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Heroes Of Might And Magic Iv Walkthrough

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Heroes Of Might And Magic Iv Walkthrough Average ratng: 6,1/10 1703 votes

Campaign 1. Mission 4

Quests:

Meet Alaron's army.

Capture Brightwood.

Isabel must survive.

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Go along the road to the North-West. There are several useful objects around the area. Take your time to reach (1),where you'll find an Archer recruitment point, an artifact shop and a building that lets you upgrade all your units. Go further to reach Brightwood (2) and capture it. Go to the post to the West (3).

Quests:

Upgrade the Magic Guild in Brightwood.

Meet the Seer.

Build a third level magic guild in your city. The seer's shack is South of the post (4).

Quest:

Find Boots of Levitation.

Go to the underground (5) and head South, to the Green Crypt, in which you'll find the boots. It's well guarded, and it's worth to have some Paladins on your side. Wear the boots and leave the dungeon. Go across the river and meet Alaron. Go further, straight into a trap. Mission complete - even though you've just made a huge mistake.

Campaign 1. Mission 5

Quests:

Rescue Isabel and capture Dunmoor.

Might

Capture any city within a week.

Isabel and Godric must survive.

Go to the North and take Dunmoor (1). Take time to visit a recruitment point and an artifact shop along the way. The second recruitment point is to the right of Dunmoor. Near the city there's a tower in which Isabel is trapped. Defeat its guards and give her some decent units to command.

Quest:

Hold Dunmoor against enemy attacks.

After a few days of peace, there will be red units appearing on the map from time to time. You can't leave your city defenseless, so keep some units (and preferably a hero) in there. Use Isabel to get rid of the enemy units so none of them reaches the city.

Quest:

Set up Tear of Asha in Dunmoor.

Tear of Asha is a treasure that you have to dig out using the special puzzle map. To see the whole map, pay a visit to three obelisks (2) (3) and (4). Take the treasure to Dunmoor and confirm that you want to construct Elrath's Sentinel in there.

Quest:

Send Godric to Nikolai.

Hungry shark world zombie shark

Isabel is escorting Godric to the passage to the South-East. Godric should command nothing but minimum number of units. Don't attack the demon city, as it's too heavily guarded for now. Defeat the Garrison's crew (5). Command Godric to go further, to the end of the map.

Quest:

Message from Nikolai.

Godric will disappear, and Nikolai will take his place. You can't trade units with him. Agrael's army will come out of the red castle. Let Nikolai battle him.

Search pages & posts:.:.:.Life / Haven Strategy CreaturesThe Haven has an extremely low body of flyers and spellcasters, the Angelbeing the only one out of the 10 Haven creatures to possess those abilities.The Haven has a large number of shooters and walkers, 4 and 5 respectively,making for a more conservative battle strategy than other towns. The Havencreatures also have a rather low HP count.CrossbowmanThe crossbowmen’s no range penalty certainly sets it apart as a rangedattacker from the likes of orcs and centaurs. Not a massive Hit Point count,but it also means it saves the hero a turn instead of casting precision onthem. Crossbowmen are the basic archer unit of the town, and one of thetown's strong creatures. Unfortunately, they can be slow on the adventuremap, so they best serve in a siege situation.SquireSquires are the only creatures that are able to stun an opponent afterengaging them.

This is a useful ability, likened to Song of Peace, and makesthe Squire a valued object in the hands of a Life player. Their stun canprevent a powerful creature from penetrating the defences and causing addedtrouble. It also leaves them open to attack for one turn.BallistaThe Ballista is a very competent level 2 ranged attacker, but it almostsuicide taking it with you on the adventure map due to its abysmal movement.It is an effective shooter in sieges due to its no obstacle penalty, and itsno range penalty which make it ideal to attack creatures in towers. They arealso mechanical, meaning they are resistant to spells such as poison andplague, a useful ability against a death army.PikemanPikeman are excellent defensive creatures because they do not approach thecreature as they attack. They attack from a distance and therefore almostalways get the first strike. Pikeman are a faster alternative than theballista, and are also more resistant to attack due to their hit points.Pikeman are less resistant to magic than ballistae, which may prove decisiveagainst a Necromancer.CrusaderCrusaders have the luxury of attacking twice in one turn, by far their bestability. A Crusader with Cat Reflexes works wonders, however it is hard toget.

Crusaders have death ward, another timely bonus against a necropolistown. Crusaders are effective attackers, but only have 65 HP each, makingthem slightly flimsy despite their masses of armour.MonkMonks are weaker creature, with a meagre 55 HP, has much lower speed andstatistics than the Crusader, and even does less damage over a single shot.On top of this, it has a melee penalty, and is similarly slow over theadventure map. It has no notable abilities except for death ward, and theHaven already has an array of shooters before it. However, if you're adefensive player, the Monk is the creature for you.AngelThe Angel is the only creature who has truly superb statistics in terms ofspeed and movement.

A perfect 30 on the adventure map, coupled with a speedof 10 and a combat movement of 15, the Angel is very quick indeed. It isstrong in all areas, and can also cast resurrection. Its 20 spell pointsmake it a target for imps, but it has 230 HP to rest on. It is obviously aflyer the town's sole campaigner in this cause.ChampionThe Champion is a very quick creature, too, but is the weakest creature in aone on one contest. Thankfully, it has a growth rate of 4 so this need neverarise. It is cheap to recruit, but it simply does not have enough specialabilities or adventure map movement to prove a threat to the Angel.

