Beyond the Horizon
Prologue[edit | hide | hide all]
Media:HotA 1.7.0-Data-HotA vid-Factory2A-bik-Factory2A-HotA-voice.webm
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Frederick: Fear and excitement are the best remedy for grief. I understood it when land appeared on the horizon. Our long, taxing journey across the ocean was coming to an end, and the new continent of Jadame was looming ahead. The escapees didn’t know yet that the land below was fruitless wasteland, and the village of miners we were heading to was a dirty, noisy hole. Burton is not a place for the weak; any settlement in these lands attracts those who do not build, till or shepherd. The right to a new home was going to carry a hefty price; yet, for the first time since the day we had left, the faces of my unexpected passengers brightened up.
Media:Heroes 3 - AI Theme 2.webm
Scenario[edit | hide]
Timed events[edit | hide]
| Day | Title | Message |
|---|---|---|
| Day 1 | At AI Resource Penalty |
(Repeats every 1 days) (none) |
| Day 1 | Burton - Part 1 | Because of this stench, our arrival in Jadame almost turned into a big scandal in the very first minutes we stepped on its ground. We had been through a lot on the way, and many of us had taken the journey very hard, but once we were on solid ground and breathing the air of the new world, the Eeofolian refugees cried out as one that they didn't want to live here, and demanded that we keep going. I didn't know what to say to them, so I just looked at Frederick. I could see how hard it was on him to be forced into the company of the villagers, who kept pestering him with their ill-placed complaints and requests. Now I saw his face growing purpler with every new shout from the crowd, and I knew that an outburst could not be avoided. However, the storm came from an unexpected direction. From behind the scientist came a short, stout woman with her sleeves rolled up. She appeared to be his Jadamean colleague, Sam—he had told me a little about her on the way. On her face, fatigue mingled with anger, and sadness with determination. She put her fists at her sides, looked Frederick in the eye, and shouted hoarsely:
|
| Day 1 | Burton - Part 2 | “Hello, Sam. I realize you were expecting Frederick and his friends and didn't think there would be so many of us—but we've all lost our home. If you'll let us stay here, we'll be grateful and try to make ourselves useful. We don’t shy away from working or fighting.” At my last words, the faces of the halflings standing next to me fell, but, thank the gods, no one said a single word. Surprisingly, Sam's words somehow calmed them down and cheered them up at the same time: they all silently rushed to unload the airships. When the hard work was done, Sam invited everyone to the hastily set tables. There was some unknown, slightly suspicious-smelling meat giving off steam, and bottles of wine; oddly greenish in hue, yet still undeniably wine. The hot food finally wiped away the fatigue of the grueling flight. Some of us, who maybe developed a bit too much of appreciation for the local wine, even began cracking jokes along the lines of, "Sure, halfling is not a bird, but..." |
| Day 3 | Mechanics | The locals, the mechanics, turned out to be people of few words, but surprisingly hardworking. Even the children here got up early and often helped the adults in the factories or forges instead of playing. Sam showed wonders of organizational talent—the next day each halfling had a leather apron with a set of simple tools and was instructed on the work to be done. Labor is the best remedy for sad thoughts. Before I knew it, Sam's new apprentices were up to their ears in the production of all sorts of mechanical parts: gears, bushings, shafts, cams, and things that I had no idea what they were for and had only seen them piled up in a workshop in distant Eeofol. Like, what is a nozzle and what is it for? I could have asked Frederick, of course, but I didn't dare to distract him now. He was busy constructing a huge hangar or shed on the edge of the village as our airships were in need of a thorough overhaul. Provided, of course, an overhaul would be enough... The lull didn't last long; one of Sam's scouts brought word that an army led by one of Zog's commanders had moved out towards Burton, and that they would be here soon. The locals didn't seem to be fazed by the news, but the clanging, clanking, and scraping in the shops grew louder, and the town got engulfed in a mixture of steam and smoke. |
| Day 5 | Armadillos | Those creatures, which looked like living piles of stones with short and thick legs, served not only as a source of food but also as pack animals. Awfully stubborn, but calm and plodding, they grazed peacefully in large fenced areas—I thought them completely barren, but, apparently, they still found some fodder there. They were what the locals called Armadillos. Each herd had a leader with a huge bony collar, and it seemed that those big guys needed special treatment. However, my old acquaintance Kosta didn't even seem to notice that his new friends didn't have hooves or braided manes. Within a couple of days after our arrival I saw him running around the stalls, peeking into the mouths of huge Armadillos, harnessing them and generally looking absolutely happy. I wish I could be like that. I haven't found anything to do here yet. |
| Day 8 | First week passed | Burton and its outskirts were not very green, and instead of ponds there were black puddles of bubbling sludge; they gave off a stench to which, after a week, we became accustomed. The local boys would sometimes set fire to one of the puddles as a prank, for which they’d get a good slap from their mothers—and the local women, it must be said, could easily throw a blacksmith's hammer several fathoms up with one hand. No wonder that the naughty boys lost the will to quarrel at the mere sight of their mothers frowning. I had been hesitating to ask Sam this for a long time, but at last I got myself together and inquired why there were so few men in Burton, and why the women were not doing housework but forging, drilling, and welding metal.
