.

 Once you opened the guard go W until you reach the town of the "Minotaurs
King" capture it. There should be a 2-way portal to the NE of this town
(130,74) go in and capture the other town to eliminate player orange. Now
go N of the first orange town there should be a lot of artifacts here and
a 1-way portal (129,55) this portal leads back home to your primary town go
back if you wish to re-supply.

 Go back to the PURPLE KEYMASTER and go further to the NE. You'll pass a BLUE
BORDER GUARD (54,91). Keep going N until you hit the town (20,72) capture
it and go N to the BLUE KEYMASTER. Go SE (don't forget to pick up the goodies!!)
and keep going S until you circle back to the BLUE BORDER GUARD there is a
town here (60,96) capture it. Go W and follow the canyon S you should hit
a bridge eventually. Cross the bridge and follow the road into the final town.
Solymr should be in the town when you capture it but if not you have to find
him. Once you defeat Solymr your done with this scenario.

CHAPTER III: The Servant

Objectives: Find the Black Dragon Graveyard and Defeat the Teal Player.

Lose Conditions: Lose Solymr

Special: XP cap at lvl.15

Carried Over: Solymr with all Spells, Levels and Skills

 First of all you'll be controlling Solymr for this mission he starts at level
3 and is a mage plus he's working for the bad guy (for now).

 Let's start shall we first go E to the window of the magi (76,121) it reveals
a tunnel, an oracle and the dragon graveyard. Go N of this location to another
window (66,104) this one reveals another oracle to the W and two more to the

 Go back to town and from there travel E capture the necropolis to eliminate
the green player early on. Keep going E until you encounter another town this
time it's an asylum capture it if you like. And from there go N to the oracle

 Return to your starting town and this time go W you'll eventually encounter
another oracle (63,125) so that's 2 down 4 to go. NE of this oracle is an
academy town you can capture it if you like.

 Go back to the Necropolis town you captured previously and head N through
the snow until you reach another asylum (78,56). Capture it.

 Go E and work your way to the oracle to the NE (45,60). Keep going E and
eventually going SE to a necropolis (55,90). Capture it.

 Return to the oracle at (45,60) and follow the road W to yet another
necropolis. Capture it and you defeat the orange player. To the NE of the
necropolis is another oracle that you should visit.

 Make your way to the NE corner of the map to find Bloth the Hatcher and his
town (11,77), defeat them both and proceed to the quest guard adjacent to
the town. Visit the oracle (that's 5 down 1 to go) and enter the 1-way portal.

 Once on the other side of the portal visit the final oracle and dig for the
treasure (All that for this piece of crap. Sheesh!)

 Anyway just go down the tunnel and find a violet, teal, blue and red 2-way
portals. All four of them lead to various undead and death related monsters
and a bunch of resources and goodies.

 Just go SE to the 2-way portal at (72,94) enter it and go through another
2-way portal (101,112) on the other side once you get out.

 After you exit the portal head SE to the dragon graveyard. Defeat the teal
dragon army and your done.


CHAPTER IV: The Rainbow Crystal

Objectives: Defeat Old King Dreggar.

Lose Conditions: Lose Solymr

Special: XP cap at lvl.20

Carried Over: Solymr with all Spells, Levels and Skills

 Go down S until you reach an academy (36,66). Try your best to capture this
town early on as this will be your base of operations.

 NW of the academy is the GREEN KEYMASTER (37,47) to the E of the KEYMASTER
is a "Scale Mail of Strength".

 Now head N from your academy until you encounter a PURPLE BORDER GUARD (6,39)
and a window of the magi (14,28). The window reveals a tunnel, which we have
to go through later on. (You can go on there now but you'll be skipping a
lot of cool artifacts and experience.

 Go W until you get to the tunnel but don't go down go S and you'll see the
RED KEYMASTER (46,13) the path is blocked so it looks like you have to do
a quest. Go SE of the KEYMASTER and pass through the GREEN BORDER GUARD to
collect the goodies. Go SW of the GREEN BORDER GUARD and visit the PURPLE

 Now backtrack to the PURPLE BORDER GUARD and take the "Cap of Knowledge".
Head to the WITCH'S FARM  (46,47) and give the seer the "Cap of Knowledge".
Now head back to the RED KEYMASTER (the boulders should no longer be there)
and talk to him. Now we're ready to go under-ground. But there's a problem
the road to the tunnel is sealed. So visit the sapper brothers at the Quest
Hut (38,17) and buy their explosives for 6 thousand gold and 20 units of

 Once under-ground head E and eventually S you'll eventually get to a
cross-road one leading N another to the W and another to the E. The N path
leads to a "Crusader's Mace" and other minor goodies. The path to the W leads
to a necropolis, a neutral hero and a "Brimstone Breastplate" and finally
the path to the E leads to the Lich-King Dreggar and his town. This is where
you have to go to finish this scenario.

 Assuming you took the path E you simply pass through the RED BORDER GUARD
(22,42), capture the town and hunt down Dreggar (if he was not in the town)
who should be in the area. Once you defeat Dreggar your done with this


CHAPTER V: An Unusual Betrayal

Objectives: Defeat Sir Landrew

Lose Conditions: Lose Emilia Nightghthaven

Special: XP cap at lvl.30

Carried Over: Emilia and Gen. Tharj with all Spells, Levels and Skills

 This Map is generally larger than any other map we've played so far and we're
using Emilia again.

 Scour the area around you and collect the minor artifacts and capture
resource buildings. Visit the window of the magi (29,130) to reveal a prison,
a town and a shipyard. Enter the 2-way portal nearby take the exit to
"Ungthor's Path" visit the PURPLE KEYMASTER there and take the portal again
but this time to "The Gate of The First Elves". Go S of the exit and capture
the town here (78,66).

 Go SW of the town and enter the ORANGE portal (105,61) and go NW to find
another town (149,44). Capture it.  Return to the portal and this time take
the GREEN portal (91,75) it's to the E of the ORANGE portal. After you exit
take the 1-way portal to the N to go under-ground.

 Once under-ground head E and capture the town to eliminate the teal player.
Explore this entire area for some really nice artifacts and bonuses. The exit
is a 1-way portal to the SE of the town (127,147). Take the exit at the S
portion of the continent it's usually named "Dragonlock".

 After you exit go S to capture the town previously revealed (125,180). After
you capture it go W to the Shipyard (130,170) and buy a boat. Sail DIRECTLY
W to a quest hut named "Salty Dog Shanty" (143,154). Kiss the sailor and go
S to "Asp Isle" free the poor sod then sail N. until you reach a lighthouse
land on this patch of land and defeat the thief and his band of goons.

 After you defeat the thief hop back into your boat and sail NW of your current
location to a beach. Land here and capture the town to the N. After you capture
the town follow the road N first to collect some good ranged artifacts or
follow the road S to a garrison that eventually leads to Sir Landrew.

 Follow the road to the W into a QUEST GUARD (179,100) who should open if
you have Reed (the guy you busted out of prison). Keep following the road
until it branches to the N and S. Go S and find the town (207,119) of Sir
Landrew. If his not in town he'll be in the vicinity since he cannot pass
the QUEST GUARD. Once you defeat Lord Landrew your done!


CHAPTER VI: Slave to Fear

Objectives: Find Emilia Nightghthaven

Lose Conditions: Lose Solymr

Special: XP cap at lvl.30

Carried Over: Solymr and all Spells, Levels and Skills

 This scenario perhaps is the easiest one in the entire order campaign but
it takes a lot of time since you have to recruit 50 genies (hint)

 You are now controlling Solymr again. You start in the bottom-right corner
of the map so make your way W then N and visit the Altar of Wishes for a little
dialogue. Just keep following the road as it twists and winds until you reach
an Academy to the E (97,118). We need to capture this early on since we don't
have a town of our own. Once you capture this town start building up your

 Once you're good to go head W and enter the quest hut (108,91). So you need
to capture "Cauldron Hill". To get to "Cauldron Hill" you have to make your
way all the way to the W. Once you get to "Cauldron Hill" (129,66) and
re-captured it. Return to the quest hut and visit the window of the magi for
clues on Emilia's location.

