Author: Andrew (Moscow, Russia), 20-01-2017 21:48

fix - Gelu the Necromancer ult ed - Heroes 3 map

the map seems to be interesting though more...


Author: Andrew (Moscow, Russia), 20-01-2017 21:46

Not yet fixed - Gelu the Necromancer ult ed - Heroes 3 map

I thought this problem with tan player freeze wouldn't touch me, yet I was wrong. Steel freezes as of Jan 20. more...


Author: Don , 20-01-2017 19:08

Enviroment Slave, efforts are much appreciated. - Puritania II - Heroes 4 map

I hear ya Loud and clear, the most time consuming part of creating a world is indeed the enviroment. more...


Author: Zix (Novi Sad, Serbia), 20-01-2017 16:25

game crashing - Under The Griffin's Claw - Heroes 5 map

the game is crashing on month 6 week 1 day 6 , tried to change order of play from 060101 , tried to change a lot of things , tried on other PC , so I can try to play again , on Heroic also , so far it was good , played with Necro more...


Author: Synesthesiac , 20-01-2017 09:11

+ - The Empire of the World II -Era Edition - Heroes 3 map

I have been trying to figure out a way to beat him on anything but easy all night long. No matter what I do, his stacks are spread out across the board in such a way that in a couple of rounds, I have nowhere to move. And it's not like I can kill an entire stack at once. I have No Retaliation, more...


Author: Lpro , 20-01-2017 01:45

Author - Dragon Lord - Heroes 3 map

Thank you for commenting! Glad you enjoyed the map! more...


Author: michel (France), 19-01-2017 20:45

answer 2 Keµµ - La cordee-haven-2017 - Heroes 5 map

Ok Keµµ, Please can you go to the region ( like the picture ) ( the red region ) with the player 1 ( your player ) This will open the fog of war of the first floor map, so you will be able to see which player triggers this bug
Keµµ peux tu aller sur la zone indiquée sur la photo avec ton joueu more...


Author: Polina (United States), 19-01-2017 18:18

Awesome map! - Dragon Lord - Heroes 3 map

Great map- Thank you! more...


Author: Кецц (Moscow), 19-01-2017 13:45

not ready to play. - La cordee-haven-2017 - Heroes 5 map

On a second week map breaks during the move, fails when trying to load the previous autosave. more...


Author: maygwan , 19-01-2017 09:43

Working with others - Conquest of Heaven and Hell - Heroes 3 map

I have done this before i worked on the Masters of Sighisoara campaigns and it takes a long time to complete maps, Sometimes 2-3 years. Also this map took me 6 months just by itself. I admit my story telling could definitely improve and is my Achilles heal when it comes to maps. I will probably stil more...


Heroes 7 (VII) - Maps Heroes 6 (VI) - Maps Heroes 5 (V) - Maps Heroes 4 (IV) - Maps Heroes 3 (III) - Maps

Heroes 5 walkthrough campaigns

You can send your walkthrough campaigns on Email: evgkuz@yandex.ru

Download -> Heroes 5 - game saves - 3,57 kb


Campaign 1 - The Queen

Campaign 1 - The Queen
Mission 1 - The Queen
Mission 2 - Rebellion
Mission 3 - The Siege
Mission 4 - The Trap
Mission 5 - The Fall of the King

Campaign 2 - Inferno

Campaign 2 - Inferno
Mission 1 - The Betrayal
Mission 2 - The Promise
Mission 3 - The Conquest
Mission 4 - The Ship
Mission 5 - Agrael's Decision

Campaign 3 - The Necromancer

Campaign 3 - The Necromancer
Mission 1 - The Temptation
Mission 2 - The Attack
Mission 3 - The Invasion
Mission 4 - The Regicide
Mission 5 - The Lord of Heresh

Campaign 4 - The Warlock

Campaign 4 - The Warlock
Mission 1 - The Clanlord
Mission 2 - The Expansion
Mission 3 - The Cultists
Mission 4 - The March
Mission 5 - Raelag's Offer

Campaign 5 - The Ranger

Campaign 5 - The Ranger
Mission 1 - The Refugees
Mission 2 - The Emerald Ones
Mission 3 - The Defence
Mission 4 - The Archipelago
Mission 5 - The Vampire Lord

Campaign 6 - The Mage

Campaign 6 - The Mage
Mission 1 - The Defiant Mage
Mission 2 - The Liberation
Mission 3 - The Triumvirate
Mission 4 - The Alliance
Mission 5 - Zehir's Hope

You can send your walkthrough campaigns on Email: evgkuz@yandex.ru

Download -> Heroes 5 - game saves - 3,57 kb
Game-saves will allow you to play or replay any campaign. Obviously, playing all campaigns in order is strongly recommended if you want to enjoy, and understand, the plot.

Leszek at 2012-09-04 07:23 wrote:
Campaign 6 mission 3 - Heroes 5
I got the first town and if I go further a hero attacks me with a two times better army. When he disappeared, I got the second town. Then he appeared again, took my first town and stroke on me. What should I do
zachery at 2012-07-17 20:03 wrote:
walkthrough: campaign 6 the mage mission 1 the defiant mage

at first,zehir in one of tha mid- west parts of the map. you will have two objectives: to capture kadashman, once the mage city of sihaam (do you remember, the invasion mission on the necromancer campaign' the city of sihaam' the only one that didn't have one of the 4 arifacts?) and to reach level 10. about the second objective, first go noorth in the map, there will be a buttload of treasure chests. plus fighting the infernal creatures guarding them, you sould easily reach at least level 9, and on the way you could gain te 10th one. anyways, go back south and continue the trail a bit to the north. at some point there is a cross roads. in the south, the path rounds up a bit, and kadashman should be there. pass the light garisson and then (best to avoid the necromancer guarding the city - my case was raven. take the undefended town and finish this easy mission.
Badesh at 2011-10-31 19:40 wrote:
I had the same picture, couldn't find an answer for hours either. It's located at the South west, before the Gate to the heaven outpost. That round thing on the left of the picture is not a lake but a Tree. Hope this helps.
Ray at 2011-10-05 19:47 wrote:
So I am completely stuck on the "Expansion" ; quest....I cannot for the life of me find the tear of asha. Here is what my puzzle map shows..


