Home » PC » Heroes of Might & Magic 3 - Armageddon's Blade » Heroes of Might & Magic 3 - Armageddon's Blade FAQ
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ENEMY TOWNS: A. Tormentalis - Inferno Town (Red)
General Location: Lower western edge
B. Shadowden - Inferno Town (Red)
General Location: Lower middle
C. Kelvishen - Inferno Town (Red)
General Location: Middle
D. Xent'a - Inferno Town (Red)
General Location: Left northern edge
E. Xent'ara - Inferno Town (Red)
General Location: Middle eastern edge
ADVICE: Although I usually pick cool units over artifacts for the starting bonus, artifacts do carry over to the next scenario, and Gelu plays a mostly defensive role on this map (at least the way I played it).
Between the two of them, Roland and Catherine can combine to put some serious hurt to the enemy. I wandered out with them very early on and captured
Tormentalis and Shadowden almost immediately. After capturing them, I combined the armies of Catherine and Roland and kept Roland out (since he was higher level) to defend the newly captured Inferno towns. I sent Catherine back to gather reinforcements and accumulate her own army.
I kept Gelu hanging around Shanimar, as Red will try to capture it often with forces out of Xent'a and Xent'ara. After I had buckled down and kept solid control of Tormentalis and Shadowden, I sent Catherine (with her newly huge army) up to capture Xent'a while Gelu went south to hit Xent'ara with an absolutely monstrous bestiary.
By now, your heroes should be obscenely powerful, so that this scenario won't be too difficult. Although it's boring to parade your hero around at the end of each scenario, now is the time that all that seemingly pointless marching around pays off.
As you've no doubt guessed, Xeron is hiding in Kelvishen, which is protected by
Garrisons that lead out to Tormentalis and Shadowden. Although he is a tough nut to crack, I never caught him leaving the confines of that area, so I never worried about him leaving to capture on of those towns with his huge army, although you will still have to watch out for other heroes coming out of
Kelvishen and run-on sentences; however, they will not have very large armies as the bulk of the troops will go to Xeron.
After you have the rest of the towns captured, give one of your heroes all of your troops. He can then perch right outside Kelvishen and ensure that no new heroes can emerge and keep Xeron boxed in. You can then run your other two heroes around to maximize their levels and skills (though it may not be totally necessary). After one has completed a circuit, send that hero to relieve the one guarding Kelvishen so that he may also maximize his levels and skills.
At this point, you army should be tough enough to step up to Xeron and his nasties; so powerful as it is, Armageddon's Blade probably won't swing the battle's favor in Xeron's way. Make sure that Gelu is the hero who defeats
Xeron as it makes things easier in the next and final scenario. Also, distribute your artifact goodies among your heroes before defeating Xeron as artifacts do carry over, but give Gelu the lion's share of the prizes as he will need them.
@@@----------{+++ ARMAGEDDON'S BLADE +++}----------@@@
SCENARIO 8: Oblivion's Edge
DESCRIPTION: You have 60 days for Gelu to take Armageddon's Blade to the Eeofol capitol of Kreelah before the forces of the Dungeon Overlords arrive to reinforce King Lucifer. If Gelu, Roland, or Catherine is lost, your war ends here.
ALLIES: Blue
ENEMIES: Red
DIFFICULTY: Impossible
STARTING BONUSES: A. 10 Phoenixes
B. 75 Sharpshooters (Recommended)
C. 25 Magic Elementals
ADVICE: I don't want to totally ruin the game for you, so I'll leave you mostly to your own devices for this last scenario; but I will provide ample hints.
Your final destination, Kreelah, is located roughly in the center of the map. A large Garrison protects the town.
Speed is of the essence, given the 60 day time limit, though you will probably either lose a hero or win the game before then. This map is only "Impossible" if you try to capture each and every Red town before time expires.
Watch out for Xeron and good luck!
II. CAMPAIGN: Dragon's Blood
@@@----------{+++ DRAGON'S BLOOD +++}----------@@@
SCENARIO 1: Culling the Weak
DESCRIPTION: Crush your enemies, but be careful not lose [sic] Mutare. Mutare will be limited to level ten, but will transfer to the next scenario. Gain the
Charm of Mana from the Seer's Hut and carry it into the next scenario to access a bonus area.
