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The Good Campaign: Guardian Angels by Weiila



Campaign description:
Our landing has confirmed both our rumors and out fears. With the death of my father, Erathia’s lands are being greedily divided by her neighbors.

Scenario description:
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.

Situation:
To win, you must capture all enemy towns and defeat all enemy heroes. You are now in a very small area of Erathia, and the map is small too. You'll start without a town, but one is waiting for you. However, the enemy will start with four towns (with little to nothing within from the start, but he's got a lot of resource producers).

And now you’re going to prove to the heathens that God exists!
Well, at least angels. And they kick ass!

Parameters:
Difficulty: Medium
Allies: Red
Enemies: Tan

Bonus choices:
Angel: Your strongest hero starts with an angel in his/her army.
Zealot: Your strongest hero starts with a few Zealots in his/her army.
Kneeling soldier: Your strongest hero (provided s/he’s got a spell book, otherwise it goes to the second strongest etc.) starts with the spell Prayer, which boosts a troop’s strength, defense and speed.

Weiila sez: Well, it’s up to you what you take here, I’d say either the angel or the spell. The zealots won’t do you much good, one angel will beat three-four of those any day of the week. The spell is of course a long-term pick, but if you don’t use boosting spells then take the angel instead.

Starting resources:
30 wood, 15 mercury, 30 ore, 15 sulfur, 15 crystal, 15 gems, 30000 gold.

Town restraints:
None

Guide
Now watch thy step, thou art walking on holy ground!

Okay, what you need to do here is to collect angels and kick some major meanie butt. This should be really easy if you took my earlier advice and leveled up in true DBZ fashion in the last scenario. What can be tricky however is that the enemy has two subterranean gates to attack from, one on each side of the map... and he’s got four castles!

Don’t sweat though, they’re all towns to begin with, to give you time.

Alright, to the action.

Your hero(es I hope) will start in the south part of the overworld map. There are several chests and a campfire in the area, let a couple of heroes grab all of it while you send another one upwards immediately. There’s an Angel on guard in the pass, but he’s a follower so just get him and continue upwards. Fair Feather awaits thee, the fair crown of the land… or something like that. For now it’s just a little town, and guarded by another Angel, shouldn’t be too much of a problem for you. Inside of the town is only a tavern and a Portal of Glory. Well, it’s way better than nothing, you don’t have to buy it with your blood, sweat and tears.

There’s also one additional Portal to the west and east of Fair Feather, but you’ll have to fight your way in past the guards. The Angels and Archangel standing before them on the map are on your side, however. There’s just three angels guarding each Portal from inside, you can do it easily.

Pack all the Angels you have onto your strongest hero and send him further north. You’ll have to fight two Archangels to get through the pass (I suppose it’s a trial of God or something). Then head west. Gogogo! Hurry! This is the only map I know where a supersweet artifact called the Angel Wings can be found. It allows you to “fly”; walking straight through mountains, forests and over water provided you “land” on normal ground. Get it! Then you can trade it in the seers hut for 10 more Angels, but at first it might be good to keep the wings in order to grab as many treasures as possible and use in case the baddie shows up and you need to give him a straight left in the kisser.

While your superhero gets to pick up his flight, have the others get the resources lying around your head quarters. There’s ore mine and sulfur dune to the east, a gem pond to the west, sawmill in the northwest, alchemist lab and a crystal cavern to the north. You also have a windmill and a mystical garden to the south. There’s also a Marletto tower, a Tree of Knowledge (if you can afford it. If it asks for gems, don’t bother. You need those to buy Angels) and a Mercenary camp in the north, by a scholar. Make use of everything; take the resource stores and have all your heroes visit the learning centers. You want to gain levels and bonuses here as well for the final scenario in this campaign.

For an overview of the overworld map visit the observatory. As you then will see there are lots of other resource producers in the area, but by default they all belong to Tan. You’ll easily take them with some help from the Angel wings and your troops, but stay on your toes in case the underground decides to make a move.

Even if you’ll be rather packed with Angels, don’t neglect the other troops either. The heavenly warriors are impressive, but unlike Dr. Saturn they can’t do alllllll for you.

Since this is a small map and the bad guy do have three more towns than you, speed is of the essence here. Move quickly and grab all resources and treasures lying around, you need to make use of them. Build up your troops for one or two weeks and load them onto your two strongest heroes. When you’re starting to feel done, exchange the Angel wings for the troops in the seer’s hut and divide them between the attackers, and maybe also a defendant. Then move the attackers to a subterranean gate each, to block Tan’s attacking route. Save your game just in case. Then dive down, but don’t move too far at first. Guard the gates until another week has passed and you have more troops up in the sunlight, that can defend or come to the rescue in an emergency.

If you don’t believe me about the need of speed, this is a piece of info that should be interesting: every town that Tan has can build everything possible for ‘em. Are you still standing there? Move!

Now strike quickly. Eliminate any and all Tan heroes you can see in the area, they shouldn’t have too many troops each and you’ll have a wagon full of kick ass Angels. Do not get too cocky, however, you never know.

It doesn’t really matter which castles you take first, just attack quickly and make sure the area is clean. My strategy is to send both heroes straightly north at the same time and take the castles on each side, then dash down and finish the job after securing the first two victories. The securing is a good idea since you don’t know if a Tan hero might slip past your champions and do something stupid like retaking what you’ve gained.

The places you need to invade are always two dungeons (northeast, southwest) and two infernos (northwest, southeast), but since they have random names I can’t give you specifics on that note.

It shouldn’t be too much of a problem to win, if you’re quick.

This here above thing is the long way. You can also, if you’re really quick, beat this map in hyper speed.

Load all the angels you can get during the first three days on your strongest hero, preferably one with strong magic. Have him/her clear the southwestern or eastern path to either subterranean gate, closely followed by your second strongest hero (great magic strength is good here as well). Now divide your Angel force between the two. Descend into the dark (oooh, dramatic!).

Alright, now blitz attack at the north and south at the same time, taking the castles on the side you’re on, then rush over to the other side, killing any and all enemy heroes in the way. Tan won’t have had time to build up his forces yet, and considering the strength of your heroes it should be a breeze to beat him. Careful though, it might be risky. You’ll definitely want magic in case you run into some nasty surprise.

Voila, Good is victorious!




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