Foolhardy Waywardness

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Campaigns
1 - Restoration of Erathia Restoration of Erathia 1 - Restoration of Erathia
1. Homecoming
2. Guardian Angels
3. Griffin Cliff
1. A Devilish Plan
2. Groundbreaking
3. Steadwick's Fall
1. Borderlands
2. Gold Rush
3. Greed
1. Steadwick's Liberation
2. Deal With the Devil
3. Neutral Affairs
4. Tunnels and Troglodytes
1. A Gryphon's Heart
2. Season of Harvest
3. Corporeal Punishment
4. From Day to Night
1. Safe Passage
2. United Front
3. For King and Country
1. The Grail
2. The Road Home
3. Independence
2 - Armageddon's Blade Armageddon's Blade 2 - Armageddon's Blade
1. Catherine's Charge
2. Shadows of the Forest
3. Seeking Armageddon
4. Maker of Sorrows
5. Return of the King
6. A Blade in the Back
7. To Kill A Hero
8. Oblivion's Edge
1. Culling the Weak
2. Savaging the Scavengers
3. Blood of the Dragon Father
4. Blood Thirsty
1. Crystal Dragons
2. Rust Dragons
3. Faerie Dragons
4. Azure Dragons
1. Razor Claw
2. Taming of the Wild
3. Clan War
4. For the Throne
1. Farming Towns
2. March of the Undead
3. Burning of Tatalia
1. Lost at Sea
2. Their End of the Bargain
3. Here There Be Pirates
4. Hurry Up and Wait
3 - Shadow of Death Shadow of Death 3 - Shadow of Death
1. Clearing the Border
2. After the Amulet
3. Retrieving the Cowl
4. Driving for the Boots
1. Graduation Exercise
2. Cutthroats
3. Valley of the Dragon Lords
4. A Thief in the Night
1. Bashing Skulls
2. Black Sheep
3. A Cage in the Hand
4. Grave Robber
1. On the Run
2. The Meeting
3. A Tough Start
4. Falor and Terwen
5. Returning to Bracada
1. Target
2. Master
3. Finneas Vilmar
4. Duke Alarice
1. Harvest
2. Gathering the Legion
3. Search for a Killer
4. Final Peace
5. Secrets Revealed
6. Agents of Vengeance
7. Wrath of Sandro
8. Invasion
9. To Strive, To Seek
10. Barbarian Brothers
11. Union
12. Fall of Sandro
1. Poison Fit for a King
2. To Build a Tunnel
3. Kreegan Alliance
4. With Blinders On
5 - Heroes Chronicles Heroes Chronicles 5 - Heroes Chronicles
1. A Barbarian King
2. The Criminal King
3. Ultimatum
4. The War for the Mudlands
5. Siege of the Wallpeaks
6. Trapped!
7. Slash and Burn
8. Steelhorn
1. Cerberus Gate
2. The Boatman
3. Truth Within Nightmares
4. Twisted Tunnels
5. Jorm's Ambush
6. Old Wounds
7. The Queen's Command
8. Never Deal with a Demon
1. The Trouble with Magic
2. Walking on Clouds
3. Don't Drink the Water
4. Hard Place
5. The Secret in the Flames
6. The Magic that Binds
7. Birds of Fire
8. Master of the Elements
1. The Dragontalker
2. Dragon's Blood
3. The Dragon Mothers
4. Dragons of Rust
5. Distrust
6. Dragons of Gossamer Wings
7. Dragons of Deepest Blue
8. Clash of the Dragons
1. A Distant Cry
2. Senseless Destruction
3. The World Within
4. The Roots of Life
5. Rebirth
1. The Endless Sands
2. The Nameless Land
3. The Sparkling Bridge
4. The Fiery Moon
5. Vorr, the Insane
1. Hopewielder
2. The First Law
3. By Royal Decree
4. The King's Son
5. The Ransom
6. Beyond the Borders
7. Naming a Nation
8. The First Tatalian War
1. Tarnum the Overlord
2. The Land of the Vori
3. A New Enemy
4. A New Ally
5. The Capture
6. Tunnels of Ice
7. The Barbarian's Wife
8. The Protectors of the Sword
4 - Horn of the Abyss Horn of the Abyss 4 - Horn of the Abyss
1. Pirates and Palms
2. Master of the Island
3. Devil Sunrise
1. Prisoner of Doom
2. Evenmorn
3. The Shores of Hell
4. The Freedom of the Nix
5. In Search of the Horn
6. Treachery
1. Frontier
2. Heart of Water
3. Horn of the Abyss
4. All Hands on Board!
1. World on Fire
2. Beyond the Horizon
3. Dead or Alive
4. Tomb Raiders
5. Deus Ex Machina
6. Tarred and Feathered
7. New Order
8. Homecoming
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Stronghold / Castle campaign.

Manual description[edit]

In a story pre-dating the Restoration Wars, a hurricane during a sightseeing tour leaves a young Sir Christian marooned on the Regnan Isles. In order to gain passage back to Enroth, you must help the island natives in exchange for a ticket home. Navigating the politics of the locals may prove more treacherous than steering through the rocky isles themselves.