In fact, our women didn't have much women's work to do before. You see: nothing grows in our land. There is only earth oil, ore, and weeds, which only armadillos eat, so we had to take care of the cattle. An armadillo is not a sheep or a cow, it's not that easy to handle. We had to be strong and brave. Another thing is that you don't need a lot of shepherds, so we helped our fathers and husbands, learning how to forge, cast metal, do everything. Now it has come to the point that there are almost no men left at all... oh, well, somehow we manage. We can't give up. If we have goods, we have at least something to trade for food at the port market in Orca's Maw. But we can't get there now, because the dirtskins have blocked the road our caravans take. They know we've got something to surprise them here, and they don't dare take on us yet, but if we can't drive them back to their non-stinking hole in the mountains, they'll take us by force”.
The halflings, to my amazement, explored the wastelands and even climbed small rocks in their spare time, but they never strayed far from Burton. The locals, with the exception of the scouts, were also trying to stay close to the town, not least because of the proximity of Zog's strongholds. Most of the local ogre chieftains had sworn an oath to him, and if before, as the townsfolk said, at least some of them could be dealt with cautiously, now the Jackal had something that made them yearn to serve him. It was rumored that recently, instead of a club adorned with huge horns of a stone ram, a sign of belonging to the noble class of battle mages, he began to carry a huge, obviously enchanted hammer. |
| Day 11 | Frederick - First conversation | “Frederick!”, I called out.
I spent the rest of the day helping Frederick. We talked about a lot of things, and for the first time since my arrival, I felt warmer. |
| Day 14 | Two weeks | |
| Day 20 | Ogre village |
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| Day 25 | Terghez | At last we had luck: a drunken ogre was boasting at the campfire that his commander had an "vvvery pawafffful rrroundd stonnn", which opens a passage to a network of underground caves—there the commander meets messengers from Zog himself! Too much cactus moonshine is bad for you—especially if there may be enemy scouts nearby, catching every carelessly thrown word. |
| Day 40 | Second conversation with Frederick |
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| Day 52 | Third conversation | “Frederick, do we have a chance of defeating Zog?”
