Previous page | Next page | Manuals | ||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Tutorial manual: | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | RoE manual: | 1 | Table of contents | 3 | 4 | 5 | 6 | 7 | ||||||||||
8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 |
39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 |
70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 |
101 | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | 110 | 111 | 112 | 113 | 114 | 115 | 116 | 117 | 118 | 119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 | 128 | 129 | 130 | 131 |
132 | 133 | 134 | 135 | 136 | 137 | 138 | 139 | 140 | 141 | 142 | 143 | 144 | AB manual: | Table of contents | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |||||||
11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | SoD manual: | 1 | 2 | Table of contents | 4 | 5 | |||||||
6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 |
(with remaining movement points) in order of how they appear on the portrait window. Click
until the view is on your Knight.
Move your Knight to the sign up ahead, and follow the instructions there. Once you have
flagged all four mines, continue down the passage to the southwest as far as your hero can move.
If you try moving farther than your hero has movement points to reach in the current turn, the
movement arrows and destination X will be colored red instead of green. Red arrows show the
path that the hero will take, but indicate movement that will take place on the next or subsequent
turns. Since you’re out of movement for this turn, end the turn now.
Week 1, Day 5
Notice how the movement path from the previous turn has stayed, but has now turned green to
indicate movement that can be completed this turn. Among the buttons on the right sided of the
screen is a Move Hero button. Click on this to have your Knight complete any movement left
over from last turn, then continue west and north and proceed through the Subterranean Gate.
You have traveled clear under the ocean! But this isn’t a vacation spot, this is the home of the
Demons and Devils of the infernos. It’s a good thing that there is a road here – lava terrain
causes a movement penalty for any heroes or creatures that are not native to the infernos. Other
poor terrains you will encounter include rough, desert, swamp, and snow.
To the southwest is a War Machine Factory. It behaves just like the various Blacksmiths that can
be found in towns, but with one exception – you can purchase all war machines. For now, go to
the War Machine Factory and purchase a Ballista.
You’re doing well, but with another day at an end, it’s time to end your turn.
Week 1, Day 6
Move your Knight along the road to the Star Axis structure. As you can see, a visit to the Star
Axis increases your Power skill by +1. Just like objects that increase your luck or morale, there
are sites to visit that will increase your primary stats or teach you new skills as if your hero had
gained a level. These effects are permanent. As a general rule, any number of heroes may visit a
single site, but heroes my only gain the benefit of the site once.
Further down the road is an Inferno town. The presence of a citadel means that the town has at
least minimal fortifications, so it’s a good thing you stopped at that War Machine Factory. Move
toward the town, where you will be joined by several Archangels, then launch your attack on the
town by marching your hero up to the front entrance. Instead of a Horse icon, the mouse cursor
will show that you are about to enter combat by turning into a Sword icon.