ALLIES: Red
ENEMIES: Blue, Tan, Green
DIFFICULTY: Hard
STARTING BONUSES: A. Pillar of Eyes (Recommended)
B. Quiet Eye of the Dragon
C. 12 Harpy Hags
STARTING HEROES: A. Mutare - Level 1 Overlord
Specialty: Dragons
Troops: Random
+ Starting Bonus
Starting Location: Death Kiss
Special: + Starting Bonus
STARTING TOWNS: A. Death Kiss - Dungeon Town (Red)
General Location: Southeast corner (surface)
Garrison Troops: 50 Swordsmen
Starting Buildings: Village Hall
Fort
Tavern
+ Starting Bonus
NEUTRAL TOWNS: A. Chillwater - Dungeon Town
General Location: Middle southern edge (surface)
B. Lost Hold - Dungeon Town
General Location: Middle eastern edge (surface)
C. Shadowden - Dungeon Town
General Location: Middle western edge (surface)
D. Darkhold - Dungeon Town
General Location: Middle northern edge (surface)
E. Sinkhold - Dungeon Town
General Location: Southeastern corner (underworld)
F. Deepshadow - Dungeon Town
General Location: Middle eastern edge (underworld)
G. Dragonnade - Dungeon Town
General Location: Middle western edge (underworld)
H. Sorrow Crown - Dungeon Town
General Location: Northwestern corner (underworld)
ENEMY TOWNS: A. Harpy's Rock - Dungeon Town (Green)
General Location: Southwestern corner (surface)
B. Coldshadow - Dungeon Town (Blue)
General Location: Northwestern corner (surface)
C. Dead Timber - Dungeon Town (Tan)
General Location: Northeastern corner (surface)
POINTS OF INTEREST: A. Subterranean Gate
General Location: Connects Death Kiss and Sinkhole
B. Subterranean Gate
General Location: Connects Harpy's Rock and Dragonnade
C. Subterranean Gate
General Location: Connects Coldshadow and Sorrow Crown
D. Subterranean Gate
General Location: Connects Dead Timber and Deepshadow
E. Brown Monolith (One Way)
General Location: West of Sinkhole, exits to southern underworld chamber
F. Green Monolith (Two Way)
General Locations: Southern underworld chamber, NE of
Dragonnade, northern underground chamber, SW of Deepshadow
G. Blue Monolith (One Way)
General Location: SE of Sorrow Crown, exits to northern underworld chamber
ADVICE: Capture Sinkhole through the Subterranean Gate very early on, so you can have the extra gold and troops from an early additional town. Also, try and take Chillwater and Lost Hold quickly, but don't worry too much about upgrading them as they will be hotly contested pieces of property. Don't get too upset if control of them changes hands frequently in the opening month or two.
After that, though, you should be able to buckle down and retain total control of them. Then don't forget to upgrade them as needed. Whenever you first capture an enemy town, don't forget to also capture the town through the nearby
Gate. You also must watch out for enemy Heroes popping through the Green
Monoliths. This should also be one of your early ploys to capture an enemy town. After you feel secure defensively, hop on through the Monolith near
Sinkhole, and then ride the next one (the Green Monolith) through to an enemy town. Be warned, however, that the towns next to the Green Monoliths may also change hands frequently.
Hopefully, you will have more towns than the enemy early on, and that alone should make the difference as you face 3 separate enemies who have not joined forces against you (yet). Aside from the possible trickiness with the Gates and
Monoliths, this is a fairly standard "build up your faces and then smash the living hell out of the enemy" map. If that is not really a standard kind of map, then by Jove, it ought to be.
@@@----------{+++ DRAGON'S BLOOD +++}----------@@@
SCENARIO 2: Savaging the Scavengers
DESCRIPTION: Obliterate your opponents, but once again do not lose the hero
Mutare. To do so would mean instant destruction. Mutare will be limited to eighteenth level, but will carry over the Dragon Scale Shield to use in the next scenario.
ALLIES: Red
ENEMIES: Tan, Green
DIFFICULTY: Hard
STARTING BONUSES: A. Quiet Eye of the Dragon
B. Dragon Wing Tabard
C. 4 Medusas (Recommended)
STARTING HEROES: A. Mutare - Level 10 Overlord
Specialty: Dragons
Troops: Random
+ Starting Bonus
Starting Location: Southeast corner (surface)
Special: + Starting Bonus
STARTING TOWNS: None
NEUTRAL TOWNS: A. Gloom Cave - Dungeon Town
General Location: Southeast corner (surface)
B. No Quarter - Dungeon Town
General Location: Middle (surface)
C. Gruen Point - Dungeon Town
General Location: Middle western edge (surface)
D. Red Spider - Dungeon Town
Mage Guild
-Level 5
Magic University
Garden of Life
Upg. Magic Lantern
Upg. Altar of Air
Upg. Altar of Water
Upg. Altar of Fire
Upg. Altar of Earth
Altar of Thought
Pyre
ENEMY TOWNS: A. Tormentalis - Inferno Town (Red)
General Location: Lower western edge
B. Shadowden - Inferno Town (Red)
General Location: Lower middle
C. Kelvishen - Inferno Town (Red)
General Location: Middle
D. Xent'a - Inferno Town (Red)
General Location: Left northern edge
E. Xent'ara - Inferno Town (Red)
General Location: Middle eastern edge
ADVICE: Although I usually pick cool units over artifacts for the starting bonus, artifacts do carry over to the next scenario, and Gelu plays a mostly defensive role on this map (at least the way I played it).
