Heroes of Might & Magic III - HD Edition

Heroes of Might & Magic III - HD Edition

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[Walkthrough] - Long Live The Queen
By Warlard
An in-deph guide to the Long Live The Queen Campaign.
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Homecoming - Introduction
The goal of this scenario is to capture the town of Terraneus which lies underground. Your heroes are limited to 6th level in this scenario and the 4 strongest will advance to the next scenario. You choices for starting bonus are: 14 Pikemen, 5 of each rare resource, or a First Aid Tent.
Homecoming - Maps



  • Green - Friendly Town
  • Red- Enemy Town
  • Grey - Neutral Town
  • Yellow - Underground Passage

  • A# - Allied Towns
  • O# - Opponent Towns (a,b,c,d,e,f,g indicates which enemy)
  • N# - Neutral Towns
  • M# - Mirror Entrances (a) and exits (b). two-way unless stated
  • E# - Exit (a) entrance and (b) exit
  • S# - Seer (a) and the location of the item (b)
  • G# - Guard Tents (a) and the location of the Guard Tower (b)
  • J - Jail
  • X - Ambush

Homecoming - Starting Out
If you like using magic, then taking the resources as your starting bonus will be helpful in building higher level magic towers. If you're more combat oriented, take the Pikemen. I don't recommend taking the First Aid Tent since it didn't help me when I took it. Your hero starts out in the southeast corner surrounded by Pikemen and Archers. Don't worry as they will all join you for the greater glory.
Homecoming - First Leg
Head to your castle (A1) and hire an extra hero to climb into a boat and explore the water along the yellow path. The water has a lot of wood and gold which will help you build and hire troops. There are a few possibilities to get artifacts so I recommend doing this on the first day.

I suggest upgrading all of the Archers to Marksmen (buy the building to do this), and then take the starting hero (Christian) along the green path. There are a few mines and places of learning up here, including a stone mine close to your castle that you should flag. At the very end of this path is a two-way portal (M1a) that leads to a snowy area in the northwest with unguarded artifacts. What I do is send up one or two heroes to M1a and have them retrieve the artifacts. Christian's troops are better used for capturing castles and since there are no wandering stacks, you can give these heroes a fast troop stack without fear of them being attacked. Another idea is to hire a Tower hero if one is available because they don't have any penalty when traveling on snow. Even if you want to just use Castle troops, you can dismiss the Tower hero(es) when you're done with them.

During this time that Christian and the other heroes are exploring you should get the Citadel and then the Castle for the increased troop production. Then build as many of the unupgraded troop buildings as possible before the first week is up. After all, you can always upgrade them later and quantity is more important than quality at this time. At the start of the second week hire a hero, buy him some creatures, and have him travel along the purple path. There are a few mines in this area along with a school, a wandering teacher, and some artifacts that are guarded by creatures. This area isn't essential but it does provide some good resources along with a gold mine. Artifacts don't carry over to the next scenario, so it might not be worth the trouble to get some of them. I definitely recommend flagging the gold mine even if you don't want to get the artifacts. Having extra income is important, even more so on other maps where you won't have the luxury of having four towns producing income.
Homecoming - Second Leg
At the start of the second week, Christian should have gone to some places of learning along the green path and then moved on to the red path in order to take the first castle. There are two enemy castles in this area (O1a and O2a), but they should be quite easily overtaken, especially if the hero(es) who explored along the blue path came back with some artifacts for Christian. Hire troops in O1a, give them to Christian, have him continue on the red path to take over O2a and any other opponent hero he sees on the way. Just leave a hero in each of the towns to defend them as well as building and upgrading so that you can get access to the upgraded troops.

If you see a hero, press option when your cursor is over them to get a rough idea of how many troops they have or use the Vision spell if you have it. If there are a lot of troops, stay in the castle because they are likely to attack it. If you build a Citadel or Castle, you will probably win because of the protection the walls provide. If the opponent hero has just a few troops, wait until they get close and attack them with Christian. You don't want them to wander around and flagging mines that belong to you.

Give Christian as many troops as you can muster and send him along the brown path and then take O3a over. If you have played quickly, they shouldn't have very many troops and their hero should be of lower ability as compared to Christian. If you'd like to upgrade any of your troops that you haven't been able to, there is a Hill Fort that lets you do that just northwest of O3a. With O3a taken, you can breathe a big sigh of relief because the opponent is now heavily crippled. You should only see one hero appear from either E1a or E2a with a sizeable force so be ready for that by continuing to build and hire troops in O1a and O1b as well as returning Christian to the general area to help out if necessary.

