Heroes of Might and Magic III: The Shadow of Death/New Beginning: Difference between revisions

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* a road winds to SW and is blocked by a pack of level 6 monsters on cursed ground; beyond them we see a Crystal Cavern guarded by pack of level 4 monsters (zone C)
* a road winds to SW and is blocked by a pack of level 6 monsters on cursed ground; beyond them we see a Crystal Cavern guarded by pack of level 4 monsters (zone C)
* another road goes to SE and is blocked by a pack of level 7 monsters; beyond them is zone D with Gem Pond, Sulfur Dune, Tree of Knowledge (guarded each by a pack oflevel 4 monsters), Den of Thieves.
* another road goes to SE and is blocked by a pack of level 7 monsters; beyond them is zone D with Gem Pond, Sulfur Dune, Tree of Knowledge (guarded each by a pack oflevel 4 monsters), Den of Thieves.


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* Still Water - Centaur Stables, Dwarf Cottage (if not already built at start of scenario, forget it for now), Homestead, Enchanted Spring, Citadel, City Hall
* Still Water - Centaur Stables, Dwarf Cottage (if not already built at start of scenario, forget it for now), Homestead, Enchanted Spring, Citadel, City Hall
* Gladeroot - Centaur Stables (maybe Dwarf Cottage too), Mage Guild level 1  
* Gladeroot - Centaur Stables (maybe Dwarf Cottage too), Mage Guild level 1  
* Gem(level 15): 14 Wood Elves, horde of Centaurs, variable number of Dwarves (greater if Dwarf Cottage built at start of scenario)
* Gem(level 15): 14 Wood Elves, horde of Centaurs, variable number of Dwarves (greater if Dwarf Cottage built at start of scenario)


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