http://i.imgur.com/5 eBxH.jpg
bob at 2011-08-04 12:08 wrote:
When i have betaen Nicolai in mission 5 "The Vampire Lord" Heroes 5 The Might and The Magic, The game restarted to mission 1 again. My question is : Is it Game Over and I have finished this game?
Mateus at 2011-07-31 00:51 wrote:
where i paste that "Campaign.sav&q uot;
Ena at 2011-06-12 18:09 wrote:
i could't pass the 1 level the trap, and you help me. this is great. thanks
Dior at 2010-11-29 22:36 wrote:
How in god's name do I activate the cheats I have version 1:50
Guest at 2010-10-27 06:26 wrote:
I'm playing the Warlock campaign second mission. I got all 6 obelisks but the puzzle doesn't work. It's just like a blue screen. I tried digging at the Xs that you got on your map but it didn't work. Can anyone help?
reid at 2010-10-19 02:43 wrote:
a tear for ossir, where is it?i have killed all the enimies so i am alone on map but the road signs say it is at the crypt but have been there and no tear :(
Gandalf at 2007-02-10 15:04 wrote:
Hi All,
need help in THE MAGE MISSION 4
i have defeated Isabel and had the game saved and the demo, but i didnt move to mission for...
plz help
olivier at 2007-02-02 21:25 wrote:
hello everybody, I am stucked with infrno campaign 4 the ship.
the final town is too strong for me
plz can somebody help me
Michael at 2007-02-01 13:06 wrote:
Walkthrough Campaign 6 "The Mage" - Mission 4 "The Alliance"

Walkthrough Campaign 6 The Mage - Mission 4 The AllianceYou control three heroes for most of this map, Godric (starts at 1), Findan (2) and Zehir (3), and lead them through a map with makes some attempt to break things up into three parts. It doesn't work all the time and I kind of missed multi-hero armies playing this map, but it was still fairly enjoyable. At the start you might notice that Findan has been reduced to the level cap from the previous level (25) even though he was probably a number of levels higher (31 in my case). This means you'll probably get a level up without being offered any skills or abilities, which is a bit weird.

Similar to the previous mission, this map offers tiny neutral stacks which poses more challenge in the boredom department. The AI features very little resistance. It is impossible to level all your heroes to the cap, and you will probably stop at level 28 even with the help of two Sylanna's Anicents. There are quite a few stat bonuses to pick up (a total of 19 stat points), but to make all heroes visiting all of them is another challenge of your patience.

Your enemy at the start this map is far more terrifying than the AI engine - it's the ridiculously long enemy turn times. Despite having more than adequate system specs I'm not the only one who has experienced this, though I guess things might be acceptable if you have a really, really good computer. Given this, your first task is to knock out teal player which will speed things up a bit. Send your three heroes straight for the nearest towns at 4, 5 and 6, ignoring anything which isn't directly on the path to those towns. So you will end up flagging a few Saw Mills, Ore Pits and others. They will come in handy.

After that, Teal's only town is at 7 which Findan should be able to capture within a couple of days by heading east then north then back a bit. A message saying that Teal player has been defeated should pop up soon after that. In the meantime, sent Godric to capture the Tan towns at 8 and 9 while Findan captures 10 and 11. Finally, the AI turn time should be at a manageable level. In case you're wondering why I haven't given you any tips on how to capture all this territory, it's because you don't really need any. The AI is pathetically weak and even on heroic I was able to do all these battles simply by using quick combat.

Once you've captured all the towns, save the mission objective at 17, You can now concentrate on getting Zehir up to the level cap, if you so desire. If you don't want to bother with doing this, you can finish the map pretty quickly from here. Simply build up your forces at one of the haven towns for a week or two to get through the garrison north of 16 (still quite easy). Once you do this you'll meet up with Raelag and Shadya - the heroes from the Dungeon campaign. I don't know about you but I developed Raelag to an insanely powerful level of destructive magic, with a particularly nasty empowered meteor shower which did nearly 1400 damage, 2800 with a successful (Warlock's) luck roll. (Note: patch 1.3 made it possible to have Warlock's Luck on top of Empowered spell.) Agrael's spells make the battle to get to and capture 17 ridiculously easy so you can finish the map right here if you like. Even if you didn't build up Raelag very well, the final battle isn't very tough so you can possibly just finish it on your own, especially if you use Zehir's summoned phoenix.

Some people experienced a buggy Isabel with a ridiculously large army (But still manageable since the player has unlimited resources and time to outgrow Isabel.) If the game functions normally, Isabel has a quite-small army and can be possibly rushed even with the hero's starting army on heroic.

Alternatively, you could take a little more time and get the most out of the map, which might make the final battles a bit easier, especially if you prefer to use Zehir. Gaining new levels when you're in the high 20s isn't so easy. If your Zehir is still weak, you can concentrate on building him up. Otherwise you can spread the experiences evenly to Findan, Godric and Zehir, to make them all level up to 26. The neutral stacks are so ridiculously small, so you have to convert most chests into experience.

There are still large sections of the map which you haven't cleared properly. Start going over them with Zehir until you reach level 28. Level 28 was a good level for me, because I finally got arcane omniscience.

I found this skill rather useful - being able to cast summon phoenix, puppet master and resurrection in the same battle is as fun as it sounds. (Actually, you could cast all that as early as mission 2, if you max Zehir's Light and Dark.)

That isn't the reason I singled out level 28 for special treatment. There's two Sylanna's Ancients on the map, which means once you get to level 28 you can use these trees to get you to the level cap. One of the trees is to the east of 13. You get here by going through the portal at 12. The portal has 4 entrances/exits, one at 12, one to the east of 13, one to the north of 13 and one at 14. The area at 14 houses the red keymaster tent which will get you out the gate to the north of 13. There's really not much more to this map than that, other than the odd stat booster. Give both Zehir and Findan level ups from the Sylvanna's Ancients and then finish the map as described above.
Thanks CH.
Sasha at 2007-01-25 20:13 wrote:
to: Caleb
Use magic.
Except for that defenders of the lock should have advantages before attack units.
Caleb at 2007-01-25 18:16 wrote:
when I attack a sylvan town that has a moat and I try to move my units into the castle the farthest they can go is onto the moat. When I move my units on the moat they are "entangled" ; by the moat and I can't move them and they are dealt damage until they are dead. Is there any way to get into a Sylvan Castle(besides flying units) without waiting for the drawbridge to be destroyed?
Lyssa at 2007-01-23 01:52 wrote:
Thanks, Winterfate. As I indicated, I eventually figured out to do that - once I weathered Zoltan's initial assault, by hiding Zehir in my castle, the rest was fairly straightforward. Speed is essential, but setting out prior to that early assault is suicidal. The castle walls and towers limited the number of imminent threats, and Counterspell prevented them from getting back up again.
winterfate at 2007-01-21 10:54 wrote:
to: Lyssa
Now that is one heck of an army. If memory serves me right, you have to upgrade to a Castle, expand (as best you can) with a secondary hero and have Zehir guard the town.

I played it in Normal and the attack came at around week 3 (so I had a little more time).

P.S: Expand quickly! They have three towns (if I'm not mistaken. So until you do take at least one of them, he has the numbers advantage).
paladin at 2007-01-20 15:35 wrote:
Stuck again because of another bug. There are too many good games around to fret any more on this one. I'll try to remember the the good times on earlier versions. Good bye.
Sasha at 2007-01-20 12:10 wrote:
to: Tomas
Objective for mission "The Siege":
1) Clear the area of enemy scouts
2) Build a Jousting Arena and upgrade it
3) Defeat the enemy army (later during the mission)
4) Isabel must survive

And to look message from "Michael at 2006-08-05 12:38 wrote:" below.
Lyssa at 2007-01-19 22:45 wrote:
That's a great walkthru for 6:2, but it neglects two things: (1) The question I asked, about the huge army that comes through at week 2, and (2) the fact that Summon Phoenix is not always available from the first map (In addition, I took Advanced Summoning at Level 2, and was not even offered Expert Summoning before capping at Level 10). I hate the idea of having to replay a map until I get exactly the right hit on the RNG (Expert Summoning by Level 9, and Summon Phoenix in that first town).

