Monday, June 27, 2011

The Grail

The main Restoration of Erathia scenarios mainly required players to build towns and defeat enemy heroes. Some people call this gameplay style 'vanilla.' I prefer to call it 'the fundamentals.' As I mentioned in an earlier post, the Seeds of Discontent campaign strays from convention by introducing three maps with unique objectives.

In the first bonus scenario (The Grail) three heroes must visit obelisks that are scattered about the map to uncover a puzzle. This in turn reveals a map with an X. A hero must locate the X on the adventure map and obtain the grail.

The grail will give the freedom fighters the brass balls to declare independence. Welnin believes the artifact will grant legitimacy to his cause and win the hearts and minds of his people.


The scenario begins with three starting bonuses: boots, gold, or pegasi. I realized that none of these options would give my heroes a big advantage. But in the end, I chose to recruit the pegasi. Here's why:

A lot of people pick the boots as a knee-jerk reaction to the scenario's two month time limit. "If my hero can travel a few more steps every day, I'll explore the map faster before time runs out." However, the actual map is quite small and you'll sometimes find yourself skipping turns. The boots are rather useless.

The gold is somewhat more useful. But by the end of the scenario, there was more gold in my vault than Scrooge McDuck.

I found the free pegasi to be the best option because having a mid-level creature in my army granted me an early advantage against the many Erathian ambushes scattered around the map.


Yes, this map is filled with Erathian sympathizers who want your head. Certain hotspots on the map, if touched, will immediately plunge your hero into battle. Unfortunately, you can't identify these hotspots until it's too late.

On the flipside, not all hotspots on the map are bad. Some troops are loyal to Welnin and the independence movement. Some of these idealistic soldiers will give your hero new artifacts or fresh troops to replenish your dwindling ranks.

Map designers prefer to put hotspots in chokepoints to force players to trigger them. Keep an eye out for chokepoints.


Quick aside: I love the design of the stained-glass puzzle screens in Heroes III. If I could find all of the different variations online, I would post them here. But you'll have to make do with the screenshot of the rampart puzzle near the bottom of this post.

After locating all of the obelisks, I learned that the grail resided in a large swampy clearing to the north. However, the clearing was guarded by unicorns, angels, and dendroids. I didn't want to screw with these creatures because my troops were severely weakened by the various ambushes I had faced.

To the north of town, I found a dragon cliff that cost nearly my entire army to capture but proved well worth the sacrifice. I hired green dragons to bolster the remains of my army (and used the nearby hill fort to upgrade them).

Another quick aside: Countdown clocks generally make me nervous. I hate feeling rushed. As you can imagine, I dislike those auto-scrolling levels in Super Mario 3. I also despise the StarCraft II mission where you have to keep relocating your base to the east because there's a wave of fiery destruction slowly sweeps across the map. I hate being told that I only have two months to find the grail.

However, capturing the dragon cliff really sped things up for me because it completely eliminated the need to send my heroes back to my starting town and waiting for troops to repopulate. Thanks to the dragons, I managed to finish the scenario in a single month.

Sunday, June 26, 2011

Welcome Age Of Heroes Readers

According to data from Google Analytics, pageviews on this blog have increased three-fold in the last week. This is due to an unsolicited but very much appreciated homepage mention on the Heroes fan site Age of Heroes.

I wanted to thank everyone for taking the time to check out this humble blog. I'm not used to having readers, but I like it. Happy exploring!

Saturday, June 25, 2011

Heroes II Grasslands Metal Cover

I'm still playing through the Seeds of Discontent campaign. But in the meantime, I wanted to post a metal remix of the Heroes II grasslands theme (also known as 'Magnificent Field') that I came across on YouTube a year ago. The artist is Harjawaldar, a student from Norway who specializes in video game remixes.



Metal may not be for everyone. But there are so few good Heroes remixes floating around the Internet that I thought it'd be worth highlighting one of the more unique interpretations here.

Thursday, June 23, 2011

Seeds Of Discontent



Heroes of Might and Magic III contains a secret seventh campaign that appears after completing the main Restoration of Erathia storyline. This campaign contains three scenarios. To access it, you must save the game at the conclusion of the scenario For King and Country. When you reload the game, it will take you to the campaign selection screen.

Seeds of Discontent is only marginally connected to the main RoE storyline. The area between AvLee and Erathia was the site of the Timber Wars, a conflict that we hear about a lot but never get to actually participate in. Based on the game's account of the war, it was basically a border dispute that turned especially bloody.

