Foolhardy Waywardness
Stronghold /
Castle campaign.
Manual description
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
Follow Sir Christian, an aspiring Fragrance Alchemist, as he begins a three-hour tour, and finds himself constantly bargaining for his very life.
Maps
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Lost at Sea | ![]() |
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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 | ![]() |
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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 | ![]() |
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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 | ![]() |
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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
Christian the Knight (protagonist)
Alkin the Beastmaster (recurring enemy)
Clancy the Ranger (enemy)
Crag Hack the Barbarian (enemy)
Dessa the Battle Mage (enemy)
Elleshar the Druid (enemy)
Gird the Battle Mage (enemy)
Gundula the Battle Mage (recurring enemy)
Jabarkas the Barbarian (recurring enemy)
Krellion the Barbarian (recurring enemy)
Oris the Battle Mage (temporary ally, then enemy)
Rion the Cleric (enemy)
Sir Mullich the Knight (enemy)
Sylvia the Knight (rescued ally)
Vey the Battle Mage (rescued ally, then enemy)
Zubin the Battle Mage (enemy)
Strategy
- 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.