Heroes of Might & Magic III - HD Edition

Heroes of Might & Magic III - HD Edition

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[Walkthrough] - Seeds of Discontent
By Warlard
An in-depth guide to the Seeds of Discontent Campaign.
   
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The Grail - Introduction
To win, you must find the Grail within 2 months. Starting Bonus: Boots of Speed or 5000 Gold or 4 Pegasi.
The Grail - 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
The Grail - Starting Out
All of your troops will come from Recruiting Structures since your town is severely limited in what you can build (no fort and no creature generators) so you don't need the gold. The four Pegasi are okay and you will be able to upgrade them later but since you have a time limit I recommend taking the Boots of Speed as your bonus.
The Grail - First Leg
I suggest using Mephala as your main hero because she has the Armor specialty and you want to protect every troop you get since it's not easy to get more. Build a Tavern at A1 and hire more heroes and give Mephala the troops. Have Uland and Malcolm grab the resources and go to the Monoliths where they will get more troops. Have Mephala, Uland, and Malcom meet south of A1 so that they can give Mephala their troops and any artifacts they picked up from the ambushes. Pick either the yellow or pink path and have Mephala go through the Garrison which will both have 15 Marksmen, 20 Archers, 20 Halberdiers, 10 Griffins, and 25 Pikemen. With your Wood Elves and the Slow spell you should emerge victorious with few losses. Continue along the path you've chosen until you come to a Hill Fort which will make the rest of this map a lot easier. Now it will be easier to visit the rest of the Monoliths and clear the area where the Grail is.
The Grail - Second Leg
During the time that Mephala is making her way to the Hill Fort, your other heroes should be visiting the Recruiting Structures every week just in case you need more troops. I recommend especially getting the Pegasi and Wood Elves because they are the most powerful and useful. There are two tents that open up towers with a random artifact behind each and a one-way mirror which will make it easier to deliver troops but I wouldn't bother going out of my way to visit the tents unless the artifacts are useful.
The Grail - Finishing Up
After transferring as many troops to Mephala as you want and visiting all of the Monoliths, go to the swamp area and attack the wandering stacks that block your way to the Grail location. Hopefully you won't have to attack the Angels but if you do I suggest waiting for another week or two of reinforcements if you aren't confident at your ability to defeat them. All you need to do is dig up the Grail without taking it back to your town to win.
The Road Home - Introdcution
To win, the Ranger, Ryland, must reach the town of Welnin with the Grail, and build it a permanent home. Alternatively you can take over all enemy castles and defeat all enemy heroes. Starting Bonus: Level 3 Mage Guild or 5000 Gold or 3 Dendroid Soldiers.
The Road Home - 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
The Raod Home - Starting Out
Similar to the previous map, your starting town will be very limited in what it can produce so you'll have to get troops through joins or capturing enemy towns. The level 3 Mage Guild and 5000 gold won't be much help so I recommend picking the 3 Dendroid Soldiers which will fit in with Ryland's specialty.
The Road Home - First Leg
Ryland will receive a message stating that some of the Swordman are sympathetic to your cause. What this means in practical terms is that every Swordsman but not Crusader stack will join you. Very soon you'll have about 60 Swordsmen and be considerably stronger than any enemy hero. Now you can head to your town at A1 to build the Grail to win or attack the enemy and win by defeating every enemy hero and taking over every enemy town. If you choose the former than the follow the blue path and then the yellow path which leads through some easily defeated troops to A1 and victory. If you choose the latter then read on.
The Road Home - Second Leg
You could take over O1a which is on the way to O1b and there you can upgrade your Swordmen to Crusaders, probably after building the Upgraded Barracks. Hire another hero to protect the town and attack any scouts in the area. Meanwhile have Ryland go to O1b and take it over. This town will probably be more built-up than the other towns. Hire another hero and have Ryland go north on the red path to take over O2a. There will be many enemy heroes wandering around with at least one with a good many troops so use View Air and Visions if you have them and try to make sure that Ryland faces this strong enemy hero. After you defeat all of the enemy heroes then this map will end with your victory.
The Road Home - Finishing Up
There are quite a few resources lying around as well as mirrors and some Guard Tents but they aren't really necessary if you go on the offensive early since you won't need their advantages and the enemy won't have a chance to get them. There are a lot of stacks that will join you which is always a surprise and the clues you get about which ones will join are a nice addition. None of your heroes transfer over so you don't need to take the time to groom them.
Independence - Introduction
To win, you must build a Capitol in the town of Welnin. Only then will the Contested Lands be free! Starting Bonus: 12 Wood or 3 Dendroid Soldiers or 6 Dendroid Guards.
Independence - 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
Independence - Starting Out
Just as with the other two maps in this campaign, there's a fast way and a slow way to win this map. If you want to build a Capitol in Welnin as fast as you can then take the 12 Wood as your bonus. If you want to defeat the enemies than take the 6 Dendroid Guards as your bonus.
Independence - Fast Way
If you want to win as quickly as possible then take the 12 Wood as your bonus because you'll lose 20 Wood before you even start and more starting on day four. So if you find any piles of wood use them by building something and trading in your Marketplace if you need to. Since there are no Lumber Mills you should not waste any wood you manage to find. Explore the area around A1 to get gold and resources. and then follow this very easy building order.
  • Marketplace
  • Mage Guild
  • Blacksmith
  • Town Hall
  • City Hall
  • Citadel
  • Castle (you'll probably have to trade your resources and gold for wood)
  • Capitol
Now you have won without fighting a single enemy or wandering stack.
Independence - Long Way
Take the 6 Dendroid Guards as your bonus and hire as many heroes with troops as possible, even if they are not from the Rampart town. A magic user will fare better since the enemies will not have very many troops. Take your hero along the red path and I suggest attacking the Centaur Captain stack northwest of the Battle Dwarves since they have a good chance of joining you and the artifact they're guarding could be pretty good too. There is a lesser chance of the Battle Dwarves joining you but if you visit the Homestead near the Centaur Captain stack for some extra Wood Elves then you should be okay. Head northeast through the garrison which will have 5 Silver Pegasi and about 15 Grand Elves. Follow the red path until you reach O1a and you'll probably be able to walk in unopposed. This town will be more built-up than your starting town so it will be a good source of additional troops, especially if you conquer it by the second week. I suggest building a Citadel for the extra troops for added protection when the Blue hero tries to take back their town. After the Blue town is eliminated, hire the troops at the start of week 2 and perhaps build the Enchanted Spring in the first week to get some Pegasi which are fast and pretty powerful. Also check out the tavern to get some extra troops and head southeast to defeat the red hero before the second week is over using the same tactics. The red hero will be slightly tougher than the blue hero but if you work quickly you won't have a lot of trouble defeating them. After the red hero is defeated simply build a capitol in Welnin and if you were building every turn while defeating the enemies you can build the Capitol the next turn and complete this map and the Restoration of Erathia campaign.
1 Comments
Sora20XX 10 Dec, 2019 @ 3:07am 
I've never unlocked this campaign, is this the sequel to Spoils of War? Also, I don't see a guide on that campaign anywhere, did you do one?