Conquest of the Underworld/Tutorial

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Heroes Chronicles

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 ÿÿ  ÿÿ  ÿÿ  ÿÿ  ÿÿ   �ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ  ÿÿ  ÿ ÿ                  �� 2        �� V        �� W        � �  It is very wise to pick up all of the loose resources you can find for two reasons.  First, the small pile will add to your kingdom's resources and help you prosper.  Second, if you don't get to the resource an enemy could pick it up and they would gain.       �       �� X        ���  Just ahead is the Pikemen's dwelling, the Guardhouse.  Here you can recruit Pikemen for free once a week.  After the first day of the week the numbers here are restored and you can recruit again, but this only happens once a week and the Pikemen do not accumulate in numbers.                                                            ÿ �    �� .        �� P        �� X        �D�  This structure is the exit of a Monolith.  These magical gates can transport any Hero and their army great distances, depending on where the other Monolith is located.  This is where a Hero would exit.  It is often wise to make sure these exits are watched because enemies can come through the other end and sneak up on you.                                                           ÿ �    �� Y         
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       �� X        �@�   When I visit the Ore Pit notice how the color on the Mini-Map turns from gray to Red, your kingdom's color.  This will provide your kingdom with two Ore each day.  There are seven types of Mines total, and it is essential that you have at least one of each kind to increase your kingdom's resources to necessary levels.                                                           ÿ �    �� X        �V�  Greetings, Majesty, I am Sir Christian and I will be helping you explore the world.  First, let us journey towards the Ore Pit to the east of here.  After I have put the Mine into working order for your kingdom let us go to the Guardhouse even further east.  You will need to visit there in order to take care of the Troglodytes to the south.                                                           ÿ �    �� �        �� �        �
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 +        �� 7        �� 1        �� 3        �� X        �±   This, your majesty, is a Windmill.  The miller will provide you with a bit of free resources each week.  You should send someone out here weekly to gather what the miller makes.                                                           ÿ �    �� �        �� �        �� %        �� 2        �
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 \        �	 X        �ã   This is the Sawmill, where two units of Wood are produced each day.  Once again the Mine will become yours and will be indicated by the color of the flag.  From here you should follow the path west and visit the Archer's Tower.                                                           ÿ �    �	 �        �
 ^         �       �	 �        �� T        �	 _        ¯ÉŠb( ��,�  When you attack a creature, it is best to be sure you will win.  Only if you have overpowering forces will they flee.  There are times the group of creatures will decide to join you, but that is very rare and you should not count on it.  It looks as if these fellows are more interested in a fight.                              ÿÿ �   � 6        �� `        �� 7        �� &        �� 1         � =        �� a        �� +        �� V        ��          �� 7        �� �        �� X        �â   This is the Archer's Tower.  It functions almost the same as the Pikemen's Guardhouse except for one minor detail.  The Archers will not simply join you - they require a recruiter's fee.  Once the fee is paid, they are yours.                                                            ÿ �    �� �        �
 �        �� b        �£   Small amounts of resources like these will often be lying freely around the map.  You should send a Hero to pick up the resource and at it to your kingdom's total.     ô�      �� T        �� a        �� �        �� H        �� �        �� X        �Œ   From here, follow the road south and visit the Crystal Cavern.  You should flag the Mine so you can add Crystal to your kingdom's resources.                                                           ÿ �    �� .        �� X        �   After you flag the Crystal Cavern, go back east and visit the Griffin Tower.  This will allow you to recruit Griffins as you did the Archers.                                                           ÿ �    �� c         
       �� d        �� X        �Í   Up ahead is the Green Border Gate.  You can only pass through it if you have visited the Green Keymaster's Tent.  Finding the appropriate Keymaster's Tent can often be difficult, but well worth the effort.                                                           ÿ �    �! e        �� f         # g        �� X        �$�  Up ahead is a Border Guard.  You can only pass through a Red Border Guard if you have visited the Red Keymaster's Tent.  This structure will disappear once you have determined that you want to pass.  Be careful, often times the Border Guard hold out enemies, just as much as they hold you in.                                                           ÿ �    �� X        �¬�  This is a Shrine of Magic.  There are three levels of these, teaching any Hero with a spellbook level one, two or three spells.  Each Shrine only has one spell to teach, but there are lots of spells for each Shrine to pick from.  Often times you will find spells in the Shrines of Magic that are not found in your Mage Tower and are very helpful.  You should visit each one at least once to see if there is a new spell to learn.                                                           ÿ �    �� �        �� 4        �� &        �� h        ÿ   �� X        �Ò   The Monastery has a slight difference from the other dwellings that you should be aware of.  You have to fight some Monks in order to recruit Monks.  This is true with all of the higher level troop dwellings.                                                             ÿ �    !# X        �Ó   This is the Green Keymaster's Tent.  Visiting here will allow you to pass the Green Border Gate.  Each time you see a Keymaster's Tent you should stop by for a visit in order to pass through any Gates or Guards.                                                           ÿ �     " F        !" i        �� j         �       �� .        �� %        �� X        �E�  This is a good place for every Hero to visit.  The Garden of Revelations will give me a little boost to my Knowledge, and will do the same for all other Heroes who visit here.  It only works once, so revisiting one of these won't have any further effect.  As your Knowledge goes up, your available spell points go up as well.                                                           ÿ �    �� X        �ú   Some places will charge for increasing the abilities of your Heroes.  This is one such place.  In the School of Magic, Knowledge or Spell Power can be increased - the choice is yours.  If you don't have the School's fee then nothing can be learned.                                                             ÿ �    �� X        ��  The strange looking structure to the east is a Witch's Hut.  Don't be afraid to send at least one Hero there to find out what she teaches.  Each Hut will only teach one skill, but there are lots of different skills for them to teach.  The education is free.  If the Hero already knows the skill, or his skill slots are full, the Witch may get a little irritated with you but she will do no real harm.                                                           ÿ �    �! �        �! X        ���  This sparkling structure is called a Monolith.  It allows one-way passage for any hero and their army to where the exit is located.  As you can see the colorings on the side match the exit near your Castle.  This means I can take a one-way trip back to the Castle.  Unless you know where the exit is, it is always wise to be careful about sending Heroes through the One-way Monoliths.  Maybe I should head back to the Castle and pick up any extra troops there.

