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{{Campaign Unholy Alliance}}Twelfth and final scenario of the [[Unholy Alliance]] campaign.
{{campaign navigational box|sod=expanded|unholyalliance=expanded}}
== Campaign ==
{{scenario
=== Right-click text ===
| scenario      = {{PAGENAME}}
[[Sandro]] must be conquered to ensure that he will never rise to power and threaten [[Antagarich]] again.  The only certain way is to destroy the artifact that gave him his power and disperse the pieces throughout the world.
| description    = Defeat Sandro and all his minions to win the campaign.  However, if any of your four heroes are defeated in combat or you fail to defeat Sandro's forces in four months, the scenario is lost.
| underground    = enabled
| num_play      = 2/1
| size          = M
| source        = sod
| victory        = def_all
| loss          = time
| loss_hint      = 4 months<br>{{-}}OR Lose {{Hn|Gem|noname=}}{{Hn|Gelu|noname=}}{{Hn|Yog|noname=}}{{Hn|Crag Hack|noname=}}
| allies        = {{blue}}
| enemies        = {{red}}
| difficulty    = Impossible
| bonus          = {{BonusCr|Halberdier|10}}{{BonusR|Gold|3000}}{{BonusR|Magic|2}}
| carry          =  
| max_lvl        =  
| Cmap          = [[File:Cmap sod ua 12.png|400px|[[Sandro]] must be conquered to ensure that he will never rise to power and threaten [[Antagarich]] again.  The only certain way is to destroy the artifact that gave him his power and disperse the pieces throughout the world.]]
}}


=== Prologue ===
== Prologue ==
[[File:H3x2_UAl.png|400px|thumb]]
{{cvid|SoD CD-Heroes3-Data-Heroes3 vid-H3x2 UAl-smk-H3x2 UAl|thumbtime=0:04|float=left}}
{{h|Gem|0=}}: We face the [[Necromancer]] in his lair.  The time of reckoning has come, but our vengeance must be carried out swiftly.  [[Sandro]] has sent for reinforcements from others within [[Deyja]].  Slow moving as undead are, they will still be here in four months.  If we have not defeated Sandro by then, he will surely rule all of Antagarich.  I shudder at the thought.  Failure is simply not an option.
{{h|Gem|0=}}: We face the [[Necromancer]] in his lair.  The time of reckoning has come, but our vengeance must be carried out swiftly.  [[Sandro]] has sent for reinforcements from others within [[Deyja]].  Slow moving as [[undead]] are, they will still be here in four months.  If we have not defeated [[Sandro]] by then, he will surely rule all of [[Antagarich]].  I shudder at the thought.  Failure is simply not an option.