The people who live in these 'Contested Lands' welcomed AvLee and Erathia's alliance against the necromancers. However, they fear that the end of the conflict will bring about renewed hostilities between the humans and elves.

A man named Faruk Welnin decides to turn the Contested Lands into a new independent state. This is the premise of the new campaign.


Of course, Welnin's declaration of independence doesn't really affect the main storyline. But it does help explain the existence of a new territory in Might & Magic VII called Harmondale.


Compared to the previous campaigns, Seeds of Discontent is rather gimmicky. That's not bashing the game at all. I actually like the campaign's unconventional mission objectives.

The first scenario involves visiting obelisks and finding the grail before time runs out. The second scenario involves using a single hero with limited troops to run a gauntlet of challenges and arrive at a specific town before computer AI heroes hunt him down. The final scenario tests the player's ability to manage resources. These aren't typical 'get resources, capture towns' quest goals.

Anyway, I'll go ahead and play these scenarios now.

Wednesday, June 22, 2011

Replayed Heroes II Recently

Apologies for the delay in new posts. My quest to replay Heroes III was recently derailed. After I heard Paul Anthony Romero's delightfully nostalgia-inducing Summer Plains theme from Heroes VI, I found myself downloading and replaying the second game in the series.

The graphics in Heroes II still look amazing today, and it's due in no small part to its use of colorful and cartoony 2D sprites. I'd venture to say that Heroes II's visuals have aged better than Heroes III's and IV's combined. Crisp, pixel graphics are charming in a way that can't be matched by the later games' blurry 3D models. There's no question that the gameplay mechanics and storytelling in Heroes III and IV are far superior. But Heroes II simply looks great.



Kudos to the folks at GOG.com for preserving classic PC games for a whole new generation of fans. For a mere $9.99, gamers can purchase a modified version of HOMMII: Gold Edition that can be installed on modern Windows machines with a few clicks, remains DRM-free, and simply works. Getting such old games to function properly on Windows 7 is nothing short of a modern miracle.

Sunday, June 19, 2011

The Ending

Well, here's the game's ending. But first, I have a few quick comments. What the heck is Queen Catherine wearing? Why does her armor show cleavage? Why is she wearing a thong?

Secondly, there aren't any good pictures of King Gryphonheart in the game. I also haven't seen any concept art for his character. The finale is the only opportunity to get a look at this important character. His ghostly visage appears for a few seconds. And the conclusion is... King Gryphonheart looks like some guy with a mustache.

Finally, Queen Catherine laments in her monologue that the Gryphonheart line has ended. Ironically, this becomes a point of contention in Lysander's campaign in Heroes of Might and Magic IV. We find out there's another Gryphonheart after all.

And now, the finale:

Lich King Gryphonheart sits on his throne, unhappy about his defeat. Well, if he had bothered getting on a horse and leading an army, this supposedly brilliant tactician might not be in this position.

Queen Catherine busts in with her... er... bust.

Queen Catherine points out the traitor, Lord Haart. Damn, Roland Ironfist married a skanky gal.

King Gryphonheart ends Lord Haart's life. By the way, why does Lord Haart look nothing like his portrait. Instead of a 'pretty boy' with flowing blond locks and a square jaw, he looks like a skinny Seth Rogen.

King Gryphonheart realizes that his daughter is going to cast a spell to cleanse his soul.

A big beam of light envelops the castle. Hmm... where did Queen Catherine learn this spell? Also, why did she need to be inside the throne room to cast such a spell? Oh wait, she needed to bring Lord Haart to her father.

King Gryphonheart's ghost appears but doesn't say anything.

Catherine says goodbye to her father while trying not to think about the enormous sum of gold it will require to rebuild her kingdom.

Oh look, I'm a power lich.

Saturday, June 18, 2011

For King And Country


Finally, we arrive at the final last scenario of the Song For The Father campaign. The necromancers have revealed that King Gryphonheart was poisoned by Lord Haart, one of his trusted knights. Queen Catherine requests that Lord Haart be kept alive so that he can face justice.



You might be wondering who Lord Haart is, considered there was no mention of him thus far in the Restoration of Erathia storyline. Lord Haart was one of Lord Ironfist's knights in the original Heroes of Might and Magic game. He made a short cameo in the sequel assisting Roland Ironfist in the good campaign. His betrayal comes out of left field. However, it does set up a lot of the later plot threads in the expansion.