Note: I did manage to finally survive that battle, on Easy, by holing up in my home town during the entire second week - the enemy stalled to flag all of the mines, and didn't reach my town until day 2, week 3, and the extra troops, the castle towers, and the Counterspell, allowed me to survive the battle (barely). I'm assuming that it's the hero's special ability that prevents you from using the same spell more than once in combat; fortunately, it did not affect the Counterspell ability, as otherwise he had enough mana to Raise Dead indefinitely, and enough power to revive any of his stacks from completely eliminated, to full strength, at one spell. All Zehir was able to do was Summon Elemental at the beginning, and keep Counterspelling to prevent the Raise Dead from returning his army to full strength after every stack I killed.

Once I was able to survive that initial onslaught, the rest of the mission was easy - I'd even say TOO easy, tbh, but that's probably because I was playing it on Easy difficulty.

I prefer to play on Normal, because that's the level at which the designers declared it to be 'balanced' ; anything higher than that, I don't particularly care to even try. However, I'm wondering if this map might be one that is easier on a harder difficulty level, because it would make larger Neutral stacks to keep the AI from storming your initial town too early.
Tomas at 2007-01-19 21:55 wrote:
Campaign 1 mission 3 - The siege. I've ran this level 3 times now and after killing every mob on the map there is NO win triggered. No final red boss triggered either. I've tried to enable cheats just to pass the level but version 1.4 doesn't seem to allow them. Any advice?
Michael at 2007-01-19 13:26 wrote:
Walkthrough Campaign 6 "The Mage" - Mission 2 "The Liberation"

Walkthrough Campaign 6 The Mage - Mission 2 The LiberationThis is quite a fun, large map, though not particularly challenging, and if you think it's a bit familiar you're not imagining things! It is a remake of C3M3 map, with the removal of certain features (such as the Sylanna's Ancient) and the addition of quite a few artifacts.

Your first goal should be to flag some mines nearby, including the Saw Mill and the Gem Mine. There is a Sulfur Pit a little north. When you head south, you will enter the Inferno terrain. Here you can flag some more mines. When you head to the very south, you can grab two abandoned mines at 1, which are always 1000/day gold mines.

Thanks to Summoning (phoenix when you have the mana, elementals otherwise) Zehir should have no trouble taking on neutral stacks (except perhaps cerberi and succubi) with just his starting forces and what you can hire from the town on the first day.

Note: On heroic, you can actually leave almost all units at home, but just bring the gargoyles with you. Split them up to multiple stacks of ones (hide the reserve stack to avoid heavy casaulties). You go into battle with 6 stacks of 1 gargoyles. If against a human player you will soon be fried, but the AI enemies usually target the elemental replacements as they are more "worthy to kill". This way, you only lose a few useless gargoyles in each battle, even against lots of liches or cerberi. Since patch 1.3 increases the mana requirement a lot, you should try to avoid Summong a Phoenix (35 mana) if you can handle things with just Elementals (17 mana).

Be sure to avoid the pictured area (2) on the way down... it's simply not worth fighting a hoarde of succubus mistresses for the sake of a level 3 spell and a pile of ore! Also ignore the large arch-devil and pit fiend stacks on the east of the island as they aren't guarding anything important, just a shortcut to the south.

At about the start of Week 2, an enemy hero will probably attack from the north. This is nothing to worry about - even on heroic difficulty I was able to repel him with just what I had hired in the town by the end of the first week and a hired hero. If you're worried, though, then keep your main hero within a days walking distance until you get attacked. There will be no subsequent attacks. (On patch 1.3 heroic, there will be one more, quite a tough one actually (like outnumbering you 5 to 1). But that won't arrive for another two weeks, and your phoenix and elementals should be able to take care of them.)

Also, be sure to enjoy this town and build it up properly because it'll be the only Academy town you get to play with for the entire campaign (with the possible exception of this map's objective - Al Safir (11) - depending on the order you capture the towns in). I would definitely recommend building the Arcane Forge and messing around with the Artificier special ability, because it's quite fun. They take quite a lot of rare resources to make, though. It gets 50% cheaper if you wait until you get the pendant of mastery (sometimes offered on the map at 7).

I recommend giving your shooters luck and higher initiative your Rajas' speed and initiative and your golems/gargoyles health and defence. My Djinn's always die so I don't know what's good for them - health/defence artifacts makes too little difference. For the third slot it depends on the creature, +health is good for low level creatures, morale is good for titans and raja's but you want at least one of your creatures to reduce enemy defence. Experiment yourself, particularly when you hit the level cap as the power of your artifacts depends on your Knowledge points. If you can buy some artifacts that increase knowledge, put them on Zehir and then make the equipment.

Note: In recent patches (at least in 1.3), you can no longer build up the mage guild of your starting town past level 2. This is rather inconvenient as you lose the chance to learn Resurrection early on, and you cannot even Summon Creature until you take one of the cities on the southern continent.

Once you've cleared the large peninsula that you start on and built your town up a bit, it's time to enter the portal at 3. There are exit points at 4, 5 and 6. Your exit point is randomly determined. The map is very open-ended at this point, but I recommend that you head to 5 to start with and go south until you find the path to Yafia, the town at 7. It shouldn't be too hard to take this town. Clear as much of the surrounding areas as you feel like. If you picked Expert Dark Magic, Sandro's Cloak may be handy to you (to mind control undead and Titans).

There is one little trick (only applicable prior to patch 1.2) which is fun to use to take on large-sized neutral creatures is pictured to the left. Place your master gremlins in the corner of the battlefield with steel golems placed diagonally in front of them. This means the only creature (large) neutrals can attack is the golems. Let your gremlins repair the golems while your phoenix pounds on the attackers (golems defend) and when the attacking stack starts running out of steam stop attacking it until all your golems are repaired. You can take on stacks many times your size without any casualties in this way.

When you're done head to the portal at 6, to go to 3 and summon some creatures if you need to. Otherwise follow the path towards portal 4 until it branches off towars Ulamburiash at 8. This was a rather useful town for me - the AI seemed to forget to hire dragons so there were a bunch left over for me to give to a secondary hero. (the recent patches has improved AI's building and hiring, so this no longer happens.) The area to the south west of this town has two skill boosters - spellpower and attack/defence - which are worth grabbing.

Note: Somtimes, you can see NO teal AI hero defending a castle. This is because that there is a cap of the number of heroes AI can have. Somehow AI likes to hire new heroes in the southern continent, which is blocked off by two very powerful stacks of neutral creatures. When all available AI heroes are trapped down there, the main continent becomes yours to explore.