{{clear|both}}
== Scenario ==
== Scenario ==
=== Map description ===
Defeat Sandro and all his minions to win the campaign.  However, if any of your four heroes are defeated in combat or you fail to defeat Sandro's forces in four months, the scenario is lost.
=== Starting options ===
*Give 10 {{Cn|Halberdier|name=Halberdiers}} to Most Powerful Hero
*Receive 3000 {{g}} [[Gold]]
*Receive 2 {{m}} [[Mercury]], {{s}} [[Sulfur]], {{c}} [[Crystal|Crystals]], {{gem}} [[Gems]]
=== Timed events ===
=== Timed events ===
{| class="sortable wikitable" cellpadding=5px
{{TEheader}}
| style="background-color:#f2f2f2; text-align:center;" | '''Day 1 - Day 1'''
{{TErow| 1 |Day 1|We are deep within the [[Necromancer]]'s territory.  Most everything is dying here; only a few trees can cling to the earth after a [[Necromancer]] has worked his death magic for so long.  Each of us leads a town and has begun preparations for the final assault.  [[Sandro]] is past the desert.  Rumors of deadly traps and roving bands of marauders have made us all wary, even the fearless [[Crag Hack]].}}
|-
{{TErow| 6 |Teleporters|Reports of a teleporter to the underground have surfaced.  It is rumored there are underground caverns filled with treasures beyond your wildest dreams.  All you have to do is get by one of [[Sandro]]'s Generals and use the teleporter.}}
| style="padding-left:7px; padding-right:5px;" | We are deep within the Necromancer's territory.  Most everything is dying here; only a few trees can cling to the earth after a Necromancer has worked his death magic for so long.  Each of us leads a town and has begun preparations for the final assault.  Sandro is past the desert.  Rumors of deadly traps and roving bands of marauders have made us all wary, even the fearless Crag Hack.
{{TErow| 12 |Mines|We have quickly returned sawmills and ore mines to production.  With four castles, our resources will be stretched thinly.  It will be imperative to quickly look for other resources and money needed to get a town up and runningEach of us is scouring the land, sending out scoutsThe [[Necromancer]]s have mostly built towns and are ahead of us.  I have sent word home, hoping we will receive reinforcements, but I do not know if any will come.}}
|-
{{TErow| 20 |[[Elixir of Life]]|One of the artifacts researched was the [[Elixir of Life]].  [[Gelu]] had gathered its components for [[Lord Falorel]], who had obviously not used it but instead hid it so no one could use it against him.  This artifact could be very useful, if it is found.  The [[mage]]s have traced it to this region but do not know its exact location.}}
| style="background-color:#f2f2f2; text-align:center;" | '''Day 6 - Teleporters'''
{{TErow| 26 |[[Ghost Dragon]]s|A mystic wanders into camp, begging for food.  [[Crag Hack]] demands that the mystic earn his food and lodging, so the old man eyes the large [[barbarian]] very carefully.  He then says, "The [[Ghost Dragon]]s are key to getting the [[Elixir of Life]]."  After saying this, he proceeds to eat and ignores [[Crag]] for the rest of the night, to [[Crag]]'s great irritation.}}
|-
{{TErow| 32 |Plague|Walled safely within your castle, the forces of [[undead]] are unable to break through.  For quite some time they stay outside, trying desperately to get in.  Then one day your men start coming down with the plague.  The [[necromancer]]s had poisoned your water supply with rotten meat, and now you must pay quite dearly for the healing you need.|effect=-10000 {{g}} [[Gold]]}}
| style="padding-left:7px; padding-right:5px;" | Reports of a teleporter to the underground have surfaced.  It is rumored there are underground caverns filled with treasures beyond your wildest dreams.  All you have to do is get by one of Sandro's Generals and use the teleporter.
{{TErow| 35 |Defeat [[Sandro]]|The [[Forest Guard]] has reported back with information you need.  [[Sandro]] is walled in behind a guarded tower, and they will not budge.  Apparently there are some people who wish to get out of [[Deyja]], but they need the [[Boots of Levitation]] to do so.  If you bring them the boots, they will allow you to pass through their guarded tower and you can defeat [[Sandro]] at his castle.}}
|-
{{TErow| 38 |[[Nomad]]s|Reports of nomads moving quickly across the deserts reach your ears.  It is possible to hire these men and help your troops move faster across the desert and into [[Sandro]]'s area.  All you must do is look for the striped tent.}}
| style="background-color:#f2f2f2; text-align:center;" | '''Day 12 - Mines'''
{{TErow| 42 |[[Boots of Levitation]]|One of your agents holds the [[Boots of Levitation]], but you must bring 50 [[hobgoblin]]s to know you are not a trick from the [[Necromancer]]s.  He also wants the extra troops to continue his work within the [[Deyja]] borders.  You will need to visit this hut to defeat [[Sandro]].}}
|-
{{TErow| 49 |[[Necromancer]]s have bribed the elementals|A large plume of smoke had been seen rising out of the desert like a hideous black snake.  Those who returned from the investigation have some interesting news to report.  The elementals have been bribed by the [[Necromancer]]s and were allowing their fire to burn on the ground and increase [[Fire Magic]] without burning anything.  It would be wise to send a spell caster to deal with this [[necromancer]], and all eyes turn to [[Gem]].}}
| style="padding-left:7px; padding-right:5px;" | We have quickly returned sawmills and ore mines to productionWith four castles, our resources will be stretched thinlyIt will be imperative to quickly look for other resources and money needed to get a town up and running.  Each of us is scouring the land, sending out scoutsThe Necromancers have mostly built towns and are ahead of us.  I have sent word home, hoping we will receive reinforcements, but I do not know if any will come.
{{TErow| 56 |[[Tome of Fire]]|A prophetic woman enters camp and declares she has important information for [[Gelu]].  He agrees to see her and she says, "In the far northern corner of the desert lies the [[Tome of Fire]].  Within its pages you will find all of the spells you seek to defeat your enemies.  It would be most wise to find this artifact before they do.  That will be 500 gold."  [[Gelu]] pays the woman and [[Gem]] wonders exactly how young she is.|effect=-500 {{g}} [[Gold]]}}
|-
{{TErow| 63 |[[Tome of Water]]|An old man comes stumbling into town with his entire family in tow.  The group of fifty or so approach [[Crag Hack]], and the old man comes forward.  "Please, sir, I have important information and for enough gold to feed my family, I will give this information to you."  [[Crag]] agrees to pay the man 500 gold and he relays his information.  "The great [[Tome of Water]] magic is located just south of [[Sandro]]'s castle.  Between its pages are powerful spells, and they can be used by anyone who has enough wisdom."}}
| style="background-color:#f2f2f2; text-align:center;" | '''Day 20 - Elixir of Life'''
{{TErow| 70 |Raid|Early in the morning, before the sun hit the flagstones, the warning bell sounded.  Hoping for a fight, [[Yog]] jumped out of his bedroll, axe in hand, and ran towards the commotion.  It became evident all were too slow.  The bandits had already made off with some supplies, chickens, gold, jewels, weapons and armor.  The poor accountant was roused out of his sleep to figure out how much this cost.|effect=-10 {{o}} [[Ore]], -10 {{gem}} [[Gems]], -5000 {{g}} [[Gold]]}}
|-
{{TErow| 77 |Trade|One of the scouts reports that some people in the underground caverns may be looking for the [[Elixir of Life]], and it may be better to shop around and see what you can get.}}
| style="padding-left:7px; padding-right:5px;" | One of the artifacts researched was the Elixir of Life.  Gelu had gathered its components for Lord Falorel, who had obviously not used it but instead hid it so no one could use it against him.  This artifact could be very useful, if it is found.  The mages have traced it to this region but do not know its exact location.
{{TErow| 84 |Four weeks|There is but a month left before [[Sandro]]'s troops get here.  The scouts have spotted them far on the horizon.  Maybe you will be granted an extra day or so, if they are not traveling quicklyIf [[Sandro]] and all of his minions are not defeated soon, your cause will be lost and your time will have been wasted.}}
|-
{{TErow| 91 |Three weeks|Little time is left, and you should not waste it[[Sandro]]'s troops were spotted closer and will definitely be here in another three weeks.  Make haste, for [[Sandro]] will win if you do not complete your task very soon.}}
| style="background-color:#f2f2f2; text-align:center;" | '''Day 26 - Ghost Dragons'''
{{TErow| 98 |Two weeks|In just two short weeks [[Sandro]] will have all the reinforcements he needs, and you will be nothing more than a bad memoryYou had better defeat all of his forces or perish for nothing.}}
|-
{{TErow| 105 |One week|In just a week you will have run out of time.  The troops [[Sandro]] needs are on their way.  If you do not hurry, you will be caught in between the two large forces.  It is imperative you succeed.}}
| style="padding-left:7px; padding-right:5px;" | A mystic wanders into camp, begging for food.  Crag Hack demands that the mystic earn his food and lodging, so the old man eyes the large barbarian very carefully.  He then says, "The Ghost Dragons are key to getting the Elixir of Life."  After saying this, he proceeds to eat and ignores Crag for the rest of the night, to Crag's great irritation.
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 32 - Plague'''
|-
| style="padding-left:7px; padding-right:5px;" | Walled safely within your castle, the forces of undead are unable to break through.  For quite some time they stay outside, trying desperately to get in.  Then one day your men start coming down with the plague.  The necromancers had poisoned your water supply with rotten meat, and now you must pay quite dearly for the healing you need.<p><center> -10000 {{g}} [[Gold]]</center></p>
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 35 - Defeat Sandro'''
|-
| style="padding-left:7px; padding-right:5px;" | The Forest Guard has reported back with information you need.  Sandro is walled in behind a guarded tower, and they will not budge.  Apparently there are some people who wish to get out of Deyja, but they need the Boots of Levitation to do so.  If you bring them the boots, they will allow you to pass through their guarded tower and you can defeat Sandro at his castle.
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 38 - Nomads'''
|-
| style="padding-left:7px; padding-right:5px;" | Reports of nomads moving quickly across the deserts reach your ears.  It is possible to hire these men and help your troops move faster across the desert and into Sandro's area.  All you must do is look for the striped tent.
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 42 - Boots of Levitation'''
|-
| style="padding-left:7px; padding-right:5px;" | One of your agents holds the Boots of Levitation, but you must bring 50 hobgoblins to know you are not a trick from the Necromancers.  He also wants the extra troops to continue his work within the Deyja borders.  You will need to visit this hut to defeat Sandro.
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 49 - Necromancers have bribed the elementals'''
|-
| style="padding-left:7px; padding-right:5px;" | A large plume of smoke had been seen rising out of the desert like a hideous black snake.  Those who returned from the investigation have some interesting news to report.  The elementals have been bribed by the Necromancers and were allowing their fire to burn on the ground and increase Fire Magic without burning anything.  It would be wise to send a spell caster to deal with this necromancer, and all eyes turn to Gem.
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 56 - Tome of Fire'''
|-
| style="padding-left:7px; padding-right:5px;" | A prophetic woman enters camp and declares she has important information for Gelu.  He agrees to see her and she says, "In the far northern corner of the desert lies the Tome of Fire.  Within its pages you will find all of the spells you seek to defeat your enemies.  It would be most wise to find this artifact before they do.  That will be 500 gold."  Gelu pays the woman and Gem wonders exactly how young she is.<p><center> -500 {{g}} [[Gold]]</center></p>
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 63 - Tome of Water'''
|-
| style="padding-left:7px; padding-right:5px;" | An old man comes stumbling into town with his entire family in tow.  The group of fifty or so approach Crag Hack, and the old man comes forward.  "Please, sir, I have important information and for enough gold to feed my family, I will give this information to you."  Crag agrees to pay the man 500 gold and he relays his information.  "The great Tome of Water magic is located just south of Sandro's castle.  Between its pages are powerful spells, and they can be used by anyone who has enough wisdom."
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 70 - Raid'''
|-
| style="padding-left:7px; padding-right:5px;" | Early in the morning, before the sun hit the flagstones, the warning bell sounded.  Hoping for a fight, Yog jumped out of his bedroll, axe in hand, and ran towards the commotion.  It became evident all were too slow.  The bandits had already made off with some supplies, chickens, gold, jewels, weapons and armor.  The poor accountant was roused out of his sleep to figure out how much this cost.<p><center> -10 {{o}} [[Ore]], -10 {{gem}} [[Gems]], -5000 {{g}} [[Gold]]</center></p>
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 77 - Trade'''
|-
| style="padding-left:7px; padding-right:5px;" | One of the scouts reports that some people in the underground caverns may be looking for the Elixir of Life, and it may be better to shop around and see what you can get.
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 84 - Four weeks'''
|-
| style="padding-left:7px; padding-right:5px;" | There is but a month left before Sandro's troops get hereThe scouts have spotted them far on the horizon. Maybe you will be granted an extra day or so, if they are not traveling quicklyIf Sandro and all of his minions are not defeated soon, your cause will be lost and your time will have been wasted.
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 91 - Three weeks'''
|-
| style="padding-left:7px; padding-right:5px;" | Little time is left, and you should not waste it.  Sandro's troops were spotted closer and will definitely be here in another three weeksMake haste, for Sandro will win if you do not complete your task very soon.
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 98 - Two weeks'''
|-
| style="padding-left:7px; padding-right:5px;" | In just two short weeks Sandro will have all the reinforcements he needs, and you will be nothing more than a bad memory.  You had better defeat all of his forces or perish for nothing.
|-
| style="background-color:#f2f2f2; text-align:center;" | '''Day 105 - One week'''
|-
| style="padding-left:7px; padding-right:5px;" | In just a week you will have run out of time.  The troops Sandro needs are on their way.  If you do not hurry, you will be caught in between the two large forces.  It is imperative you succeed.
|}
|}


