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Campaign mode is the only campaign in ''[[Heroes of Might and Magic II (Game Boy Color)]] .'' There are a total of 7 missions and they focus on your hero's conquest of a mysterious group of islands known as the Dragon Lands.
+
Campaign mode is the only campaign in ''[[Heroes of Might and Magic II (Game Boy Color)]] .'' There are a total of 7 missions which focus on a hero's conquest of a mysterious group of islands known as the Dragon Lands.
   
 
== Missions ==
 
== Missions ==
   
 
=== Overview ===
 
=== Overview ===
  +
[[File:Homm2 Campaign Screen 1.png|thumb|The first of many campaign story boxes delivered before and after a mission. ]]
The campaign is a series of seven linked scenarios loosely telling the story of your chosen hero's conquest of the Dragon Lands, a mysterious chain of islands in the world of Enroth, likely near the continent of Antagarich, known for having intelligent dragons and great treasure. There are no secondary characters and essentially no lore or backstory in the entire campaign. There is only one instance of in-game story text which is the encounter with a city of dragons in mission 4.
 
   
The campaign is a series of seven linked scenarios loosely telling the story of your chosen hero's conquest of the Dragon Lands, a mysterious chain of islands in the world of Enroth, likely near the continent of Antagarich, known for having intelligent dragons and great treasure. There are no secondary characters and essentially no lore or backstory in the entire campaign. There is only one instance of in-game story text which is the encounter with a city of dragons in mission 4.
 
   
The player selects a starting hero from any of the in-game heroes who will then become the protagonist of the entire campaign. Having this hero defeated or choosing to flee or surrender from any battle will result in a loss. Like other campaigns, your hero's levels, stats, skills and artefacts will transfer to the next mission, but strangely, <u>spells are not transferred to the next levels</u>. This notably disadvantages magic-based heroes or magic-based play styles as each mission will require vast resources to slowly build up mage guilds only to lose all spells at the end of each level.
 
   
 
The campaign is a series of seven linked scenarios, loosely telling the story of your chosen hero's conquest of the Dragon Lands, which are a mysterious chain of islands in the world of [[Enroth (planet)|Enroth]], likely near the continent of [[Antagarich]], known for having intelligent dragons and great treasure. There are no secondary characters and essentially no lore or backstory in the entire campaign. The story is told through text delievered before and after the mission. There is only one instance of in-game story text which is during the encounter with a city of dragons in mission 4.
Many of the missions have randomly assigned starting towns. This will put the hero in situations where they are not using their native soldiers and often you will be forced to use troops of various factions and alignments together, thus making the Leadership skill very important to prevent bad morale. The maps are often quite large, rough terrain is common and there is a great deal of sailing between islands, thus making Logistics, Pathfinding and Navigation excellent skills to have.
 
   
 
The player selects a starting hero from any of the in-game heroes who will then become the protagonist of the entire campaign. Having this hero defeated or choosing to flee or surrender from any battle will result in a loss. Like other campaigns, your hero's levels, stats, skills and artefacts will transfer to the next mission, but strangely, <u>spells are not transferred to the next levels</u>. This notably disadvantages magic-based heroes or play styles since each mission will require vast resources to slowly build up mage guilds only to lose all spells at the end of each level.
Many of the maps have difficult starting positions where you will have to use minimal troops. Since magic doesn't transfer, magic heroes will be at a large disadvantage they have no way to use their powers until after the opening battles are finished and you can afford to construct a mage guild and its improvements. It is recommended to focus on developing skills that benefit your armies as this will help the most at the beginning of each mission.
 
  +
 
Many of the missions have randomly assigned starting towns. This will put the hero in situations where they are not using their native soldiers and often you will be forced to field troops of various factions and alignments together, thus making the Leadership skill important to prevent bad morale. The maps are often quite large, rough terrain is common and there is a great deal of sailing between islands, thus making Logistics, Pathfinding and Navigation excellent skills to have.
  +
 
Many of the maps have difficult starting positions where you will have to use minimal troops. Since magic doesn't transfer, magic heroes will be at a large disadvantage at the beginning of each level. It is recommended to focus on developing skills that benefit your armies as this will help the most at the beginning of each mission.
   
 
=== Mission 1 ===
 
=== Mission 1 ===
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===== Strategy =====
 
===== Strategy =====
A moderately difficult map that is so large that is it is challenging to control and will require you to rely on recently captured towns for new fighters. Beware of enemies that may sneak in from unexplored regions of the map; it may be worthwhile to build up a secondary hero for emergency base defence. Using multiple heroes to ferry troops is necessary for success and moving quickly.
+
A moderately difficult map that is so large that is it is a challenge just to control your newly acquired territory. As you move further down the map, you will have to rely on recently captured towns for new fighters. Beware of enemies that may sneak in from unexplored regions; it may be worthwhile to build up a secondary hero for emergency base defence. You also will likely need multiple heroes to ferry troops around the realm.
   
 
=== Mission 4 ===
 
=== Mission 4 ===
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This island map is shaped like a multi-armed spiral with Stronghold towns on the corners and a desert Stronghold and mysterious Sphinx in the middle. The barbarians will put up an excellent fight if they get their armies together, so it is best to rush them and siege their towns directly from the sea like a Viking raider.
 
This island map is shaped like a multi-armed spiral with Stronghold towns on the corners and a desert Stronghold and mysterious Sphinx in the middle. The barbarians will put up an excellent fight if they get their armies together, so it is best to rush them and siege their towns directly from the sea like a Viking raider.
   
<nowiki>*</nowiki>note that there is sometimes a programming glitch where the computer will obtain an army of thousands of dragons and the game will being too glitch if you fight them. Try reloading the entire mission and it should disappear.
+
<nowiki>*</nowiki>note that there is sometimes a programming glitch where the computer will obtain an army of thousands of dragons and the game will begin to glitch if you fight them. Try reloading the entire mission and it should disappear.
   
 
=== Mission 6 ===
 
=== Mission 6 ===
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===== Strategy =====
 
===== Strategy =====
The mission has an extremely difficult starting position as you are completely surrounded by hostile elven archers and then mines are further defended by high end Rampart troops making even capturing mines a dangerous challenge. Rangers will patrol the waters between the nearby islands. Despite the map description, the green dragons are uncooperative so be prepared for a fight if you approach their island.
+
The mission has an extremely difficult starting position as you and the nearby resources are completely surrounded by hostile elven archers. The farther mines are then guarded by high end Rampart troops, making even building up your town a dangerous challenge. Rangers will patrol the waters between the nearby islands. Despite the map description, the green dragons are uncooperative so be prepared for a fight if you approach their island.
   
 
=== Mission 7 ===
 
=== Mission 7 ===
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===== Strategy =====
 
===== Strategy =====
This difficult map is ominously shaped like a skeletal warrior, fitting for the final death match. The guards around the resources are sturdy and the enemy begins with a stack of 10 green dragons which can even waste your powerful hero without a proper army. Take advantage of the size of the map to try to sneak around and use hit and run tactics until your army is large enough to battle.
+
This difficult map is ominously shaped like a skeletal warrior, fitting for the final death match. The guards around the resources are sturdy and the enemy begins with a stack of 10 green dragons which can waste even your powerful hero without a proper army. Take advantage of the massive size of the map and the teleport monoliths to try to sneak around and use hit and run tactics until your army is large enough to battle.
   
 
=== Epilogue: ===
 
=== Epilogue: ===
''Your banner has been raised over the last besieged redoubt. The Dragon Lands have been united, their dangers met, their wealth seized. And you are lord over all.''
+
''Your banner has been raised over the last besieged redoubt. The Dragon Lands have been united, their dangers met, their wealth seized. And you are lord over all.*''
 
<nowiki>*</nowiki>Note that regardless of the hero you played as, the portrait of the Knight Valeska is shown. Likely this is a programming error.
 
 
== Towns ==
 
   
  +
The game will now present you with a score screen calculating your score to a various monster ranking with more powerful creatures meaning a better score.
== Strategy ==
 
  +
[[File:Homm 2 Final Screen.png|thumb|The final campaign screen of Heroes of Might and Magic 2 (Game Boy Color). The screen has images of the four types of dragons flying by. The final creature ranking is determined by how long you took to complete the campaign. ]]
 
<nowiki>*</nowiki>Note that regardless of the hero you played as, the portrait of the Knight [[Valeska]] is shown. Likely this is a programming error.
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[[Category:Heroes II scenarios]]
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[[Category:Game Boy Color]]

Latest revision as of 00:13, 31 January 2022


Campaign[]

Campaign mode is the only campaign in Heroes of Might and Magic II (Game Boy Color) . There are a total of 7 missions which focus on a hero's conquest of a mysterious group of islands known as the Dragon Lands.

Missions[]

Overview[]

Homm2 Campaign Screen 1

The first of many campaign story boxes delivered before and after a mission.


The campaign is a series of seven linked scenarios, loosely telling the story of your chosen hero's conquest of the Dragon Lands, which are a mysterious chain of islands in the world of Enroth, likely near the continent of Antagarich, known for having intelligent dragons and great treasure. There are no secondary characters and essentially no lore or backstory in the entire campaign. The story is told through text delievered before and after the mission. There is only one instance of in-game story text which is during the encounter with a city of dragons in mission 4.

The player selects a starting hero from any of the in-game heroes who will then become the protagonist of the entire campaign. Having this hero defeated or choosing to flee or surrender from any battle will result in a loss. Like other campaigns, your hero's levels, stats, skills and artefacts will transfer to the next mission, but strangely, spells are not transferred to the next levels. This notably disadvantages magic-based heroes or play styles since each mission will require vast resources to slowly build up mage guilds only to lose all spells at the end of each level.

