You can't flee from a battle that occurs very close to your only remaining town. You must have a living hero to flee and all your remaining non-hero creatures are lost if you run. Stat crystals and skill altars: in this game there are power up items that increase a hero's strength or give them new skills.
The colored crystals and skill altars can only be used once. If an enemy group reaches these items first they will almost always use them. Generally, the higher the difficultly setting the more time you have to get power ups, the bigger neutral armies will also block enemy heroes. Random Skill Selection: when you level up, the game let's you choose 1 out of 3 skills to learn or upgrade. If you are trying to upgrade a specific skill quickly then it sometimes helps to save your game before leveling up.
Reload your save and level up again and you will probably get at least 1 different skill choice. The same rule applies when you visit a skill school. At a school you can pay to have 1 random skill upgraded. Keep reloading your save until the school upgrades the skill you want. If you keep getting the same result, let a day pass and then try again. Stunlocking enemies: The magic schools of Life, Nature and Chaos all have a spell that stops an enemy from attacking.
During a battle you can have heroes or creatures focus on stunning a powerful enemy stack by casting one of the stunning spells over and over. Even a stack of just 1 genie or 1 faerie dragon can use their stunning spell for several turns.
Use multiple stacks of 1 stunner to disable entire armies while your heroes and more powerful stacks wipe them out. Hero Deaths: in the expansion campaigns having your main hero die during an outdoor battle is usually not an instant game over.
So you don't need to be as careful with your hero in these campaigns. Get the Money First: your first priority for every town you get should be to upgrade to a city hall to maximize your income.
Also try to get a lord, nobility hero, for every town, if possible. Convenient marketplaces: in HOMM 4 you can use a marketplace at any time by opening the game menu and selecting marketplace.
The marketplace lets you buy and sell resources, useful for getting resources to construct buildings fast. Unlike other games in the series, owning more towns does not decrease the price of a marketplace exchange in HOMM 4. The chaos campaign has Spazz as its main hero. Spazz starts with chaos magic and nobility skills.
Get spazz some combat skill to boost his defense but don't level it up too high too fast or Spazz will class change. For the first map try to get Spazz up to expert in all 4 chaos magic skills, advanced in nobility, advanced in combat defense.
Don't get diplomacy. The first map starts with no towns under your control. There are 3 neutral chaos towns in the area for you to gain control of. Two towns are north of your starting position and the third town is in the southeast. Note that the size of your starting army of bandits, orcs and minotaurs is slightly randomized. If you are playing on expert or champion, it helps to keep restarting until you have more minotaurs. A thief, who travels alone, for scouting and resource gathering.
Take over all three towns and get medusa and nightmares from each town. A school of war near the first chaos town will allow spazz to get basic combat. In the northwest across the bridge are lots of power ups and artifacts. The mayhem staff, sandwalker sandals and armor of life artifacts will all carry over into the next map. You win the map by taking over the three nature towns in the north and holding all towns for 3 days.
You start on the west side with 2 chaos towns. Once again get a tactics hero to join with Spazz and a solo thief. The nomads and genies on this map move. They will attack you if you are nearby. On higher difficultly settings the wandering armies are very large, so just use heroes early on, in case you need to run.
If the nomads start crowding around your towns you can destroy them with hit and run tactics. Have Spazz and your tactics hero attack the nomads. Spazz should be able to get a couple of spell casts off before he gets killed. Have your other hero flee after Spazz dies. Rinse and repeat until the nomads are wiped out.
If you use the alter of chaos magic in the southeast and put all your level up points into chaos magic you should be able to reach grandmaster by level Get medusa, nightmares and black dragons in your towns.
Have the nightmares stun the nomads with terror while Spazz uses magic and the medusa shoot. Once you have master chaos magic you can use the cat reflexes spell to make the medusa shoot twice. Let your thief use any treasure boxes to get experience and level up their stealth. Early on have your thief visit the northwest and northeast corners of the map. Those corners have gold mines guarded by mantises. Like the other neutrals on this map the mantises tend to wander around.
If you time it right you can rush past the mantises and flag the mines. There are some movement boosting gloves in the southeast, get those early. There are an armor, crown, and snowshoes artifacts in the southeast corner. Those artifacts will carry over into the next map, so get them before you finish this map.
To win this map you have to defeat the red player and get a megadragon. To get a megadragon you have to bring sulfur and some artifacts to the cave in the southeast.
You can trade ore for the sulfur in your marketplace. One of Red player's heroes will probably have the artifacts. Get the megadragon after you beat red and are ready to move on to the next map.