=== Objects ===
=== Objects ===
==== Towns ====
==== Towns ====
{| class="sortable wikitable" cellpadding=5px
{{Town header}}
! Location
{{Town row|14, 52, 0|blue|Rampart}}
! Type
{{Town row|21, 68, 0|blue|Rampart}}
|-
{{Town row|38, 58, 0|blue|Stronghold}}
| style="text-align:center;" | 3, 27, 0
{{Town row|66, 59, 0|blue|Stronghold}}
| style="padding-left:7px; padding-right:5px;" | {{town|Necropolis}}
{{Town row|3, 27, 0|red|Necropolis}}
|-
{{Town row|30, 12, 0|red|Necropolis}}
| style="text-align:center;" | 14, 52, 0
{{Town row|65, 6, 0|red|Necropolis}}
| style="padding-left:7px; padding-right:5px;" | {{town|Rampart}}
{{Town row|66, 32, 0|red|Necropolis}}
|-
|}
| style="text-align:center;" | 21, 68, 0
 
| style="padding-left:7px; padding-right:5px;" | {{town|Rampart}}
==== Heroes ====
|-
{{hero header}}
| style="text-align:center;" | 30, 12, 0
{{hero row|3, 28, 0|red|Tamika|Death Knight}}
| style="padding-left:7px; padding-right:5px;" | {{town|Necropolis}}
{{hero row|14, 53, 0|blue|Gem|Druid}}
|-
{{hero row|21, 69, 0|blue|Gelu|Ranger}}
| style="text-align:center;" | 38, 58, 0
{{hero row|30, 13, 0|red|Vidomina|Necromancer}}
| style="padding-left:7px; padding-right:5px;" | {{town|Stronghold}}
{{hero row|38, 59, 0|blue|Yog|Barbarian}}
|-
{{hero row|65, 6, 0|red|Sandro|Necromancer}}
| style="text-align:center;" | 65, 6, 0
{{hero row|66, 33, 0|red|Finneas (Fall of Sandro)|name=Finneas|image=Clavius|Death Knight}}
| style="padding-left:7px; padding-right:5px;" | {{town|Necropolis}}
{{hero row|66, 60, 0|blue|Crag Hack|Barbarian}}
|-
| style="text-align:center;" | 66, 32, 0
| style="padding-left:7px; padding-right:5px;" | {{town|Necropolis}}
|-
| style="text-align:center;" | 66, 59, 0
| style="padding-left:7px; padding-right:5px;" | {{town|Stronghold}}
|}
|}