Well, here's Catherine. The final scenario gives me the opportunity to control the queen directly. Unfortunately, her presence is more of a liability than a benefit. Compared to the rest of my heroes, Catherine is supremely underpowered. Also, if she loses any battle, the game instantly ends.

Throughout the scenario, I put her to sleep in the lower-left corner of the map near the starting castle.


Here's Lord Haart, the traitor. Interestingly enough, his bio mentions dubious ties with the necromancers. Like Catherine, Lord Haart is a major liability. Due to Catherine's thirst for justice, we have to keep Lord Haart alive. This means putting him far away from enemies.

Thankfully, the map contains a few sanctuaries near the necromancer garrisons. As long as a hero is resting in a sanctuary, he or she cannot be attacked. It's one way to guarantee that enemy heroes won't sneak into your territory and kill the underpowered VIPs.


The design of the map greatly favors your heroes. For starters, you have three almost-fully-built castles compared to the necromancers' two necropoleis. Secondly, the necromancer territory is filled with cursed ground, giving you the ability to win battles using might over magic. Necropolis troops are naturally weak, requiring a lot of tricky spellcasting to survive. Since the enemy won't be able to cast spells, you can smash them with tough units like cavaliers and paladins.

The necromancers' territory is divided into two halves. The western half contains creature dwellings and not much else. For some reason, the enemy heroes liked to hang around this area. The eastern half contains the two necropoleis that must be captured.

Thanks to the previous scenario, my heroes started with dimension door and town portal spells. This allowed me to very quickly explore the map and ferry units to a few key heroes. Mephala led the bulk of my rampart units. Tyris led my tower units. Good ol' reliable Christian led my castle units.

The abundance of cursed ground made it difficult to utilize these spells from within the necromancers' territory. However, they allowed me to very quickly surprise the enemy and capture their towns before they could be properly fortified.


My first order of business was to capture Stonecastle. It was barely defended.

As I explored the necromancers' territory, I noticed that the upper right corner of this map is laid out the same as the first scenario of the necromancer campaign. The main difference is that Stonecastle has been converted from a castle to a necropolis. Supposedly, Lich King Gryphonheart was commanding his troops from his throne room in Stonecastle. Since I captured it, the scenario should have ended in victory, right? Not so.

The final necropolis was in the upper right corner of the map, a few days travel from Stonecastle. It was defended by a few ghost dragons and power liches.

Oddly enough, neither necropolis had defending heroes.

Since the overworld was cleared, I assumed the remaining heroes were in the tunnels. I sent my army underground to hunt down the remaining heroes. I wasn't sure if the necromancers had built a new necropolis underground and was pleasantly surprised when I received a message telling me that purple had been vanquished.

In hindsight, I probably could have just stayed by the necropoleis and kept clicking the end turn button seven times. All in all, it was an anti-climactic finish to an awesome campaign.

Wednesday, June 15, 2011

United Front



Here we go. In United Front, four nations fight against the Lich King Gryphonheart: Erathia, AvLee, Bracada, and Deyja. In the monologue that kicks off the scenario, our long-suffering Queen Catherine laments her war weariness. Indeed, we're going to be in for an extended conflict. United Front is not only the most difficult map in the entire game, it's also the longest.

That's not to say the scenario is filled with sidequests. In fact Heroes III doesn't have much in the way of sidequests. Just a few fetch quests here and there. Bring x hero to y tent. Bring x artifact to y seer hut. Most people forget that it was really Heroes IV that introduced the multiple objectives in a single map format that was so prominent in Heroes V.

It's times like this I thank God Heroes III processes enemy turns quickly. Whenever I click the end turn button it takes the system a mere 3-4 seconds to return control to me. I can't imagine how many hours it would take for Heroes V to process an enemy turn on a map of this size.


The limited resources that I begin the scenario with makes me regret not having used up the previous scenario's funds to train eight heroes. In fact, I had only carried three heroes (along with the necromancer Nimbus) from the previous scenario. Thankfully, the game grated me a new hero: Mephala. The female ranger (a long-time fan favorite... probably because she's pretty) begins at level 5.

I'm not sure how the mechanics of automatic hero assignments works. If I had only carried over one hero from the previous scenario, would the game have granted me four new heroes?


Let's talk about the map. Basically, it's divided into two areas I like to call 'wasteland' and 'grassland.' If you imagine the map as having a vertical and horizontal line down the middle, the wasteland would be found in the upper left quadrant. The other three quadrants consist of grassland.

