Heroes of Might & Magic III - HD Edition

Heroes of Might & Magic III - HD Edition

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[Walkthrough] - Dungeons And Devils
By Warlard
An in-depth guide to the Dungeons And Devils Campaign.
   
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A Devilish Plan - Introduction
To win, you must find and kill the Gold Dragon Queen. Your Heroes will be limited to 12th level in this scenario, but your 8 strongest Heroes will be available to you in the final scenario of this campaign. Starting Bonus: Slayer Scroll or Armor of Wonder or 100 Imps.
A Devilish Plan - Maps



  • Green - Friendly Town
  • Red- Enemy Town
  • Grey - Neutral Town
  • Yellow - Underground Passage

  • A# - Allied Towns
  • O# - Opponent Towns (a,b,c,d,e,f,g indicates which enemy)
  • N# - Neutral Towns
  • M# - Mirror Entrances (a) and exits (b). two-way unless stated
  • E# - Exit (a) entrance and (b) exit
  • S# - Seer (a) and the location of the item (b)
  • G# - Guard Tents (a) and the location of the Guard Tower (b)
  • J - Jail
  • X - Ambush
A Devilish Plan - Starting Out
You might be a little worried because the enemy starts out with four towns to your one. Fortunately for you, only O3a can build anything so if you move fast, you'll be able to eliminate the enemy very quickly. Take the 100 Imps as your starting bonus.

You can take these heroes to the final map of this campaign, but I recommend against it. There are simply too few power-ups on this map to make it worthwhile. In addition, you can only have one mage guild at level 5 and another at level 4 so it's difficult to groom a magic user for the final map. As always, your mileage may very.
A Devilish Plan - First Leg
I upgraded my Imps to Familiars by purchasing the Upgraded Imp Crucible and gave them to my starting hero. He will quickly take out the Red hero by starting on the blue path and taking out the neutral town west of your starting town, further west to O1a, northeast to O2a, northwest to O3a, and finally east to O4a. The heroes you face will be scouts and should be no match for your, by comparison, overpowering force. If you work fast, the enemy won't have the time or the resources to build up O3a to any extent and so defeating its heroes will be extremely easy.
A Devilish Plan - Second Leg
Now that the enemy has been defeated, you can concentrate on building up your Inferno town and perhaps O3a (it can't build Unicorns or Dragons). Flag all of the mines and gather the loose resources in addition to the many artifacts that are lying about. It's best not to rely on magic since Gold Dragons are immune to all spells below Level 5.
A Devilish Plan - Finishing Up
Once you have enough troops of your choice, visit G1a to get through G1b and then G2a so you can go underground past G2b and to E1a. If you have a big enough force, the Green Dragons will flee from you. Head underground on the pink path and to the Gold Dragon that is your goal. Win that battle and this map is over.
Groundbreaking - Introduction
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 be available to you in the final scenario of this campaign. Starting Bonus: Pillar of Eyes or Mage Guild 1 or Battle Scholar Academy.
Groundbreaking - Maps


  • Green - Friendly Town
  • Red- Enemy Town
  • Grey - Neutral Town
  • Yellow - Underground Passage

  • A# - Allied Towns
  • O# - Opponent Towns (a,b,c,d,e,f,g indicates which enemy)
  • N# - Neutral Towns
  • M# - Mirror Entrances (a) and exits (b). two-way unless stated
  • E# - Exit (a) entrance and (b) exit
  • S# - Seer (a) and the location of the item (b)
  • G# - Guard Tents (a) and the location of the Guard Tower (b)
  • J - Jail
  • X - Ambush
Groundbreaking - Starting Out
At the default Easy difficulty, it doesn't really matter which of the starting bonus you take since you'll end up by building all of them eventually. I took the Mage Guild 1 so that I could build a City Hall faster and give my starting hero some spells.
Groundbreaking - First Leg
I followed the blue path to take over N1 and then N2 because N2 has an Upgraded Labyrinth and can produce Minotaur Kings. There are Medusas guarding N2 but with Magic and/or Tactics, you won't take many losses. This is the best unit you will have access to for quite some time and is powerful enough to subdue the surface. I suggest that you build a Castle at N2 and wait for the next week so you can take as many Minotaur Kings as possible through E1a. Except for O2a, most of the towns above ground are limited in what they can produce. So take over O1a (which is east of E1b), then head northwest to take over O2a, east to take over O3a, and finally southwest to O4a. You don't want to actually conquer O4a yet because you want the time to hire up to 8 heroes and to get them all to level 12. If you park a hero by O4a, you can effictively trap them and explore the rest of the map in piece.
Groundbreaking - Second Leg
While you're doing this explore the underground, build up A1 and N2, take over N3 and N4 (limited so use them for gold and resources), and build up heroes. If you work quickly in squelching the enemy, you probably won't even see them underground.