Line 131: Line 80:
| style="text-align:center;" | 14, 51, 1
| style="text-align:center;" | 14, 51, 1
| style="padding-left:7px; padding-right:5px; white-space: nowrap;" | {{Cn|Earth Elemental}}
| style="padding-left:7px; padding-right:5px; white-space: nowrap;" | {{Cn|Earth Elemental}}
| style="padding-left:7px; padding-right:5px;" | We shall let no one pass.  Jamison the Seer is attempting to help his mother, who supports Air and Water magic but does not appreciate our powers.  For her impudence we will not let anyone through.
| style="padding-left:7px; padding-right:5px;" | We shall let no one pass.  [[Jamison]] the Seer is attempting to help his mother, who supports Air and Water magic but does not appreciate our powers.  For her impudence we will not let anyone through.
|-
|-
| style="text-align:center;" | 20, 25, 1
| style="text-align:center;" | 20, 25, 1
| style="padding-left:7px; padding-right:5px; white-space: nowrap;" | {{Cn|Phoenix}}
| style="padding-left:7px; padding-right:5px; white-space: nowrap;" | {{Cn|Phoenix}}
| style="padding-left:7px; padding-right:5px;" | "This is our territory!" the Phoenixes screech.  "Die!"
| style="padding-left:7px; padding-right:5px;" | "This is our territory!" the [[Phoenix]]es screech.  "Die!"
|-
|-
| style="text-align:center;" | 42, 30, 1
| style="text-align:center;" | 42, 30, 1
Line 151: Line 100:
| style="text-align:center;" | 47, 42, 0
| style="text-align:center;" | 47, 42, 0
| style="padding-left:7px; padding-right:5px; white-space: nowrap;" | {{Cn|Gold Golem}}
| style="padding-left:7px; padding-right:5px; white-space: nowrap;" | {{Cn|Gold Golem}}
| style="padding-left:7px; padding-right:5px;" | These golems were set centuries ago to protect the two Tomes of Magic stolen from the Elemental Lords.  Now you must defeat all 200 of the guardians to gain access to the precious books.
| style="padding-left:7px; padding-right:5px;" | These golems were set centuries ago to protect the two Tomes of Magic stolen from the [[Elemental Lords]].  Now you must defeat all 200 of the guardians to gain access to the precious books.
|-
|-
| style="text-align:center;" | 49, 25, 1
| style="text-align:center;" | 49, 25, 1
Line 176: Line 125:
| style="padding-left:7px; padding-right:5px; white-space: nowrap;" | {{Cn|Air Elemental}}
| style="padding-left:7px; padding-right:5px; white-space: nowrap;" | {{Cn|Air Elemental}}
| style="padding-left:7px; padding-right:5px;" | This is our realm!  Mortals are not allowed!  Prepare to become part of the ether!
| style="padding-left:7px; padding-right:5px;" | This is our realm!  Mortals are not allowed!  Prepare to become part of the ether!
|}
==== Heroes ====
{| class="sortable wikitable" cellpadding=5px
! Location
! Hero
|-
| style="text-align:center;" | 3, 28, 0
| style="padding-left:7px; padding-right:5px;" | {{H|Tamika|Death Knight}}
|-
| style="text-align:center;" | 14, 53, 0
| style="padding-left:7px; padding-right:5px;" | {{H|Gem|Druid}}
|-
| style="text-align:center;" | 21, 69, 0
| style="padding-left:7px; padding-right:5px;" | {{H|Gelu|Ranger}}
|-
| style="text-align:center;" | 30, 13, 0
| style="padding-left:7px; padding-right:5px;" | {{H|Vidomina|Necromancer}}
|-
| style="text-align:center;" | 38, 59, 0
| style="padding-left:7px; padding-right:5px;" | {{H|Yog|Barbarian}}
|-
| style="text-align:center;" | 65, 6, 0
| style="padding-left:7px; padding-right:5px;" | {{H|Sandro|Necromancer}}
|-
| style="text-align:center;" | 66, 33, 0
| style="padding-left:7px; padding-right:5px;" | {{H|Finneas |hero_link=Clavius|image=Clavius|Death Knight}}
|-
| style="text-align:center;" | 66, 60, 0
| style="padding-left:7px; padding-right:5px;" | {{H|Crag Hack|Barbarian}}
|}
|}


Line 220: Line 139:
| style="text-align:center;" | 65, 21, 0
| style="text-align:center;" | 65, 21, 0
| style="padding-left:7px; padding-right:5px; white-space: nowrap;" | {{An|Tome of Water}}
| style="padding-left:7px; padding-right:5px; white-space: nowrap;" | {{An|Tome of Water}}
| style="padding-left:7px; padding-right:5px;" | The guardians set here by the Lords of Water centuries ago protect this tome.  With such opponents, it is no wonder the Necromancers have yet to defeat them.<p><center>'''Guardians:''' 50 {{Cn|Water Elemental|name=Water Elementals}}, 50 {{Cn|Water Elemental|name=Water Elementals}}, 50 {{Cn|Water Elemental|name=Water Elementals}}, 50 {{Cn|Water Elemental|name=Water Elementals}}, 50 {{Cn|Water Elemental|name=Water Elementals}}, 50 {{Cn|Water Elemental|name=Water Elementals}}, 50 {{Cn|Water Elemental|name=Water Elementals}}</center></p>
| style="padding-left:7px; padding-right:5px;" | The guardians set here by the [[Elemental Lord|Lords of Water]] centuries ago protect this tome.  With such opponents, it is no wonder the [[Necromancer]]s have yet to defeat them.<p><center>'''Guardians:''' 50 {{Cn|Water Elemental|name=Water Elementals}}, 50 {{Cn|Water Elemental|name=Water Elementals}}, 50 {{Cn|Water Elemental|name=Water Elementals}}, 50 {{Cn|Water Elemental|name=Water Elementals}}, 50 {{Cn|Water Elemental|name=Water Elementals}}, 50 {{Cn|Water Elemental|name=Water Elementals}}, 50 {{Cn|Water Elemental|name=Water Elementals}}</center></p>
|}
|}