 Try and capture as many Academy towns in this map as your gonna need them

 Now let's go to the Woodcutter's Cabin that the window revealed. Make your
way N into the snowy wastelands. But we can't access the Woodcutter's Cabin
just yet because it's blocked off by friggin trees.
So go W until you encounter a QUEST GUARD (74,14) and a town. Capture the
town and pass through the guard. Visit the quest hut here and find Gen. Tharj.
He requires 50 genies to get you to Emilia. Once you have 50 genies come back
here and give the to Tharj. After you give them to Tharj the path to the
Woodcutter's Cabin should be clear now so proceed there. Once there talk to
Emilia at the Woodcutter's Cabin and your done with this scenario!


CHAPTER VII: To Slay an Immortal

Objectives: Find the Sword of the Gods and defeat Mazellian

Lose Conditions: Lose EITHER Emilia or Solymr

Special: XP cap at lvl.36

Carried Over: Solymr, Kodge and Emilia with all their Spells, Levels and

 First of all your controlling both Emilia and Solymr (yipee! The best of
both worlds!) Solymr will be under-ground while Emilia is above-ground. Since
you can't get Solymr above ground or Emilia unger-ground I split this portion
into two one covering Emilia the other covering Solymr. First let's do Emilia

 The first thing you'll notice is that you have a lot of hero's and no
creatures or reinforcements for that matter so I recommend you stick them
all into one group. Fighters in front spell casters and archers at the back.

 Go N there is blacksmith nearby (43,91) purchase some plate mail for the
dwarven brothers and crossbows for everybody. Keep going N until it bends
to the W keep following it pass by the BLUE BORDER GUARD (25,72)
But keep traveling W. You'll eventually reach a rally flag (39,59) let's make
this a land mark you'll notice that the terrain is divided by a mountain range
into two, N and S the N area is snowy and the S grassy. Let's head S first
collect all the artifacts here until you reach a dead end. Return to the rally
flag and this time go N.

 Keep going W then eventually S you'll see an asylum on the way but there's
nothing you can do about it. You'll also pass by a ferry (88,44) take note
of this. Just keep going S you can go to the window of the magi (116,46) to
find a tunnel, a QUEST GUARD and an under-ground town.

 Keep going S until winds to the E you should reach a 2-way portal eventually
(106,100). Enter the portal and once on the other side go S then W when your
at the bottom of the map to the QUEST GUARD (93,128) previously revealed by
the window of the magi. Pass through then fight through the garrison and get
to the portal on the other side of the garrison. Enter the portal and you
should exit beside a tunnel. Enter the tunnel.

 Once under ground you instantly fight bone dragons so be prepared. Once you
defeat them check the pandora's box and claim the sword of the gods!

The portal to the W is a portal leading to all the KEYMATER tents in this
scenario you can go there if you like to capture the towns above ground.

 So now we start with Solymr. Visit the QUEST GUARD in front of you and bring
back 8 Earth Elementals from an Earth Portal (78,5) to the W. Once you bring
the 8 Elementals to the spirit at the QUEST GUARD travel S. After a little
walking you should encounter the spirit of Daeraphena again. After that you
gain a town to the E.

 Make your way to your recently acquired town and scour the area for resource
when that's done go S (you should encounter some bone dragons, take note of
their position) and take a turn to the W and visit the RED KEYMASTER (87,70)
Go back to where the bone dragons were and go E. go to the window of the magi
(52,105) then proceed NE through the RED BORDER GUARD and capture the town
of Mazzak (15,84). Return to the window and pass through the QUEST GUARD
(49,108) and keep going S until you hit the town previously revealed by a
window above ground. Go S capture the town and if Mazellian isn't there he
should be in the area.
Once you defeat Mazellian your finshed with the scenario!


CHAPTER VIII: The Price of Peace

Objectives: Defeat Gavin Magnus

Lose Conditions: Lose EITHER Emilia or Solymr

Special: XP cap at lvl. none

Carried Over:

 Wow the final mission! You get an ally (yippee!) to the NW but usually more
often than not he gets annihilated in the first month alone.

 All right, let's get started by first visiting the window of the magi that's
right outside your base. It reveals a ferry, a bridge, a 1-way portal entrance
and exit. Make your way NW towards the ferry. On your way there you should
encounter a town (108,150) do what you like. SW of the town is a garrison
(130,151) punch through it and head SW to the green players town. Once you
capture his he will be eliminated.

 Now head back to the ferry (92,125) that the window revealed earlier. Before
you go through though there is a piece of chaos armor to the SW (108,127).
Once on the other side of the ferry make your way E to the bridge. Once over
the bridge go E to capture and eliminate the red player (32,136). Once you
take over his town go NW through the mountain path. Make your way to the 1-way
portal to the N (7,114) Its guarded by some titans with the Mind Shield! Take
the titans out and enter the portal.

 Once you exit the portal take the road in front of you W. once it splits
head to the NW. Keep going NW until the dirt road merges with the stone road
follow the stone road and you'll eventually wind up in Gavin Magnus's town
(159,65). Once you put Magnus out of his Misery your done with this scenario
and the campaign!


                             Elwin and Shaera
 Ahh, Nature... This faction has a lot of Summoning spells and a bonus to
summoning they also have a wide variety of troops to choose from due to the
Creature Portal. The only downside however is that every single one of their
creatures are organic therefore very susceptible to Death oriented spells.
Another downside is that their creatures are not very strong and therefore
rely on numbers to defeat a foe. This flaw is very hard to deal with especially
for a level one hero with no troops aside from summoned wolves and tigers,
which at the end of combat disappear into thin air. Try to utilize as many
elves as possible since they are the one of the best ranged units in the game


 I would recommend that you let Elwin learn Grandmaster Summoning ASAP then
turn him into a Warden to bolster your troops defense and offense.

CHAPTER I: The Lovers

Objectives: Find Shaera's Father: Gramin

Lose Conditions: Lose Elwin

Special: XP cap at lvl.15

Carried Over: Elwin with all Levels and Skills

 You start at the bottom-left corner of the map. Head E and recruit some
sprites and wolves to the N of where you started. From there continue E and
collect the "Mage's Robe" (113,67). Head NW to the Preserve and capture it
(113,46) this will be your base of operations in this scenario. Do the basic
stuff (build up army, collect resources, fight of monsters in the area, etc).
Once your ready head E and visit the window of the magi to see the ORANGE

 Keep going E and you can capture the Asylum (97,67). Once you've captured
the Asylum you can follow the road NE or SE. To the NE is a Stronghold (70,57)
that you can capture and to the SE is a tunnel (80,77) and some nature
power-ups. There is also a level 11 Sorcerer (83,99) carrying a "Ring of
Strength" which you could trade at the QUEST HUT just to your N (78,94) I
prefer doing the SE area first though.

 Once your done with the SE area go N to capture the Stronghold that was
previously mentioned (if you haven't done so yet) from the Stronghold return
to the tunnel to the S (80,77).