|
| Day 140 | Zog Warning |
|
Rumors[edit | hide]
| Title | Message |
|---|---|
| Balthazar goes to war | Minotaurs have built their outpost northeast of Burton. It seems as though they are preparing for war against the dark dwarves. |
| Firearms | Regnan mages and artificers are hard at work developing personal firearms. |
| Ironfist | Zog named his powerful artifact in memory of Archibald. The usurper king and the Jackal were allies during the Succession Wars. |
| Mage Hut | A sorcerer from the lands beyond the sea settled east of Burton. They say he helps travelling mages learn new spells. |
| Ogre Garrison | Those who saw the entrance to Zog’s stronghold say it’s guarded by countless hordes of orcs and Ogres. |
| Pirates | A ship flying a pirate flag has been seen in the bay near the Ogres’ stronghold. |
| Ravage Roaming | Wyverns abound here in the wastelands of Ravage Roaming. A whole nest of these creatures has been spotted north of Burton! |
| Trailblazer | The trailblazer north of Burton can help you traverse the wastelands of Ravage Roaming much faster. |
| Zog Clue 1 | They say Terghez, a minion of Zog, knows the way into his stronghold. |
| Zog Clue 2 | Many know there is an underground passage to Zog’s stronghold, but no one has seen it yet. |
Objects[edit | hide]
Events[edit | hide]
| Location | Message |
|---|---|
| 20, 8, 0 | Bonus troops for Zog Note: ONLY applies to AI |
| 58, 2, 0 | Everything indicates that you are very close to Zog's stronghold. What's more, you can smell the smoke of campfires. What if the leader of the Ogres has come out of his lair to stretch his bones, hunt, collect tribute, prostrate with his backside up in front of some idol—whatever it is these scum like to do in their leisure time? A good time for a quick march and a surprise attack! |
| 20, 8, 0 | + boars for AI Note: ONLY applies to AI |
| 66, 57, 0 | + boars for AI Note: ONLY applies to AI |
| 68, 7, 0 | Note: ONLY applies to AI |
| 22, 67, 0 31, 67, 0 43, 64, 0 |
Note: ONLY applies to AI |
Towns[edit | hide]
| Location | Player | Type | Name |
|---|---|---|---|
| 13, 61, 0 | Burton | ||
| 16, 7, 0 | - | ||
| 44, 4, 0 | - | ||
| 68, 47, 0 | - | ||
| 29, 33, 0 | - |
Inaccessible towns[edit | hide]
| Location | Player | Type | Name |
|---|---|---|---|
| 0, 0, 1 | - (Has Skyship) |
Town timed events[edit | hide]
| Day | Title | Message |
|---|---|---|
| Day 1 | At AI - bonus gold |
(Repeats every 1 days) (none) |
| Day 15 | At 131 - AI - bonus troops + citadel |
(Repeats every 14 days) (none) |
| Day 27 | At 146 - AI - big bonus |
(Repeats every 21 days) (none) |
| Day 29 | At Player - 211 - Reinforcement |
(Repeats every 28 days) The heroes' success has raised the spirits in Burton: new volunteers can't wait to join the fighters and rid the town of the vile ogres! |
Heroes[edit | hide]
| Location | Player | Hero |
|---|---|---|
| 12, 63, 0 | ||
| 17, 68, 0 | ||
| 19, 69, 0 | ||
| 16, 8, 0 | ||
| 33, 26, 0 | ||
| 44, 5, 0 | ||
| 44, 66, 0 | ||
| 63, 5, 0 | ||
| 67, 8, 0 | ||
| 68, 48, 0 | ||
| 4, 0, 1 |
Monsters[edit | hide]
| Location | Type | Message |
|---|---|---|
| 23, 67, 0 | ||
| 69, 1, 1 | A menacing, but somewhat constrained voice came from the darkness.
|
Seer's Huts[edit | hide]
| Location | Quest | Reward | Messages |
|---|---|---|---|
| Media:Seer's_Hut_2.webp 2, 6, 0 |
Defeat: |
50 |
Proposal: I was once rich and famous, but Guerhaugh the terrible was my downfall. I lost my lands, I lost my title, and I lost my family. Please, bring the villain to justice. Progress: Oh, I wish you brought better news. It aches my heart that Guerhaugh still roams free. Completion: I thought the day would never come! Guerhaugh is no more. Please, will you accept this reward? |
| Be: |
Proposal: I have a prize for those who fly the teal flag. Progress: Your flag is not teal. I have nothing for you. Begone! Completion: Ah, one who bears the teal flag. Here is a prize for you. Do you accept? | ||
| Media:Seer's_Hut_1.webp 2, 27, 0 |
Return with: |
Proposal: A robed priest greets you by the hut. He looks you in the eye for a while, and then gestures for you to enter. “Greetings. I have come to these lands on behalf of the High Priest of the Temple of the Sun. Our longtime nemesis, the Necromancer's Guild, is preparing to wage war against us. Necromancers and their vile creations have been appearing in these wastelands in greater numbers in recent months. There even are some black knights, or so I’ve heard! We believe that these lands have been home to cursed artifacts since the last century. Their creator was... Bah, that doesn't matter. What does, is that these artifacts must be found and destroyed before they fall into the hands of the Necromancer's Guild. Bring them to us, and I’ll give you something to make it worth your time.” “You have been of invaluable help to our Temple. I will hand the artifacts over to my brethren immediately. We will make sure that they not harm anyone else. As for the reward... Take this Golden Bow.” | |
| Media:Seer's_Hut_1.webp 11, 48, 0 |
Be: |
Proposal: A sorcerer meets you in the hut. He seems quite frightened.
