Heroes of Might and Magic III: The Shadow of Death/Elixir of Life

Summary
Gelu has spent many months training to become a member of Erathia's Forest Guard. For his final test, he is tasked to assemble an artifact known as the Elixir of Life. He must find the artifact's four components to keep it out of the hands of the Necromancers. (taken from game itself)

Graduation Exercise

 * Win condition: defeat all enemies
 * Loss condition: Gelu is defeated in combat

This scenario is relatively easy (Normal difficulty). As start bonus, choose Sharpshooters (20). Gelu and other two heroes will transfer to the next scenario with their skills and spells.

Scenario objective: defeat enemy (only one, red banner)

First week
We begin with Gelu in northeastern corner of map. Near, to east, there are few Grand Elves (5); also, to south there are several Battle Dwarves (10); both join Gelu when approached. After joining, Gelu marches westward, arrives near a Sawmill and Centaur Stables, frees them and recruits Centaurs. Toward west there is a road blocked by horde of level 4 monsters; leave them in peace for now. Instead, Gelu goes south on road and in day 3 conquers Strongglen (of Rampart alignment), then goes eastward where flags Gem Pond, then southward until reaches a Water Wheel (visit it); near it there is Homestead (flag and recruit Elves in order to have as more Sharpshooters as possible). Towards south from pair Water Wheel - Homestead there is Red Keymaster Tent (visit it). Hire a secondary hero; he/she gives all Centaurs and Elves (if any) to Gelu, then he/she should go southward on the road, pass by crossroads (from here a path goes to west and another to south); our heor goes south, discovering an enemy town (Tormina, Stronghold alignment); near that crossroad there are Crystal Cavern (guarded by lots of level 2 monsters), Sulfur Dune (guarded by lots of level 1 monsters) and Learning Stone (+1000 experience points). Gelu, after visiting Red Tent, beats monsters guarding Enchanted Spring (east of tent), flags it and recruits Pegasi.

At week's end:
 * Gelu - level 4 or 5
 * Strongglen - level 1-4 creature generators, City Hall

Second week
On first day of week Gelu takes all available Centaurs, Pegasi and Elves (if enough gold) and goes to attack Tormina (on the way flags Sawmill near road), conquers it on day 3-4 (has level 1-5 creature generators built, but no Citadel) and beats any hero who might left town to regain mines (if wanted, could be a tactic to have gelu finish a day outside de town, but flagging some mines to attract enemy hero out of walled town). After conquering Tormina, Gelu flags Sawmill, Ore Pit and Alchemist Lab (last is in a "pocket" NE of town). At week's end is possible to appear 1-2 enemy hero, each with one week troops (level 1-5/6) and flag mines near crossroad between Tromina and Strongglen; if so, barricade that hired hero in Strongglen with all available troops and build Citadel; Gelu should reach and crush one of that heroes (with adequate tactics only few Centaurs will be lost).

End of week:
 * Strongglen - level 1-4 creature generators, Citadel, City Hall
 * Tormina - level 1-5 creature generators
 * Gelu (level 7; bought Ammo Cart from Tormina) - 25-30 Sharpshooters, 10-15 Centaurs, 15 Pegasi

Third and fourth weeks
Gelu beats that enemy hero left (if there is any); if appears another one from west, that too, being careful to not let Tormina be captured. Afterwards he takes all available army from Strongglen (Centaurs, Pegasi and Elves), marches south until crossroad, turns west, pass through a mountain gorge (well, something like; there is Ore Pit near road; flag it). Meanwhile secondary hero flags mines captured by red enemy. On day 4 Gelu (level 8; 8-9 artifacts captured from beaten heroes; 25 Sharpshooters, 15-20 Elves, 20-25 Pegasi, 50 Centaurs; Elves and Sharpshooters numbers may vary depending on how player decides to upgrade Elves to Sharpshooters) arrives in southwestern corner of map, where is Coldsoul (of Necropolis alignment) with level 1-6 creatures in garrison, attacks and conquers it. Next he goes on road to north, pass by Subterranean Gate (at east of road), arrives at Gladeroot (Rampart alignment; guarded by level 1-4 undead and level 1-2 Rampart troops; neutre), attacks and conquers it; near town is Light blue Keymaster Tent (visit it). In the center of map there is one Pandora Box; open it with Gelu; after warning, follows a battle with 5 Sultan Efreets and 5 Master Genies; kill them for +1 Attack, +1 Defense, +1 Power, +1 Knowledge and resources (20 crystals, 20 gems, 5000 gold); with this battle Gelu should reach level 10 (maximum permitted by scenario). Flag everything with two secondary heroes (to gain some levels too because will be transferred to next scenario). After secondary heroes flagged and picked everything (or at the same time), Gelu goes underground, turns north, arrives at Blindroot (Dungeon alignment), conquers it, then goes southward beyond Subterranean Gate, arriving at a fork of tunnels (one to southeast and one to southwest; in either should be the last enemy hero); go and smash him/her, claiming victory. Scenario should end in 4-5 weeks; secondary heroes should be at level 4 or 5. Advice: if we are offered Wisdom, Logistics or Earth Magic for Gelu, take it.

Cutthroats

 * Win condition: acquire Ring of Vitality
 * Loss condition: Gelu is defeated in battle

We begin in the northwest of map (zone A) with Gelu (10 Sharpshooters). We have the city of Strongglen (names may vary) having level 1-3 creature generators, Mage Guild level 1, Marketplace, Tavern. Bonus at start: 10 Rogues or Equestrian Gloves (better choose troops)

First week
Gelu takes all Elves and upgrades them to Sharpshooters; he also takes all Centaurs and others shooters who can be upgraded at Sharpshooters, if any, from the other two starting heroes. Next he frees al mines in zone A: Crystal Cavern northwest of Strongglen, Sawmill east of Strongglen, Ore Pit further east of Sawmill, Sulphur Dune southwest by south of Strongglen. Other points of interest in zone A: two Witch Huts (visit them first with a secondary hero in order not to fill Gelu slots with skills of little importance), Centaur stables southwest of Strongglen (recruit!), Windmill, Purple Keymaster's Tent south of Strongglen (guarded by several level 6 monsters; visit it with Gelu), Homestead northeast of Strongglen (guarded by lots of level 1 wandering monsters; recruit!). Mines are flagged by a hero who follows Gelu; the other starting hero will stay for now in zone A. After finishing zone A, Gelu exits form it marching toward southeast on road, entering zone B. Immediately after entering zone B, on the left is Gold Mine; flag it. Further east is Gem Pond; flag it. More to east is a pass to north into a "pocket" with goodies, Water Wheel, Learning Stone, School of Magic, Black Market, 1 artifact; Gelu beats the several level 5 monsters guarding the entrance and picks some things laying around. Meanwhile secondary hero who followed Gelu goes on road to center of map in order to discover as much as possible, until he/she arrives at a fork in road (see image):



one to northeast and one to south, besides the one to northwest on which he/she travelled; here we have Water Wheel and Magic Well; if there are loose resources, pick them; otherwise do not attack wandering monsters (lack of troops). The road south goes into zone C; towards northeast from said crossroad there is Light blue Border Gate. Between experience and gold (chests) choose gold always.

At week's end: Strongglen - level 1-4/5 creature generators, City Hall, Miners Guild, Citadel Gelu (level 11) - about 45 Sharpshooters (Sharpshooters are divided in two stacks always in this scenario), about 25 Centaurs, maybe pack of others

Second week
Especially if there is some sign of activity from enemy (should be Tan) in zone B, move Gelu from northern "pocket" on road from Strongglen to central forking intersection where hero remained around Strongglen arrives with fresh troops (Elves, Pegasi and Centaurs only). Gelu, taking them, goes towards southeast until said crossroad, next marches south (zone C) to another fork in road, goes to east until Green Falls (Rampart, belongin to Tan enemy), conquering it; at east and northeast of town there is Holy Ground on which lies Green Keymaster's Tent. If wandering monsters want to join for greater glory accept it.

At week's end: Gelu (level 12; being around Green Falls; 2-3 artifacts) - about 60 Sharpshooters, about 60 Centaurs, about 15 Pegasi, maybe pack of others Strongglen - Castle, Capitol, level 1-6 creature generators, Miner's Guild, Dendroid Saplings (optional) Green Falls - City Hall, Citadel, level 1-5 creature generators, probable Resource Silo and Mage Guild level 2 (sometimes computer players tend to be poor builders)

Third week
Gelu, from around Green Falls (somewhere east of it) goes to north until Purple Border Guard, open it arriving to Quest Guard who lets only Gelu pass; behind this Quest Guard there is Badge of Courage; pick it. Afterwards he turns west, pass by intersection until Daggercourt (Rampart, belongs to Tan enemy), conquers it, then towards west to free some mines; there (central-west) lies Light blue Keymaster's Tent. In the meantime secondary heroes are flagging mines; one of them remains around Green Falls at end of week. All mines north of Green Falls and Daggercourt should be ours now.