You are theoretically meant to capture Al Safir (11)at around this time. I wouldn't recommend it. The town (at least on hard and heroic) starts with a large head start on you in the creature race and even if you take minimal casualties and hire every creature you can from your main town you will be massively outnumbered. Even a summoned phoenix can't turn odds like this, unless you can somehow outlast the assault while casting Frenzy and Puppet Master like mad.

So I recommend you ignore that objective for the time being. Build up your two necropolis towns if the AI hasn't done that for you, and move Zehir back down to the shipyard near 1 (after flagging as many mines to the east of the town at 8 as you feel like - remember, high level artifact crafting burns through resources). Hop on a ship and head to the large island to the south. There's not much to do on the seas, the only stat booster is a knowledge one and you should have plenty of spell points by now. The first town there is Newpost (Haven) which isn't your aim. You can't see it now, but one of the map objectives (unlocked when you catpure Al Safir) is to capture the town Lorekeep at 9.

If you land on the west shore of the island, you will be greeted by a large number of cavaliers (on heroic you will see more than 200). Don't even think of landing on the east -- it is worse. If you have Expert Dark magic and learned Frenzy / Puppet Master from the previous mission, then you should be able to pull off unharmed.

Head head over to Lorekeep. It shouldn't be too tough to take over, just expect some losses. That's to be contrasted with the insanely tough stack of wraiths guarding the east shore. In my game there were 1000(!) of the beasties, which was way too much for me to handle. (Unless again, you have Sandro's Cloak + Expert Dark!) In the earlier game versions, Lorekeep was called "Undefined" ;; this is corrected as of patch 1.3.

After taking Lorekeep you'll get a cutscene. Before leaving the southern island, build up the Mage Guild in Newpost to level 5, and see if you can learn a few good high-level spells. On patch 1.3 this is the only other town on this mission that builds mage guild past level 2.

You're pretty much done with the map. The force in Al Safir will be truly formidable by now, though, so I suggest you gather as many troops from your necromancy town as possible and put them on a secondary hero. Head both these heroes to the portal exit at five and along the road towards Al Safir. If you want to go back to your Academy town to pick up some more creatures, the portal at 10 exits just north of 2. Weaken the Al Safir defences with your Necropolis troops (which should be fairly substantial given that you have had at least two towns worth of growth going into them) and then finish the map off with Zehir.

If you use only Academy units, you will be outnumbered about 2 to 1. The good news for you is that the castle is not defended by a hero (not even level 1). Also, if you can Frenzy or Puppet master some of the huge stacks, you will be surprised how easy this fight can be.

As a final comment, the creature dwellings in this map are odd to say the least. There's 3 high level haven creature outposts, one footman dwelling and a couple of random inferno dwellings on your starting island. I totally don't understand... would it have been so hard to give you some Academy dwellings?!
Thanks CH.
Lyssa at 2007-01-18 22:11 wrote:
I'm playing on v1.4, and I'm stuck at the beginning of Campaign 6, Mission 2 (The Liberation). On week 2, Day 1, an enemy hero comes through the portal just north of my starting town with like 50 vampires, 280 skeleton archers, over 100 plague zombies, and 80 spectres. I can't even kill a single stack of his creatures before he wipes out all of my creatures, and their elemental replacements. How do you survive past this initial onslaught? I lowered the difficulty level to easy, thinking this might help, but I got attacked by the same size army.
Lyssa at 2007-01-18 21:54 wrote:
I'm playing on v1.4, and I'm stuck at the beginning of Campaign 6, Mission 2 (The Liberation). On week 2, Day 1, an enemy hero comes through the portal just north of my starting town with like 50 vampires, 280 skeleton archers, over 100 plague zombies, and 80 spectres. I can't even kill a single stack of his creatures before he wipes out all of my creatures, and their elemental replacements. How do you survive past this initial onslaught? I lowered the difficulty level to easy, thinking this might help, but I got attacked by the same size army.
Michael at 2007-01-11 18:41 wrote:
Walkthrough Campaign 6 "The Mage" - Mission 3 "The Triumvirate"

Walkthrough Campaign 6 The Mage - Mission 3 The TriumvirateWalkthrough Campaign 6 The Mage - Mission 3 The Triumvirate underground

This map feels a bit like the missing sixth map of the Haven campaign. Not only do you get Godric back, but three out of the four towns you can capture are haven and all of them can be fully developed. So you'll be running around with Haven troops and a high level haven hero which is slightly odd for the middle of an Academy campaign. This is also a map which quite a few people seem to get themselves stuck on prior to patch 1.2 (due to bugs), so pay attention and make sure you do things in the right order!

Head along the path east. If you turn south, you can pick up 66 available peasants. If you prefer a speedy conquest then you can ignore them, and take your first town a few days early. The garrison is not supposed to be fought now. Your first objective is to free Godric from underground, and there's a little sign here pointing towards his dungeon. The army in the garrison is meant to be very difficult to defeat with your starting forces, but if you built your Zehir right (pheonix, resurrection, puppet master, etc.) then it is still managable. So ignore the garrison for now and keep going east to take the stairway down.

Once down there head straight east, flagging the mines as you go. Veer south with the road, until you hit 2 where the prison sign is. Turn west and at the end of the passage at 3 is Godric's prison. Release him and give him the peasants if you have.

You can send Godric west to flag the Haven creature dwelling at 4, and take Zehir the long way around the underground (east then over to 4 via the southern passage) to pick up all the goodies. You'll be much more starved of resources than experience on this map, so be sure to pick gold over experience.

Send Godric above ground as soon as possible, and enter the garrison. The troops in the garrison will join you (the only time on the map that any Haven troops do, though) and you're ready to start the main part of the map.

Godric should head over and capture the town at 5 while Zehir is still coming out of the underground. Once he's done that where you send your heroes is pretty much up to you. There's no pressure on this map at all and you can complete the objectives at your own pace. The only thing I would keep in mind is that you will be quite resource short, so don't get the upgrade buildings yet. You will also not have enough money later to buy all the available creatures, so you can actually ignore two out of the four Haven towns (, , , ).

Since there isn't any significant AI army out there, you can send out Godric very soon. Whenever you go to 11 and visit the Redwood Observatory, Findan will join you and the mission becomes even easier. With Findan you can capture the remaining towns in a week or two!

You might find that you have a lot more resources than gold - the trading post just near the town at 5 is a great way to convert those resources. There are a total of 3 Sylanna's Ancients (level up tree) on this map, in 6, 12, 14, so you can skip a lot of small neutral stacks. The area at 8 is probably the most useless detour of any map ever seen - nothing there but a Stable at the entrance, and some not-so-good views.

You should be getting quite proficient with using Zehir's summoned phenix by now, for two reasons.

