Home » PC » Heroes of Might & Magic 3 - Armageddon's Blade » Heroes of Might & Magic 3 - Armageddon's Blade FAQ
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Sponsors:
Imp Crucible
Hall of Sins
Fire Lake
Forsaken Palace
C. Dagger Peak - Inferno Town (Red)
General Location: Middle eastern edge
Garrison Troops: None
Starting Buildings: Town Hall
Fort
Tavern
Mage Guild
-Level 1
Castle Gate
Imp Crucible
Hall of Sins
Kennels
Demon Gate
D. Azrael Field - Inferno Town (Red)
General Location: Right northern edge
Garrison Troops: None
Starting Buildings: Town Hall
Fort
Tavern
Mage Guild
-Level 1
Castle Gate
Imp Crucible
Hall of Sins
Kennels
Demon Gate
ENEMY TOWNS: A. Shelindra - Conflux Town (Teal)
General Location: Right upper middle
B. Soal - Conflux Town (Teal)
General Location: Middle
C. Ciara - Conflux Town (Teal)
General Location: Left southern edge
D. Dicara - Conflux Town (Teal)
General Location: Northwestern corner
E. Kaffinar - Conflux Town (Teal)
General Location: Middle western edge
F. Frelin - Conflux Town (Teal)
General Location: Southwestern corner
POINTS OF INTEREST: A. Light Blue Keymaster's Tent
General Location: South of Shelindria
B. Red Keymaster's Tent
General Location: Middle southern edge (SE of Ciara)
C. Green Keymaster's Tent
General Location: Southwest corner
D. White Keymaster's Tent
General Location: Northwest corner
E. Subterranean Gate
General Location: Left of middle, betwen Kaffinar and
Soal
F. Seer's Hut (Khazandar)
General Location: Northwest path underground, protected by Light Blue, Red, Green, and White
Border Guards
G. Purple Keymaster's Tent
General Location: Southeast of Seer's Hut (Khazandar)
H. Seer's Hut (Khazandar's Apprentice)
General Location: Southwest path underground, protected by a Purple Border Guard.
ADVICE: I had a _really_ hard time with this scenario. Like "The Fall of
Steadwick" scenario in the original game campaign, I tried too hard to try and win through by sheer brute force; but the odds are stacked pretty highly against you, as the computer starts off with two more towns. You only need to find
Khazandar and get him to make Armageddon's Blade in order to win this scenario.
Whether or not you have all the enemy towns captured or none at all is irrelevant to the final outcome (well, not totally irrelevant).
Basically, I just built up Xeron's army to an incredibly obscene level and used the rest of my heroes as a diversionary tactic. Xeron would win through to all the Keymaster's Tents, capturing what towns he could but not really ensuring that I kept control of them. Then I sent him down under to find Khazandar.
When underground, head northwest first. This will take you to Khazandar, who will give you the Sphere of Permanence to take to his apprentice in another
Seer's Hut. It's just easier to use Xeron here, as he should have all the other necessary artifacts you collected in the previous scenario. Be prepared to fight off a big burly Conflux hero here on the level of General Morgan Kendal in the aforementioned "The Fall of Steadwick" before being able to visit Khazandar.
Don't forget to tag the Purple Keymaster's Tent before heading back.
When you're back at the Subterranean Gate, choose the southwest path this time.
You'll hear a message about crackling flames, so ready yourself to do battle with a lot of Phoenixes. If you took down the hero by Khazandar's Hut, these fiery avians should not be too problematic. Wind your way through the tunnel, pass by the Purple Border Guard, and complete your mission by presenting the
Sword of Hellfire, the Breastplate of Brimstone, the Shield of the Damned, and the Sphere of Permanence to the inhabitants of the last hut.
From this point on, you will see Xeron as a foe only, so it may not be wise to maximize his skills and level at this point if you are given the opportunity, though it may not matter if he is automatically set to a certain status.
@@@----------{+++ ARMAGEDDON'S BLADE +++}----------@@@
SCENARIO 5: Return of the King
DESCRIPTION: Roland must defeat the demonic armies camped on the other side of the Great Lake. Without Roland, the men will go their separate ways. Roland will be allowed to attain 24th level. All of his experience, skills, and spells will carry over to his next scenario.