==== Seer's Huts ====
==== Seer's Huts ====
{| class="wikitable" cellpadding=5px
{{SorQheader}}
! 12, 50, 1 - Seer's Hut
{{SorQrow|seer=2|loc=48, 29, 0|quest=Return with:<br>50 {{Cn|Hobgoblin}}s</br>|rew={{An|Boots of Levitation}}|prop=For us to hold out here and keep the spy lines longer, we need more cannon fodder to attract attention. Bring us 50 [[Hobgoblin]]s, and we'll give you the [[Boots of Levitation]]. You'll need them to get at [[Sandro]].|prog=You only get the boots if we get 50 [[Hobgoblin]]s.|comp=Great! Now we can do more reconnaissance into [[Deyja]]. Give us the 50 [[Hobgoblin]]s, and we'll give you the [[Boots of Levitation]]. From here you can go to the Guards outside of his tower. They want to escape but cannot. With the [[Boots of Levitation]] they'll be able to run away, and you can pass through the gates to kill [[Sandro]]... or at least wallop him one good.}}
|-
{{SorQrow|seer=1|loc=58, 50, 0|quest=Defeat:<br>{{Cn|Ghost Dragon|name=Ghost Dragon}} at (48, 52, 0)</br>|rew={{An|Elixir of Life}}|prop=Our brethren were once beautiful dragons who lived in these lands. Now they are the hideous ghosts of what they once where, under the control of a mere mortal [[Necromancer]]. If you put their souls to rest, we will give you the key to great treasures.|prog=Until their souls are at rest, we will not part with the [[Elixir of Life]].|comp=Thank you so much for your heroic deed. I know it was difficult to face them, even in their weakened condition. Here is the [[Elixir of Life]]. You may keep it or trade it in. There are those below who would trade this item for something you may find more useful. Seek out the teleporters, and maybe you will find something of more value.}}
! Proposal Message
{{SorQrow|seer=1|loc=12, 50, 1|quest=Return with:<br>{{An|Elixir of Life}}</br>|rew={{An|Bow of the Sharpshooter}}|prop=I am in desperate need of the [[Elixir of Life]]. My mother's health is failing and water drunk from the Elixir will heal her. I have sworn to give up my most prized possession, the [[Bow of the Sharpshooter]], if I can find the [[Elixir of Life]].|prog=Unless you have the [[Elixir of Life]] I will not give up my bow.|comp=That is the Elixir! Where did you find it? No matter. Will you trade it for my [[Bow of the Sharpshooter]]?}}
|-
{{SorQrow|seer=1|loc=20, 23, 1|quest=Return with:<br>{{An|Elixir of Life}}</br>|rew={{An|Wizard's Well}}|prop=I have heard of an ancient artifact called the [[Elixir of Life]]. In exchange for this rare artifact I am willing to give you this old piece of junk, the [[Wizard's Well]]. Return with the artifact and I will make a trade with you.|prog=Nothing, eh? I'm sure you will find the [[Elixir of Life]] soon. Please keep looking.|comp=Perfect specimen! Will trade it for the [[Wizard's Well]]?}}
| style="background-color:#f2f2f2; text-align:center;" | I am in desperate need of the {{An|Elixir of Life}}.  My mother's health is failing and water drunk from the Elixir will heal her.  I have sworn to give up my most prized possession, the Bow of the Sharpshooter, if I can find the Elixir of Life.
{{SorQrow|seer=2|loc=45, 22, 1|quest=Return with:<br>{{An|Elixir of Life}}</br>|rew={{An|Power of the Dragon Father}}|prop=Long ago, powerful wizards were able to create magical artifacts, but time has caused us to forget how to make new items. I would like to learn these techniques myself, but I need one of these artifacts first to see how it was done. If you could bring me, the Elixir of Life, you would be well rewarded.|prog=Nothing, eh? I'm sure you will find the [[Elixir of Life]] soon. Please keep looking.|comp=Ah, exactly what I needed! Here is the reward I promised. You still wish to trade the [[Elixir of Life]], yes?}}
|-
{{SorQrow|seer=3|loc=50, 58, 1|quest=Return with:<br>{{An|Elixir of Life}}</br>|rew={{An|Ring of the Magi}}|prop=I seek the [[Elixir of Life]]. This ring once belonged to my grandfather, a powerful mage. It has been imbued will great powers, and I will give it to you in exchange for the Elixir.|prog=Nothing, eh? I'm sure you will find the [[Elixir of Life]] soon. Please keep looking.|comp=I will give you my grandfather's [[Ring of the Magi]] if you give me the [[Elixir of Life]].}}
! Progress Message
|-
| style="background-color:#f2f2f2; text-align:center;" | Unless you have the Elixir of Life I will not give up my bow.
|-
! Completion Message
|-
| style="background-color:#f2f2f2; text-align:center;" | That is the Elixir!  Where did you find it?  No matter.  Will you trade it for my {{An|Bow of the Sharpshooter}}?
|-
! 20, 23, 1 - Seer's Hut
|-
! Proposal Message
|-
| style="background-color:#f2f2f2; text-align:center;" | I have heard of an ancient artifact called the {{An|Elixir of Life}}.  In exchange for this rare artifact I am willing to give you this old piece of junk, the Wizard's Well.  Return with the artifact and I will make a trade with you.
|-
! Completion Message
|-
| style="background-color:#f2f2f2; text-align:center;" | Perfect specimen!  Will trade it for the {{An|Wizard's Well}}?
|-
! 48, 29, 0 - Seer's Hut
|-
! Proposal Message
|-
| style="background-color:#f2f2f2; text-align:center;" | For us to hold out here and keep the spy lines longer, we need more cannon fodder to attract attention. Bring us 50 {{Cn|Hobgoblin|name=Hobgoblins}}, and we'll give you the Boots of Levitation. You'll need them to get at Sandro.
|-
! Progress Message
|-
| style="background-color:#f2f2f2; text-align:center;" | You only get the boots if we get 50 Hobgoblins.
|-
! Completion Message
|-
| style="background-color:#f2f2f2; text-align:center;" | Great! Now we can do more reconnaissance into Deyja. Give us the 50 Hobgoblins, and we'll give you the {{An|Boots of Levitation}}. From here you can go to the Guards outside of his tower. They want to escape but cannot. With the Boots of Levitation they'll be able to run away, and you can pass through the gates to kill Sandro... or at least wallop him one good.
|-
! 50, 58, 1 - Seer's Hut
|-
! Proposal Message
|-
| style="background-color:#f2f2f2; text-align:center;" | I seek the {{An|Elixir of Life}}.  This ring once belonged to my grandfather, a powerful mage.  It has been imbued will great powers, and I will give it to you in exchange for the Elixir.
|-
! Completion Message
|-
| style="background-color:#f2f2f2; text-align:center;" | I will give you my grandfather's {{An|Ring of the Magi}} if you give me the Elixir of Life.
|-
! 58, 50, 0 - Seer's Hut
|-
! Proposal Message
|-
| style="background-color:#f2f2f2; text-align:center;" | Our brethren were once beautiful dragons who lived in these lands. Now they are the hideous ghosts of what they once where, under the control of a mere mortal Necromancer. If you put their souls to rest, we will give you the key to great treasures.<p><center>(48, 52, 0) {{Cn|Ghost Dragon|name=Ghost Dragon}}
|-
! Progress Message
|-
| style="background-color:#f2f2f2; text-align:center;" | Until their souls are at rest, we will not part with the Elixir of Life.
|-
! Completion Message
|-
| style="background-color:#f2f2f2; text-align:center;" | Thank you so much for your heroic deed. I know it was difficult to face them, even in their weakened condition. Here is the {{An|Elixir of Life}}. You may keep it or trade it in. There are those below who would trade this item for something you may find more useful. Seek out the teleporters, and maybe you will find something of more value.
|}
|}