The wasteland area is where all of the necropoleis are located. The heroes must break through a few garrisons and traverse through cursed ground to reach the enemy.

Cursed ground is really a double edged sword. On one hand, it prevents the enemy necromancers from casting Meteor Shower on your troops when you go on the offensive. Trust me, if given the chance, the enemy will spam Meteor Shower like there's no tomorrow. On the flipside, the cursed ground is a pain in the ass because heroes won't be able to escape danger using Town Portal or Dimension Door.

In the lower right corner of the map, there's a keymaster tent. I found the tent fairly early and was surprised to discover that the corresponding border guard was in the center of the map. It guards a single castle in a pristine valley, in the middle of the necromancers' rot and destruction.


The castle's mage guild taught my heroes the Town Portal. I've already established in earlier posts that the Town Portal spell is incredibly useful and probably the single deciding factor between a long, drawn-out conflict or a brisk firefight.

With the spell on hand, the rest of the map proved simple. The main reason maps on Expert difficulty usually take days to complete is the enemy AI will relentlessly target your weakest city with its strongest hero and take it over. It's hard to garrison enough troops in all of your cities to prevent this from happening. Even if you manage to do so, the enemy will always have the advantage of artifacts and high level heroes.

This was definitely easier to do with the starting four cities (no cursed ground) than any of the enemy necropoleis. I feel obliged to again mention that cursed ground is a pain in the ass.

With Town Portal, guarding the cities becomes easy because you can designate a single hero as the 'defender.' This hero holds all the troops and can teleport to any city that's in danger. The enemy will never capture a single city and you'll simply achieve victory from denying resources and amassing a larger army.

In this scenario, the enemy AI pooled all of its artifacts and troops for two heroes: Aislinn and Moandor. I decided to play cat and mouse with those two heroes. Whenever one of those heroes neared my town, I would send a hero on a hit and run mission. My goal was not to kill Ainslinn and Moandor. They were far too strong for me. My goal was to simply damage their army enough that the computer AI would forgo an attack on my town.

I soon discovered that Moandor was equipped with the Shackles of War, which prevented my heroes from surrendering or retreating from combat. Unwilling to lose my high level heroes, I decided to try a different strategy. Whenever Moandor approached a town, I lured him away with a hero with a seemingly weak army. Then, I sent the hero to a sanctuary before Moandor could finish him.

By keeping Aislinn and Moandor occupied, I slowly captured all of the necropoleis on the map.


This triggered the two heroes to immediately head toward the nearest town and try to capture it. This time, I had a huge army waiting for them. As Aislinn approached my Rampart with her seeming endless vampire lords, I warped my heroes one by one to intercept and wear down Aislinn's army.

Finally, I sent Tyris to deliver the final blow. The benefit of capturing all the necropoleis first is that the enemy can't retreat.

As for Moandor, he headed toward one of my unguarded necropoleis. I took the remains of Tyris' army and teleported. Although thoroughly outnumbered, Moandor crashed his army into my garrison and was defeated.


All that's left now is to destroy Lich King Gryphonheart in his castle! My only complaint is that Gryphonheart doesn't actually lead an army against you. He just sits in his castle while his minions do all the work.

Saturday, June 11, 2011

Safe Passage



There aren't a lot of throwaway scenarios in Heroes III. But I'd have to say that Safe Passage is probably one of the most inconsequential maps in the game.

For starters, the map is tiny. Your goal is to escort a level 1 necromancer named Nimbus from the upper right corner of the map to your starting castle in the lower left corner of the map. Three keymaster tents must be located in order to unlock the border guards in Nimbus' way. However, Nimbus is never in any mortal danger. Completing the map is simply a matter of wiping out the lone enemy hero, taking over two necropoleis' and unlocking Nimbus.

The map could have been improved with either a time limit or a gauntlet of obstacles for Nimbus to overcome. Oh well, it's too late now.

In terms of the story, the necromancers have realized their mistake in raising King Gryphonheart from the dead. They've decided to broker a truce with Erathia in hopes of putting the genie back in the bottle, so to speak.

We also discover that King Gryphonheart's death was the result of foul play. However, Gen. Kendal's investigation has turned up no suspects. Great. Gen. Kendal's incompetence rears its ugly head once more. Only the necromancer Nimbus has the answer.

Escorting a diplomat couldn't have been addressed in a cutscene?