“Thank you!”, He says. “If it weren't for you, I wouldn't have been able to handle those Dendroids! Who knew that my fire magic experiments would bring the entire forest to ash? Before coming to these wastelands, I taught elemental magic to sorcerers, earth and fire spells in particular. Bring me a capable apprentice, and I will teach him everything I know. I usually charge a hefty fee for my lessons, but since you've helped me, I'll waive the tuition fee. | |
| Be: |
Proposal: Bring me a capable disciple and I will teach him everything I know. Progress: Bring me a capable disciple and I will teach him everything I know. Completion: Do you wish to be trained in Fire Magic? | ||
| Media:Seer's_Hut_3.webp 53, 65, 0 |
Return with: |
Proposal: In the hut there is an old sorcerer, devoured by some tome. At length, he turns to you. “It's been a long time since anyone has come to see me", he says. “It's a wild place, what can you do? Precious few people around these parts are interested in magical knowledge. I can teach you a few spells if you like, but I need a scroll I can work with. Otherwise my advice will be useless to you. I have heard that a scroll of the Bless spell has fallen into the hands of some knights who came here from the northern lands. The last time I saw them, they were camped near the witch's hut. | |
| Return with: |
Proposal: Bless is a useful spell, but what good is magic that can't hurt your foe? The Lightning Bolt spell can be very useful against Ogres and goblins. Unfortunately, I don't have a scroll with this spell, but perhaps you can get something from the Medusa in the western mountains. Those nasty things enjoy hoarding magical items. Progress: Unfortunately, I can't help you without the scroll. Completion: This scroll is exactly what I need! Now I can teach you the Lightning spell, but in exchange, I'll ask you to leave the scroll with me. Will you accept my offer? | ||
| Return with: |
Proposal: Enemy shooters can be a serious threat—but I'll tell you a secret: it's one you can avoid. The Forgetfulness spell can be extremely useful against any archers—and from what I hear, Zog has been recruiting a lot of orc mercenaries for his army lately. Scrolls with this spell are not easy to come by, but you might be able to find something of value in a smuggler's den. Progress: Unfortunately, I can't help you without the scroll. Completion: This scroll is exactly what I need! Now I can teach you the Forgetfulness spell, but in exchange, I'll ask you to leave the scroll with me. Will you accept my offer? | ||
| Return with: |
Proposal: There's one spell left that I can teach you: Counterstrike. I used to have a scroll with it, but I lost it the last time I was in the caves. It's unlikely that anyone has found it, so it's probably still there. But be careful! Not only Ogres but also Behemoths have been seen in those caves. Good luck to you! Progress: Unfortunately, I can't help you without the scroll. Completion: This scroll is exactly what I need! Now I can teach you the Counterstrike spell, but in exchange, I'll ask you to leave the scroll with me. Will you accept my offer? | ||
| Media:Seer's_Hut_2.webp 55, 43, 0 |
Return with: 30 30 |
Proposal: I am researching a way to turn base metals into gold, but I am short of materials for my workshop. If you could bring me 30 Crystal and 30 Gems, I would be most grateful. Progress: Oh my, that's simply not enough. I need 15 Crystal and 15 Gems. I'll never complete it with what you have. Completion: Finally! Here, give the 30 Crystal and 30 Gems to me, and I'll give you this in return. | |
| Media:Seer's_Hut_2.webp 63, 20, 0 |
Defeat: |
45 |
Proposal: I was once rich and famous, but Terghez the terrible was my downfall. I lost my lands, I lost my title, and I lost my family. Please, bring the villain to justice. Progress: Oh, I wish you brought better news. It aches my heart that Terghez still roams free. Completion: I thought the day would never come! Terghez is no more. Please, will you accept this reward? |
| Be: |
1 |
Proposal: What I have is for Henrietta alone. I shall give it to none other. Progress: You are not Henrietta. Begone! Completion: Finally! It is you, Henrietta. Here is what I have for you. Do you accept? | |
| Media:Seer's_Hut_3.webp 70, 40, 0 |
Defeat: |
25 |