Between the two of them, Roland and Catherine can combine to put some serious hurt to the enemy. I wandered out with them very early on and captured
Tormentalis and Shadowden almost immediately. After capturing them, I combined the armies of Catherine and Roland and kept Roland out (since he was higher level) to defend the newly captured Inferno towns. I sent Catherine back to gather reinforcements and accumulate her own army.
I kept Gelu hanging around Shanimar, as Red will try to capture it often with forces out of Xent'a and Xent'ara. After I had buckled down and kept solid control of Tormentalis and Shadowden, I sent Catherine (with her newly huge army) up to capture Xent'a while Gelu went south to hit Xent'ara with an absolutely monstrous bestiary.
By now, your heroes should be obscenely powerful, so that this scenario won't be too difficult. Although it's boring to parade your hero around at the end of each scenario, now is the time that all that seemingly pointless marching around pays off.
As you've no doubt guessed, Xeron is hiding in Kelvishen, which is protected by
Garrisons that lead out to Tormentalis and Shadowden. Although he is a tough nut to crack, I never caught him leaving the confines of that area, so I never worried about him leaving to capture on of those towns with his huge army, although you will still have to watch out for other heroes coming out of
Kelvishen and run-on sentences; however, they will not have very large armies as the bulk of the troops will go to Xeron.
After you have the rest of the towns captured, give one of your heroes all of your troops. He can then perch right outside Kelvishen and ensure that no new heroes can emerge and keep Xeron boxed in. You can then run your other two heroes around to maximize their levels and skills (though it may not be totally necessary). After one has completed a circuit, send that hero to relieve the one guarding Kelvishen so that he may also maximize his levels and skills.
At this point, you army should be tough enough to step up to Xeron and his nasties; so powerful as it is, Armageddon's Blade probably won't swing the battle's favor in Xeron's way. Make sure that Gelu is the hero who defeats
Xeron as it makes things easier in the next and final scenario. Also, distribute your artifact goodies among your heroes before defeating Xeron as artifacts do carry over, but give Gelu the lion's share of the prizes as he will need them.
@@@----------{+++ ARMAGEDDON'S BLADE +++}----------@@@
SCENARIO 8: Oblivion's Edge
DESCRIPTION: You have 60 days for Gelu to take Armageddon's Blade to the Eeofol capitol of Kreelah before the forces of the Dungeon Overlords arrive to reinforce King Lucifer. If Gelu, Roland, or Catherine is lost, your war ends here.
ALLIES: Blue
ENEMIES: Red
DIFFICULTY: Impossible
STARTING BONUSES: A. 10 Phoenixes
B. 75 Sharpshooters (Recommended)
C. 25 Magic Elementals
ADVICE: I don't want to totally ruin the game for you, so I'll leave you mostly to your own devices for this last scenario; but I will provide ample hints.
Your final destination, Kreelah, is located roughly in the center of the map. A large Garrison protects the town.
Speed is of the essence, given the 60 day time limit, though you will probably either lose a hero or win the game before then. This map is only "Impossible" if you try to capture each and every Red town before time expires.
Watch out for Xeron and good luck!
II. CAMPAIGN: Dragon's Blood
@@@----------{+++ DRAGON'S BLOOD +++}----------@@@
SCENARIO 1: Culling the Weak
DESCRIPTION: Crush your enemies, but be careful not lose [sic] Mutare. Mutare will be limited to level ten, but will transfer to the next scenario. Gain the
Charm of Mana from the Seer's Hut and carry it into the next scenario to access a bonus area.
