

Follow the path and light all beacons on the way, the centaur patrols shouldn't be too hard to deal with. Talk to Ascalon Guard Hayden at the beginning of the mission, he will hand you a torch and tell you to light the Storm Beacons along the road so the Ascalon refugees can find their way through the mountains while the storm rages. The first part of the Borlis Pass mission is fairly straightforward. Non- Prophecies characters will not receive any reward for completing this mission on normal mode.ADDED: Light the magical signal beacons.Destroy the ballistae and the forces outside the gates. ADDED: Bring an end to the siege of Krok's Hollow.ADDED: Break through the locked gate into Maladar's Fort.


Ignite all the storm beacons to light the way through the storm.Negotiate passage to Grooble's Gulch and shelter for the Ascalon refugees. And as a bonus the Warlock became available for hire, so I used the same trick against the AI.Mission information Requirements Īny character can simply walk into the outpost from Traveler's Vale and start the mission. It was very satisfying to reatreat the my hero, re-recruit him, give him a stack of Titans and the Anti-Magic spell and get his revenge. It's still a valid tactic in HoMM 2, but much harder to arrange, and when I very recently completed the Roland campaign of HoMM 2 I found myself on the receiving end of that tactic, and I lost almost my entire Castle army to a Warlock with Black Dragons, Armageddon and 11 Power. :P Yeah, Dragons+Storm/Armageddon was excactly the tactic I found myself using when I replayed HoMM 1 quite recently. I haven't touched the HOMM1 campaign for about 12 years now but I will again soon, just to see how quickly I can finish it. If you weren't the warlock, you just had to scout him out, beat the crap out of him, build the dragon tower, get 5 dragons on a hero (and storm and armageddon if possible ) and roflstomp the remaining 2 factions. The campaigns for all 4 factions are same and the tactics to win were also the same. IwubCheeze: Agree with you on HOMM1 though. I was dissapointed with the HOMM3 campaigns for that and because they were so short, though being able to carry over heroes did make up for it slightly.Īgree with you on HOMM1 though. I liked having the possible branches and awards that were missing from the later HOMM games. AI quirks aside, I still thought the HOMM2 campaigns were better than the HOMM3 ones. It was like a single baby seal rushing to take out a group of Russian hunters. Yeah, the AI was quite screwy in HOMM2, one game a severley underwhelming force decided to attack my castle that had titans and mages in the ranks.