 Once you're under ground you'll notice your smack dab in the middle of the
tunnel. First go W to visit the ORANGE KEYMASTER (116,70). After you visit
the ORANGE KEYMASTER go E by taking the 2-way portal. You'll be transported
to the other side of the cavern and you won't have to fight the monks anymore.
Once you're done looting this area return to the portal and go back to the

 Once above ground head back to your Asylum and head NW to the ORANGE BORDER
GUARD (99.53). To the NW of the BORDER GUARD is an Asylum and to the N of
the Asylum is a Preserve and to the E of the Preserve is a Stronghold. Do
what you will with these towns but I suggest you capture them. Go E of
Stronghold and follow the road once the path splits take the S path where
there's no road. You'll eventually get to a QUEST GUARD to the S (53,75).
Pass through the QUEST GUARD and travel E to meet Gramin. After you talk to
Gramin you end the scenario.


CHAPTER II: Mark of the Tiger

Objectives: Control all towns on the map and eliminate all other players
(except TEAL).

Lose Conditions: Lose Elwin or Killing a White Tiger (Teal Player)

Special: XP cap at lvl.22

Carried Over: Elwin with all Levels and Skills

 You start with a town (nice) so build your town up and start collecting
resources. Once you cross the bridge Elwin gets pissed on (literally) by a
White Tiger. So now you'll lose the scenario if you kill a single white tiger

 On this map you are at serious disadvantage since there are 2 one-way portal
exits just S of town so that means barricading your town heavily and making
local patrols to secure your resources.

 Head SE and then N over the bridge to battle some trolls after combat head
NE to the window of the magi to reveal 4 more stacks of trolls and a blue
hero. Proceed further N and a falcon will bring you a message from Sheara
once you've read the letter you gain "Breeze the Falcon" which is an artifact
that improves your scouting radius by 2. Further along you can trade 15 units
of wood for an increment in your Nature Skills at a QUEST HUT (24,88). There
is also a 2-way portal to the E of the QUEST HUT be sure to take note of it.

 Go N and pass through the QUEST GATE (10,79) and eliminate the trolls. Once
you've eliminated the trolls head W and enter the 2-way portal (32,55). Once
your on the other side make your way N then S you'll encounter yet another
QUEST HUT (55,50) willing to upgrade your skills for 15 units of wood. Just
keep going W and pass through a QUEST GATE (72,43) to eliminate another band
of trolls. After you've dealt with the Trolls head SE to capture a neutral
Preserve. Once you've captured the Preserve head SW.

 To the SW corner of this island are 4 bridges two leading NE and SE another
two to the NW and SW. Take the one to the SE and take the town of the GREEN
PLAYER (111,107). Backtrack to the bridges and take the NW to capture one
of the towns belonging to the BLUE PLAYER (113,55) to the W. From hear head
N to take out another one of the GREEN PLAYERS towns (81,22). To the NE of
this town is a 1-way portal leading back to your starting town, enter the
portal and head E to a 2-way portal (23,97).

 On the other side of the portal you can capture an Asylum to the W. Just
head down S and capture the last of the BLUE PLAYER'S towns (unless he captures
more). To the W of this town id the last bunch of trolls take them out and
enter the one-way portal to get back home. Once your home take the portal
to the W (32,55). And make your way to a QUEST BORDER GUARD to the bottom
left corner of the map (130,94) defeat the troll lord and visit the QUEST

 After the QUEST HUT the mountains to the W should part and you can visit
the RED KEYMASTER. After visiting the RED KEYMASTER take the tunnel to go
underground. As soon as your under-ground you get ambushed by a bunch of
undead, take them out and make your way E to a Necropolis. Once you take out
their leader you'll put an end to this scenario.



Objectives: Construct a Mirror of True Love

Lose Conditions: Lose Elwin

Special: XP cap at lvl.28

Carried Over: Elwin with all Levels and Skills

 From your starting location go N and a bunch of white tigers should join
you. Keep going N and try to capture the Preserve (you can recruit wolves
to the S). Once you've captured the Preserve build up your army and town.
When your ready head to the QUEST HUT and find out that you need to bring
back 4 potions (visiting here also clears the trees to the SE that were
previously blocking the road).

 Go through the previously blocked road and head S there should be a Potion
of Endurance there but is guarded by a bunch of Cyclopes and Ogre Magi. If
you can take from them then that's good but if you can't come back for it
later. Head N from this location and stop by the Tree of Knowledge and take
the Potion of Mirth that's guarded by a group of Satyrs. From here go N and
visit the window of the magi (102,45) to reveal the location of the Jeweler.
From the window go W and notice that the BLUE KEYMASTER is blocked off by
a bunch of rocks, from this location go NE and take out the Waspworts and
take the Potion of Resistance they were guarding. Go NE of here and defeat
the Elves to take the Potion of Quickness, once you have all four potions
return to the alchemist and give them to him and the boulders that were
blocking the BLUE KEYMASTER will vanish.

 Head on over to the BLUE KEYMASTER then proceed to the Jeweler to the N.
He'll require 40 units of gems so take control of the gem mine to the E. While
your waiting for gems you can try and capture the Preserve to the S (76,17).
You can also try and take the "Gem Casket" to the NE of this town to speed
up gem production. Don't wander to far S though since that's enemy territory
and right now they can and will destroy you. Once you've gathered up enough
gems talk to the Jeweler again and visit the window of the magi to the W to
reveal your next destination.

 Going there is extremely simple (no portals or whatnot) but it isn't easy
the path to that location is crawling with high-level monsters and enemy
heroes and armies. But once you've made it there talk to the merchant and
realize that you're going to need 10K gold. Once you've got the money he'll
tell you to visit a Red Dragon. Visit the window of the magi near him to reveal
the location and travel there. Once you get there talk to the Red Dragon and
he tells you to rescue his mate.

 To get to the Red Dragons mate you have to go back to the Merchant's house
and go NE of there (the path between the mountains that is guarded by Earth
Elementals). From there Head NE through the QUEST GATE (31,79) and capture
the RED PLAYER'S Preserve (19,78) to gain a Black Dragon unit, take him back
to the Red Dragon to end the scenario.


CHAPTER IV: Reflections

Objectives: Find Mirilass and Capture Harke Manor

Lose Conditions: Lose Elwin

Special: XP cap at lvl.32

Carried Over: Elwin with all Levels and Skills

 You start of in the corner of the map. I recommend that you secure this area
and flag all creature dwelling and resource buildings, once that's done build
up your army and town. Once your ready head N to capture Splitoak (10,76)
once you capture this town Mirilass' brother reveals that he's hiding to the
SW near the BLUE KEYMASTER. Visit the window of the magi nearby to reveal
Mirilass' hide out.

 Travel W and spot Harke Manor but unfortunately it's blocked of by a BLUE
BORDER GATE. So travel SW in the direction of the BLUE KEYMASTER going there
however will not be easy since the area leading to it is heavily patrolled
by the ORANGE PLAYER'S armies. But once you get there you have to pass through
a QUEST GATE (142,77) however you get attacked by a large group of Nature
class monsters. Beat the living daylights out of them and proceed to the BLUE
KEYMASTER. Once you've done that take the 1-way portal to get transported
to an area just SW of the Harke Manor. Pass through the BLUE BORDER GUARD
and take Harke Manor, once you've taken it victory is yours!