ALLIES: Red
ENEMIES: Blue, Tan, Green
DIFFICULTY: Hard
STARTING BONUSES: A. Pillar of Eyes (Recommended)
B. Quiet Eye of the Dragon
C. 12 Harpy Hags
STARTING HEROES: A. Mutare - Level 1 Overlord
Specialty: Dragons
Troops: Random
+ Starting Bonus
Starting Location: Death Kiss
Special: + Starting Bonus
STARTING TOWNS: A. Death Kiss - Dungeon Town (Red)
General Location: Southeast corner (surface)
Garrison Troops: 50 Swordsmen
Starting Buildings: Village Hall
Fort
Tavern
+ Starting Bonus
NEUTRAL TOWNS: A. Chillwater - Dungeon Town
General Location: Middle southern edge (surface)
B. Lost Hold - Dungeon Town
General Location: Middle eastern edge (surface)
C. Shadowden - Dungeon Town
General Location: Middle western edge (surface)
D. Darkhold - Dungeon Town
General Location: Middle northern edge (surface)
E. Sinkhold - Dungeon Town
General Location: Southeastern corner (underworld)
F. Deepshadow - Dungeon Town
General Location: Middle eastern edge (underworld)
G. Dragonnade - Dungeon Town
General Location: Middle western edge (underworld)
H. Sorrow Crown - Dungeon Town
General Location: Northwestern corner (underworld)
ENEMY TOWNS: A. Harpy's Rock - Dungeon Town (Green)
General Location: Southwestern corner (surface)
B. Coldshadow - Dungeon Town (Blue)
General Location: Northwestern corner (surface)
C. Dead Timber - Dungeon Town (Tan)
General Location: Northeastern corner (surface)
POINTS OF INTEREST: A. Subterranean Gate
General Location: Connects Death Kiss and Sinkhole
B. Subterranean Gate
General Location: Connects Harpy's Rock and Dragonnade
C. Subterranean Gate
General Location: Connects Coldshadow and Sorrow Crown
D. Subterranean Gate
General Location: Connects Dead Timber and Deepshadow
E. Brown Monolith (One Way)
General Location: West of Sinkhole, exits to southern underworld chamber
F. Green Monolith (Two Way)
General Locations: Southern underworld chamber, NE of
Dragonnade, northern underground chamber, SW of Deepshadow
G. Blue Monolith (One Way)
General Location: SE of Sorrow Crown, exits to northern underworld chamber
ADVICE: Capture Sinkhole through the Subterranean Gate very early on, so you can have the extra gold and troops from an early additional town. Also, try and take Chillwater and Lost Hold quickly, but don't worry too much about upgrading them as they will be hotly contested pieces of property. Don't get too upset if control of them changes hands frequently in the opening month or two.
After that, though, you should be able to buckle down and retain total control of them. Then don't forget to upgrade them as needed. Whenever you first capture an enemy town, don't forget to also capture the town through the nearby
Gate. You also must watch out for enemy Heroes popping through the Green
Monoliths. This should also be one of your early ploys to capture an enemy town. After you feel secure defensively, hop on through the Monolith near
Sinkhole, and then ride the next one (the Green Monolith) through to an enemy town. Be warned, however, that the towns next to the Green Monoliths may also change hands frequently.
Hopefully, you will have more towns than the enemy early on, and that alone should make the difference as you face 3 separate enemies who have not joined forces against you (yet). Aside from the possible trickiness with the Gates and
Monoliths, this is a fairly standard "build up your faces and then smash the living hell out of the enemy" map. If that is not really a standard kind of map, then by Jove, it ought to be.
@@@----------{+++ DRAGON'S BLOOD +++}----------@@@
SCENARIO 2: Savaging the Scavengers
DESCRIPTION: Obliterate your opponents, but once again do not lose the hero
Mutare. To do so would mean instant destruction. Mutare will be limited to eighteenth level, but will carry over the Dragon Scale Shield to use in the next scenario.
ALLIES: Red
ENEMIES: Tan, Green
DIFFICULTY: Hard
STARTING BONUSES: A. Quiet Eye of the Dragon
B. Dragon Wing Tabard
C. 4 Medusas (Recommended)
STARTING HEROES: A. Mutare - Level 10 Overlord
Specialty: Dragons
Troops: Random
+ Starting Bonus
Starting Location: Southeast corner (surface)
Special: + Starting Bonus
STARTING TOWNS: None
NEUTRAL TOWNS: A. Gloom Cave - Dungeon Town
General Location: Southeast corner (surface)
B. No Quarter - Dungeon Town
General Location: Middle (surface)
C. Gruen Point - Dungeon Town
General Location: Middle western edge (surface)
D. Red Spider - Dungeon Town
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