Backstory[edit]

Follow Sir Christian, an aspiring Fragrance Alchemist, as he begins a three-hour tour, and finds himself constantly bargaining for his very life.

Maps[edit]

Name Size Underground Bonus options Sides Victory Condition Loss Condition Difficulty Max Lvl Carry Over
Lost at Sea Size 2 (72×72) - M Underground disabled
Start with 6 Orc(s)
6
Start with +3 Attack
3
 Start with Basic Wisdom 
Allies: Red
Enemies: 1:BlueGreen 2:Purple
Upgrade Town Lose Hero Difficulty 3: Hard - The player and the computer start with the same resources, and the computer plays to the best of its ability. 8 Christian
Sir Christian must build the town on the southeastern peninsula of the island up to a capitol. He is limited to level 8. If he completes his quest, he will carry over his experience, primary skills, secondary skills and a spell book with him to the next scenario. If defeated, his quest is over.
Their End of the Bargain Size 2 (72×72) - M Underground disabled
Start with 8 Archer(s)
8
Start with +3 Power
3
 Start with a scroll of Bless 
Allies: BlueGreen
Enemies: Red
Defeat All Enemies Lose Hero Difficulty 3: Hard - The player and the computer start with the same resources, and the computer plays to the best of its ability. 16 Christian
To win, Sir Christian must defeat all the enemies. He now has an allied town, which lies, in the northwestern region. He is limited to level 16 in this scenario, but he will carry over his skills, spells, secondary skills and experience to the next scenario.
Here There Be Pirates Size 3 (108×108) - L Underground enabled
Start with 9 Roc(s)
9
Start with +1 Attack and Defense
1
Start with +5421 Gold
5421
Allies: Purple
Enemies: 1:BlueGreen 2:OrangeTeal
Defeat All Enemies Lose Hero Difficulty 4: Expert - The player starts with a handicap in resources, and the computer plays to the best of its ability. 24 Christian
Great challenges lie before Sir Christian. To win, he must capture all enemy towns and castles and defeat all enemy heroes. He will be limited to experience level 24. If he wins, he will carry over his experience, primary skills, secondary skills, and his spell book. If he fails, his quest is over.
Hurry Up and Wait Size 3 (108×108) - L Underground disabled  Start with a scroll of Prayer 
Start with 2 Angel(s)
2
 Start with Loins of Legion 
Allies: Red
Enemies: 1:TanOrangeTealPink
Survive Until Time Expires Lose Hero Difficulty 5: Impossible - The player starts with no resources, and the computer plays to the best of its ability. (none)
Sir Christian must do one thing to win this scenario. Stay alive for four months. He is literally surrounded by the enemy. He must keep the evil Regnin Pirates from overthrowing Queen Catherine's military base. If Sir Christian is defeated, his campaign is over.

Heroes[edit]

Strategy[edit]

  • In the first scenario, you begin with only a very limited town nearby. Don't bother upgrading anything here, the town is essentially useless because of limits on buildings. If you stay put you will be overwhelmed by your enemies. Your first objective over should therefore be to rush northwards and claim the fortress in the central part of the island, and then build up a force large enough to hold it. Do this as fast as possible, taking advantage of creature dwellings on the map to the west of your starting position where possible. From the central fortress, enemy towns are located to the northeast and northwest, I would recommend taking the northeast one first. Once that's achieved you should be able to explore the rest of the map at your leisure. Take the opportunity to bring Sir Christian up to the level cap if he's not at it already, build all the Halls of Valhalla, Cage of Warlords and Mage Guilds to improve his stats and spells, and visit map features to improve his stats further. Do not open Pandora's Box in the southeast portion of the map, it will rob you of resources. When you are done levelling and improving Sir Christian, the final town in the southeast can support a Capitol, and building it will win the scenario.
  • The second scenario is far easier than the first. Make a play for the central fortress again early. You don't need to worry about the town in the northwest as the blue, allied player has it- though blue is unlikely to be of much support. Focus on taking the southwestern town next, making sure to leave a garrison to defend the central fortress in case red attacks from the other angle. With that done it should be a simple matter to head south and take the last town.
  • The third scenario is much larger and more sprawling, but still easier than the first. There are many ways to beat this one, but a good tip is to use the Captain's Helmet near the starting position, as it means your hero will be able to teleport around the map using the whirlpools without taking losses. You'll need to maintain a garrison in virtually every town you take as there will be a lot of random enemy heroes sailing around in ships and looking for a quick town to walk into when left empty. There is a single castle in the underground, I'd recommend taking it first- simply head through the underground entrance near the starting area and then set out northwards. When you are in the desert themed island in the southwest, there is a small area with a sign marked "Area 51"; don't enter there as a random event will rob you of resources.
  • The final scenario is extremely hard, probably on par with the first. You have a central island, ringed by outer islands teeming with powerful enemy heroes and fully upgraded towns. They each have one-way portals that open up near your initial Castle. I solved this one by abandoning the central Castle immediately, riding east, making a boat and sailing for the Stronghold in the northeast on a swampy island. It will be ill-defended, with most buildings upgraded, and the awkwardness to get to it will play with enemy pathfinding. It takes them a long time to march through the swamps, and they have a habit of jumping into the one way portal which takes them back to the starting island. Hold on until Month 5 to win.

See also: