All files in the data folder must be copied into the Data folder, 3DO\HeroesofMightandMagicIV\Data to get optimal benefit from this campaign. Keep a copy of the folder's original new_mod.h4r file to keep the original portraits.


KEEP IN MIND THAT:
- If you feel stuck, you should try checking the win condition. It may have changed or may indicate what to do. Or scroll down to Help Me section.
- It can save lives, if you change your hero's place (there are 7 different slots).
- It can also save lives if you choose to flee or surrender.
- You can drink many of the potions on the world map and not only in battle.
- You can use the marketplace to exchange resources.
- You should read the text carefully. Lots of hints and important information can be found in the texts (consider taking notes of certain information.)

This file also includes useful hints, if you feel stuck aswell as spoilers.

Feedback and comments, etc. can be sent to Michael Kjaer Joergensen karmakeld@hotmail.com
(Do not hesitate to express your experience with this campaign - I will appreciate it very much.)



If you like to read texts, the little incident, etc. it often pays to save before visiting quests to see the possible different outcome. Load and select another answer or don't forfill the 'requirements'/bring what they want. Remember to re-visit the quest cabins and the likes before/after you complete it - they have occasionally some funny comments.


Did you know that you can dismiss heroes, by pressing D in Army Screen? You can rename a hero in the Tavern by clicking on the heroes name and pressing Backspace.




KNOWN ISSUES / MINOR BUGS:

Map 2:
- If you abuse a certain movement bug too much, you may find yourself temporarily unable to correctly save the game. The bug in question lets creatures revisit
movement boosters many times in the same day.

Map 4:
- It is not always the Alchemist quest works as intended. At the wrong answer(s), you should be attacked by either a Magi/Ogre (depending on outcome). It may help to load and try again.
- Loromir should appear in his cave (Mega Dragon). If he doesn't, then you may try to load. Note however that this does not affect the game if he appears or not, but merely is a "graphic detail".





HELP ME I'M STUCK!! - USEFUL HINTS!!
HELP ME I'M STUCK!! - USEFUL HINTS!!
HELP ME I'M STUCK!! - USEFUL HINTS!!
HELP ME I'M STUCK!! - USEFUL HINTS!!


CHAPTER 1:
- Money and resources used to build Fort and Citadel don't count towards the main goal. In total, you need 2k Gold payed to the Dwarfs in advance early in the scenario (so they can buy some tools), then 5k Gold, 20 Wood and Ore (materials to build the Fort), 7.5k Gold, 10 Wood and 10 Ore (materials to build Citadel) and also the Gold and Gems to pay the Dwarfs with (the 2k doesn't count towards that goal). Materials for Fort/Citadel are taken as soon as you gather them (but checks for them are done only in the mornings). Checks for the final goal are continuous (requires Citadel built).
- Note that the bandits ambushing you, will steal up to 5k Gold. The more Gold you carry, the more they will steal.
- Defeat the creature banks at the end of the month. This will allow you to defeat all twice, thus earning you more resources.



CHAPTER 2:
- Fishing net to catch sprites with can be acquired at the put & take hut (trading post).
- Use the View World function regularly to spot hidden objects. Also keep an eye out for hidden Power Ups.
- Save a bit of gold along the way. You'll need some for later. Reaching max level shouldn't be a problem.



CHAPTER 3:
- Take your time to develop Bakrus's levels and skills. Certain skill levels are required at certain points.
- Discover as much of the map as you can, before you start poisioning the wells. And plan your route well. Higher difficulties leaves less time for traveling.




CHAPTER 4:
- If you find yourself having been poisoned, either read Mudgeon's biography or look for hidden Healing Potions.
- Use the View World function regularly to spot hidden objects. Also keep an eye out for hidden Power Ups.
- The neutrals' attacks on your towns are Tonwen's work. When you enter enemy territory, find and kill her as soon as possible.






Spoilers: WARNING! SPOILER INFORMATION FOLLOWS PROCEED AT YOUR OWN RISK!
Spoilers: WARNING! SPOILER INFORMATION FOLLOWS PROCEED AT YOUR OWN RISK!
Spoilers: WARNING! SPOILER INFORMATION FOLLOWS PROCEED AT YOUR OWN RISK!
Spoilers: WARNING! SPOILER INFORMATION FOLLOWS PROCEED AT YOUR OWN RISK!




























Map 1: The Apprentice

- There is a hidden Leather armor hidden behind a tree in the lower left (southwest).
- If you choose the book as a starting bonus and reach Expert Order Magic you will get a bonus in the form of Cap of Knowlegde.
- If you reach Expert Order Magic and subsequent visits Mudgeons parents' hut you get Wizard's Ring.
(Both artifacts are transferred through the entire game).
- Most/all mines (depending on difficulty) will change to neutrals 2 days after the construction of the Citadel. Construction will happen automatically once you have the needed resources (7500 gold, 10 wood, 10 ore + Fort: 5000 gold, 20 wood, 20 ore). Citadel can be constructed from day 24. All Golems put to work in any mine will also be dismissed on that day.
- (For Expert/Champion) Creature banks (Forest Glenns etc.) respawn 1 month and 1 day after being cleared. So don't clear the banks on the last day of month 1.
- You'll get a little more resources from defeating the banks near the end of first month and then again near the end of second month, than from defeating them only once (near the end of second month).















Map 2: The Final Test

- If you catch all 5 fish in the put & take lake, you will find some weapons a fish has swallowed and get + 1 luck bonus (carried over). Note: The number of attempts it takes to catch all the fish will vary from game to game.
- Fishing net to catch sprites with can be acquired at the put & take hut (trading post).
- Remember to visit the elves after the white tiger quest is completed, to get access to the forest's heart.
- Hidden Ruby of Offense can be found among Treetop Lodge.
- Visit the Ent who is plagued by mice after the falcon is sent off to get the reward from the Ent (+ 1 level) or one Nature/Scouting skill if level cap has already been reached.
- Remember that you can buy various useful Potions at the blacksmith.
- Scroll of Endurance is hidden next to Training Grounds. Equistrian Gloves are hidden behind trading post and near unicorns.
- Rescuing all 16 White Tiger Cubs will result in a reward choice between +1 Melee Skill/Scroll of Summon White Tiger, +1 Archery Skill/Arrow of Stunning and +1 luck.
- Saving more than 11 White Tiger Cubs will result in a lesser bonus. Avoiding losing any along the way, will grant you a +1 luck bonus.
- If you keep White Tiger Cubs out of combat, untill the White Tiger quest has been completed you can earn a +1 moral. Else a -1 moral penalty is carried over.
- The first Tiger Cub gets eaten on day 16 or the day after you start the Troll quest. 2nd stack will eat a cub on day 18 or 2 days after quest start. 3rd stack on day 19/3 days after start. 4th stack on day 23/7 days after start. 5th stack on day 25/9 days after start. Novice/Intermediate gets an extra day with the first 3 Trolls.
- In order to save all 16 Cubs, you need to end your turn 1 tile away from Quest Start, and kill the northen stack of Trolls first. Then move downwards. Troll stack near Goblin Knights/Unicorn has no White Tigers.
- Make a chain of the White Tiger Cubs you save along the way, back to the Blacksmith, to purchase more potions, while attempting to save the rest.
- If you choose to leave behind the Mana Preserving Ointment, managing to save all Tiger Cubs by the 3rd troll stack, will grant you a Mana Potion.













Map 3: Don't Pee In The Water

- If you burn down the tavern, you get Fireproof boot + campfire. (Alternatively, visit the tavern on Day 5).
- You can always reclaim your start town without fighting. The monks are loyal to Bakrus (Bakrus only), they just need to be reminded that he is still on their sidez (Note: Doesn't work if any enemy hero is staying in the town).
- If Bakrus carries troops (not monks) for 5 days, he is attacked by a large group of ghosts and WILL die. He (Bakrus) can not complete his task if he is not alone, but if he has monks and other troops with him or just keep them close, Bakrus won't be attacked by ghosts, but can stand a better chance of defeating the wandering monsters. Once he starts poisoning, Bakrus can't end turn with his troops for X days in a row, but he has no problems travelling with them.
NOTE HOWEVER that Bakrus can not use his stealth skill if he has troops with him.
- Your opponent will gain access to the northeastern city when you have poisoned the first well. (except on expert/champion)
- You can beg/commit burglaries in houses in Farmerville, depending on whether it is Bakrus/Monks or Kineta/bandits who visit the houses.
- The quickest route to poison the wells is: Angel Falls/Vail's Gate, Dursey, Lenceros, Paradise, Farmerville and the water source
- With 2 Equestrian's Gloves and GM Pathfinding Bakrus gets 45 movement. Bandits increases it to 46. Rally Flag will increase it to 48 for a month. Visit Stables to increase to 58 for two weeks. Daily Endurance spell gives an extra 6 = 64 movements. Visit a Trough to reach a total of up to 78 for one day.
- Entering a mine costs no movement points (except for approaching it). Exiting a mine costs no movement points either.
- On Expert and Champion you're not allowed to attack enemy towns. 
- Once you start poisoning, you're also not allowed to flee/surrender (Expert/Champion).















Map 4: The Homecoming

- In the lower right corner is an Emerald of Speed, behind the trees with the purple bird.
- Some purple songbirds may indicate hidden objects.
- In the upper left corner is an Emerald of Speed to the right of the tunnel.
- Find Hubert's missing bones (kill the 3 ceberus) and don't search Ezsebeths corpse (let her skeleton be). Go to the cemetery, then Mudgeon buries the villagers (when the "curse" is lifted) to get a hidden bonus (up to +3 morale) which carries over throughout the game.
- Find the enchanted frog (just above 'Muuhtant son') and raise his curse to get Unnatural Shield/Armour (carried over throughout the game)
- Altar of Nature Magic is 'hidden' to the left of the Hydra Pond in the swamp.
- Find the soldier's Halberd and deliver it to him within 7 days to get +2 luck bonus, carried over throughout the game (do not scratch it, by letteing Loromir use it as a toothpick first).
- Visit the soldier before approaching his Halberd or you'll miss his +2 luck bonus.
- At Cloverfield, you can find a Four Leaf Clover (+1 luck).
- The neutrals' attacks on your towns are Tonwen's work. When you enter enemy territory, find and kill her as soon as possible.













Map 5: Friend or Foe

- To the east, below Red's Garrison, follow the path between the trees, to discover a hidden path (to the pyramid) - Not on Expert/Champion..
- Visit the dying Tree of Knowledge near Stronghold town to gain +2 levels with a single hero.
- In the underworld, follow the lower route to reach Sandor and the Demonary.
- Novice: Don't miss the quest hut near where Moorgue starts. You won't be coming back down there!
- Consider buying some secondary heroes, either for the extra spells or the extra income.
- Don't waste your time looking for Ice Bolt or Firebolt. They were banned from this map along with some other spells that would be too good or totally useless on this map.
- Vials of Poison ignore Magic Resistance, which makes them quite effective against enemy heroes.