The next step is unnecessary but if you want to groom the four heroes you can take to the next level, there are many places of learning along the purple path including a colloseum and an acadamy. There is also a jail as indicated by the J on the map which has a hero with a sizeable army who will join you out of gratitude. You could also use this time to further build your towns to have a big force once you head underground. By this time, having enough coins and resources shouldn't be much of a problem. I like building mage towers in each town to get access to as many different spells as possible. Make your own decision about how much time, if any, you want to spend taking your heroes to these places of learning. Doing this will make future maps easier but if you like a challenge you can always head underground after conquering the surface.
Homecoming - Finishing Up
One of the underground entrances is by the red path and is indicated by E2a and the other is by the brown path and is indicated by E1a. Pick two heroes, get all of the troops that you can, and divide them between both. Send on hero in E1a and the other in E2a so that they can defeat any opponent hero they happen to meet. You shouldn't meet any sizeable force and should arrive in the middle of this cavern with no losses but this tactic is to prevent any enemy heroes from reaching the surface where they could easily take over any undefended town. There are a few mines in the paths leading of from the central area, but they should not be important at this point.

Now put all of the troops on the hero of your choice and attack the last opponent town at O4a. Unfortunately, the ground is cursed so you can't use any magic spell above level 1. You should have so many troops that you should win easily; especially if you use level 1 spells such as Bless, Haste, Slow, or Shield at Expert level. There are no special tactics that you should use for this last fight. Just attack their ranged creatures with your flying and ranged troops and then attack the rest as they come over the castle walls while using your best level 1 spells. After you win, this scenario will be over.

If you are playing just for time, you can just rush the underground castle with your starting troops and you can probably pull off a victory in little more than a week. However, the later maps might be tougher if your heroes aren't built up enough.
Guardian Angels - Introduction
To win, you must capture all enemy towns and castles and defeat all enemy heroes. Your Heroes will be limited to 12th level in this scenario, but your 8 strongest Heroes will travel with you to the final scenario of this campaign. Your choices for starting bonus are: 1 Angel, 3 Zealots, or a Prayer Scroll.
Guardian Angels - Maps



  • Green - Friendly Town
  • Red- Enemy Town
  • Grey - Neutral Town
  • Yellow - Underground Passage

  • A# - Allied Towns
  • O# - Opponent Towns (a,b,c,d,e,f,g indicates which enemy)
  • N# - Neutral Towns
  • M# - Mirror Entrances (a) and exits (b). two-way unless stated
  • E# - Exit (a) entrance and (b) exit
  • S# - Seer (a) and the location of the item (b)
  • G# - Guard Tents (a) and the location of the Guard Tower (b)
  • J - Jail
  • X - Ambush
Guardian Angels - Starting Out
Definitely take the Angel as your starting bonus because that will make the entire level so much more easier, especially considering that Angels will make up the majority of your troops. The prayer scroll might be tempting but you will get ample opportunity to get it in a conquered opponent town and Angels always attack at maximum force anyway.
Guardian Angels - First Leg
Since this is a small map and the opponent has four towns to your none, you have to act fast before you get overwhelmed. The first step is to give just the Angel to a hero of your choice (Christian in my case) and have him follow the red path. You will see a wandering stack of angels who will join you and head north to N1, a neutral town. Hire the angels available and build a City Hall for gold. Have Christian visit each of the Portals of Glory to the left and right of N1 and flag them which does require battling the defenders. You shouldn't suffer any losses with your larger force and the blessed ground gives you expert status in every spell you know. Now have Christian follow the yellow path and have a second hero travel with him to pick up any of the chests and visit other places of learning. This hero should be one that's ready for combat so definitely don't use a level 1 hero. Their goal is S1b and the artifact that is there.

At this time, the other heroes should be flagging mines and visiting places of learning. I put all of the troops on my best magic user and used her for clearing out wandering stacks to get artifacts, flag mines, and defeating any hero that appeared from either E1a or E2a. I had the heroes take experience from the chests unless the amount offered was just 500 or so. Even though angels cost a lot of money, you won't be using any for the construction of buildings so I think it's better to improve your heroes than get gold.
Guardian Angels - Second Leg
By this time, Christian and the secondary hero should have arrived at S1b and picked up the Angel Wings artifact. Have Christian give them to the other hero and have him fly over the trees to S1a to give them to the seeker for 10 Angels. I divided them into two stacks of five Angels each and sent the hero on the green path into E2a. Likewise, I sent Christian with his Angel army along the blue path into E1a. Their mission is to conquer all of the towns underground as well as defeating any opponent hero they happened to meet. I recommend taking O1a, O2a, and O3a (not necessarily in that order) and leaving O4a for last. If you get underground quickly, the resistance will be small and your Angels will easily be able to defeat everything in your path with no losses at all.