Don't forget that we should visit the Red Keymaster's Tent up ahead.                                                            ÿ �    �" .        �# �        �� X        �Ë�  This strange place is called a Medusa's Stores.  They have Sulfur and Gold hidden away, but they won't give it up without a fight.  It is best to make sure that you have enough troops to survive.  There are between 20 and 50 Medusas guarding their treasure.  The more Medusas you have to fight, the greater treasure.  There are other such structures that have creatures guarding treasure, and it is always a good idea to be well prepared for a vicious battle.                                                           ÿ �    �� X        �ë   Up ahead are the Angel and Cavalier dwellings.  Like the Monastery you have to fight a few before you can recruit any.  

While in the area we should visit the Green Keymaster's Tent down there and take a look at the other things here.                                                           ÿ �     � k        �� l        #! m         �      �� n        �t´Ï� ��Õ   Sometimes, your Majesty, creatures such as these will guard small caches of treasure.  It is often times worth fighting them to gain the resources they guard, providing you are relatively sure you can defeat them.                            ÿÿ �  �� o        �� ^                 �� W                 �� b         ,�      �� b         Æ       	� p        �4�  Many times you will notice there are artifacts lying about on the ground.  Sometimes you can see the guardians, other times they will not appear until you go to take their artifact.  Right now there are several Minotaurs interested in attacking us if we try to take this artifact.  Do you want to fight them?�N � ÿÿ  ÿÿ  ÿÿ  ÿÿ  ÿÿ  ÿÿ      �� q        	� 1        �� /        �� W         �       �� ^         2       �� ^         2       �� W         (       �� Y                 �� b         1�      �� b         È       �� b                 �� b                 �� o        �� b         5�      �� b                 �� b         (�      �� j                 �� b         ý       �� b         £       �� c                 �! b                 #� r        �� b                 �� b                 	! b         ,�      
  b         È       �  o        �� s        �t´Ï� ��é   These creatures have a ranged attack.  That means they will not charge your forces.  Whenever you battle someone with a ranged attack, you will need a few more troops than usual to survive crossing the battlefield and attacking them.                            ÿÿ �  
� j                 �� W                 �� ^                 �� Z                 �� Y                 �� c                 �� b         Æ       �� Z                 �� b                 �� X        �ó   This is a Subterranean Gate, and it will lead any Hero who enters and their army to the next level.  It is two-way, so it is advisable that you always check out what is on the other side.  You don't want to be blind to a possible attack route.                                                           ÿ �    �� b                 �� b                 �� b                  � b                 �� b                 �	 b         “�      !� b                 �� b                �� X        �r�  It might be a good idea to visit the War Machine Factory and purchase a few things to help you defeat your enemy.  Inside you can buy the Ballista (a large crossbow-like weapon used against your enemies), the First Aid Tent (which heals one stack of troops at the end of the combat round, and the Ammo Cart (which assures that your missile troops don't run out of ammo).                                                           ÿ �    
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�w        "��w        #��{        ��t´Ïÿÿÿÿ��  There is a man and his family in here.  The man says,  "I've been trying to get myself and my family out of the area, but those Medusas were blocking my way.  I thank you very much for getting rid of them for me.  As a reward I will give you the Sandals of the Saint."