CHAPTER V: Together

Objectives: Defeat Lord Harke

Lose Conditions: Lose Elwin


 You start with a "Bow of the Elven King" artifact in this scenario (yippee!)
Gramin also joins your forces but you have to get near him or else he'll just
stand there doing nothing. Do the basic stuff (capture resources, flag
creature dwellings and build up both your town and army). Once your ready
head to the NW of your town and visit the QUEST HUT they poor little leprechaun
will give you 8K gold if you get his 4-leaf clover back. To get his 4-leaf
clover simply take the 2-way portal leading to the W on a small desolate

 Go S of your town and purchase "Spider Silk Arrows" if you want from a QUEST
HUT (131,74) for 5K gold. Visit the window of the magi (139,70) to the SW
of here to reveal Lord Harkes location. Explore your entire area and capture
all the towns you encounter especially the Preserves at the following


 Take out all neutrals in the area but DO NOT defeat the bunch of behemoths
to the SE (142,112) because for one they are extremely tough right now and
they protect you from the TEAL PLAYER (Harke) do them in later on. Be sure
to visit the 2-way portal that leads to a lot of treasure troves to bolster
your level and skills (57,61). Once you think you can take on a level 39 hero
and his entire goon platoon pile every single troop and hero you have into
a single army and take out the behemoths previously mentioned and fight (or
do the sneaky approach which I definitely prefer) your way to the Teal town
that was previously revealed. Once you get there be ready for a long and
extremely difficult battle with Lord Harke. After Harke goes down head to
a QUEST GATE to the NE (197,107) and visit the RED KEYMASTER after you visit
him take the Teal 1-way portal to get transported to the BLUE KEYMASTER. Visit
him and take the purple 1-way portal to get back near the town where Lord
Harke was and travel all the way to your starting town. To the W of your
starting town are 2 BORDER GUARD one is RED another is BLUE, pass through
the BLUE BORDER GUARD and take the BLUE ship. Make your way to Shaera who
should be on an island to the N to end the scenario and NATURE CAMPAIGN!



 Now this scenario is much more simpler since it mainly deals of land combat
and your undead so more often than not you get to go first in combat since
your opponents suffer morale failure. The Necromancy sjill that's available
to you ensures you that you have a lot of troops plus, almost every map size
on this scenario is SMALL!! So it's very short, a very good storyline and
easy to play. All newbies should try this campaign first.

CHAPTER I: Eater of Children

Objectives: Capture Vitross

Loss Condition: Lose Gauldoth

Special: XP cap at LEVEL 12

Carried over: Gauldoth and all spells, skills and levels

  I recommend you turn on the stationary guards mode for this campaign.


 First recruit your troops from the Barrow Mound and Cemetery. Then move N
and capture the Stronghold (29,57). There is a tunnel at (28,63). Go down
if you wish to recruit more undead units and a couple of minor artifacts.

 Anyway, head W to another Stronghold (66,38) and capture it. Once you capture
it backtrack to the first town you captured and take the ferry to its NW

 Once on the other side of the ferry go NW to capture the Druid's town of
Greenwood (22,39). Once you've captured the town head N to another tunnel
and go down (14,26). Visit the BLUE KEYMASTER here and return above ground.

 Pass the BLUE BORDER GUARD (24,26) to the W and follow the Enchanted Road
to Vitross. Once you capture Vitross your done with the scenario!


CHAPTER II: The Fiery Realm

Objectives: Rescue Kalibarr

Loss Condition: Lose Gauldoth

Special: XP cap at LEVEL 18

Carried over: Gauldoth and all spells, skills and levels

 First pick up your army, then head N to the window of the magi. This reveals

 After that head E and follow the road to a Necropolis (66,37) and capture
it. Once you capture the Necropolis head W then S then E to a 2-way portal
(81,56). Enter the portal and once you exit head S (you should pass a QUEST
GUARD return hear once you have the "Angel Blade") then eventually E to
another Necropolis capture this town then proceed N to yet another
Necropolis. Capture this town and soup up your army. After all your
preparations are done head to the QUEST GUARD to the SE (74,89) and visit

 Level Gauldoth to the MAX then go to the QUEST HUT (83,140) via the GREEN
BORDER GUARD (70,105) claim the "Angel Blade" and go back to the QUEST GUARD
I previously mentioned if you forgot just head to the bottom-left corner of
the map. Once you take the QUEST GUARD out of the way take the portal to "HELL"
once under-ground take the 1-way portal the succeeding 1-way portals until
you reach an island with a lvl 20 General and a Prison once you defeat the
General go to the Prison and bust Kallibar out and that's it!


CHAPTER III: Points of Power

Objectives: Flag all 5 Points of Power

Loss Condition: Lose Gauldoth

Special: XP cap at LEVEL 24

Carried over: Gauldoth and all spells, skills and levels

 In this scenario you'll have to flag ALL 5 points of power. A point of power
looks like a tower with a light on top and has the description of quest hut.

 Start by capturing resource building, training troop, the usual stuff.
When your ready go NE of your town and defeat the venom spawns to get to your
first POINT OF POWER (2,76).

 Now go SW of town to a window of the magi (40,77) It reveals another point
of power (fifth) to the W side of the map. Go to the area with your two
garrisons and pass through the garrison on the N and make your way W you should
encounter an enemy Necropolis (99,34) to the N of this Necropolis is the
second POINT OF POWER (76,3).

 Backtrack to a QUEST GUARD (82,52) and go N of it to a 2-way portal.
Enter the portal and once you exit go W to a bridge cross over the bridge
and go W to the third POINT OF POWER (108,109). Once you activate it head
back to the road and follow it E, over the bridge and capture the town

 Go N of this town and over the bridge to the fourth POINT OF POWER (51,122).
From here go NW to the area where your to garrisons are take the N one again
and go W but try to stick to the mountains to the S and you'll get to a garrison.
Pass through the garrison and go SW to a QUEST GUARD (106,73). Go through
the QUEST GUARD and unto the fifth POINT OF POWER. Once you capture this your

CHAPTER IV: Life and Death

Objectives: Defeat Malvich

Loss Condition: Lose Gauldoth

Special: XP cap at LEVEL 30

Carried over: Gauldoth and all spells, skills and levels

 You start on the NE corner of the map. Head S then visit the window of the
magi to reveal a tunnel. After you reveal the tunnel head W then eventually
N to a town (49,62) capture the town since we don't have one. To the W of
the town is a QUEST HUT that requires you to bring back "Death Armor" in
exchange for a "Life Shield" which we need.

 Go W of your town to a window of the magi that reveals a garrison. Follow
the road W to another garrison. Capture the town here if you like. Then go
to the garrison that was earlier revealed. Pass through the garrison and go
S to a QUEST GUARD (100,64). Defeat the Black Dragons and claim the Death
Armor. Go back to the QUEST HUT and trade the armor for the shield.

 After you have the Shield return to the area where you got the armor and
head E. Simply make your way E to the tunnel and go down. Once there, make
your way W to the RED KEYMASTER (79,47)

 Go back to the QUEST GUARD and head SE of the tunnel to a RED BORDER GUARD
(65,101). Make your through this area until you get to Malvich's town to the
SW (98,115). Once you put Malvich out of his misery your done!


CHAPTER V: The Unholy Breath

Objectives: Capture Nekorrum and defeat Kalibarr in 4 months

Loss Condition: Lose Gauldoth


 The only tough part here is that there IS a time limit of four months so
try your best to avoid any casualties, heck even a few skeletons can make
the difference between life and death against Kalibarr.

 The first thing you notices is that there is a town that's blocked of by
a wall. So you'll have to deconstruct the wall by finding a QUEST HUT. Go
visit the window of the magi to the W to reveal a 2-way portal, a 1-way portal

 Go and make your way to the 2-way portal to the N (19,22). Enter the portal
and once on the other side you'll notice that there is no portal leading back.
You'll be transported on the NW side of Nekorrum. Go S then W to the one-way
portal mentioned earlier. Enter the portal and head W to capture Rija. This
will be your town of operations.

 Head N of Rija and follow the road then eventually E to a 1-way portal (4,34).
Enter it and follow the road E pass by the QUEST HUT(CAVE) at (55,53) to free
Hadrin and his zombies. Remember the town that was sealed of by a wall
previously well it ain't sealed no more. Head over to that direction and take
the town if your lucky Kalibarr will be in town and you won't have to hunt
him down here. Once you find Kalibarr go back through the portal that's
guarded by a QUEST GUARD at (14,24)

 Once above ground again go E and capture Nekorrum once you've captured
Nekorrum you've beaten the CAMPAIGN!!