Despitereceived an extra 2 champions per week, the Angel offers the resurrectionability as well as much needed speed and movement. The champion may berecruited on maps with a shortage of crystal mines. HeroesThe two main heroes of the Life town are Knights and Priests.Additionally, due to its neighbouring alignments, the Haven can also recruita Lord, a Mage, a Druid, and an Archer. Herein lies the gold-making benefitsof having Order as an ally. The Archer and the Knight are two similarclasses, and either could pursue an interest in archery or meleecombat.KnightThe Knight is a versatile class, specialising in combat and tactics tobecome a powerful warrior in combat.

The Knight is the physical combat-classof the Haven town, capable of dealing damage through ragned attacks ormelee. The Knight begins with tactics, a very welcome boost to the speed andmovement of the creatures in the Life town. Tactics are especially needed inthe beginning of the game where it is important to develop your army andtake as many resources as possible.

This is complemented by a ranged attack,meaning you will lose less units in combat against neutral creatures. Futureclasses may include the general class, which gains a much needed 2 morale sothat Life creatures have a chance to attack first, and disregarding theirspeed. It is also beneficial if the Knight hero learns basic or advancedlife magic to work in coexistence with the Priest hero, offering supportwith spells such as Bless, Defender, Song of Peace, and various Wards. Thesesmall spells cast in combat can take the strain off the Priest hero, who isable to cast more effective spells such as Prayer.PriestThe Priests are the magic heroes of the Haven town, but are also,surprisingly, combat heroes like the Knight.

Priests specialise in blessingand healing magic, and are thus suited to a more defensive existance,allowing the creatures to do the attacking. (In Equilibris, it is able tocast endurance, adding 3 to movement on the adventure map). The Priestshould not stick only to Life Magic, but investing in tactics in a bid tofurther increase the movement of the army and creatures within it, and togive it the first attack on many occasions by granting the Priest maximummorale - the Crusader class. It also creates a more durable Priest, astactics is required for offense, which help to make the Priest awell-rounded hero beside the Knight. Resurrection should always be one ofthe top priorities for a Priest, as it is this skill that allows the army toretain its instruments of attack, and encourages the player to become moreattacking and make use of his/her Crusader or Angels.

The higher theresurrection skill of the Priest, the more aggressive the player can affordto be in combat.Town Build-UpPremier Resources: Crystal, Wood, Ore.The Haven is a town that does not require as much precious resources asother towns, making it easier to find resources to build structures, asnormal resources are guarded less heavily, and double the amount areproduced every day. The level 3 dwelling of the Haven town can be boughtmoderately early, on day 3, favourable resources permitting. This can beachieved through the combination of Guardhouse, Abbey, Monastery in thatorder. This amounts to a total of only 10,250 gold, a smaller amount thanmost other castles. If the Order of Paladins to Barracks combination isused, no precious resources need be collected, something which can bedifficult for a slow army.While the Angel is the superior creaturewhen compared to the Champion, the requirements for their dwelling areexorbitant and of less importance than that of the Champion. The Altar ofLight needs the Seminary, which, in itself, is an expensive structure of5,750 gold, as well as 4 precious resources. The Altar of light needs 27precious resources, while the Training Grounds and its pre-requisite, theStables, do not need any at all, but do require 50 wood.

While the Seminaryis a useful structure, especially when helping you to achieve various heroclasses, the stables should have already been built long before the level 4structure, while the Seminary is bought only after a hero has specialised ina various skill and needs to expand. Despite the great disparity anddifficulty in purchasing the level 4 structures of Haven, on a resource richmap, Angels should be recruited, but, on a small map that is not does nothave a plentiful amount of precious resources, Champions are quicker todevelop and more effective in a short game.When comparing theHaven's unique structures, they are quite varied and have very differentuses. They are indeed extremely helpful to the Haven's cause.

The Stables isa given building when beginning the game. It is cheap, and provides an extra5 movement points for an entire week! This greatly offsets Haven's speeddeficit early in the game. The Abbey is helpful for gaining the upper handin combat, even if it is against a neutral creature stack in the earlygame.The Seminary, while not as vital in the beginning game, is a greatconvenience for the player's heroes to co-ordinate their skills so that theyare more versatile in combat. An additional bonus is that the same,pertinent skills are available one every occasion.Standardised Build OrderDay 1: StablesDay 2: Guardhouse/Ballista WorksDay 3: Order of PaladinsDay 4: BarracksDay 5: Abbey Army MovementTotal army movement on the adventure map is Haven's biggest downfall.

Theadventure map army movement of the Haven town is the slowest of any town,greatly compromising its ability to develop early in the game and besuccessful at smaller maps (somewhat discouraging the recruition of theChampion). Of the Haven creatures, there is no surprise the Angel yields thegreatest movement (30) followed by the Champion (25) - but you can onlychoose 1, then a 6 point drop to Monks, Crusaders, Crossbowmen, Squires, andPikemen, all on 19. If we compare this average, 17.4, to that of theNecropolis, 26.6, there is a disparity of 9.2 movement points. This is whythe Stables are crucial for early game development. Even after the purchaseof the stables, Haven are still a a good deal slower than the Necropolis atscouring the adventure map, and, the Haven does not have the help of theThief. However, Haven has the Lord, which should be bought in week 2 ifpossible, and can begin to generate income through estates, and excel in thepathfinding ability to aid the army in its movement over the map, and act asHaven's adventure map hero that they sorely miss.Haven's slow movement sometimes prompts players to build precious resourcefree buildings and go for the quick option in town development of Pikemen,Monks, and Champions, which can be purchased within the second week with agold mine (depending on the difficulty setting). Haven's speed in smallermaps can be overcome in this fashion, but, in larger maps, it is worth theeffort of developing the Lord hero and making long-term investments of theAltar of Light, as this way army movement slowly increases, and the armysuffers less losses, which can also lead to expansion into other skills forthe Priest hero.Thanks to ( Content Admin, Moderator) for writing the strategies and to ( Admin, Moderator) for the images.