Just as with Homecoming, this step is optional but it will make the next map a lot easier. What I did was leave Christian just outside O4a with his army so the opponent didn't dare leave his town. I then took my other heroes and had them visit all of the places of learning, the tree that gives a free level, and the Learning Stones. I also hired four more Castle heroes and did the same thing with them. In the conquered towns I built their magic towers to level 5 to get access to as many different spells as possible and had all of my magic heroes visit every one of them. I also build an Altar of Fire in the Inferno towns to get +1 power and had every hero visit them to get this bonus. At the end of this, I had four heroes at level 12 and four heroes at level 6.
Guardian Angels - Finishing Up
When you're ready to complete this map, give one of your heroes all of the Angels you have already and those you can hire from N1. Then simply attack the final opponent town. Just as with the other opponent towns, this battle should be extremely easy and you shouldn't lose a single Angel.

If you are playing just for time, you can skip training your heroes and just take all four opponent towns with two heroes, being sure to get the 10 free Angels from the Seeker.
Griffin Cliffs - Introduction
To win, you must locate and flag all 7 Griffin Towers. Your choices for starting bonus are: Golden Bow, Lion's Shield of Courage, or Endless Sack of Gold.
Griffin Cliffs - Maps



  • Green - Friendly Town
  • Red- Enemy Town
  • Grey - Neutral Town
  • Yellow - Underground Passage

  • A# - Allied Towns
  • O# - Opponent Towns (a,b,c,d,e,f,g indicates which enemy)
  • N# - Neutral Towns
  • M# - Mirror Entrances (a) and exits (b). two-way unless stated
  • E# - Exit (a) entrance and (b) exit
  • S# - Seer (a) and the location of the item (b)
  • G# - Guard Tents (a) and the location of the Guard Tower (b)
  • J - Jail
  • X - Ambush
Griffin Cliffs - Starting Out
The Lion's Shield of Courage will give the hero wielding it +4 to all attributes and is much more valuable than the other two choices so pick this and give it to the might hero that you built up in the last two maps. You don't need the Endless Sack of Gold because there are so many towns that will be under your command that don't produce troops. The Golden Bow is a great artifact but the Lion's Shield of Courage is simply better.
Griffin Cliffs - First Leg
This is another map where the enemy starts out with more towns than you and a bigger space to run around in. The only tactic that works best is for you to take out the Orange enemy (O1b, O2b, O3b) whose towns are underground. This is where taking the time to build up your heroes in the previous maps pay off.

Combine all of the starting troops and put them on your two strongest heroes. Have one hero take the purple path, take over O1a, and continue to E1a. Have the other hero follow the orange path, take over O2a, and continue to E2a. It doesn't matter in what order you take over O1b, O2b, and O3b but make sure you hold them for a week and prevent the Orange heroes from taking over any other town. There is a well by E2b so you can refill your magic points as your chasing down an errant Orange hero. Orange can be defeated in week 2 if you move fast and if your two main heroes are strong enough to not need any additional troops.
Griffin Cliffs - Second Leg
Now you can relax with most of the threat eliminated. The Tan enemy still has two towns at O3a and O4a, but they only send out the occasional scout and are easily defeated. Don't rush to take them over since they are protected by extremely strong ambushes which consist of 60 Familiars, 50 Infernal Trogs, 30 Harpy Hags, 30 Magogs, 20 Cerebri, 20 Evil Eyes, and 5 Scorpicores or 5 Efreet Sultans. I suggest not attempting this until you're ready to flag the Griffin Towers near the end of the map. The benefit to doing this is that you get rid of two very strong stationery Tan heroes that are found below G3a and G3b.

Flag the mines and build up all of your castles so you can get as many troops as possible to fight the garrison troops that protect access to the Griffin Towers. You'll definitely have the gold (especially if you build the City Hall in every town you conquered) and there are so many resources available you'll definitely won't run out.

There are two Seer quests that also require you to visit a KeyMaster Tent in order to get past the Border Guard that prevents access to the artifact that the Seer wants. You'll find the Bird of Perception at S1b that you take to S1a for Expert Eagle Eye, and you'll find the Ladybird of Luck at S2b that you take to S2a for 50 Griffins. There really is no need to get the Expert Eagle Eye as there are no heroes to learn spells from but the 50 Griffins are very valuable.
Griffin Cliffs - Finishing Up
Once you have enough creatures, put them on your one or two best heroes and have them defeat the garrison troops and then flag the Griffin Towers. You'll need to go to the KeyMaster Tent at G3a to open the Border Guard at G3b to get access to three Griffin Cliffs. The battles shouldn't be very tough as your main hero(es) will have enough magic power to defeat most of the enemies by themselves without suffering much or any losses of their own troops.
3 Comments
Silvercourage 15 Mar, 2022 @ 2:42pm 
Thanks!
ImpRoll 5 May, 2020 @ 9:23am 
Great guide, very useful esp for Guardian Angels, clever strategies overall.
Aluno Padrão 5 Dec, 2016 @ 1:01pm 
like