At end of week: the two secondary heroes - level 5/6, some troops Gelu (level 13) - horde of Sharpshooters (about 80), about 5 Unicorns, horde of Centaurs (closer to 50), about 25 Pegasi Strongglen - same as previous week + Treasury Green Falls - level 1-6 creature generators, Resource Silo, Castle, City Hall Daggercourt - City Hall, Castle, Resource Silo, level 1-6 creature generators

Note 1: close to Daggercourt starts a road to southwest Note 2: Tan is not yet defeated; there are first signs of Red activity close to our discovered zone.

Fourth and fifth weeks
Gelu visits Light blue Keymaster's Tent. An enemy hero with strong army (roughly equal to Gelu's) enters zone B from south; Gelu will track him/her down, positioning himself so as in one turn to reach and defeat him/her; meanwhile recruit a garrisoning hero in Daggercourt; make sure we have one in Green Falls too; recruit all available troops to defend these cities against a possible attack; could be another red hero around, but he/she has a small army, so no worry. After Gelu beats that powerful red hero, he takes some more troops from central Ramparts and goes from multiple crossroads in map center towards southeast, enters dirt land, turns left (to north), arives at Blackquarter (Necropolis, belongs to Red), conquers it, then swiftly goes south passing by a Temple, arrives in southeast of map where lies Agony (NecropOlis, Red town), conquers it, then goes westward on road; at end of week he is around center-south of map, near map limit. The other heroes defend Green Falls and Daggercourt (we build Dragon Cliff in one; not really necessary). Either Agony, or Blackquarter should have (when conquered) Mage Guild level 4. Recruit secondary heroes from Blackquarter and Agony for flagging mines, visiting Windmills and Waterwheels. Keep an eye on Mage Guilds for Town Portal and Ressurection spells.

At end of fifth week Gelu (level 15): about 75-80 Sharpshooters, about 35-40 Pegasi, about 10 Unicorns, several Centaurs (could be none) Agony and Blackquarter: level 1-5/6 creature generators, a possible Mage Guild level 4

Sixth week
We conquer Forest (Rampart, Red) located in center-south-west of map, south of Daggercourt with a secondary hero; there is also a road linking Forest with dirt zone (from town to south). Gelu goes to north-east zone of map (see image)



through Light blue Border Gate, beats everything in his path, flags all, visits all (1 Marletto Tower and 1 Arena), conquers Wise Oak (Rampart, neutral; has some Green Dragons in its garrison; should be piece of cake for Gelu). Here is also Dark blue Keymaster's Tent (unguarded). In south-west of map there is Fortune Keep (Rampart, neutral); this town is conquered with secondary hero stationed in Green Falls (one of the two starting heroes) who should have 40-50 Grand Elves, 40-50 Pegasi, 15-20 Unicorns and throng of Centaurs. Other heroes flag mines recruit troops, visit stat ennhancers and Windmills/Waterwheels.

At end of week: Gelu(level 15; somewhere in north-east zone) - throng of Sharpshooters (two stacks), horde of Silver Pegasi, lots of War Unicorns Secondary hero in southwest (level 8-9): see above troops All enemies should be vanquished by now. Also, in southwest there is Dark blue Border Guard.

Seventh and eighth weeks
Note: Could be only senventh week if Gelu visited already all stat enhancers he passed by. In northeast we have Sulmand the Seer who asks for Badge of Courage; in exchange he tells us that Ring of Vitality is in southwest, kept by another seer, and gives us Angel Wings. Visit with Gelu all stat enhancers remained unchecked by him; build Mage Guilds at maximum permitted (there are some restrictions) and learn all spells available. Next Gelu goes to southwest (see image),



passes by Dark blue Border Guard, visits School of War and at last goes to Rival the Seer who gives us the much searched Ring of Vitality. As soon as we have this Ring, scenario ends.

Valley of the Dragon Lords

 * Win condition: acquire Ring of Life and defeat all enemies
 * Loss condition: Gelu is defeated in combat

A Thief in the Night

 * Win condition: acquire Vial of Lifeblood from Vampire Lord Vokial
 * Loss condition: Gelu is defeated in battle