ALLIES: Blue
ENEMIES: Red
DIFFICULTY: Expert
STARTING BONUSES: A. 5 Zealots
B. Torso of Legion (Recommended)
C. Upg. Monastery
STARTING HEROES: A. Gen. Kendal - Level 11 Knight
Specialty: Speed
Troops: 40 Zealots
60 Crusaders
100 Halberdiers
70 Griffins
80 Marksmen
+ Starting Bonus
Starting Location: Highcastle
Special: + Starting Bonus
B. Roland - Level 11 Knight
Specialty: Swordsmen
Troops: 50 Champions
35 Monks
80 Marksmen
5 Angels
40 Royal Griffins
10 Cavaliers
Starting Location: Faler-on-Sea
STARTING TOWNS: A. Highcastle - Castle Town (Blue)
General Location: Northwest corner
Garrison Troops: None
Starting Buildings: Town Hall
Castle
Tavern
Blacksmith
Mage Guild
-Level 1
Griffin Bastion
Upg. Guardhouse
Upg. Archers' Tower
Upg. Griffin Tower
Upg. Barracks
Training Ground
B. Faler-on-Sea - Castle Town (Blue)
General Location: Southwest corner
Garrison Troops: None
Starting Buildings: Town Hall
Castle
Tavern
Blacksmith
Marketplace
Mage Guild
-Level 2
Upg. Guardhouse
Upg. Archers' Tower
Griffin Tower
Upg. Barracks
Monastery
Training Grounds
+ Starting Bonus
C. Keventry - Castle Town (Blue)
General Location: Middle western edge
Garrison Troops: None
Starting Buildings: Capitol
Castle
Tavern
Blacksmith
Marketplace
Mage Guild
-Level 4
Upg. Guardhouse
Upg. Archers' Tower
Upg. Griffin Tower
Upg. Barracks
Monastery
Training Grounds
Portal of Glory
D. Gelliston - Conflux Town (Blue)
General Location: Left northern edge
Garrison Troops: None
Starting Buildings: City Hall
Citadel
Tavern
Blacksmith
Marketplace
Mage Guild
-Level 2
Magic Lantern
Altar of Air
Altar of Water
Altar of Fire
Altar of Earth
E. Shaynda - Conflux Town (Blue)
General Location: Lower left middle
Garrison Troops: None
Starting Buildings: Town Hall
Fort
Tavern
Blacksmith
Marketplace
-Resource Silo
Mage Guild
-Level 2
Upg. Magic Lantern
Upg. Altar of Air
Upg. Altar of Water
Upg. Altar of Fire
Upg. Altar of Earth
ENEMY TOWNS: A. Chillwater - Inferno Town (Red)
General Location: Middle (surrounded by water)
B. Bane Bridge - Inferno Town (Red)
General Location: Right northern edge
C. Doom's Crest - Inferno Town (Red)
General Location: Northeast corner
D. Death's Gate - Inferno Town (Red)
General Location: Upper eastern edge
E. Reaver Cove - Inferno Town (Red)
General Location: Lower right middle
Hall of Sins
Fire Lake
Forsaken Palace
C. Dagger Peak - Inferno Town (Red)
General Location: Middle eastern edge
Garrison Troops: None
Starting Buildings: Town Hall
Fort
Tavern
Mage Guild
-Level 1
Castle Gate
Imp Crucible
Hall of Sins
Kennels
Demon Gate
D. Azrael Field - Inferno Town (Red)
General Location: Right northern edge
Garrison Troops: None
Starting Buildings: Town Hall
Fort
Tavern
Mage Guild
-Level 1
Castle Gate
Imp Crucible
Hall of Sins
Kennels
Demon Gate
ENEMY TOWNS: A. Shelindra - Conflux Town (Teal)
General Location: Right upper middle
B. Soal - Conflux Town (Teal)
General Location: Middle
C. Ciara - Conflux Town (Teal)
General Location: Left southern edge
D. Dicara - Conflux Town (Teal)
General Location: Northwestern corner
E. Kaffinar - Conflux Town (Teal)
General Location: Middle western edge
F. Frelin - Conflux Town (Teal)
General Location: Southwestern corner
POINTS OF INTEREST: A. Light Blue Keymaster's Tent
General Location: South of Shelindria
B. Red Keymaster's Tent
General Location: Middle southern edge (SE of Ciara)
C. Green Keymaster's Tent
General Location: Southwest corner
D. White Keymaster's Tent
General Location: Northwest corner
E. Subterranean Gate
General Location: Left of middle, betwen Kaffinar and
Soal
F. Seer's Hut (Khazandar)
General Location: Northwest path underground, protected by Light Blue, Red, Green, and White
Border Guards
G. Purple Keymaster's Tent
General Location: Southeast of Seer's Hut (Khazandar)
H. Seer's Hut (Khazandar's Apprentice)
General Location: Southwest path underground, protected by a Purple Border Guard.
ADVICE: I had a _really_ hard time with this scenario. Like "The Fall of
Steadwick" scenario in the original game campaign, I tried too hard to try and win through by sheer brute force; but the odds are stacked pretty highly against you, as the computer starts off with two more towns. You only need to find
Khazandar and get him to make Armageddon's Blade in order to win this scenario.
Whether or not you have all the enemy towns captured or none at all is irrelevant to the final outcome (well, not totally irrelevant).