                           A Pirate's Daughter

This by far is the toughest campaign I have ever encountered since it mainly
deals with sea combat and you always never start with a town plus the maps
are to big also the XP cap is to small for the missions.
The only good side I can see is that since your playing Chaos you gain the
ability to train BLACK DRAGONS. Not only that but Chaos has almost every spell
known to wipe out anything on screen: Disintigrate, Chain Lightning, Inferno
and of course the perfect companion to a Black Dragon, ARMAGGEDON.


 Pete Girly WILL become your enemy later on so be very careful on what skills
you give him. Don't give him Armageddon or Chain Lightning or any other 5th
level Chaos spell for that matter. Don't even turn him into a mage. If you
like to ease things up a little bit screw his stats up (hehe) but it's not
very advisable since you get to fight him on the second to the last scenario.
and that's a LONG way so just give it some thought.
CHAPTER I: The Pirate's Daughter

Objectives: Capture BOTH Frigston (Might) and Yanathrae (Nature)

Loss Condition: Lose EITHER Tawni Balfour or Pete Girly

Special: XP cap at LEVEL 12

Carried over: Tawni and Pete + all skills and a "Steadfast Shield"

After the story you are set on a little island, and you don't have a town
(boo hoo). So lets get one shall we. First go to the XP stone and then the
window of the magi you'll get a glimpse of the town we're gonna capture. Get
the goodies down below (fight through the pirates) then capture the sulfur
mine. There's a chaos shrine down here so you might consider going back here
if you have a sorcerer. (But it's really not worth it since by the time you
get a sorcerer you'll have your own town) Get on you're ship then sail NW
recruit pirates here. Then sail E and capture the Gem mine. Proceed N (hitting
goodies as you pass them).

A little N of the pirate camp is bandit camp recruit if you wish. Directly
E of the bandit camp is an island with an Alchemist's Lab but is guarded by
water elementals, which right now is TOO tough to handle. Come back later
when you have efreetis or nightmares. There is also an artifact here wich
is guarded by elves (160,83) who are also tough right now. Now go N to the
town (136,32) but beware of a hydra that lurks near the shipyard! Capture
the town! This should be pretty easy considering they only have Minotaurs
as their strongest unit. If you can't punch through, just recruit more
pirates/bandits. So now we have a town (whoopee!)
(IMHO I would recruit a sorcerer here.)

Hero Note: I prefer turning Tawni into a Ranger then Pete Girly into
a Guildmaster (for the Dragons) or a Fire Diviner if you don't want an
additional hero. Also ALWAYS equip Tawni and Pete with a POTION OF

I prefer to build a Labyrinth (Minotaurs are very useful in sieges) then a
Dark Wood (I feel nightmares are better than efreeti) then finally a Dragon
Cave (duh).

So now we have to gather resources. There is a Lumber yard NE of your town
and an Ore Pit SE. Go N recruit Medusas if you like at the statuary garden
there is also a gold mine to the N of here. Visit the BLUE KEYMASTER'S TENT
(106,13) to the E of the Gold Mine. E of your town in the grassy area is War
Academy and Training grounds if you have the resources you can turn Tawni
into a Ranger here. Try not to wander off into the grassy area since it's
literally crawling with enemy troops and HEROES! Which would probably crush
you like a bug. S of the Ore Pit are some Orc towers (recruit if you wish).
NE of the Orc Towers is a 2-way portal(123,54) that leads to other portals
guarded by the GREEN BORDER GUARD(s).S of the Orc Towers is the BLUE SEA BORDER
GUARD(138,59) since we visited the BLUE KEYMASTER hop into your ship and
unlock the gates(border guard).Before you pass through however it is
advisable to bring a formidable army (i.e. 50 black dragons,100+ Minotaurs
and 500+ Orcs) since you have a steady supply of sulfur it's no problem you
can also trade the your gems for the gold. You may also want to re-visit the
island with the elves and water elementals for the "cloak of distraction"
and the Alchemist's Lab. Sail down S until you see a Town(Nature)(165,115).
Capture it since you'll want to cripple all enemy attempts to use boats. This
island frankly has a shipyard there is also a suit of "Elven Chain Mail" on
this island it is however quite annoying to keep this town due to the #&%*@
1-way portal at the S tip of the island (174,141).

To the E of this island is big island skim the coast (avoid the whirlpool)
of this island and you will find Yanathrae (128,109) one of the towns your
supposed to capture on the N tip of the island. There is apparently no entrance
into the island since it's blocked of by ORANGE BORDER GUARDS so it looks
like we're gonna have to find the ORANGE KEYMASTER (71,183).

To the E of the "Yanathrae Island" is an island with wolf dens, a sanctuary,
tavern, shipyard, trading post and a bunch of goodies.
Stop by here if you want to recruit or trade or etc (104,109).

Either way go NW of the previous island to find a School of Magic (109,94)

N of the school you can recruit pirates if you like and further N is the PURPLE

SE of the island with a lot of wolf dens is an archipelago with the PURPLE
KEYMASTER'S TENT(85,134) it is however guarded by black dragon's (*sigh*

E of the PURPLE KEYMASTER'S TENT island is another island that is "snowy"
it's another of the "shipyard" islands. Land on it and capture the town
(might) on the island. You will probably face a lot of Nomads so be prepared

Now head SE of the second "shipyard island" and you will find a "desert island"
(or is it sand)(79,182) find the ORANGE KEYMASTER'S TENT (71,183) at the N
area of the island and talk to him.

Okay, so now we have access to both Frigston and Yanathrae

Let's do Frigston (122,81) first since it's easier to defend later on. Head
back to the PURPLE BORDER GUARD (100,79) and open the gate. Sail until you
reach land land on the W side of the cove you enter. Punch through the garrison
and overrun Frigston (though it's easier said than done. hehehe).

If you want to sidetrack a bit for XP or to recruit some dragons visit the
GREEN KEYMASTER'S TENT (123,65) it's to the N of the garrison then go through
the portal to the W and exit to the upper-right corner of the map (129,64).

There is an enemy town (10,109) here once you exit the portal (4,116) you
can capture it if you like but it's not necessary (although it decreases the
chance of a retaliation) follow the road NW until you find a bunch of
thunderbirds (49,75) whack them and enter into the forested area recruit here
if you want. Enter the portal if you like some dragons (39,76).

Since we captured Frigston sail down to the "Yanathrae Island" enter either
to the SE (180,157) or SW (126,192) it doesn't really matter so just hack
and slash your way N into Yanathrae. You will pass through some garrisons
just kill everything that stands in your way and capture Yanathrae. Capturing
Yanathrae is really annoying due to the f****d up farie dragons who shoot
fire balls at your heroes. So every time you start combat drink a potion of
immortality. Faerie dragons however are seriously outmatched by Black
Dragons since they're immune to magic and faerie dragons cast magic. So the
basic strategy to defeat this town is to crank out a lot of black dragons.
If it's still to tough you can try and capture 1 of the nearby towns and recruit
dragons there via caravan. And keep sending a suicidal army (preferably with
the town portal spell) to take out a fraction of their defences followed up
by the main attack force to Yanathrae.

And that's that for scenario 1


Chapter II: Bloody Cove

Objective: Defeat Captain Swift

Defeat Condition: Lose EITHER Tawni or Pete

Special: Start with "Steadfast Shield", XP cap at lvl.18

Carried Over: Tawni and Pete with all skills and lvl.