The phoenix is very durable, but it has a weakness to wraith's (the glowing upgrade) Harmful Touch or a pit lord's Vorpal Sword. Don't lave the pheonix within their reach. Here is a fairly evil combat set up to get the most out of the phoenix:

It's a little tough to see there, but it was a stack of inquisitors in the corner surrounded by three 1-unit peasant stacks. I kept my larger stack of peasants off the battlefield and a backup stack of crusaders off too. Put a firewall in front of these units and a phoenix next to them and you're practically invincible. If a peasant dies you just get an elemental stack in its place (thanks to Zehir's ability) and between the firewall and the phoenix nothing survives long enough to get through to the inquisitors, who cast haste on the phoenix and then shoot any survivors. Against strong shooting troops, you can make sure your phoenix travels the battlefield in one turn by making sure there isn't enough room for it on the two back rows (where the phoenix normally summons). Even if you only have small sized creatures, you can block all the space off by spreading out the creatures two spaces apart on the 2nd last row in the tactics phase.

Once your hero has captured 9, you might want to send him on a boat to 12, where there's another Sylvanas Ancients, a hill fort to upgrade your creatures and a most-welcome gold mine. There is a fairly useless Necropolis town at 13 (don't build anything except a town hall, plus some mage guilds if you're looking for spells). There are two gold mines to the NW of the town, plus an artifact merchant.

Once you've explored the map, hit the level caps and sent your hero's around to gather as many stat boosters as you feel like (there's a couple of useful spellpower boosters around 13), then get ready for the final battle at 15 which is a 3-stage attack. Zehir and Godric each fight Markal on a normal battlefield then Findan finishes him off in the town. You don't need to do anything to make each of these battles happen (except walk towards the town at 15) but if you have not found both Godric and Findan the game will crash at this point.

These battles are not very hard, but you should bring as many creatures as you can afford. Turning peasants into marksmen is a good idea if you can afford it. Markal may cast puppet master, which can get annoying, particularly on your phoenix, but it is not a problem if you have expert-level Mass Cleanse (Your sprites' cleanse level is too low, so forget about it). (Markal does not cast it always. Sometimes he does nothing but regular attack!) Actually, there are better things for Zehir to do (after Mass Haste and Mass Slow) -- Banish. It is a feat to be picked up in Summoning Magic. With one Banish, you can instantly unsummon ALL of Markal's summoned creatures on the field!

You can split your Haven armies in three parts. Among them Findan will face the hardest challenge (a castle assault), so flying and ranged units are most useful for him. Your priority in these battles is to kill the starting troops. Ignore the undead summoned along the way - they all disappear when the starting troops are all gone. Once you finish each of these battles (if you lose, just wait around another week or two to build up your forces - there's no time pressure) you're on to the next map.
Thanks CH.
Ben Khor at 2007-01-10 15:03 wrote:
Hi guy , How do i complete campaign 6 mission 3 . I have free the godric and defeat the Markal and I search the whole map but dont find the FINDAN !!!The game just hang can any one tell mi what is the order i should do to win this mission thanks a lot ...
yinon at 2006-12-06 16:11 wrote:
hi to all .
i need your help i am at the last stage
zahir hope
and there are to many fights , so i dont have enough soldiers for
the last battle.
Sasha at 2006-12-02 16:13 wrote:
to: Her
Use "puzzle map"
Her at 2006-12-02 06:13 wrote:
OK My map of the tear of Asha looks nothing like the two red X spots and I've dig in both places but still no luck. Any other suggestions anyone? Please.........
Michael at 2006-11-11 12:51 wrote:
Walkthrough Campaign 4 "The Warlock" - Mission 2 "The Expansion"

Heroes 5 walkthrough | Campaign 4 - The Warlock | Mission 2 - The Expansion | mini map

This mission is not difficult, but the next one (the Cultists) is one of the maps that most frequently results in cries for help, especially after patch 1.2. Therefore, your primary goal here is to build a powerful Raelag to pull through what's coming ahead.

Spoiler: view a screenshot of the surface
View a screenshot of the underground
From now to mission 4, Raelag will always start with a small army, but he is going to face rather powerful AI heroes and neutrals quite early. A might-oriented Raelag is not going to turn the tide, unless you lower the tide (via difficulty level) yourself.

An effective warlock must have either Destructive or Summoning magic. You don't have to get both as their function overlaps, and you can only cast one spell per turn. Reaching Expert level and spells in either "the Red" (destructive) or "the Green" (summoning) in this mission is your top priority. Another skill that might boost your hero later is "the Yellow" - Light magic. Resurrection helps tremendously in the next mission if you start with it, and it will also make the Warlock campaign finale an one-sided massacre. (You can learn lv 5 Light and Dark magics on this map only via the Dragon Utopia and the Mage Vault.) Besides, all magic heroes should seriously consider "the Blue", Sorcery, for the quick and cheap spells of mass destruction.

Prior to patch 1.3, Warlock's Luck does NOT affect Empowered spells, so the entire Luck skill was not very useful for a magic hero. However, patch 1.3 changed everything -- now it is fully possible to have Warlock's Luck triggered on top of Empowered spell. Warlock's damage output never went up this high before, and neither did their mana cost -- Patch 1.3 boosts high-level destructive magic's mana cost to almost 200%, and they slashed Meteor Shower to be exactly the same power as Fireball, just bigger in area!!

Starting bonus: The minotaurs gives you more confidence to rush out early.

The picture on the right is a sample Raelag build on patch 1.3. Enlightenment would be very helpful to increase Raelag's mana count for the insane mana cost now. However, Light (Resurrection) helped me so much in the later missions.

Before you do anything, if your Raelag does not know Meteor Shower yet, you should make it happen now. If your level 4 magic guild offers Chain Lightning, you can easily restart the mission and try again. If you opt for the Summoning route, then you really need Summon Elementals.

Your starting area is on the NW of the underground portion, with a nicely-built town. There are three more dungeon towns out there, all underground and controlled by the orange player. The closet town is to your east. You can reach there only through the paved road on the ground level.

You can either make a counter-clockwise circle to flag various mines first, or directly rush out with the stairway in the middle (green A). Flagging mines does not make a big difference as your town is well-built already, but it might give your Raelag a few more levels, to obtain some useful feats so it is worth the delay.

A nice battle trick for a powerful warlock like Raelag is to deploy only Deep Hydras. Keep them waiting to give them more turns to regenerate lost HP. These creatures soak up a huge amount of damage, which should give you enough time to wipe out the neutrals. While fighting slower enemies, you can deploy only the blood furies, and let them run back and forth on the battlefield, so Raelag can pick the creatures out slowly to conserve mana.

In the middle of your HQ is a Seer's Hut (1). Visiting this hut triggers the mission of brining the Tear of Asha back to your starting town, and building the corresponding structure. Throughout the map you will find a total of six obelisks, each revealing a small portion of the map. This quest is the last step of this mission, and your priority now is to take care of the orange player.

Just NE of the hut is a Tan tent. Throughout the patches (as of patch 1.3) this tent does NOT match the only gate (Red) offered on this map, so you will never be able to pass the gate even if you have obtained the key from this tent. Fortunately, there is nothing important beyond the gate; just you get an idea of how insightful Nival is.

The (A) stairway takes you to ground level. You will see a two-way portal nearby, which leads you to an obelisk (yellow O1) in the east. You don't have to visit it now as you will need to visit several more to point you to the Tear.

You have a choice of route here. It is faster to go east, and turn south. The mana well at the intersection is very useful, as you can summon creatures from down below. Defeat the garrison (2) to the south (no unit loss for a Hydra-only army), and keep going on the paved road. You will pass a witch hut on the side, and eventually hit an intersection with a stable (3).

Sooner or later you will encounter orange heroes. If you have a Destructively oriented Raelag, your units are just there to soak up a few hits. At (3), turn north and rush towards the stairway (B). You will soon see the first orange dungeon town. It is yours now!

Once you take the first orange town, a few things happen. First, you will be joined by a female Dungeon hero, Shadya, in your starting town at the beginning of the following turn. You might suspect she is actually someone with Agrael... anyways, Shadya's real identity will be revealed in the last (Wizard) campaign. If you haven't flagged the mines surrounding your starting town, Shadya can do that for you now. Shadya suffers from low spellpower and a rather-useless special ability, so she needs an army more than Raelag. You can send Shadya out to exchange armies with Raelag whenever convenient.

Shadya is going to stay with you all the way to the last Warlock mission and show up briefly in the last campaign, so it is beneficial to train her to help Raelag. Even though Shadya says she is good at assassination and some other dirty works, she always comes with Destructive, Dark and Defense. Sorcery is a no-brainer, and the last slot is up to you. If you are playing on patch 1.3, you can go for Warlock's Luck.

A second change is that the orange AI is alerted by the loss of their first town, and will now attempt to send out "messengers&quo t;. The messengers are essentially their current and future heroes, who will try to make a run to the north edge of the map, through the intersection (3) and the garrison (2). Sometimes, they take the west route at the intersection. Each escape of these "messengers&quo t; means the permenant disappearance of themselves, but they will bring in a moderately-powerful yellow army at (4).

A third change is that somehow the next AI town (the middle-west one) will be fully built in a very short time, probably instantly. On patch 1.3 heroic, I noticed that the AI is becoming very good at building towns - so all of them are fully built when I paid a visit (and I didn't take longer than in the previous patches).

So you face a dilemma here. Do you take care of the messengers, or take the next town first? Don't forget that you have Shadya to share the work. You can dump all good armies to her, so she can take care of the messengers for you. Your Raelag should be able to take towns with very little loss now.

With time, you will eventually take all three orange towns, and defeat the yellow heroes, if any. You can then take your time to tour the map and pick up various stat bonuses. Stairway (E) takes you to a Dragon Utopia (5) underground. By defeating the guardians you can learn some level 5 spells if you are eligible (having Expert level on the magic skill). For example, my Raelag in the above picture learned Resurrection and Word of Light from the Dragon Utopia, and Shadya in the picture learned Puppet Master and Curse of Netherwind from the Mage Vault. These buildings also refresh themselves every few months, so as long as you reached Expert proficiency, you can eventually learn all the lv 5 spells.

I have marked the locations of all six obelisks (O1-O6) on the map. One of them requires you to travel underground (stairway F), and the other requires you to defeat a SW garrison (6). You can rescue an interesting Necro hero from the prison nearby. After revealing enough maps, you should be able to make a good guess of where the Tear is by planning long hero trails, and check whether the planned trail is on your puzzle map. If the trail shows up on the puzzle map, then you have narrowed your search area. Dig up the treasure and take it home, and you win this mission!

If you have serious trouble figuring out where the tear is, I've marked Red X on the locations where I found my tears, during my 4 runs of this mission.
Thanks CH.
John at 2006-11-11 01:01 wrote:
Michael How do I get to the map where you make the tear of asha? i can not find it after digging countless times. I visited the sites and beaten the messengers. How do I get at where you maked it?
Michael at 2006-11-05 11:35 wrote:
Walkthrough Campaign 6 "The Mage" - Mission 5 "The Expansion"
If you have serious trouble figuring out where the tear is, I've marked Red X on the locations where I found my tears, during my 4 runs of this mission.
kallen at 2006-11-05 07:45 wrote:
any help!!!!!!! I am stuck in the warlock campaign "The Expansion"

where is the red keymasters tent
UltraMurph at 2006-10-25 14:12 wrote:
sorry sasha but this isnt what im talking about.
it is a custom game under the single player menu. its called Refugee. its about a Necromancer named Naadir. if anyone knows this game could they fill me in about the spell i mentioned before
cheers yall
Sasha at 2006-10-25 00:14 wrote:
to: UltraMurph
Heroes 5 walkthrough | Campaign 5 - Sylvan | Mission 1 - The Refugees:
http://www.maps4hero es.com/heroes5/campa ign5_sylvan_mission1 _refugees_eng.php
UltraMurph at 2006-10-24 14:54 wrote:
i am currently on the custom campaign mission 'the refugee'. at the point im up to Naadir has to get the Flight spell. i assume it is a mission specific spell. ive conquered the whole map but for the life of me cant find the 'magic altar' the game refers to, to get the spell. can anyone give me detailed directions as to where this altar is?
Atlantean at 2006-10-20 10:09 wrote:
I just finished the Tear for Ossir campaign. There are ten signposts, but they only help so much. If you keep checking them sometimes the clues change. Anyhow, to be a real killjoy, the tear of Asha is buried due east of the first signpost you see, just outside of your first town. Good luck!
Boby at 2006-10-19 11:06 wrote:
Campaign 6 - The Mage
Mission 5 - Zehir's Hope

Zehir is not so weak... for this exact last mission all the heroes are good, as I said Zeih especially.
Just take the ability "Banish", in the previous missions and watch, how the gated creatures JUST BANISH :). Maybe it's the easyest mission for Zehir with this ability, and haredst rival for Biara and Soverein. :)
Nando at 2006-10-18 18:59 wrote:
http://m0005.gamecop yworld.com/games/pc_ heroes_of_might_and_ magic_5.shtml

try this link it gonna work again campains is crack for 1.3 patch
Nando at 2006-10-18 18:40 wrote:
Yes i have the same problem like amoromete i cant start any campain ....some 1 can help ?
amoromete at 2006-10-16 14:42 wrote:
after downloading all the patches, none of the campaigns works. at all. i cannot play a campaign anymore. any ideas?
Sam at 2006-09-19 23:43 wrote:
I am new at this whole experience and I am not too knowledgeable about cheat codes, how to input them, and how to activate them. However, I know that most of you are and so my problem and questions are aimed for you:
I have recently downloaded patch 1.3 and have looked at how to enter the command to pull out the cheats console during a game. I followed every step given on how to do so and still, nothing happens. As published, I have entered the necessary line (setvar dev_console_password = schwinge-des-todes) in the appropriate file and in the indicated location. Then I tried to change another line (//debug keys bind show_console '`') in the input.cfg file but I have not been successful here either because the line doesn’t exist.
Considering the line (//debug keys bind show_console '`' or the term “show_console”) I don’t know where to enter it as suggested.
Can someone pass me detailed instructions, steps, and directions as to how to resolve this to allow me to enter cheat codes? Any help from anyone is appreciated.
Alan at 2006-09-18 17:45 wrote:
Yea, I got the same problem as Feomathar!
Alan at 2006-09-18 17:44 wrote:
To kill Nicolai, you need the Phoenixes. Go and find the Seer, then you gotta get 4 artifacts and then give it to him and then kill Nicolai. For Campaign 6, Mission 5, after defeating that Soveign, there's this scene where Zehir takes everyone to the Silver Cities and it ends. Is that all? Cos after that I'm still in the game and it looks like I haven't completed my quests when I have clearly done so. Anyone got the same problem>
Feomathar at 2006-09-09 21:51 wrote:
hey people... i got a little proble finishing Mission 5 - Zehir's Hope... i defeated the demon lord and Zehir said that he will open a portel... them view goes back to game and nothing happens... i completed objectives, but they weren't marked in quest log... i keep endin my turns one after another, but nothing happens... i guess it's a bug, but if it's not, please tell me what to do
Michael at 2006-08-27 10:12 wrote:
Walkthrough Campaign 6 "The Mage" - Mission 4 "The Alliance"

Bonus
This set of bonuses is the worst set so far. I have the treants highlighted here, but they're somewhat randomly added to Godrick's haven army and are pretty useless. But you'll probably have learned phantom forces by now - not that it's of much use to such high level heroes - and you don't really run into any enemies which do fire damage making the shield pretty useless. I wouldn't really bother with any of these.

Walkthrough
You control three heroes for most of this map, Godrick (starts at 1), Findan (2) and Zehir (3), and lead them through a map with makes some attempt to break things up into three parts. It doesn't work all the time and I kind of missed multi-hero armies playing this map, but it was still fairly enjoyable. At the start you might notice that Findan has been reduced to the level cap from the previous level (25) even though he was probably a number of levels higher (31 in my case). This means you'll probably get a level up without being offered any skills or abilities, which is a bit weird. Anyway, on to the map.

Your enemy at the start this map is far more terrifying than the AI engine - it's the ridiculously long enemy turn times. Despite having more than adequate system specs I'm not the only one who has experienced this, though I guess things might be acceptable if you have a really, really good computer. Given this your first task is to knock out teal player which will speed things up a bit. Send your three heroes straight for the nearest towns at 4, 5 and 6, ignoring anything which isn't directly on the path to those towns. After that, Teal's only town is at 7 which Findan should be able to capture within a couple of days by heading east then north then back a bit. A message saying that Teal player has been defeated should pop up soon after that. Next, sent Godrick to capture the Tan towns at 8 and 9 while Findan captures 10 and 11. Finally, the AI turn time should be at a manageable level. In case you're wondering why I haven't given you any tips on how to capture all this territory, it's because you don't really need any. The AI is pathetically weak and even on heroic I was able to do all these battles simply by using quick combat.

Once you've captured all the towns, save the mission objective at 17, You can now concentrate on getting Zehir up to the level cap, if you so desire. If you don't want to bother with doing this, you can finish the map pretty quickly from here. Simply build up your forces at one of the haven towns for a week or two to get through the garrison north of 16 (not very difficult). Once you do this you'll meet up with Raelag and Shadya - the heroes from the Dungeon campaign. I don't know about you but I developed Raelag to an insanely powerful level of destructive magic, with a particularly nasty empowered meteor shower which did nearly 1400 damage, 2800 with a successful (warlock) luck roll. Agrael's spells make the battle to get to and capture 17 ridiculously easy so you can finish the map right here if you like. Even if you didn't build up Agrael very well, the final battle isn't very tough so you can possibly just finish it on your own, especially if you use Zehir's summoned phoenix.

Alternatively you could take a little more time and get the most out of the map, which might make the final battles a bit easier, especially for Zehir. Gaining new levels when you're in the high 20s isn't so easy, so I recommend that you concentrate on building Zehir up. If you've followed my instructions so far, there should be large sections of the map which you haven't cleared properly. Start going over them with Zehir until you reach level 28. Level 28 was a good level for me, because I finally got arcane omniscience:

I found this skill rather useful - being able to cast summon phoenix, puppet master and resurrection in the same battle is as fun as it sounds. I actually do recommend that you try and take the skill path to the skill over the course of the campaign, because it gives you another edge in the final battles.

That isn't the reason I singled out level 28 for special treatment. There's two sylvanna's ancients on the map which means once you get to level 28 you can use these trees to get you to the level cap. One of the trees is to the east of 13. You get here by going through the portal at 12. The portal has 4 entrances/exits, one at 12, one to the east of 13, one to the north of 13 and one at 14. The area at 14 houses the red keymaster tent which will get you out the gate to the north of 13. There's really not much more to this map than that, other than the odd stat booster. Give both Zehir and Findan level ups from the Sylvanna's Ancients and then finish the map as described above.
Thanks CH.
Jobrighton at 2006-08-27 03:14 wrote:
Hi RIP
Yes.. I have exactly the same problem.. campaign 6 mission 4.. it's clearly a bug.. but how to overcome it? Maybe a restart is the only thing.. such a frustrating wasted of time!!!!
Ambrosia at 2006-08-26 08:34 wrote:
To: Michael
Thx a lot, I was stuck! :o)
luza at 2006-08-21 09:17 wrote:
To Sandra: You must kill all the black dragons on the map and then came fabolous dust! Only then Nicolai will be defeated!
Sandra at 2006-08-19 00:10 wrote:
I alredy did that and it didn`t help. Thanks anyway :)
Sasha at 2006-08-18 18:24 wrote:
to: Sandra
Take with itself phoenixes.

| 1-50 | 51-84 |

Your name: *
E-mail:
Your comment: *
Your favorite version of the game: Heroes Might & Magic

Heroes 7 News

Heroes 7 maps

Heroes 7 cheats

Heroes 7 News

Герои 7 Новости


Heroes 5 News

Heroes Kingdoms news

New campaign "566 year - The Day of Fiery Tears" for Heroes 5: Tribes of the east

Heroes 5 Manual 3.1 for the Tribes of the East

Heroes 5 Patch 3.1 for the Tribes of the East

Heroes 5 FAQ from Fabrice Cambounet

Old horse cursors Mod for Heroes 5: Tribes of the east

Heroes 5 Patch 1.6 released

The FIRST MAP "Mythical Realm" for Heroes 5: Tribes of the east

Heroes 5: Tribes of the east NOW released!