Red player has 3 death towns in the middle and northeast of the map. Red is hard to beat due to having more towns and 3 powerful heroes, 2 generals and a field marshal. Red tends to combined its forces into one powerful army. My strategy is to try to take over 2 out of 3 of red's towns while avoiding red's main army. Get red focused on protecting its last town while you build up your army. Having a thief hiding out near red's town will tend to keep them on the defensive.
This is the last map of the chaos campaign. You start with one chaos town. Your town has 4 dwellings nearby where you can get goblin knights. Goblin knights are strong melee fighters with partial magic resistance.
You also start with 1 megadragon in your town and will get a new megadragon every month. I recommend medusa, nightmares and black dragons for your town. Spazz will need the extra experience to gain any levels. Get chaos magic and combat defense both to grandmaster. Any extra skill points should go into nobility. You have to complete a couple of side quests before you can reach D'walt. First head into the snowy north region and defeat all the dragon golems with teal flags.
Save and reload your game if teal is not noted as defeated after you beat the last teal army. With teal gone the dwarf king in the northwest will open a tunnel leading to Frost River. Near the end of the tunnel you get another quest to take over the city of Rimewood. The enemy often leaves Rimewood undefended, so waiting for a chance to rush in and take the town without having to fight a big army is an option. Rush back down into the tunnel to complete the quest and open the path to D'walt.
D'walt will be waiting outside the outpost with a huge army. You must beat him before taking the outpost. Fortunately D'walt will only defend the town gate and not try to to attack you, assuming you have a reasonably strong army. You can camp next to the catapult factories and start collecting a lot of them to match what D'walt has. While Spazz collects catapults you can have another hero gather reinforcements from your chaos town. This secondary hero can be used to retake Rimewood if you chose to rush it earlier.
New enemy troops will be added to Frostrift River, not D'walt's army. You can eventually exceed D'walt's army strength since his army can't grow without the catapult factories.
Once your army is strong enough attack D'walt and defeat him to allow access to Frostrift. With D'walt gone you can take over Frostrift. You can attack the town right away if your army is strong enough. Your other option is to trick the town defenders into leaving. Have Spazz go back down into the tunnels and wait until Frostrifts' army leaves to attack Rimewood. Have Spazz run back up and take over Frostrift before the defenders return.
Once you control Frostrift you have won this campaign. You play Mongo the barbarian in the might campaign. Mongo starts with all 4 combat skills and basic nobility. I recommend buying scouting from the war university south of your starting town.
Turn Mongo into a ranger with high archery skill, grandmaster pathfinding, and basic stealth. You can't hire other heroes from your town, so send out a couple of lone berserkers to help scout and pick up resources. The two gnashers you start with are enough to get the ore pit, east, sawmill, west, and outpost town, southwest. You have to beat your barbarian rival, orange in the northwest.
You also have to take over both life towns in the south. Get harpies and cyclopes in your town. Get rid of orange first so you can get extra troops from their town. You lose if your starting town is taken. So early on you may want to leave outpost undefended to lure purple into occupying it.
Have a thief hide near the town to stop the enemy army from leaving. Take the town back after you beat orange. In the southeast corner is a well guarded grove with stat boosting crystals and a level up tree. Try to get in there before you finish the map. Also try to buy order magic, for precision, and life magic, from the life towns. You start with 1 might town on this map. To win you must control all 3 life towns past the wall in the south. To get past the wall you must take over the 3 sawmills west of your town.
After getting the sawmills 2 catapults will appear in your town. Take the catapults to the rally flag south of your town and a hole will appear in the wall. Speed is very important in this map.
You get a 2 month time limit after crossing the wall. You should open the wall as soon as possible and start taking over the life towns.
The longer you wait to attack the more time purple has to build its army from 3 towns. Purple also has a catapult factory near its middle town. Use a secondary hero, a thief, to take over the factory and buy as many catapults as you can. Ideally you can get purple's main army to garrison themselves in 1 town. That way Mango will have some time to gain some levels and explore the map without purple getting too strong. When you are ready to end the map use the troops from the 2 other life towns, catapults, and cyclopes to defeat purple in their last town.
Remember, you can try some hit and run attacks on purple if they have too many shooters in their town. Have Mango drink an immortality potion and bring some 1 unit meat shields, before attacking. Finally, I don't recommend trying to get the stat boosts in the northwest grove if you are playing on expert or champion. It would take too much time to get an army strong enough to fight past the gargantuans. You start in the northeast with 1 might town. You must control Riverview Castle, in the southwest, to win the campaign.
Get harpies, cyclopses, and thunderbirds for your town. A bunch of champions block the road south of your town. You can beat them easily using hit and run attacks. If you reach it early enough Mongo alone should be able to take over the southeast life town. There are two main threats on this map, the bounty hunters and Sir Dannos. The bounty hunters are a bunch of level 17 heroes who are usually traveling together. You will need a big army or have to wait until they split up into smaller teams before fighting them.