An easy way of leveling new heroes to level 12 quickly is to use the Altar of Sacrifice that is south of A1 in the underground or in the muddy area above ground. You can get rid of your less powerful troops as well as those that joined you to quickly level heroes without having to search out battles or Learning Stones.
Groundbreaking - Finishing Up
Make sure you have your heroes visit the places of learning to bolster their stats and to build Mage Guilds in every town. Very few maps give you the opportunity to have seven level 4 Mage Guilds (and a few at level 5) so you can have very powerful magic heroes that will transfer over to the next map. Once you're finished attack O4a, which will have very few troops and will be an extremely easy battle, you will win this map.
Steadwick's Fall - Introduction
To win, you must capture the city of Steadwick within 3 months. Starting Bonus: Inferno Heroes (Map 1) or Dungeon Heroes (Map 2)
Steadwick's Fall - Maps



  • Green - Friendly Town
  • Red- Enemy Town
  • Grey - Neutral Town
  • Yellow - Underground Passage

  • A# - Allied Towns
  • O# - Opponent Towns (a,b,c,d,e,f,g indicates which enemy)
  • N# - Neutral Towns
  • M# - Mirror Entrances (a) and exits (b). two-way unless stated
  • E# - Exit (a) entrance and (b) exit
  • S# - Seer (a) and the location of the item (b)
  • G# - Guard Tents (a) and the location of the Guard Tower (b)
  • J - Jail
  • X - Ambush
Steadwick's Fall - Starting Out
I recommend that you choose the Dungeon Heroes from the second map in this campaign. I am making no judgments on which town is better than the other but say this because you were able to build your heroes magically to a higher extent in the second map. If you didn't do this to at least 2 of your heroes, you will be at a great disadvantage.
Steadwick's Fall - First Leg
Your immediate goal is to nullify the immediate threats to your towns and heroes, build up the Dungeon town, and flag the Dragon Cave (southeast of the Dungeon town) in order to amass a sizeable force of Dragons. This is where having magic heroes comes in handy as you'll mainly be using spells as you take over O4a (northwest of A2) and then O2a (northwest of A3). If you have heroes with Town Portal and at least Advanced Earth Magic you won't have to leave anyone inside the towns because you'll be able to quickly come back to the area if you see an enemy approach.

Now you can relax somewhat while flagging mines and picking up loose resources. Since there are so many wandering stacks, having the Diplomacy skill will enable you to get a head start in having a large army. Unlike other maps where the wandering stacks are either sparse or set to always attack, you will be able to get many troops on this map for little cost. Build up the Dungeon town to get Dragons as soon as possible as well as flagging the Dragon Cave southeast of the Dungeon town. Only start building upgraded structures once you can start hiring Red Dragons with a Castle. Except for the Inferno town (A2) all of the other towns are restricted so only use them for gold, resources, and for any spells you want but didn't get in the second map.
Steadwick's Fall - Second Leg
You don't have to really concentrate on building up your heroes because they don't transfer to another map and because there's an Altar of Sacrifice northeast of N1 that you can use to sacrifice useless creatures for experience. Other good spots to visit are the Library of Enlightenment northeast of N2 and the University north of O4a. There's also an great artifact protected by Archangels at the northeast corner of the map. When I played I got the Helm of Heavenly Enlightenment which gives +6 to all primary skills so it's definitely worth it to make a trip up here before facing General Kendall.
Sreadwick's Fall - Finishing Up
Once you have at least 10 Black Dragons (Efreet Sultans can be substituted if you want to use Inferno troops) and a Magic hero with Expert Fire and Armageddon. What I've always done is slipped past the Garrisons by using a hero with at least Advanced Water Magic and the Summon Boat spell. It takes two days to get to Steadwick but it's better than the potential loss of troops by going through a garrison. You can also use Fly, Dimension Door, or Water Walk if you received them in a previous map to bypass the garrison protecting Steadwick. As to the battle with General Kendall, simply use Armageddon repeatedly until everything dies. If you don't have that then Chain Lightning and Meteor will also work well. The biggest threat are the Champions so if you can kill them first or Blind them, the rest of the battle will go much smoother. Once he's killed you only have to take over the castle to win the map.

Since you don't have to actually defeat General Kendall to win this map you can wait until he's away from Steadwick and run past him to the castle. The weak hero decoy trick also works well and since most if not all of the troops are always with Kendall that means Steadwick will be a piece of cake to take over. If you have Fly, Dimension Door, or Water Walk from the previous map then you could win this map within the first week if you wanted to. You might have to use this method since General Kendall might have the Orb of Inhibition which prevents all magic use and since he has so many troops it might not be possible to get enough troops of your own to be victorious.
3 Comments
1989_Tiananmen_Diver 29 Nov, 2024 @ 7:31pm 
i cant imagine how can you win at first week when Kendall has hundreds of archers and zealots +griffins. What army can withstand this??
o0Zephyr0o 18 Dec, 2023 @ 11:37pm 
Note: In the Devilish Plan scenario, the green dragons outside the subterranean gate grow like any other creatures as time goes on, but the dragons in the underworld stay as "few" and there is only one gold dragon.
Labrie13 27 Jun, 2020 @ 8:22am 
Thank you for sharing!