Heroes 5 hints: Mini Artifacts

Heroes 5: Tribes of The East - Orc Blood Rage ability & Screenshots

Heroes 5: Tribes of the East GC 2007 Trailer

Heroes 5: Tribes of The East - News & Screenshots

Staff reduction at Nival

Heroes 5 ToE: Dwarves alternate upgrades

Heroes 5 ToE: Academy alternate upgrades

Heroes 5 ToE: Demons and Orcs

Heroes 5 ToE: Necropolis alternate upgrades

Heroes 5 Tribes of the East: Inferno alternate upgrades

Heroes 5 Tribes of the East: Dungeon alternate upgrades

Heroes 5 Tribes of the East: Sylvan alternate upgrades

Heroes 5 Patch 1.5 released

SkillWheel in game

Heroes 5: First Official Map Contest

Heroes 5 walkthrough Hammers of Fate

Heroes 5 - The Skull of Shadows

Heroes 5 Patches 1.41+2.01 download

Heroes 5: Hammers of Fate : Cheats

Heroes 5 - New Dwarven Creatures - stats and abilities

The Heroes 5 expansion: Hammers of Fate has been released!!

Heroes 5 - Dwarven racial skills and abilities

Heroes 5 Patch 1.4 - download now !!!

Heroes 5 - Tapani's random map generator

Heroes 5 - Fortress Heroes biographies

Heroes 5 Fortress - Dwarves Faction

Heroes 5 Patch 1.3 download here - with Heroes 5 Map Editor

Heroes 5 - Renegates and Neutrals units

Heroes 5 walkthrough campaigns

Heroes 5 - Dragon Utopia. v. Haven

Heroes 5 Patch 1.2 - download now !!!

Heroes 5 Artefacts

Heroes 5 Spells and Magic

Heroes 5 - Patch 1.1 Bugfixes

Heroes 5 Hammers of Fate FAQ & New screenshots

Heroes 5 - FAQ about Hammers of fate expansion

About Heroes 5 Map Editor

FAQ by Heroes 5 producer Fabrice Cambounet

Heroes 5 - FAQ by Nival Interactive - 8 june 2006

Heroes 5 Haven Strategy

Heroes 5 - HEX-codes

Heroes 5 - DEMO

Heroes 5 - Wallpapers

Heroes of Might and Magic 5 - Music

Heroes 5 - Academy - Heroes biographies

Heroes 5 - Dungeon - Heroes biographies

Heroes 5 - Inferno - Heroes biographies

Heroes 5 - Sylvan - Heroes biographies

Heroes 5 - Olivier Ledoit Q&A

Heroes 5 - Development Letter #3: The Battlefield

Heroes 5 - Necropolis - Heroes biographies

Heroes 5 - Haven - Heroes biographies

Heroes 5 - Development Letter #2 - Handling A Beta Test

Heroes 5 - Magic

Heroes 5 - The Town Construction Interface

Heroes 5 - Creatures Special Abilities

Heroes 5 - Unique racial abilities Q&A

Heroes 5 - Academy Faction

Heroes 5 - ACADEMY - Creatures

Heroes 5 - DUNGEON - Faction

Heroes 5 - SYLVAN - Faction

Heroes 5 - DUNGEON - Creatures

Heroes 5 - SYLVAN - Creatures

Heroes 5 - Dungeon Faction Q&A

Heroes 5 - Live chat logs with Fabrice Cambounet

Heroes 5 - NECROPOLIS - The Necromancers

Heroes 5 - NECROPOLIS - Creatures

Heroes 5 - INFERNO - The Lords of Chaos

Heroes 5 - INFERNO - Creatures

Heroes 5 - HAVEN - The Knights of the Light

Heroes 5 - HAVEN - Creatures

Heroes 5 - development diary #1: REVAMPING THE M&M UNIVERSE

Heroes 5 - FAQ - July 2005

Heroes 5 - dev team's ambitions

Heroes 5 screenshots

Heroes 5 - FAQ

Heroes 5 - features

Heroes 5 - Homepage


Герои 5 Новости

Купить Heroes 5: Владыки Севера

Герои 5 патч 3.1 для аддона Повелители Орды русская версия

Героев 5: мод v.3.0, новые способности существ

Герои 5: скачать новую компанию "Весы судеб"!

Герои 5 кумулятивный русский патч 1.6

Мод с "Колесом" для Повелителей Орды

Heroes 5: Повелители Орды уже в продаже

Герои 5: Повелители Орды - механика работы Blood Rage

Герои 5: Повелители Орды новый видео ролик

Герои 5 патч 1.5 для русской версии

Официальный конкурс карт для Героев 5

Heroes 5 Диалог с разработчиками

Герои 5 патч 1.41+2.01 для русской версии

Прохождение аддона Heroes 5: Владыки Севера

Герои 5: режиссерская версия

Heroes 5: Владыки Севера : Чит-коды

Герои 5: Новые существа Гномы статистика и умения

Герои 5 - новый аддон Владыки Севера

Герои 5 патч 1.4 для русской версии

Генерация карт для Героев 5

Герои 5: Крепость (Fortress)

Heroes 5 Patch 1.3, с редактором карт для Героев 5

Герои 5 - Ренегаты и Нейтральные юниты

Прохождение Героев 5

как взять Dragon Utopia

Герои 5 - Руководство по скриптам

Герои 5 патч 1.2 для русской версии

Heroes 5 - Специальные Возможности Существ

Герои 5 - Артефакты

Герои 5 - Заклинания и Магия

Герои 5 патч 1.1 для русской версии

Герои 5 - Inferno - Биографии героев

Герои 5 - Necropolis - Биографии героев

Герои 5 - Academy - Биографии героев

Герои 5 - Haven - Биографии героев

Герои 5 - Sylvan - Биографии героев

Герои 5 - Dungeon - Биографии героев

О редакторе карт Героев 5

Герои 5 - FAQ от Nival Interactive за 1 июля 2006 г.

Герои 5 - FAQ от Nival Interactive за 8 июня 2006 г.

Герои 5 - HEX-codes

Герои 5 - ДЕМО-ВЕРСИЯ

Heroes 5 - Обои

Герои 5 - Магия

Heroes 5 - Дневник разработчика #2 - Проведение бета-теста

Heroes 5 - Каждому по способностям

Heroes 5 - Городской интерфейс

Heroes 5 - Курсы практической магии

Heroes 5 - Уникальные свойства рас

Heroes 5 - Academy Faction

Heroes 5 - Существа Academy

Heroes 5 - SYLVAN

Heroes 5 - SYLVAN - Существа SYLVAN

Heroes 5 - DUNGEON

Heroes of Might and Magic 5 - DUNGEON - Существа DUNGEON

Heroes 5 - INFERNO - The Lords of Chaos

Heroes 5 - INFERNO - Существа INFERNO

Heroes 5 - HAVEN - The Knights of the Light

Heroes 5 - HAVEN - Существа HAVEN

Heroes 5 - НЕКРОПОЛИС - Некроманты

Heroes 5 - НЕКРОПОЛИС - Существа Некрополиса

FAQ по "Heroes 5" за июль 2005 г.

Heroes 5 Часто задаваемые вопросы

Heroes 5 скриншоты

Heroes 5 - Ключевые особенности

Heroes 5 - Homepage

Haps4Heroes.com

Copyright © 1999-2017 All questions and comments please mail to evgkuz@yandex.ru