==== Quest Guards ====
==== Quest Guards ====
{| class="wikitable" cellpadding=5px
{{SorQheader}}
! 65, 7, 0 - Quest Guard
{{SorQrow|guard=1|loc=65, 7, 0|quest=Return with:<br>{{An|Boots of Levitation}}</br>|prop=We cannot leave this place.  Only if we were able to fly could we possibly leave.  The [[Boots of Levitation]] are our only hope.  There is a huge lake we must cross, and without permission to take the boat we are stuck here.  With the Boots we would be able to cross on our own and disappear into other [[Deyja]] territory.|prog=Without the [[Boots of Levitation]] we cannot leave, and you cannot pass.|comp=Give us the [[Boots of Levitation]], and we will leave so you may pass.  Otherwise, we are at a stalemate.}}
|-
! Proposal Message
|-
| style="background-color:#f2f2f2; text-align:center;" | We cannot leave this place.  Only if we were able to fly could we possibly leave.  The {{An|Boots of Levitation}} are our only hope.  There is a huge lake we must cross, and without permission to take the boat we are stuck here.  With the Boots we would be able to cross on our own and disappear into other Deyja territory.
|-
! Progress Message
|-
| style="background-color:#f2f2f2; text-align:center;" | Without the Boots of Levitation we cannot leave, and you cannot pass.
|-
! Completion Message
|-
| style="background-color:#f2f2f2; text-align:center;" | Give us the Boots of Levitation, and we will leave so you may pass.  Otherwise, we are at a stalemate.
|}
|}


== Epilogue ==
== Epilogue ==
[[File:H3x2_UAm.png|400px|thumb]]
{{cvid|SoD CD-Heroes3-Data-Heroes3 vid-H3x2 UAm-smk-H3x2 UAm|thumbtime=0:02|float=left}}
{{h|Yog|0=}}: After realizing how corrupting these artifacts are, we decided to split them up into less powerful components and disperse them throughout [[Antagarich]].  As for us, we decided to separate as well, to distance our thoughts from a disaster history may never record.
{{h|Yog|0=}}: After realizing how corrupting these artifacts are, we decided to split them up into less powerful components and disperse them throughout [[Antagarich]].  As for us, we decided to separate as well, to distance our thoughts from a disaster history may never record.


[[Category: Campaign scenarios]]{{keywords}}
[[Category: Campaign scenarios]]

Latest revision as of 18:29, 19 September 2024

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
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
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. Masters 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
Sandro must be conquered to ensure that he will never rise to power and threaten Antagarich again. The only certain way is to destroy the artifact that gave him his power and disperse the pieces throughout the world. Fall of Sandro Shadow of Death
2 Total Players / 1 Human Player
1
2
Size 2 (72×72) - M Underground enabled
Defeat Sandro and all his minions to win the campaign. However, if any of your four heroes are defeated in combat or you fail to defeat Sandro's forces in four months, the scenario is lost.
Victory condition:
Defeat All Enemies
Loss condition:
Time Expires: 4 months
 OR Lose GemGemGeluGeluYogYogCrag HackCrag Hack
Allies: Blue Enemies: Red
Choose a bonus:
Start with 10 Halberdier(s)
10
Start with +3000 Gold
3000
Start with +2 Mercury, Sulfur, Crystal & Gems
2
Difficulty 5: Impossible - The player starts with no resources, and the computer plays to the best of its ability.
Carried to next scenario:
Max level:

Prologue[edit | hide | hide all]

GemGem Gem: We face the Necromancer in his lair. The time of reckoning has come, but our vengeance must be carried out swiftly. Sandro has sent for reinforcements from others within Deyja. Slow moving as undead are, they will still be here in four months. If we have not defeated Sandro by then, he will surely rule all of Antagarich. I shudder at the thought. Failure is simply not an option.

