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"The Emperor's Archmage has made a crucial discovery, plucked from the thoughts of Kraeger himself as he fled the battle for the third artifact piece. Kraeger is not alone in his treachery! A cabal of Necromancers within the heart of the Empire itself has guided him towards the artifacts they sought.

Now we may strike at the source of this chaos which threatens the empire. Gather the Emperor's armies and destroy the Cabal and with it the traitor who has evaded you these many months.
"

Betrayal's End is the seventh scenario of the The Price of Loyalty campaign in Heroes of Might and Magic II: The Price of Loyalty. It's optional, but will provide the player with the Sword of Anduran in the final scenario, completing the Battle Garb of Anduran.

For the good of the Empire, eliminate Kraeger.OffBck

After fighting their way through Kraeger's lands and defeating all his allies, the heroes of the Empire cornered the traitor himself and captured him. Claiming the Sword of Anduran, they had completed the Battle Garb, ready to use it against the Necromancers.

Walkthrough[]

The Empire starts with a single Necromancer hero, with a few creatures and the Helmet and Breastplate of Anduran. If the Arrow's Flight scenario has been played, the wood bonus will give two wood every day, and the elven alliance will guarantee that all neutral elf and grand elf stacks join the heroes.

The blue, red, and yellow players have a Knight castle and hero each, and the green player has four Knight castles and heroes. The yellow hero is Kraeger himself.

The animate dead spell would be extremely useful as a starter reward, since the player will be using a Necromancer castle for a while.

This is the hardest scenario by far, and the player will need to hope that the Knights are busy killing each other, hopefully severely weakened when they face the player. The player starts with a lone Necromancer and no castle. Grab the wood and gold nearby and head north, then northeast, to grab the Necromancer castle. Directly north of the castle is a gold mine, while to the south is a sawmill and some gold piles. Grab them quickly. Once vampires/vampires lords are available, start going north, capture some mines, then northwest to capture some nice artifacts.

The player should have a sizeable force consisting of vampires, zombies, mummies, and about one hundred skeletons. Invade the nearest Knight castle, and consider replacing the zombies and mummies with swordsman/champions, since there are no other Necromancer castles. Keeping Knight troops allows the player to stack units as they conquer Knight castles. Continue south and invade the Knight castle; hopefully, the green player has not yet invaded the south. If they have, expect to meet some sizeable force of 40 champions/swordmans and a hundred rangers. If this is too much, consider sending the main hero with five slots of one unit of fast creatures, lightning zap the strongest stack, retreat, then repeat until the green player is severely weakened. The southern Knight castle has a portal that leads directly to the player's Necromancer castle. Gather forces, then invade the green player's castles to the east.

Once the green player has been defeated, invade Kraeger's castle that is protected by tent passwords (the first at the player's starting location, the second west of the second Knight castle, the third between the second and third Knight castle, the fourth is left of the green player's's Castle to the far north. Kraeger won't move from his castle, so take time to gather as much forces as needed before storming the gates.

Heroes of Might and Magic II campaign scenarios
Roland's campaign (good) Force of ArmsAnnexationSave the DwarvesCarator MinesTurning Point / BetrayalDefenderThe GauntletThe CrownCorlagon's DefenseFinal Justice
Archibald's campaign (evil) First BloodBarbarian WarsNecromancersSlay the DwarvesTurning Point / BetrayalRebellionDragon MasterCountry LordsThe CrownGreater GloryApocalypse
Voyage Home StrandedPirate IslesKing and CountryBlood is Thicker
The Price of Loyalty UprisingIsland of ChaosArrow's FlightThe AbyssThe Giant's PassAurora BorealisBetrayal's EndCorruption's Heart
Wizard's Isle The Shrouded IslesThe Eternal ScrollsPower's EndFount of Wizardry
Descendants Conquer and UnifyBorder TownsThe Wayward SonCrazy Uncle IvanThe Southern WarIvory GatesThe Elven LandsThe Epic Battle
Wizard's Land Wizard's Land 1Wizard's Land 2Wizard's Land 3