Start of by collecting the two Boots in front of you. Go S to the window of
the Magi (50,87). You will see 2 KEYMASTER TENTS and 2 shipyards (one guarded
by a quest guard). Go down either through the SE or SW garrisons and capture
the two towns located there one to the SE (32,110) and another to the
SW(60,81).Explore the vicinity and capture all necessary resource buildings
and the like(goodies, creature dwellings etc.)

Note-I would split Tawni and Pete having Pete go through the E side of the
island and Tawni W side of the island.

Anyway, go S via the coastline on the (E or W) part of the island. You will
eventually hit a town on either side (E= 74,149 and W=104,123). You must
capture both one on the E and W to eliminate the purple player (it's required
later for a quest guard). There are portals here that leads back near your
base towns one to the SW of the W town (139,125) and one to the S of the E
town (94,164)

Go further S until you reach a Garrison on the middle of the map (123,148).
Fight your way through here and capture the final town for the green player.
There is a 1-way portal to the E of the town that leads to "Bloody Cove"

There is a GREEN KEYMASTER'S TENT to the W of the garrison (131,144). Go to
the W of the keymaster's tent and you will find a shipyard (finally) Go to
the PURPLE KEYMASTER'S TENT(it should be revealed now)(215,105) it's to the
W in case your wondering. After that head N of Bloody Cove(if you went there

You should be at the upper-left corner of the map land on the the narrow sandy
part of the island (118,38). capture the town to the E to eliminate player
blue (86,56). Head W, now fight through the garrison and capture the town
here (116,10) if you wish or if it's occupied by blue then imperative that
you capture it. NE of this town is the ORANGE KEYMASTER'S TENT (0,0).

Since we vanquished all three opposing players we can now pass through the
QUEST BORDER GUARD (119,206). Head over there now and pass through then grab
a boat sail N until you hit an island land there and pass through the PURPLE
BORDER GUARD it should be open now (69,179) and visit the BLUE KEYMASTER'S
TENT (65,169).

Head N until you get to the BLUE SEA BORDER GUARD (13,119) open it and go
down the whirlpool (6,115).

Now we're face to face with Captain Swift he's a lvl 18. Ranger and is backed
by Black Dragons (20+) Beholders (300+) Pirates (400+) and Bandits (600+).
This could be tough since it's sea combat plus some of your troops got whacked
in the whirlpool.

Once you beat Capt. Swift and his gang you're done with scenario II.

Chapter III: The Strait of the Lost

Objective: Build an Eye of Chaos in the town of Rumport + eliminate RED PLAYER

Defeat Condition: Lose EITHER Tawni, Pete or the town of Rumport

Special: Start with "Steadfast Shield" and 2 "Croc. Boots", XP cap at lvl.23

Carried Over: Tawni, Pete and Cyrca with all skills and lvl.+ "Giantslayer

Important Locations:
Red Keymaster (119,159)
Blue Keymaster (189,79)
Prison (26,136)
Gold Oracle (115,219)
Grail (115,224)

This part of the walkthrough is rough at best so pls. DO NOT mail me complaints
about this section since I'm working on it. Helpful E-mails however will be
very appreciated.

You start off on a small desolate island with three ships and a few pirates
and bandits. Visit the Window of the Magi and locate Rumport and the area
your supposed to land to get to Rumport. Head S to Rumport and you'll encounter
the QUEST BORDER GUARD (only tawni may pass). Pass through it and through
the garrison and capture Rumport. Build a shipyard, create an army and move
to the RED KEYMASTER (119,159). Head to the
RED BORDER GUARD (40,140) and pass through and into the PRISON and free Cyrca.


 Cyrca is a full time mage (woohoo!) so my advice is to keep it like that
for a while till she gets some really damaging spells. Once she gets
Disintigrate or Chain Lightning I usually turn her into a Fireguard or

 Now go to the QUEST GUARD (190,83) at this point 50 medusas join you near

**Grab the "Giantslayer" to the S (200,89) it's guarded by behemoths

Now that we have the keywords head to the BLUE SEA BORDER GUARD (147,125)

Land on the island in the middle of the cove (125,146) and enter the portal

Talk to the GOLDEN ORACLE and dig for the GRAIL now that you have the GRAIL
bring it back to Rumport and begin construction.

Now simply eliminate the RED player (THE MERMAIDS)
these are the following locations of the mermaids you need to eliminate


CHAPTER IV: Bay of Maids

Objectives: Defeat Pete Girly

Defeat Condition: Lose EITHER Tawni or Cyrca

Special: Start with "Steadfast Shield" and 2 "Croc. Boots", XP cap at lvl.28

Carried Over: Tawni and Cyrca with all skills ,spells and lvl.+ "Giantslayer

Important Locations:
Green Keymaster (93,126 UG)
Pete Girly (86,32)

 First things first head to the Window of the Magi and you'll see the GREEN
KEYMASTER and a town.

 Head N and capture the town at (47,84) (DON'T FORGET TO CAPTURE RESOURCE
BUILDINGS ON YOUR WAY THERE!!!) then move E of the town and enter the 2-way
portal at (29,103). You will be transported to the S of the continent capture
the town if you like (92,156)

 Go S of the town and go UG via the tunnel at (109,178)

 Go W then N to an underground ocean get take a boat and sail NE to (105,134)
separate Cyrca and any Medusas into a separate party and send them through
the QUEST GATE talk to the GREEN KEYMASTER and head to the portal to exit
to the NW.

 Bring Tawni back to the shipyard and make her wait there. Bring Cyrca to
the shipyard and link up with Tawni and this time head NW to (165,112) and
go to the tunnel at (196,85).

 Above ground you can go SE of the tunnel and capture a town at (193,115).

 Either go N to a tunnel at for an artifact (141,106) or S to another tunnel
at (176,141) and claim another artifact.

 Go back up and go thru the GREEN BORDER GUARD at (145,161) and capture the
town at (136,151) build a ship and sail.

 Whack the following mermaids at these coordinates

 Now head to the QUEST SEA GUARD at (133,87) and open the gate. Head N until
you spot three ships punch right through them and proceed N until you reach
another QUEST GUARD at (105,11) go E until you see Pete Girly. KILL THE FAGOT!!

Pete Girly WILL possess any skills you gave him in the previous scenarios.
So if you gave him Grandmaster Chaos Magic and Armageddon or Disintegrate
then your in DEEP S**T.

 And that's for scenario IV

CHAPTER V: Never Look Back

Objectives: Defeat the Mer-Queen and Destroy the Sea Monster Hatchery in no
less of 5 days from each other (this means once you  defeat the mer-queen
you have to defeat the hatchery within 5 days)

Defeat Condition: Lose EITHER Tawni or Cyrca

Special: (none)

Carried Over(none)

Important Locations:
Palace of the Mer-Queen (141,132)
Sea Monster Hatchery (135,93)
Final Location of the Mer-Queen (75,147)


 OK, it's the FINAL mission so this is gonna be tougher than the others (duh)
you have to simultaneously defeat the mer-queen and destroy the hatchery so
that means splitting Tawni and Cyrca later on.

 Head E and land on the patch of land at (98,21) and visit the window of the
magi, it reveals a town you will need to capture soon. Go near the town and
notice that it is guarded by a PURPLE BORDER GUARD so now we need to find

 Go NE until you reach the old man with out pupils (39,83) trade your "Giant
Slayer" for either a "Sword of the Gods" or an "Adamantine Shield" both are
RELIC class Artifacts but you only get to choose one the former is the best
army based offense artifact while the latter is the best army based defense
artifact. Take your pick I personnaly go with the sword since you can always
purchase potions of immortality and black dragons have the highest hit points
in the game.