Proposal: I was once rich and famous, but Tan-Ghun the terrible was my downfall. I lost my lands, I lost my title, and I lost my family. Please, bring the villain to justice. Progress: Oh, I wish you brought better news. It aches my heart that Tan-Ghun still roams free. Completion: I thought the day would never come! Tan-Ghun is no more. Please, will you accept this reward? |
| Be: |
Proposal: I have a prize for those who fly the teal flag. Progress: Your flag is not teal. I have nothing for you. Begone! Completion: Ah, one who bears the teal flag. Here is a prize for you. Do you accept? | ||
| Media:Seer's_Hut_1.webp 70, 67, 0 |
Be: |
Proposal: What I have is for Henrietta alone. I shall give it to none other. Progress: You are not Henrietta. Begone! Completion: Finally! It is you, Henrietta. Here is what I have for you. Do you accept? | |
| Be: |
Proposal: What I have is for Henrietta alone. I shall give it to none other. Progress: You are not Henrietta. Begone! Completion: Finally! It is you, Henrietta. Here is what I have for you. Do you accept? | ||
| Media:Seer's_Hut_4_(HotA).webp 52, 3, 1 |
Be: |
+200 |
Proposal: I have a prize for those who fly the teal flag. Progress: Your flag is not teal. I have nothing for you. Begone! Completion: Ah, one who bears the teal flag. Here is a prize for you. Do you accept? |
Quest Guards[edit | hide]
| Location | Quest | Reward | Messages |
|---|---|---|---|
| Media:Quest_Guard.webp 14, 15, 0 |
Return after: Month 2, Week 1, Day 2 |
(remove) | Proposal: Closed till month 2, week 1, day 2. Progress: Closed till month 2, week 1, day 2. Completion: You are free to go through now. Do you wish to pass? |
| Media:Quest_Guard.webp 31, 6, 0 |
Return with: |
(remove) | Proposal: A powerful wizard owns this tower. He refuses to let you pass unless you bring him the Orb of the Firmament. Progress: The wizard is adamant. Without the Orb of the Firmament, none will pass. Completion: The wizard agrees to let you by in exchange for the Orb of the Firmament. Do wish to pass at this time? |
| Media:Quest_Guard.webp 32, 18, 0 |
Return with: 4000 20 10 |
(remove) | Proposal: Pirates have made camp on this shore. You can hire a ship and crew here, but only for a decent fee. Bring 20 Crystals, 10 Gems and 4000 Gold to convince the Pirates to join you. Progress: The Pirates will not talk to you unless you bring them 20 Crystals, 10 Gems and 4000 Gold. Completion: Seeing gold and gems, the Pirates are willing to make their ship and themselves available. 20 Crystals, 10 Gems and 4000 Gold will be enough. Do you agree? |
| Media:Quest_Guard.webp 34, 28, 0 |
Return after: Month 1, Week 3, Day 2 |
(remove) | Proposal: Closed till month 1, week 3, day 2. Progress: Closed till month 1, week 3, day 2. Completion: You are free to go through now. Do you wish to pass? |
| Media:Quest_Guard.webp 40, 4, 0 |
Return after: Month 7, Week 1, Day 2 |
(remove) | Proposal: Closed till month 7, week 1, day 2. Progress: Closed till month 7, week 1, day 2. Completion: You are free to go through now. Do you wish to pass? |
| Media:Quest_Guard.webp 42, 41, 0 |
Return with: 15 |
(remove) | Proposal: On the road, you meet a man with the looks of a rogue. “This is the local Minotaurs’ war camp,” he says. “The Ogres have tried to barge in a few times, but Balthazar's Minotaurs know their fortifications. That said... Get me 15 gems and I'll show you the secret passage to their camp.” |
| Media:Quest_Guard.webp 45, 67, 0 |
Return with: 20 |
(remove) | Proposal: Your troops have stopped at a cliff. Deep crevices in the ground make it impossible to pass here; you must build a bridge. Progress: You can't build a bridge without materials; you'll have to find wood first. Completion: Using 20 Wood, you can build a bridge across the rifts and proceed on your way. Do you want to build it? |
| Media:Quest_Guard.webp 54, 23, 0 |
Return with: 20000 40 40 |
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 40 Crystal, 40 Gems and 20000 Gold. Progress: Since you have not brought 40 Crystal, 40 Gems and 20000 Gold, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 40 Crystal, 40 Gems and 20000 Gold. Do you wish to pay the toll? |
| Media:Quest_Guard.webp 55, 39, 0 |
Return with: 15 |
(remove) | Proposal: On the road, you meet a man with the looks of a rogue. “This is the local Minotaurs’ war camp,” he says. “The Ogres have tried to barge in a few times, but Balthazar's Minotaurs know their fortifications. That said... Get me 15 gems and I'll show you the secret passage to their camp.” |
