Latest fix/update as of 11/2001: Map #3 : The Seer's Hut that will teach you the Summon Boat spell is now blocked by an additional RED gate (plus the original dark-blue gate). This will hopefully prevent the computer players to visit the Seer's Hut. Map #5 : The Snow area is now completely blocked to prevent any boat from landing on the northern area. E-mail : I would be happy to receive any e-mail regarding the campaign and/or questions and will respond as soon as possible, usually within 1-2 days. However, if anyone needs to contact me and doesn't get reply soon enough, please send e-mail to Charles Cone at CECone@tecinc.com, he will be happy to answer any question. [I write this in case that I cancel my AOL account, which may happen in the near future]. Thank you for all the e-mails and positive feedbacks that I have received. I really appreciate them all! HEROES OF MIGHT AND MAGIC III: ARMAGEDDON'S BLADE CAMPAIGN Campaign Name: Eternal Love Map Maker: Hans C. E-mail: Leddux@aol.com Number of Maps: 8 Language: English Map Type: Custom Campaign Description: Torn between love and war, Velda, a young warrior mage trained in the way of might and magic, must face her greatest challenge: leading the army to rescue both her loved ones and her kingdom from the underground evil force that's been threatening the very existence of the kingdom of Tavia. Special Victory/Loses: Varies Difficulty: Impossible (See Note Below) Playtester: Charles Cone (CECone@tecinc.com) Narrative: The story will unfold as player progresses in the campaign. Compatibility: This campaign is compatible with the Shadow of Death v. 3.2 and also with the recent patch Armageddon's Blade v. 2.2. Thank you very much to whomever came up with the solution about giving all the might heroes a spell book and a spell. (I do not own and never test it with Heroes Complete, however) Note: #1: This campaign is heavily story-driven although there are no hidden messages in the story. Players can go on right away taking on the challenge in hands but will get the most enjoyment playing by following the story line. #2: This is the original version of the campaign like I intend it to be -- it has Impossible difficulty rating. There's also an alternate version that is slightly easier than this version. #3: If anyone wants the alternate/easier version of the campaign, has feedback or comments (good or bad), needs help, please don't hesitate to e-mail me. In fact, I would really appreciate any comments or feedbacks so that I can do better in my next effort! #4: Due to the fact this campaign is completed before Shadow of Death, some of Shadow of Death's combo artifacts may prove to become too powerful. Assemble the artifacts at your own risk of "ruining" the campaign's difficulty level. IMPORTANT!! About carry-over heroes, troops, and artifacts. There will be several heroes that will transfer from one mission to the next. Due to the limitation of the campaign editor, it's not possible to set the lost condition to lose multiple heroes that will carry over to the next mission. Therefore, players should pay close attention to the heroes that will carry over and keep them alive at ALL COST or the campaign will not be finishable. Beginning in mission #2, players will have the chance to recruit a faerie dragon. This dragon will transfer to the next mission and thus shall be kept alive at all cost. To make sure the dragon appear in the next mission, it should be in the army slot of one of the heroes that will also carry over. Otherwise, the dragon will be lost. It's HIGHLY recommended that players keep the dragon under the main hero's army because the main hero will be the most active hero in the campaign by far and will be the one doing most of the fights. The same goes for the artifacts that will carry over. Do NOT lose any single of them and the safest way is to always keep all the artifacts in the main hero's backpack. Special Thanks: To Charles Cone, who's been unbelievable in playtesting and keeping up with the constant updates of the campaign. I can't thank him enough that he's willing to spare his precious time playtesting this 8-part campaign. And not only that he's helped me with the easier/Hard version too. Thank you so very much, Charles. I hope you did enjoy playing both versions and no more gray hair! Known Bug(s): 1. Charles Cone was unable to generate the correct hero-type of one of the heroes in mission #6. This is something that I never experienced myself when I played it through. Luckily, it's only a secondary hero who serves only for scouting and logistics and it will not hinder the campaign progress or playability. (Note: The latest patch should already fix this) 2. Once, the main hero's inventory will appear to be full and can no longer pick up more artifacts. This must be some kind of bug that will make the campaign unplayable due to the numbers of artifacts that the hero must carry. It usually only happens at the start of the mission so players will detect it immediately. I don't know how to fix this bug other than having to replay the final turn of the previous mission. Charles Cone, the playtester, never encountered the problem however. (Note: The latest patch should already fix this) Dedication: I dedicate this campaign to my eternal love, you know who and where you are.... You're my inspiration for making and working on this campaign, despite the fact I got to finish it way off schedule (too much thinking of you!). Spoilers: See below for mild spoilers. Better yet just play the campaign and ride on to the story and the battles! Good luck, you will need it. - In mission #1, Divia MUST learn the Scholar skill. The skill will be needed for the next mission. Tactics will come super handy and so will Water Magic skill because there will be a lot of Water Walking in the next mission. Do not forget to learn the Water Walking spell. - In mission #2, it's HIGHLY recommended that Velda learns the skills: Air, Earth, Water, Fire, Intelligence, Archery, Wisdom, and Logistics. Pick Intelligence as the bonus. All skills can be learned from the Witch's Huts scattered about on the map. - In mission #3: Do not overestimate the enemy. Enchanters are superior troops and with high Spell Power and Resurrection spell, you can resurrect them in batch. The same goes for the Grand Elves and the eventual Sharpshooters after rescuing Gelu. - General rule: Use force field spell to your advantage. A lot of times you will have to fight the monsters with a single shooter (Titans usually) and protect them with the Force Field spell. Place the Force Field in a way that it is possible to make a Clone out of the Titans and protect both the original and the clone. - If you don't have too much patience, focus on improving the statistic for Velda only. All other secondary heroes that will transfer, you need only to improve their Knowledge whenever available for a lot of Town-portaling. - And lastly, save the game before any big battles, sometimes the AI can have extremely high morale and luck that can ruin your chances. - About the Adrienne "bug" the playtester (Charles Cone) was unable to get the correct hero type. Adrienne's supposed to be the Navigation-specialty hero. If it turns out she assumes another hero-type, she will still be of a great help with expert Navigation. (Note: The latest patch should already fix this)