    …�  The man says, "Do you want the Sandals now?"

Sir Christian says, "It would be advised that you say yes my lord.  There is no reason not to.  There are other types of quests and rewards that can be found in this sort of place, and you should always see what they want.  Often times the Seer or other inhabitant has valuable items you will need to complete major tasks or finish campaigns."�    ���|        ���}        ���~        ���?        �   ���€        �   ����        �   ���        �"�‚        �$��        �"��        �#��        �#��        
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��        ���<        ����        ����        ���,         ��+        ���<        ���!         ��.        ���!        �"�+        ���…        ���"        ���,        "��X        ���  You can see that this ground is different from the underground terrain.  This is Cursed Ground and it prohibits the casting of all but first level spells.  You had better have big forces when you fight on this ground because relying on spells isn't an option.                                                           ÿ �    !���        %���        %���        !���         ���        $��%         ��Ž        �t´Ï( ��£   We need to get past these Medusas in order to get to that Two-way Monolith.  I'll explain all about it later, let's just take care of these wicked creatures first.                            ÿÿ �   
�X        ���  The Two-way Monolith allows your Heroes to return the same way they went.  Where ever there is one of these you should send a low-level Hero to scout it out.  It acts like a Subterranean Gate in that if you don't explore through it you may find yourself ambushed.                                                           ÿ �    �!�8        �#��        � �X        �ü   Right-click on this Garrison and you'll notice there are a lot of different creatures inside.  Obviously the Dungeon Overlord in the area didn't want any unannounced guests.  If you want to defeat him, we're going to have to defeat this Garrison first.                                                           ÿ �    ���X        ���  Up ahead is a Gold Mine.  Even though you already have one it is a good idea to put this Mine under your kingdom's control.  That way you have more resources to work with and your enemy has less.  Watch the Mini-Map as the mine turns from your enemy's color, Purple, to yours, Red.                                                           ÿ �    ���=        ���        �   
��X        �þ�  Even though these Dragons are not of our town type, it is still beneficial to take the dwelling for your own.  This has a dual purpose.  First, you will be able to recruit Red Dragons from here, and that can fill any missing gaps in your army.  If this were a longer campaign, it would truly be beneficial to have such creatures on our side.  Also, it deprives our enemy of the extra Dragon he can recruit in his town at the beginning of the week, as well as having to fight to regain the dwelling for himself.                                                           ÿ �    ���/        ���„        ���        �t´Ï�R �ø*    �G ( I � K � M 
 O � ÿÿ  ÿÿ      ÿ�  2 ( `                   ����        ����        ����        ���!        ���=        ���;        ���X        �}   Nearby is the Tree of Knowledge where you can gain an entire level in exchange for some Gold, or Gems, or sometimes for free.                                                           ÿ �    ���X        �ò   You're approaching a Magic Well.  Whenever you see these, you should visit them, especially if you've been casting a lot of spells in combat.  Magic Wells raise your mana, or spell points, to their maximum.  Only one visit per day is allowed.                                                           ÿ �    ���X        �v   The Mercenary Camp is a power-up site that improves your Attack skill by 1 point.  Only one visit per Hero is allowed.                                                           ÿ �    ����        ���‘        
��X        �ß   Objects such as this Learning Stone can give you bonuses to your Luck, Morale, Statistics, and in the case of the Learning Stone, Experience.  Ride into it and you'll find that your low level Hero will gain 1000 experience.                                                           ÿ �    
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��b                 ���b                 �   �   Day 11�  Greetings, your Majesty.  I am your advisor, Maranthea.  You will be instructed in the basic duties of any who run a kingdom here.  I will give advice each day, so please have some patience and read my messages.  Once you learn what I have to teach, you will be able to run your own kingdom very smoothly.                            ÿ�                     �   Day 1��  Now, you should construct a building EACH day.  To build, enter the town by clicking on the town itself or on the small picture of it on the right side of the screen.

Once inside the Town Screen you need to look for a structure called the "Village Hall" to the left.  Click on it and the Hall Screen will pop up.  Here you will find all sorts of buildings to build.  Right click on them to learn what their functions are and how much it is to build them.  For the moment, please build the Fort.  This will allow you to build the troop dwellings and recruit troops.

Whenever you've finished (that is, when your Heroes no longer have any movement left and you've built what you needed to build) you end your turn and go to the next by clicking the 'hourglass' on the right side of the screen.                            ÿ�                     �   Day 2��  Today it would be wise to build the Guardhouse, which will provide a home for the Pikemen.  Eventually you can upgrade the Guardhouse, but you should build other structures first.  Once you have finished building for the day, go to Sir Christian and learn more about your surroundings.                            ÿ� �                   �   Day 31�  Today, it would be a good idea to build the Archer's Tower.  Of course, you may build what ever you like, but building in this order will give you maximum efficiency.  On the first week you want to build as many troop dwellings so that you have the most amount of creatures available next week to recruit.                            ÿ� �                   �   Day 4R�  You can't build any more of the troop dwellings until the Blacksmith is built.  So, for today it would be wise to build that.