| Media:Quest_Guard.webp 57, 2, 0 |
Return with: |
(remove) | Proposal: The only passage through the mountains appears blocked by a tall wall. There are no gates or doors. It looks like a magical barrier—but how could the Ogres have conjured it, given their woeful magical skills? Examining the wall closely, you find a small opening. The orb that Naghban kept fits the shape perfectly; it must be the key. |
| Media:Quest_Guard.webp 64, 67, 0 |
Return with: 50 |
(remove) | Proposal: A bandit ringleader lives here—his band has blocked some of the passages. He is willing to talk to you, but only if you supply his men with ore. Progress: The bandits won’t talk with you until you bring 50 ore. Completion: Do you wish to hand the ore over to the bandits? |
| Media:Quest_Guard.webp 5, 0, 1 |
Return after: Month 2, Week 3, Day 3 Note: frees Creghol |
(remove) | Proposal: Closed till month 2, week 3, day 3. Progress: Closed till month 2, week 3, day 3. Completion: You are free to go through now. Do you wish to pass? |
| Media:Quest_Guard.webp 40, 6, 1 |
Return with: 100 |
(remove) | Proposal: The guards here are charging a toll of all travelers. They will let you pass for 100 Gems. Progress: Since you have not brought 100 Gems, the guards forbid you passage. Completion: The guards here are charging a toll of all travelers. They will let you pass for 100 Gems. Do you wish to pay the toll? |
Quest Gates[edit | hide]
| Location | Quest | Reward | Messages |
|---|---|---|---|
| Media:Quest_Gate.webp 4, 3, 0 68, 30, 0 |
Be: |
(pass) | Proposal: The guards here say they will only let those who fly the teal flag pass. Progress: The guards here will only let those who fly the teal flag pass. Completion: The guards note your teal flag and offer to let you pass. Do you accept? |
| Media:Quest_Gate.webp 11, 43, 0 41, 41, 0 47, 50, 0 56, 39, 0 |
Be: |
(pass) | Proposal: The people of the wastelands have built fortifications here to protect themselves from Zog's Ogres. They only let those coming from Burton pass. Progress: The guards here will only let those who fly the teal flag pass. Completion: You've been recognized by the flag you’re flying. Do you wish to proceed? |
| Media:Quest_Gate.webp 41, 10, 0 |
Return with: |
(pass) | Proposal: There is another ogre garrison here, even better fortified than the previous one. There is no way to storm it. As you are about to turn back, a barbarian calls out to you from the wall. “Zog keeps everyone in fear, but he has not earned any real loyalty. There are some Ogres who aren’t willing to kowtow before Zog, but no one dares to stand in his way as long as he has the Iron Fist. Now, if you brought us some very powerful artifacts, such as the Golden Bow, the Angel Feather Arrows, and the Bowstring of the Unicorn's Mane, Zog would have a hard time duking it out with his rivals. Do this, and we'll let you into his camp, from where you may do as you wish.” You want to hand over the artifacts and pass? |
| Media:Quest_Gate.webp 29, 6, 1 |
Be: |
(pass) | Proposal: The guards here say they have orders to only let Henrietta pass. Progress: The guards here will only let Henrietta pass. Completion: At last, it is Henrietta. Do you wish to pass? |
Artifacts[edit | hide]
| Location | Type | Message |
|---|---|---|
| 70, 2, 1 | The "relic" your errant men were talking about turned out to be a magical scroll with the Teleport spell. No idea why the horned one would have hired someone, let alone this sorry bunch, to safeguard it here; however, as per one of the halflings, the minotaur had mentioned the relic should be the key to vanquishing Zog. |
Epilogue[edit | hide]
Media:HotA 1.7.0-Data-HotA vid-Factory2B-bik-Factory2B-HotA-voice.webm
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Henrietta: There came the first joys and sorrows of the new world. The first successes and losses followed, with new foes and… new friends. Life had a bitter taste of blood, but with an exciting hint of victory. Jadame accepted our sacrifices, granting us what we never wanted but accepted in order to survive. Only a few of us have mastered the warrior’s trade thus far, but everyone became a hero. A select handful learned how to lead, yet anyone is ready to rise up upon hearing a call. The new wounds may bleed sometimes, but if you feel it, that means you’re still alive.