Scenario[edit | hide]

Timed events[edit | hide]

Day Title Message
Day 1 Day 1 We are deep within the Necromancer's territory. Most everything is dying here; only a few trees can cling to the earth after a Necromancer has worked his death magic for so long. Each of us leads a town and has begun preparations for the final assault. Sandro is past the desert. Rumors of deadly traps and roving bands of marauders have made us all wary, even the fearless Crag Hack.
Day 6 Teleporters Reports of a teleporter to the underground have surfaced. It is rumored there are underground caverns filled with treasures beyond your wildest dreams. All you have to do is get by one of Sandro's Generals and use the teleporter.
Day 12 Mines We have quickly returned sawmills and ore mines to production. With four castles, our resources will be stretched thinly. It will be imperative to quickly look for other resources and money needed to get a town up and running. Each of us is scouring the land, sending out scouts. The Necromancers have mostly built towns and are ahead of us. I have sent word home, hoping we will receive reinforcements, but I do not know if any will come.
Day 20 Elixir of Life One of the artifacts researched was the Elixir of Life. Gelu had gathered its components for Lord Falorel, who had obviously not used it but instead hid it so no one could use it against him. This artifact could be very useful, if it is found. The mages have traced it to this region but do not know its exact location.
Day 26 Ghost Dragons A mystic wanders into camp, begging for food. Crag Hack demands that the mystic earn his food and lodging, so the old man eyes the large barbarian very carefully. He then says, "The Ghost Dragons are key to getting the Elixir of Life." After saying this, he proceeds to eat and ignores Crag for the rest of the night, to Crag's great irritation.
Day 32 Plague Walled safely within your castle, the forces of undead are unable to break through. For quite some time they stay outside, trying desperately to get in. Then one day your men start coming down with the plague. The necromancers had poisoned your water supply with rotten meat, and now you must pay quite dearly for the healing you need.
Effect: -10000 Gold Gold
Day 35 Defeat Sandro The Forest Guard has reported back with information you need. Sandro is walled in behind a guarded tower, and they will not budge. Apparently there are some people who wish to get out of Deyja, but they need the Boots of Levitation to do so. If you bring them the boots, they will allow you to pass through their guarded tower and you can defeat Sandro at his castle.
Day 38 Nomads Reports of nomads moving quickly across the deserts reach your ears. It is possible to hire these men and help your troops move faster across the desert and into Sandro's area. All you must do is look for the striped tent.
Day 42 Boots of Levitation One of your agents holds the Boots of Levitation, but you must bring 50 hobgoblins to know you are not a trick from the Necromancers. He also wants the extra troops to continue his work within the Deyja borders. You will need to visit this hut to defeat Sandro.
Day 49 Necromancers have bribed the elementals A large plume of smoke had been seen rising out of the desert like a hideous black snake. Those who returned from the investigation have some interesting news to report. The elementals have been bribed by the Necromancers and were allowing their fire to burn on the ground and increase Fire Magic without burning anything. It would be wise to send a spell caster to deal with this necromancer, and all eyes turn to Gem.
Day 56 Tome of Fire A prophetic woman enters camp and declares she has important information for Gelu. He agrees to see her and she says, "In the far northern corner of the desert lies the Tome of Fire. Within its pages you will find all of the spells you seek to defeat your enemies. It would be most wise to find this artifact before they do. That will be 500 gold." Gelu pays the woman and Gem wonders exactly how young she is.
Effect: -500 Gold Gold
Day 63 Tome of Water An old man comes stumbling into town with his entire family in tow. The group of fifty or so approach Crag Hack, and the old man comes forward. "Please, sir, I have important information and for enough gold to feed my family, I will give this information to you." Crag agrees to pay the man 500 gold and he relays his information. "The great Tome of Water magic is located just south of Sandro's castle. Between its pages are powerful spells, and they can be used by anyone who has enough wisdom."
Day 70 Raid Early in the morning, before the sun hit the flagstones, the warning bell sounded. Hoping for a fight, Yog jumped out of his bedroll, axe in hand, and ran towards the commotion. It became evident all were too slow. The bandits had already made off with some supplies, chickens, gold, jewels, weapons and armor. The poor accountant was roused out of his sleep to figure out how much this cost.
Effect: -10 Ore Ore, -10 Gem Gems, -5000 Gold Gold
Day 77 Trade One of the scouts reports that some people in the underground caverns may be looking for the Elixir of Life, and it may be better to shop around and see what you can get.
Day 84 Four weeks There is but a month left before Sandro's troops get here. The scouts have spotted them far on the horizon. Maybe you will be granted an extra day or so, if they are not traveling quickly. If Sandro and all of his minions are not defeated soon, your cause will be lost and your time will have been wasted.
Day 91 Three weeks Little time is left, and you should not waste it. Sandro's troops were spotted closer and will definitely be here in another three weeks. Make haste, for Sandro will win if you do not complete your task very soon.
Day 98 Two weeks In just two short weeks Sandro will have all the reinforcements he needs, and you will be nothing more than a bad memory. You had better defeat all of his forces or perish for nothing.
Day 105 One week In just a week you will have run out of time. The troops Sandro needs are on their way. If you do not hurry, you will be caught in between the two large forces. It is imperative you succeed.

Objects[edit | hide]

Towns[edit | hide]

Location Player Type Name
14, 52, 0 Blue Rampart -
21, 68, 0 Blue Rampart -
38, 58, 0 Blue Stronghold -
66, 59, 0 Blue Stronghold -
3, 27, 0 Red Necropolis -
30, 12, 0 Red Necropolis -
65, 6, 0 Red Necropolis -
66, 32, 0 Red Necropolis -

Heroes[edit | hide]

Location Player Hero
3, 28, 0 Red TamikaTamika Tamika the Death Knight
14, 53, 0 Blue GemGem Gem the Druid
21, 69, 0 Blue GeluGelu Gelu the Ranger
30, 13, 0 Red VidominaVidomina Vidomina the Necromancer
38, 59, 0 Blue YogYog Yog the Barbarian
65, 6, 0 Red SandroSandro Sandro the Necromancer
66, 33, 0 Red FinneasFinneas Finneas the Death Knight
66, 60, 0 Blue Crag HackCrag Hack Crag Hack the Barbarian

Monsters[edit | hide]

Location Type Message
14, 51, 1 Earth Elemental Earth Elemental We shall let no one pass. Jamison the Seer is attempting to help his mother, who supports Air and Water magic but does not appreciate our powers. For her impudence we will not let anyone through.
20, 25, 1 Phoenix Phoenix "This is our territory!" the Phoenixes screech. "Die!"
42, 30, 1 Air Elemental Air Elemental This is our realm! Mortals are not allowed! Prepare to become part of the ether!
44, 23, 1 Storm Elemental Storm Elemental We are the guardians and you will not be allowed to enter here. Do not think you can easily get by us!
46, 31, 1 Air Elemental Air Elemental This is our realm! Mortals are not allowed! Prepare to become part of the ether!
47, 42, 0 Gold Golem Gold Golem These golems were set centuries ago to protect the two Tomes of Magic stolen from the Elemental Lords. Now you must defeat all 200 of the guardians to gain access to the precious books.
49, 25, 1 Air Elemental Air Elemental This is our realm! Mortals are not allowed! Prepare to become part of the ether!
52, 58, 1 Ice Elemental Ice Elemental We will not allow anyone to disturb our sanctuary. Now you will be liquefied and added to our pools!
52, 62, 1 Ice Elemental Ice Elemental We will not allow anyone to disturb our sanctuary. Now you will be liquefied and added to our pools!
53, 22, 1 Air Elemental Air Elemental This is our realm! Mortals are not allowed! Prepare to become part of the ether!
54, 57, 1 Air Elemental Air Elemental This is our realm! Mortals are not allowed! Prepare to become part of the ether!
56, 61, 1 Air Elemental Air Elemental This is our realm! Mortals are not allowed! Prepare to become part of the ether!