The good news is that Nimbus and up to seven other heroes will be transported into the next scenario. Practically speaking, I don't think it's necessary to recruit and train seven heroes for the sole purpose of carrying them over. Doing so seems tedious and counterproductive. It's better to save experience points for three stronger heroes than try to spread them out.

Nimbus' special ability is Eagle Eye. As I've already mentioned in previous posts, Eagle Eye is a completely useless skill at this point in the game. Leave it to the bastards of Deyja to send their most useless hero to broker a truce with Erathia. If Queen Catherine refused and decided to execute Nimbus, it would be no big loss for Deyja. Here, have an gift. Did I mention it's just a bag of poop?


Although the scenario is short, you'll still want to maximize opportunities to gain experience for your heroes. The map is littered with treasure chests. Since there's no time limit, you can take your sweet time to customize your heroes in preparation for the next scenario.

However, if the enemy is allowed to linger, he will steal treasure chests and slay random troop stacks. So in a way, there is a sort of 'unofficial' time limit imposed by the map designer. If you take too long to defeat the enemy, you'll pay for it in later scenarios.

My starting hero (Tyris) was strong enough to take down the first necropolis with her starting units (some pikemen, archers, and griffins). Immediately, the purple hero barricaded himself in the second castle and started training liches. When an enemy is holed up in a castle with ranged units, it's plain stupid to launch an attack without flyers or shooters. What did Theoden say in Two Towers? "They will break upon this fortress like water on rock."

After a few weeks of training griffins and visiting learning stones, I took down the second and final necropolis with no problems. If you frighten the enemy AI enough with an early assault, it will be too scared to leave its city.

There's a tree of knowledge that grants an instant level up to any hero who approaches it. In order to maximize your heroes' levels, it's advised to visit the tree after you've exhausted all other opportunities to gain experience.

I also made sure to learn Earth Magic. As I've mentioned in the past, Expert Town Portal is an essential spell for town defense. The enemy AI will assault your heroes relentlessly in the next scenario. Having Town Portal in your spellbook allows you to allocate a single hero to defend all towns while the rest of the heroes go on the offensive.

Friday, June 10, 2011

Song For The Father

Song For The Father is the final campaign in the Restoration of Erathia storyline. There are only three scenarios, of which two are extremely short.


Now that Erathia's invaders have been taken care of, Queen Catherine must turn her attention toward the north where her father's undead army is wreaking havoc. There's not much else to say except that the computer AI difficulty ramps up significantly in these final three scenarios. Victory will require a great deal of advance planning.

Monday, June 6, 2011

The Story So Far

As we head into the final chapter of the Restoration of Erathia storyline, let's pause for a moment and recap the story so far.

At the end of Heroes II, all is well. Roland Ironfist reclaims the throne of Enroth and imprisons his evil brother Archiband with a petrification spell. He marries Catherine Gryphonheart from the kingdom of Erathia. However, peace does not last long. The Kreegans, demons from space, invade Enroth. King Roland abruptly disappears.

Queen Catherine soon learns that her father, King Nicholas Gryphonheart, has died. She quickly takes an Enrothian fleet and sets sail for Erathia.

King Gryphonheart's sudden death leaves his kingdom unprotected. Erathia's neighbors immediately decide to take advantage of the situation. The Kreegans join forces with the dungeon overlords of Nighon to invade Erathia. The Kreegans eliminate many of Erathia's allies, including the gold dragon queen. Meanwhile, the dungeon overlords dig a tunnel from Nighon to the outskirts of the Erathian capitol of Steadwick. After a quick siege, they conquer Erathia.

Meanwhile, in the west, the barbarians of Krewlod and beastmasters of Tatalia take advantage of Erathia's weakness by expanding their borders. Unable to share, the two nations quickly turn on each other.

When Queen Catherine's fleet finally arrives, she learns that Erathia has been taken over by the Kreegans and dungeon overlords. She immediately sends emissaries to the wizards of Bracada and the elves of AvLee requesting assistance. She also recruits several powerful allies on her march to Steadwick, including the griffins and archangels.

Once Catherine returns to Steadwick, she send any army through the Nighon tunnels and reclaims the city. Upon learning that the Kreegans have kidnapped Roland Ironfist, Catherine sends a team into Eeofol to slay the demons responsible and rescue her husband. With the help of Bracada's wizards, Catherine also reclaims the western lands of Erathia from the barbarians and beastmasters. Finally, she works with her allies to free Erathia's western lands from Nighon control. The dungeon overlords are driven all the way back to their island across the sea.

