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"I do not know if it is poetic justice, a bad joke, or plain rudeness, but I was informed my native friends 'forgot' the rather important navigational equipment. After many days and nights, we found our salvation and discovered another small island... full of pirates. Apparently they too do not understand the art of the fragarance alchemist."
Sir Christian

Here There Be Pirates is the third scenario of the Foolhardy Waywardness campaign in Heroes of Might and Magic III: Armageddon's Blade.

Walkthrough[]

Great challenges lie before Sir Christian. To win, he must capture all enemy towns and castles and defeat all enemy heroes. He will be limited to experience level 24. If he wins, he will carry over his experience, primary skills, secondary skills, and his spell book. If he fails, his quest is over.OffBck

After helping the raiders reclaim the island, Christian heads out with a new ship. However, his "friends" have taken the navigational equipment. Christian and his men, after floating for several days, have managed to find another island. Despite being inhabited by pirates, Christian and his men swear alliance with these pirates, who want Christian to defeat the other pirate factions. Christian will get a horde of goblins, as well as four orcs and ogre magi when heading to the Stronghold, to aid him in the mission. The orcs give him an ID to show it to the town gate, while the ogre mage introduces himself as Dread Pirate Hogfling, who will aid Christian (making Christian take pity for the ogre's name). A few days after meeting the pirates, some locals build a tavern in the Stronghold and name it after Christian. Despite being allied with the pirates, Christian secretly sends messages in bottles, hoping someone from Erathia would read them. Also, a letter is sent to Christian, as the captain warns him about the swamps, a fort and R.O.U.S. underground. Also, each month, Christian has to pay 5 crystals, 7 gems and 1063 gold to support the Regnan Pirates Union to find a cure for scurvy and to help Children of Adult Pirates (C.O.A.P.) "get the best piracy training and nutrition".

Christian can visit two seers on his island. One requires Christian to be level 24 to acquire 5 titans. The other exchanges 5 parts of the Legion for 12 titans. 4 parts are found on the map but the last part, Arms of Legion, is acquired from a scripted encounter in front of the tavern on the southeastern island.

Close to the seers is the first piece, the Head of the Legion. Close to the seers' huts is a hut of the magi as well as the shipyard, should one want to travel across the sea. South of the shipyard is the purple keymaster's tent, which unlocks the northern purple guard tower, which guards a prison holding Sylvia. The alternative is to take the underground tunnels; the entrance is located south of the starting town. If the northern route is taken, Christian can encounter another seer, who asks 11 zealots for 4 diamond golems. Continuing north, Christian can encounter the Castle town. Towards east, Christian can either go to north to the northeastern island or continue south. Going to northeastern island, Christian will have to defeat another Castle. On the island are two more seers. Assuming the enemy has not completed them, Christian can give 17 archers for 21 wolf raiders. The other asks 22 wood, 11 mercury, 11 sulfur and 22 ore, but gives nothing in return. Also, the Legs of Legion can be found, guarded by titans, past the Water Elemental Conflux. If taking a ship, Christian can go northeast to find the water cartographer, but is guarded by 39 water elementals.

Once done with the Castle town, Christian can go back to the tunnels and head south, where another Subterranean Gate lies, leading to the southeastern island. Around the gate are two Stronghold towns, as well as a Rampart. To the south of the island is yet another seer, asking for a Bowstring of the Unicorn's Mane for Expert Archery. Northeast of the gate are more titans, guarding the Loins of Legion. The bowstring is found to the northern part of the island, which can be unlocked by visiting a dark blue keymaster's tent, found southwest of the gate.

Once done, Christian can head to southwest, through the tunnels. On his way, he can encounter more titans, guarding the Torso of Legion. Close to the artifact is the Subeterranean Gate, leading to the southwestern island. To the northeastern part is the Stronghold, while to southwestern part is the Rampart. Also, another seer asks 17 cerberus for 5 diamond golems (cerberus can be obtained only from the mercenary camp on the same island or from starting army of heroes from taverns). On this island, the Legs of Legion can be found.

When done with the island, Christian can head east, through the tunnels. He can find a red monolith, as well as the Orb of Inhibiton close to it. Passing through the red monolith, Christian can find himself in the northwest, close to the Dragon Utopia and another portal. However, to unlock the quest guard, Christian has to hand over the Orb of Inhibition. The other portal leads to two cartographers for surface and underground, as well as a Portal of Glory. The final one-way monolith leads to the Subterranean Gate connecting to the northeastern island.

At any rate, once Christian has defeated every hero and captured every town, he advances to the final scenario.

Towns[]

Strategy[]

It is not rare for Christian to face against opponents few times stronger than him. To prevent Christian from losing, one has to resupply on reinforcements often. Luckily, the enemy factions are also as likely to face each other and can sometimes clash with each other. In addition, a new hero can be recruited to watch over the land, for the enemy is also likely to sail towards the islands. Christian and other heroes are limited to level 24.

Trivia[]

  • In the letter given to Christian, a swamp and R.O.U.S. are being mentioned. Both of these are a reference to The Princess Bride.
  • One of the bottles messages read "Help me Rhonda", which is a song made in 1965.
Heroes III campaigns scenarios
Original game
Long Live the Queen Homecoming - Guardian Angels - Griffin Cliff
Dungeons and Devils A Devilish Plan - Groundbreaking - Steadwick's Fall
Spoils of War Borderlands - Gold Rush - Greed
Liberation Steadwick's Liberation - Deal With the Devil - Neutral Affairs - Tunnels and Troglodytes
Long Live the King A Gryphon's Heart - Season of Harvest - Corporeal Punishment - From Day to Night
Song for the Father Safe Passage - United Front - For King and Country
Seeds of Discontent The Grail - The Road Home - Independence
Armageddon's Blade
Armageddon's Blade Catherine's Charge - Shadows of the Forest - Seeking Armageddon - Maker of Sorrows - Return of the King - A Blade in the Back - To Kill A Hero - Oblivion's Edge
Dragon's Blood Culling the Weak - Savaging the Scavengers - Blood of the Dragon Father - Blood Thirsty
Dragon Slayer Crystal Dragons - Rust Dragons - Faerie Dragons - Azure Dragons
Festival of Life Razor Claw - Taming of the wild - Clan War - For the Throne
Playing with Fire Farming Towns - March of the Undead - Burning of Tatalia
Foolhardy Waywardness Lost at Sea - Their End of the Bargain - Here There Be Pirates - Hurry Up and Wait
The Shadow of Death
New Beginning Clearing the Border - After the Amulet - Retrieving the Cowl - Driving for the Boots
Elixir of Life Graduation Exercise - Cutthroats - Valley of the Dragon Lords - A Thief in the Night
Hack and Slash Bashing Skulls - Black Sheep - A Cage in the Hand - Grave Robber
Birth of a Barbarian On the Run - The Meeting - A Tough Start - Falor and Terwen - Returning to Bracada
Rise of the Necromancer Target - Master - Finneas Vilmar - Duke Alarice
Unholy Alliance Harvest - Gathering the Legion - Search for a Killer - Final Peace - Secrets Revealed - Agents of Vengeance - Wrath of Sandro - Invasion - To Strive, To Seek - Barbarian Brothers - Union - Fall of Sandro
Specter of Power Poison Fit for a King - To Build a Tunnel - Kreegan Alliance - With Blinders On