Media:HotA - Campaign - 01 Theme.webm
User Commentary
Some helpful tips:
- Don't overlook the Wood & Ore start as it is surprisingly good, especially on higher difficulties, as it allows you to build a Fort / Citadel much quicker. This can be a tremendous help for the first fight with the enemy hero. Really focus on picking up Wood & Ore early on, as Factory is insanely reliant on those two things and they're quite hard to come by in good quantity on this mission in the early stages.
- Engineers are a really good power-stack for most of the mission, and you should try to protect them whenever possible. Manipulating enemies into favorable positions so you can then breath attack them will make a lot of combats trivial.
- Automatons are far more useful alive than dead. Apart from the very early stages of the mission, it is very rare that blowing them up is the best choice. Instead, use them to attack / tank, then use Engineers to repair them back to full health; this works even if the entire stack is destroyed, allowing you to take some otherwise difficult fights early on. Beware that each Mechanic / Engineer stack can only repair once per combat.
- Focus on the eastern side of the map first; most enemy heroes early on will arrive from there, and there are more useful dwellings (Ogres, ...) and, in general, more useful things to do around that side of the map early on than the western one. Ironically enough, for a Factory campaign mission, you'll be recruiting plenty of Stronghold units. Try to ambush enemy heroes outside town if possible.
- Another reason for heading east early is to obtain a Bless scroll. While you might be tempted to Bless Halflings, a much more useful stack to Bless is often times the Engineers, as their damage range is quite big (2-5) and they have the very useful breath attack ability.
- To the southeast, you will find a Purple Keymaster's Tent which will allow you access to Pirates (in the north-northwest of the map). They are a very useful ranged stack, especially after you get the Golden Bow. You can get the Golden Bow by digging up graves and collecting certain artifacts (Rib Cage, Skull Helmet, Vampire's Cowl, Amulet of the Undertaker) around the map, then exchanging those at a Seer's Hut to the west of the map.
- Your Halfling stacks will consistently get decimated during hero vs. hero fights, don't worry too much about it. AI seems to really enjoy targeting them, which is unfortunate, but their main purpose is to help you clear the map first and foremost.
- Attempt to flag the Wyvern dwelling early if you can and let them build up (careful doing this if you still haven't eliminated the enemy stronghold to the northwest, as enemy heroes might pick them up). Pick them up for some of the tougher fights.
- The map doesn't technically have a time limit, but around month 6-7, the last enemy hero, Zog, might leave his base and try to take the fight to you. He's got a massive army and the Ironfist of the Ogre combination artifact; the army isn't an issue, but the artifact is. It seems like the most straightforward strategy is to walk between the 3 Stronghold towns you capture and recruit everything you can every week, until you can brute-force through.
- If you fight Zog at his default location, there is a place on the battlefield that is impossible to walk to. Teleport your halflings there and go to town! (Also you might want to equip the pendant of negativity so zog doesn't kill the halflings with lightning bolts)