  Raid the Dragon City to the SE (36,96) for 8K gold and a "Golden Plate Mail"

 Follow the "lava river" E until you reach the end at (24,110) fight the
elementals and take the "wand of haste" and a "brimstone armor"

 Go further SE to a ferry at (23,135). Once on the other side go W to the
window of the magi at (48,130). Follow the "lava river" again but this time
going W. You'll eventually see the PURPLE KEYMASTER visit him ang go NE of
him past the garrison and capture the town. Open the PURPLE BORDER GUARD if
you like.

 Since every other path is blocked the only way to go is a LONG WAY SW to
another town at (162,62) capture the town. Go NE of the town to (130,66) and
go S. Now go E then follow the shore S you should get to a town (194,113)
capture it if you like.

 Go NE of the town pass the bridge and visit the window of the magi it should
reveal the "Palace of the Mer-Queen" and the "Sea-Monster Hatchery" (damn,
they're so far apart!) go to the QUEST GUARD to the S is a tunnel don't go
down just yet but take note of it.

 Go N of the window of the magi and capture the town for a little story line.
Now go back to the tunnel and descend make your way to the exit at the E (don't
forget about the goodies here! They're kinda easy to miss).

 Above ground again go N and you'll see a portal wee will be going back here
soon so make note of it. Follow the road until you see a garrison. Fight your
way through and go to the window of the magi there is a town here capture
it if you like. Go out the garrison and visit the BLUE KEYMASTER (74,169).
There is another tunnel to the NE of here (49,155)
Go down.

 Like the previous tunnel make your way to the other side whilst collecting
goodies. Go back up through the exit at (113,105)

 Go S to the Palace of the Mer-Queen and capture it. It's time to split up
Cyrca and Tawni. Buy a boat at the Palace and put Tawni in it. Now bring Cyrca
S past the QUEST GUARD to a shipyard buy another boat here. And sail NW to
the Sea Monster Hatchery at (195,93)

 Now for Tawni sail SE and navigate through the rocks to the QUEST GUARD.
Open it up and go NE to a cove with the Mer-Queen at (75,147)



V.                               APPENDIX
A. The Basics
B. The Artifacts
C. Cheat Codes
Appendix A: THE BASICS

 -Always capture towns that you see.
 -Always capture resource buildings you come by (even in enemy territory)
 -Always capture creature dwelling (You never know when you need them)
 -Always defend your town with at least 20 4th level units.
 -Have at least ranged hero (mage, archer) and one melee or two ranged heroes
one mage one archer.
 -If handling a lot of undead opponents in a scenario equip lots of morale
boosting artifacts and/or skills
 -If dealing with plenty of (compatible) creature dwellings consider
building a caravan ASAP.
 -Sometimes 3rd level units are more cost effective than 4th level units (i.e.
Plague Spitters are better than Devils when dealing with Behemoths.)
 -When sieging a castle try and use summoned troops to knock down the gate
as cannon fodder. If not I usually prefer using Minotaurs since they can block
any sort of attack except magic.
 -Take note that you do not have to see your target to use Poison
 -Ranged attacks and Magic can only hit enemies on the towers.
 -Try and wait for the enemy to bring down the gate for you.
 -Try to use Trading Posts instead of the "Trade Menu" since trading posts
give you a discount of I think 40%.

The following section is actually MY guide that can also be viewed separately
from another file at www.gamefaqs.com
I. Basic Equipment
Basic Equipment can be bought in your local towns Blacksmith, Arsenal or
+5 Melee/Ranged Def.

Chain Mail
+8 Melee/Ranged Def. -1 Speed +1 Casting costs

Plate Mail
+10 Melee/Ranged Def. -2 Speed +2 Casting Costs

+3 Melee Ranges Def.

+8 Melee -1 Speed

Long Sword
+3 Melee and Melee Def.

+13 Melee (2hand)

+5 Ranged Atk

+3 Ranged Atk (longrange)

Mage Staff
-1 Casting Costs (2hand)

+1 Scouting Radius

II. Treasure

Elven Chainmail
+10 Melee and Ranged Def.

Helm of Seeing
Immunity to Blind (friendly creatures also)

Cloak of Warding
+30% Magic Resistance

Cap of Knowledge
+5 SP +1 SP Regen.

Dwarven Shield
+3 Melee/Ranged Def. +20% Melee/Ranged Def.(Friendly targets only)

Dwarven Hammer
+10 Melee

War Sling
+10 Ranged Atk

David's Sling
+50% more damage to 4th lvl. creatures (friendly creatures only)

Ring of Health
+50% HP

Ring of Protection
+20% Melee/Ranged Def. (friendly targets only)

Ring of Wizardry
+5 SP +1 SP Regen.

Warlord's Ring
+20% Melee/Ranged Atk. (friendly targets only)

Ring of Strength
+5 Melee/Ranged Atk.

Cart of Ore
+2 Ore/day

Cart of Lumber
+2 Wood/day

Purse of Gold
+250 gold/day

Bag of Gold
+500 gold/day

Viewing Crystal
+2 Scouting radius

Crystal of Memory
Immunity to Forgetfullnes(all friendly)

Badge of Courage
Immunity to Fear (all friendly)

Gambler's Deck
+1 luck

+1 luck

4-leaf clover
+1 luck

Crest of Valor
+1 Morale

Spider Silk Arrows
casts bind on target w/ ranged atk

Arrows of stunning
casts stun on target w/ ranged atk
Apprentice's Handbook
All 1st level spells

III.Minor Artifacts

Magic Amplifier
-33% SP usage

Mullich's Helm of Leadership
+2 Morale, +1 speed

Hideous Mask
Fear atk

Golden Platemail
+25 Melee/ranged def, +1 casting costs

Mage's Robe
-1 casting cost

Steadfast Shield
+30% Melee/ranged def(all friendly), +3 melee/ranged def

Angel's Blade
+3 Melee Atk/Def +50% dmg vs death opponents

Halberd of Swiftwatch
+25 Melee Atk,+2 Speed,Pike Ability,(2hand)

Crusader's Mace
+30% Melee/Ranged atk (all friendly)

+3 Melee Atk/Def 2X dmg vs 4th level creatures

Sniper's Crossbow
+3 Ranged atk,longrange,longrange(all friendly)

Valder's Crossbow of Sloth
+5 Ranged atk,longrange, casts slow on target

Nomad's Blackbow
+20 ranged atk

Throwing Spear
+3 Melee/ranged atk

Barbarian's Throwing Club
+5 melee/ranged atk, stun atk

ignores snow terrain penalty

Boots of the Crocodile
ignores swamp terrain penalty

Fireproof Boots
ignores lava terrain penalty

Surefooted boots
ignores rough terrain penalty

Sandwalkers Sandals
ignores sand terrain penalty

Cape of Protection
+30% Melee/ranged def (all friendly)

Cowl of Resistance
+50% Magic Resist

Cloak of Distraction
ignores area threats

Ring of Permanency
Immunity to Dispel,Cancelation and Steal Enchantment

Ring of Speed
+2 Speed

Ring of the Elementals
2X more Elementals during summonings

Ring of the Cobra's Eye
Poisoned Attack

Ring of Lesser Negation
Ignores all "Wards"

Leprechaun Ring
+2 Luck

Eqesitarian's Gloves
+25% Movement on land

Gem Casket
+1 Gem/day

Crystal Figuirine
+1 crystal/day

Flask of Mercury
+1 mercury/day

Braizer of Sulfer
+1 sulfer/day

Sack of Gold
+750 Gold/day

Purse of Penny Pinching
10% discount on all creature purchases

Poison Arrows
Poisoned Attack

Arrows of Slaying
Slayer Attack
d. Amulets
Amulet of Fear
grants user no retaliation ability