Unfortunately, another shady force was manipulating the war behind the scenes. The necromancers of Deyja cleverly sat back and watched their neighbors slay one another. They sensed the perfect opportunity to raise an army of the dead and take revenge upon the Erathians.

First, the necromancers retrieved the corpse of King Gryphonheart and used ancient magic to resurrect him from the dead. However, the newly revived lich had plans of his own. He quickly consolidated power within Deyja, killed his political enemies, and set his sights on his former kingdom of Erathia. The undead forces poured across Erathia's northern garrisons, slaying innocents and gaining numbers.

We now enter the final chapter of the Restoration of Erathia storyline. The undead army of Lich King Gryphonheart are powerful and restless. Catherine must repel the undead invasion, subdue the necromancers, and free her father's soul from eternal damnation.

Quite a story. Now, onward!

Sunday, June 5, 2011

Tunnels And Troglodytes

Tunnels and Troglodytes is the final scenario in the Liberation campaign. With the Kreegans on the run and the eastern border of Erathia secured, Queen Catherine now shifts her focus toward the vast network of tunnels that connect her lands to Nighon.


With respect to Antagarich's geography, Nighon exists as an island to the east of Erathia and Eeofol. There's a treacherous, rocky sea separating Nighon from the main continent, but the dungeon overlords prefer to dwell underground. For this scenario, the map designers made sure to be as accurate to this layout as possible.

On the overworld, there are two slivers of land on the eastern and western borders of the map. Separating them is a vast sea. Queen Catherine's forces start on the western land mass, controlling three cities. The eastern land mass doesn't have any cities.

In the subterranean map, there's a network of tunnels with five dungeons. Nighon starts the map with control over all of them. The three western dungeons are fully built. The two eastern dungeons cannot build dragons because the dwelling is disabled.

The starting heroes are Jenova, Christian, and Astral.

The key to completing this scenario is to capture and hold as many of the enemy dungeons as possible. This is a pure numbers game. Your forces start with a castle, a tower, and a rampart. Since you can't give all of these units to a single hero, the enemy will be able to overwhelm with dragons. By capturing dungeons, you'll be able to amass your army and create an uber hero.

Obviously, it makes more sense to hold the dungeons that can actually build dragons. The enemy AI is relentless on this map and will make use of liths and warp gates to evade your army. Worst of all, one of the one-way liths will bring the enemy directly into your starting area. It's possible that they may capture all of your starting cities.


The enemy also loves to combine their armies. There will be a single hero with 20+ black dragons. He or she will usually hang around the eastern-most dungeon in the subterranean map. In my game, that hero was Alamar the warlock. Occasionally, he left the dungeon to attack my cities. Thankfully, it was easy to distract him using weak heroes as bait.

It's okay to let your starting cities fall to the enemy, so long as you continue to hold the dungeons. The tables will be turned. The enemy will be stuck with the fragmented army while you will have large stacks of black dragons.

In the end, I gathered an enormous army of scorpicores and black dragons and crushed Alamar's troops. Then, I simply held all of the cities and waited seven days for Nighon's heroes to abandon their army.

I have a feeling that the map would have been much easier if I had learned Expert Town Portal. Unfortunately, I was unable to learn Earth Magic.

Wednesday, June 1, 2011

Deal With The Devil


In Deal With the Devil, Queen Catherine discovers that Roland Ironfist is being held by the Kreegans in the city of Kleesive. Catherine sends her army into Eeofol to rescue her husband.

Kleesive can be found within a volcanic circle at the map's eastern edge, guarded by nasty arch-devils and a special hero called Clan Leader. Once Kleesive falls, the scenario ends.

Here, we get our first and only look at the corrupt lands of Eeofol. Sure enough, it's a nasty and grim volcanic land. The Kreegans thoroughly terraformed the peaceful land of the halflings into something you'd see in Dante's Inferno. If Eeofol had a fantasy counterpart, it would be Mordor from Middle Earth.

Team Catherine doesn't spend a lot of time in Eeofol, however. The goal is just to rescue Roland, not to invade the entire nation. Thus, with Eeofol's invasion of Erathia ended, the story immediately pulls back and refocuses on the necromancers of Deyja.

Later, in the Armageddon's Blade expansion, we get a more thorough look at Eeofol. But I'll write more about that part of the story after I finish Restoration of Erathia.