Sir Dannos is a level 30 hero who starts in Riverview but will start moving around. Dannos starts with a large army of champions and catapults. Beating Dannos is possible, but unnecessary.
Since you win this campaign as soon as you capture Riverview it is easiest to just have Mongo sneak attack Riverview. Wait for Dannos and the bounty hunters to get distracted retaking one of the other towns and have Mongo rush Riverview.
You play Mysterio the battle mage in the order campaign. Mysterio starts with basic combat, basic melee, and advanced order magic. Focus on his combat skills for the first map, get grandmaster defense and some archery. If available, buy basic magic resistance, life magic, and wizardry from the towns.
After buying it get life magic up to advanced so Mysterio can cast Song of Peace. Get Order magic up to expert for Teleport. You start with 1 order town in the northeast. Get magi and genies in all order towns. There are 2 more order towns in the desert south of your town.
The closer town can only produce magi but the more distant one can produce extra genies. There is also an unguarded gold mine near the third order town. Have Mysterio rush down and flag the gold mine right away. Remember, you can use gold to buy any resources you need, from the marketplace, for buildings. My strategy for this map is to grab the unguarded gold mine and get some genies fast. With a lot of halfings, magi, and some genies I start attacking the life towns by crossing the bridges southwest of the first town.
I use one big stack of genies to attack with ice bolt and 2 or 3 stacks of a single genie for Song of peace stunlocking. I Have the magi use poison on town defenders to make them come out. Once I get precision I cast it on the halfings to boost their damage. I buy a tactics hero from one of the life towns to help Mysterio. I also hire a lord to send back to my order town. You have to visit 4 out of 5 of the life towns in the southwest to get information.
After getting enough clues you can visit the house in the southwest corner to finish this map. Do the side-quest to bring 90 peasants to the northwest farm, the war sling and horseshoe carry over into the next map.
You start on the east side with 1 order town. As usual you should get magi and genies in your town. Get a tactics hero to help Mysterio and a Lord to stay in the town. Hold off on Titans until you are getting at least gold per day. A quest giver north of your town offers some resources in exchange for the two artifacts from the first map. I recommend keeping the artifacts. Even on champion difficulty Mysterio can easily solo most of the neutral armies near your town.
Against melee fighters, cast slow on them, and then buff Mysterio with precision and bless. Use teleport to move to the opposite side when they get close. Across the bridge west of your first town is a second order town. The other town will get you 5 free naga for each week you control the town. However, the real benefit of the second town is getting more genies. Once you have both towns and a small force of genies, magi and halflings, you can begin going on the offensive.
Head north of your town to find an enemy life town. In addition to the life town there are 4 enemy chaos towns, 2 in the northwest and 2 in the southwest. The chaos town, Doomfire, in the southwest corner starts with an eye of chaos building.
The eye increases chaos magic damage and gets the town owner gold per day. Be ready to cast Song of peace on any high level sorcerers to avoid getting hit by their extra strong chaos magic. To win this map you must find 5 power pools and destroy them. The pools are located: northwest of the life town, in front of one of the garrisons in the northwest, behind one of the northwest garrisons, on an island southwest of Doomfire, behind a quest guard in the northwest corner of the map.
To reach the island southwest of Doomfire buy a boat from the shipyard in Doomfire. To get past the northwest quest guard you must defeat all 3 enemy players, purple, orange, and red. The armies guarding the garrisons count as part of the enemy units.
You must beat all 4 garrison armies to defeat their owner. If the game is not listing an enemy as defeated then save and reload. With all 5 pools destroyed Mysterio can visit the tower in the northwest to finish this map. The mask artifact from the hut east of Doomfire is carried over, so get it before moving on. This is the last map of the order campaign. The Siege Capable ability combines the Long Range and No Obstacle Penalties, Greek Fire allows ranged attacks to strike all targets, friendly or hostile near the target, with deadly fire, and the Arc Breath Attack allows it to attack with a blast of fire that may also harm creatures behind an enemy target.
Finally, there are six new creature generators which allows the hiring of the new creatures introduces in both expansions except for the Megadragon.
Might and Magic Wiki Explore. Might and Magic. Heroes Online Heroes Kingdoms. Explore Wikis Community Central. Register Don't have an account? Edit source History Talk 0. Do you like this video? Play Sound. The six campaigns are as follows. To Rule the World consists of three maps and features Spazz Maticus the Witch King who rules the small island nation of Orilios and wants to expand his nation's borders.
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