Amulet of the Undertaker
+10% Necromancy skill

Statesman's Medal
+10% Diplomacy skill

Ankh of Life
+5% Ressurection skill

Necklace of Charm
+10% Charm Skill

Druid's Chain
+1 lvl to summoning skill

Medal of Honor
+2 Morale(all friendly)
e. Wands
Wand of Weakness
Cast weakness

Wand of Illusion
cast Create Illusion

Wand of Ice
cast Ice Bolt

Wand of Healing
Cast Heal

Wand of Haste
Cast Haste

Wand of Fireballs
Cast Fireball

Wand of Fire
Cast Firebolt

Wand of Blessings
Cast Bless

Wand of Animating Dead
Cast Animate Dead
f. Tomes
Logbook of the Master Sailor
+25% Movement at Sea, +20% Melee/ranged atk w/basic seamanship

2X More Demons are summoned

Journeyman's Notebook
All 2nd Level Spells

IV.Major Artifacts

a. Armour
Armour of Chaos
+20 melee/ranged def, Order Ward

Armour of Death
+20 melee/ranged def, Life Ward

Armour of Order
+20 melee/ranged def, Chaos Ward

Armour of Life
+20 melee/ranged def, Death Ward

Unnatural Armour
+20 melee/ranged def, Nature Ward

Breastplate of Regeneration
+20 melee/ranged def, regen. 20 HP/round +2/level

Brimstone Breastplate
+20 melee/ranged def, Fire Shield

Dragon Scale Armour
+25 melee/ranged def, Fire Resistance

Gryphonheart Plate
+30 melee/ranged def

Scalemail of Strength
+10 melee/ranged def, +10 melee/ranged atk

Shield of Chaos
+3 melee/ranged def,+30% melee/ranged def (all friendly),Order Ward

Death Shield
+3 melee/ranged def,+30% melee/ranged def (all friendly),Life Ward

Shield of Order
+3 melee/ranged def,+30% melee/ranged def (all friendly),Chaos Ward

Life Shield
+3 melee/ranged def,+30% melee/ranged def (all friendly),Death Ward

Unnatural Shield
+3 melee/ranged def,+30% melee/ranged def (all friendly),Nature Ward

Dragon Scale Shield
+3 melee/ranged def,+30% melee/ranged def (all friendly),Fire Protection

Lion's Shield of Courage
+3 melee/ranged def,+40% melee/ranged def (all friendly)

Guardian's Robe
Immune to first 3 attacks in combat
b. Weaponry

Tynan's Dagger of Despair
cast's Sorrow on target when hit

Flaming Sword
+3 Melee atk/def,+30 fire damage +3/level

Sword of Swiftness
+6 melee atk/def, extra melee atk/round

Soul Stealer
+4 melee atk/def, for every 2 HP of damage dealt heal 1 HP

Axe of Legends
+8 melee atk, +40% melee/ranged dmg (all friendly)

Spear of the Centaur
+8 melee/ranged atk, gains Normal Melee ability (all friendly)

c. Accesories

Mantle of Spell Turning
+70% Magic Resistance

Boots of Travel
+50% movement on land

Boots of the Explorer
ignores ALL terrain penalties

Winged Sandals
+2 to movement in combat(all friendly)

Mirror of Revenge
magic mirror

Maranthea's Mug
+3 Morale

Shackles of War
neither armies may surrender or retreat

Ring of Regeneration
regen. 20 HP/round +2HP/level

d. Amulets

Fizbin of Misfortune
cast Misfortune on all opponents

e. Staves

Saint Ranan's Staff
Doubles effect of healing spells,ressurects 20% of killed creatures after

Staff of Wizardry
Lower's all casting costs for ORDER spells by 50%,(2hand)

Staff of Death
all DEATH spells deal and increase in power level by 50%,(2hand)

Mayhem Staff
all CHAOS DIRECT DAMAGE spells do 50% more damage,(2hand)

Staff of Summoning
reduces casting cost on all SUMMONING spells by 50%,(2hand)

Staff of Power
Reduces casting cost of ALL spells by 1/3,(2hand)
f. Tomes

Tome of Life
1st-5th level LIFE spells

Tome of Order
1st-5th level ORDER spells

Tome of Death
1st-5th level DEATH spells

Tome of Chaos
1st-5th level CHAOS spells

Tome of Nature
1st-5th level NATURE spells

Master's Spellbook
all 3rd level spells

Guildmaster's Compendium
all 4th level spells


a. Armour
Adamantite Plate
+50 Melee/ranged def

Adamantite Shield
+50% melee/ranged def.(all friendly),+3 Melee/Ranged def

Supreme Crown of the Magi
+50 SP +10 SP Regen.
b. Weaponry
Thunder Hammer
+8 Melee atk,+70 Electric dmg +7/lvl,(2hand)

Bullrune Axe
+50 Melee atk.

Sword of the Gods
+3 Melee atk/def, +50% dmg (all friendly)

Horned Bow
+50 Ranged Atk

Bow of the Elven King
+5 ranged atk, extra ranged atk per turn (all friendly)
c. Amulets

Scarab of Summoning
+100% to summoning skill,raise dead and create illusion effect

d. Accesories

Ring of Greater Negation
Ignores all Protections,Wards and Immunities (ALL targets)

Neener's Invulnerable Cloak
+100% Magic Resistance

Flaming Arrow
Attack all targets withing a 3x3 radius

e. Tomes
Archmage's Codex
All 5th lvl spells
If you have anything to add to this list of artifacts or have a comment on
the items just
E-mail me at ccgaston@mydestiny.net

During game, hit [TAB] and type any one of those cheats, then press [Enter].

Cheat Description

Adventure Map Cheats
nwcAmbrosia - free materials
nwcValhalla - win scenario
nwcRagnarok - lose scenario

nwcPrometheus - reveal map
nwcSphinx - reveal puzzle map

nwcCityOfTroy - build all buildings

nwcImAGod - access cheat menu (while town is selected)
nwcGoSolo - auto play

Hero Cheats
nwcHermes - unlimited movement
nwcAthena - gain skill
nwcThoth - increase level
nwcIsis - learn spells
nwcSacrificeToTheGods - max luck
nwcPan - max morale
Item Cheats

nwcHephaestus - elven chainmail
nwcEtTuBrute - dagger of despair
nwcExcalibur - ring_of greater negation
nwcNibelungenlied - sword of the gods

In-Combat Cheats
nwcAres - win combat
nwcAchilles - lose combat

Summoning Cheats (5 units per cheat)
nwcTristram - crusaders
nwcLancelot - champions
nwcStMichael - angels

nwcSevenLittleGuys - dwarves
nwcMerlin - magi
nwcCronus - titans

nwcBlahBlah - vampires
nwcHades - devils

nwcUnderTheBridge - trolls
nwcKingMinos - minotaur
nwcXanthus - nightmares
nwcFafnir - black dragons

nwcDoYouSmellBrownies - sprites
nwcFenrir - wolves
nwcFixMyShoes - elves
nwcTheLast - unicorn
nwcRa - phoenix

nwcValkyries - ogre magi
nwcGrendel - behemoth
nwcPoseidon - sea monster



PREVIOUS PUBLICATIONS- Heroes of Might and Magic IV Artifacts Guide

-HELP WANTED! Anyone who can bring any useful info on any other campaigns
can send them to me and I assure you that you gain full credit from it

-HELP WANTED! If anyone can give me a detailed explanation on the coordinates
and how it's used would be very appreciated

-Comments, suggestions and other types of mail excluding flame mail with
SWEAR words (well a little swearing would be nice to look at my mail box)
are welcome at ccgaston@mydestiny.net
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