Artifacts[edit | hide]

Location Type Message
6, 2, 0 Tome of FireTome of Fire This ancient tome has been guarded for centuries, but now lies here, unprotected and unguarded. Or is it?

Guardians: 50 Fire Elemental Fire Elementals, 50 Fire Elemental Fire Elementals, 50 Fire Elemental Fire Elementals, 50 Fire Elemental Fire Elementals, 50 Fire Elemental Fire Elementals, 50 Fire Elemental Fire Elementals, 50 Fire Elemental Fire Elementals

65, 21, 0 Tome of WaterTome of Water The guardians set here by the Lords of Water centuries ago protect this tome. With such opponents, it is no wonder the Necromancers have yet to defeat them.

Guardians: 50 Water Elemental Water Elementals, 50 Water Elemental Water Elementals, 50 Water Elemental Water Elementals, 50 Water Elemental Water Elementals, 50 Water Elemental Water Elementals, 50 Water Elemental Water Elementals, 50 Water Elemental Water Elementals

Seer's Huts[edit | hide]

Location Quest Reward Messages

48, 29, 0
Return with:
50 Hobgoblin Hobgoblins
Boots of LevitationBoots of Levitation Proposal: For us to hold out here and keep the spy lines longer, we need more cannon fodder to attract attention. Bring us 50 Hobgoblins, and we'll give you the Boots of Levitation. You'll need them to get at Sandro.
Progress: You only get the boots if we get 50 Hobgoblins.
Completion: Great! Now we can do more reconnaissance into Deyja. Give us the 50 Hobgoblins, and we'll give you the Boots of Levitation. From here you can go to the Guards outside of his tower. They want to escape but cannot. With the Boots of Levitation they'll be able to run away, and you can pass through the gates to kill Sandro... or at least wallop him one good.

58, 50, 0
Defeat:
Ghost Dragon Ghost Dragon at (48, 52, 0)
Elixir of LifeElixir of Life Proposal: Our brethren were once beautiful dragons who lived in these lands. Now they are the hideous ghosts of what they once where, under the control of a mere mortal Necromancer. If you put their souls to rest, we will give you the key to great treasures.
Progress: Until their souls are at rest, we will not part with the Elixir of Life.
Completion: Thank you so much for your heroic deed. I know it was difficult to face them, even in their weakened condition. Here is the Elixir of Life. You may keep it or trade it in. There are those below who would trade this item for something you may find more useful. Seek out the teleporters, and maybe you will find something of more value.

12, 50, 1
Return with:
Elixir of LifeElixir of Life
Bow of the SharpshooterBow of the Sharpshooter Proposal: I am in desperate need of the Elixir of Life. My mother's health is failing and water drunk from the Elixir will heal her. I have sworn to give up my most prized possession, the Bow of the Sharpshooter, if I can find the Elixir of Life.
Progress: Unless you have the Elixir of Life I will not give up my bow.
Completion: That is the Elixir! Where did you find it? No matter. Will you trade it for my Bow of the Sharpshooter?

20, 23, 1
Return with:
Elixir of LifeElixir of Life
Wizard's WellWizard's Well Proposal: I have heard of an ancient artifact called the Elixir of Life. In exchange for this rare artifact I am willing to give you this old piece of junk, the Wizard's Well. Return with the artifact and I will make a trade with you.
Progress: Nothing, eh? I'm sure you will find the Elixir of Life soon. Please keep looking.
Completion: Perfect specimen! Will trade it for the Wizard's Well?

45, 22, 1
Return with:
Elixir of LifeElixir of Life
Power of the Dragon FatherPower of the Dragon Father Proposal: Long ago, powerful wizards were able to create magical artifacts, but time has caused us to forget how to make new items. I would like to learn these techniques myself, but I need one of these artifacts first to see how it was done. If you could bring me, the Elixir of Life, you would be well rewarded.
Progress: Nothing, eh? I'm sure you will find the Elixir of Life soon. Please keep looking.
Completion: Ah, exactly what I needed! Here is the reward I promised. You still wish to trade the Elixir of Life, yes?

50, 58, 1
Return with:
Elixir of LifeElixir of Life
Ring of the MagiRing of the Magi Proposal: I seek the Elixir of Life. This ring once belonged to my grandfather, a powerful mage. It has been imbued will great powers, and I will give it to you in exchange for the Elixir.
Progress: Nothing, eh? I'm sure you will find the Elixir of Life soon. Please keep looking.
Completion: I will give you my grandfather's Ring of the Magi if you give me the Elixir of Life.

Quest Guards[edit | hide]

Location Quest Reward Messages

65, 7, 0
Return with:
Boots of LevitationBoots of Levitation
(remove) Proposal: We cannot leave this place. Only if we were able to fly could we possibly leave. The Boots of Levitation are our only hope. There is a huge lake we must cross, and without permission to take the boat we are stuck here. With the Boots we would be able to cross on our own and disappear into other Deyja territory.
Progress: Without the Boots of Levitation we cannot leave, and you cannot pass.
Completion: Give us the Boots of Levitation, and we will leave so you may pass. Otherwise, we are at a stalemate.

Epilogue[edit | hide]

YogYog Yog: After realizing how corrupting these artifacts are, we decided to split them up into less powerful components and disperse them throughout Antagarich. As for us, we decided to separate as well, to distance our thoughts from a disaster history may never record.