I have noticed that Sir Christian has been very busy, moving around and 'flagging' several structures and Mines for your kingdom.  If you want to take a look at everything at once, all you need to do is take a look at the Kingdom Overview.  This is the small button in between the Heroes and the towns that looks like a small Castle.  Click on it and you will be able to see how many Mines, Heroes and troop dwellings belong to your Castle, as well as other things.                              ÿ� �                   �   Day 5F�  I'll keep it pretty short today, now that we can build the Barracks you should go ahead and order the construction.  This will allow you to recruit Swordsmen, a respectable troop for any army.
They aren't particularly fast, but when you upgrade them to Crusaders they will have two attacks each round, a worthy ability indeed.                            ÿ� �                   �   Day 6½   The Griffin Tower will attract the mighty Griffins to your Castle, and they are an excellent troop.  It would be a wise decision to build their Tower and get some Griffins here this week.                              ÿ� �                   �   Day 7��  As you can see we are once again unable to build any troop dwellings.  That is fine for the moment.  Rather than build anything else, you should build the Citadel.  This will give you a fifty percent increase in the number of troops who will arrive tomorrow.  It will also add arrow towers to your defenses, as well as a moat.  I don't think we are going to be attacked, but that is not how it normally is.  Protecting your original town can often be difficult, but the Citadel and eventually the Castle make it easier.                            ÿ� �                   �   Day 8ê�  Wonderful - a new week!  There is one very important thing that happens at the beginning of the week.  All of the troop dwellings are refreshed with troops, both inside and outside of the Castle.  You should send a Hero around to collect all of the troops living outside of the Castle.  In order to hire a Hero you will need to build the Tavern.  Build it, and then hire one of the two Heroes available there.  Send that Hero out to recruit all of those troops waiting in their dwellings.                              ÿ� �                   �   Day 9¼   Now you can build the Town Hall.  This will provide your kingdom with more Gold each day.  It is important to make as much Gold as you can, because running a kingdom gets rather expensive.                            ÿ� �                   �   Day 10¸   Building the Mage Guild will allow your Heroes to learn spells.  This is a very important part of combat and you will find that spellcasting heroes do better than those who shun magic.                            ÿ� 	                   �   Day 11y�  Instead of continuing with the Mage Guild, build the Marketplace.  This will allow you to trade an excess of one resource for something you need.  Sometimes, you will have an abundance of one resource (such as Wood), so you can trade it here at the Marketplace for something you need (such as Gold).  The more Marketplaces that you own, the better deal you'll get on the trade.                            ÿ� 
                   �   Day 12a   Now you can finally build the City Hall, which will bring in even more revenue for your kingdom.                             ÿ� �                   �   Day 13   For today you should build the Castle.  This way you will have even more creatures come to your town next week, and it will allow you to build the Capitol.                              ÿ� �                   �   Day 14ã   Building the Capitol will earn your kingdom 4000 Gold per day, and that is the most that any one town can earn.  It is an excellent way to keep you flush with money and continue to purchase the buildings and creatures you need.                            ÿ� 
                   �   Day 15»   Now, you should get back to building those troop dwellings.  The Monastery can be built today.  Monks make excellent troops, as the pure energy they hurl at your enemies is deadly indeed.                            ÿ� �                   �   Day 16��  Don't build that attractive Portal of Glory just yet.  It's very expensive and you still need to hire troops, and the Cavaliers have no place to live yet.  Without Stables the Cavaliers cannot have horses to ride.  So, build the Stables and we'll have Cavaliers to help out tomorrow.                            ÿ� �                   �   Day 17 �  Now you can build the Training Grounds and have Cavaliers in your troops.  These are excellent at charging, and you should always move them as far as possible to hit their opponent.  If they can't reach an opponent in the first charge, you should have them wait to see if the opponent moves closer.  If they don't, then have the Cavaliers move only part way, so you can utilize their charge to the fullest next turn.                            ÿ� �                   �   Day 18–   At this point you should have accumulated enough resources to build the Portal of Glory, go ahead and build it so you can recruit the powerful Angels.                            ÿ� �                   �   Day 19„�  I think you have the hang of it, sir.  I know that Sir Christian has a few more instructions for you, but that is about all I have for now.  Simply continue to build what is left in your town, upgrading the troop dwellings and the troops in the order that pleases you.  If you have any further difficulties, please refer to your on-line manual, as that also has some valuable information.                            ÿ� �