Basically, I just built up Xeron's army to an incredibly obscene level and used the rest of my heroes as a diversionary tactic. Xeron would win through to all the Keymaster's Tents, capturing what towns he could but not really ensuring that I kept control of them. Then I sent him down under to find Khazandar.
When underground, head northwest first. This will take you to Khazandar, who will give you the Sphere of Permanence to take to his apprentice in another
Seer's Hut. It's just easier to use Xeron here, as he should have all the other necessary artifacts you collected in the previous scenario. Be prepared to fight off a big burly Conflux hero here on the level of General Morgan Kendal in the aforementioned "The Fall of Steadwick" before being able to visit Khazandar.
Don't forget to tag the Purple Keymaster's Tent before heading back.
When you're back at the Subterranean Gate, choose the southwest path this time.
You'll hear a message about crackling flames, so ready yourself to do battle with a lot of Phoenixes. If you took down the hero by Khazandar's Hut, these fiery avians should not be too problematic. Wind your way through the tunnel, pass by the Purple Border Guard, and complete your mission by presenting the
Sword of Hellfire, the Breastplate of Brimstone, the Shield of the Damned, and the Sphere of Permanence to the inhabitants of the last hut.
From this point on, you will see Xeron as a foe only, so it may not be wise to maximize his skills and level at this point if you are given the opportunity, though it may not matter if he is automatically set to a certain status.
@@@----------{+++ ARMAGEDDON'S BLADE +++}----------@@@
SCENARIO 5: Return of the King
DESCRIPTION: Roland must defeat the demonic armies camped on the other side of the Great Lake. Without Roland, the men will go their separate ways. Roland will be allowed to attain 24th level. All of his experience, skills, and spells will carry over to his next scenario.
ALLIES: Blue
ENEMIES: Red
DIFFICULTY: Expert
STARTING BONUSES: A. 5 Zealots
B. Torso of Legion (Recommended)
C. Upg. Monastery
STARTING HEROES: A. Gen. Kendal - Level 11 Knight
Specialty: Speed
Troops: 40 Zealots
60 Crusaders
100 Halberdiers
70 Griffins
80 Marksmen
+ Starting Bonus
Starting Location: Highcastle
Special: + Starting Bonus
B. Roland - Level 11 Knight
Specialty: Swordsmen
Troops: 50 Champions
35 Monks
80 Marksmen
5 Angels
40 Royal Griffins
10 Cavaliers
Starting Location: Faler-on-Sea
STARTING TOWNS: A. Highcastle - Castle Town (Blue)
General Location: Northwest corner
Garrison Troops: None
Starting Buildings: Town Hall
Castle
Tavern
Blacksmith
Mage Guild
-Level 1
Griffin Bastion
Upg. Guardhouse
Upg. Archers' Tower
Upg. Griffin Tower
Upg. Barracks
Training Ground
B. Faler-on-Sea - Castle Town (Blue)
General Location: Southwest corner
Garrison Troops: None
Starting Buildings: Town Hall
Castle
Tavern
Blacksmith
Marketplace
Mage Guild
-Level 2
Upg. Guardhouse
Upg. Archers' Tower
Griffin Tower
Upg. Barracks
Monastery
Training Grounds
+ Starting Bonus
C. Keventry - Castle Town (Blue)
General Location: Middle western edge
Garrison Troops: None
Starting Buildings: Capitol
Castle
Tavern
Blacksmith
Marketplace
Mage Guild
-Level 4
Upg. Guardhouse
Upg. Archers' Tower
Upg. Griffin Tower
Upg. Barracks
Monastery
Training Grounds
Portal of Glory
D. Gelliston - Conflux Town (Blue)
General Location: Left northern edge
Garrison Troops: None
Starting Buildings: City Hall
Citadel
Tavern
Blacksmith
Marketplace
Mage Guild
-Level 2
Magic Lantern
Altar of Air
Altar of Water
Altar of Fire
Altar of Earth
E. Shaynda - Conflux Town (Blue)
General Location: Lower left middle
Garrison Troops: None
Starting Buildings: Town Hall
Fort
Tavern
Blacksmith
Marketplace
-Resource Silo
Mage Guild
-Level 2
Upg. Magic Lantern
Upg. Altar of Air
Upg. Altar of Water
Upg. Altar of Fire
Upg. Altar of Earth
ENEMY TOWNS: A. Chillwater - Inferno Town (Red)
General Location: Middle (surrounded by water)
B. Bane Bridge - Inferno Town (Red)
General Location: Right northern edge
C. Doom's Crest - Inferno Town (Red)
General Location: Northeast corner
D. Death's Gate - Inferno Town (Red)
General Location: Upper eastern edge
E. Reaver Cove - Inferno Town (Red)
General Location: Lower right middle
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