Many of the missions have randomly assigned starting towns. This will put the hero in situations where they are not using their native soldiers and often you will be forced to field troops of various factions and alignments together, thus making the Leadership skill important to prevent bad morale. The maps are often quite large, rough terrain is common and there is a great deal of sailing between islands, thus making Logistics, Pathfinding and Navigation excellent skills to have.

Many of the maps have difficult starting positions where you will have to use minimal troops. Since magic doesn't transfer, magic heroes will be at a large disadvantage at the beginning of each level. It is recommended to focus on developing skills that benefit your armies as this will help the most at the beginning of each mission.

Mission 1[]

Story[]

You have heard tales of the Dragon Lands. Treasure and adventure are plentiful there, and Dragons are, too. Some say the Dragons can talk. You sail off to find out…

You have landed and are in control of a castle. Now you must gather resources and strength to defeat the enemy who guards the larger lands beyond.

(after completing the mission)

You have traveled the length of the isthmus and begun your conquest. More enemies wait spread out before you.

Strategy[]

An easy but brisk conquest map. Learn the basics of the game and really focus on building up your hero. Don’t worry too much about spells since they do not transfer between missions.

Mission 2[]

Story[]

Two enemies face you among four islands. Resources are scattered, so your strength will be harder to build. Boats are necessary to find these precious goods.

(after completing the mission)

The islands are yours. Beyond, you see abundant grasslands and forests, as well as the castles and towns that must be seized.

Strategy[]

As the first water map, you will need to rush to sea with a secondary hero to collect the necessary resources to support your land campaign. Your enemies are slow to act and often leave their port cities undefended which can lead to great opportunities for surprise invasions directly from the sea.

Mission 3[]

Story[]

Now you have entered the rich heartland of the Dragon Realms. Resources are plentiful here… and so are enemies and their minions.

(after completing the mission)

You have seized the vital center of the Dragon Lands. You begin to see fear in your enemies’ eyes. A chillier land now awaits your sword and spells.

Strategy[]

A moderately difficult map that is so large that is it is a challenge just to control your newly acquired territory. As you move further down the map, you will have to rely on recently captured towns for new fighters. Beware of enemies that may sneak in from unexplored regions; it may be worthwhile to build up a secondary hero for emergency base defence. You also will likely need multiple heroes to ferry troops around the realm.

Mission 4[]

Story[]

In grasslands with long mountain ranges, between two icy seas, you must seize a castle. The Dragon City is another obstacle… or is it an opportunity?

Bonus objective: Speaking to the Dragon Lords at the dragon city you learn that rebel black dragons have stolen the cloak of wonder, a great artifact hidden underground. Use the obelisks to find the location of the artifact and the thankful dragons will agree to pay 1000 gold per day to you.

(after completing the mission)

It seems even the Dragons cannot stop you now. You are lord of every castle. The end of your campaign is now in sight.

Strategy[]

A thrilling and difficult beginning to the map as you must siege a well defended town with only minimal starting troops. Use the abundant mercenaries in the forest to your advantage to secure your position. Head for the seas as soon as possible to acquire easy resources and then settle in for a long campaign. While helping the Dragon City return their artifact may be profitable, the cloak of wonders is much better to keep with you for the next levels.

Mission 5[]

Story[]

This is a land of war; Barbarians and Battle Mages are the masters here. Native Red Dragons may seek more from you than your blood.

(after completing the mission)

You once feared Dragons, but no more. Every Stronghold, every Dragon’s lair, is yours. Few are left to oppose you. On to victory!

Strategy[]

This island map is shaped like a multi-armed spiral with Stronghold towns on the corners and a desert Stronghold and mysterious Sphinx in the middle. The barbarians will put up an excellent fight if they get their armies together, so it is best to rush them and siege their towns directly from the sea like a Viking raider.

*note that there is sometimes a programming glitch where the computer will obtain an army of thousands of dragons and the game will begin to glitch if you fight them. Try reloading the entire mission and it should disappear.

Mission 6[]

Story[]

The secretive Druids and Rangers who hold this clutch of dusty islands will resent your intrusion here. And the Green Dragons… are they enemies as well?

(after completing the mission)

The last Rampart has been scaled and taken. The Dragons have fled. One more campaign and the Dragon Lands are your fiefdom.

Strategy[]

The mission has an extremely difficult starting position as you and the nearby resources are completely surrounded by hostile elven archers. The farther mines are then guarded by high end Rampart troops, making even building up your town a dangerous challenge. Rangers will patrol the waters between the nearby islands. Despite the map description, the green dragons are uncooperative so be prepared for a fight if you approach their island.

Mission 7[]

Story[]

This vast expanse of swampland and mire is dominated by Warlocks and Beastmasters, and their followers. Fearsome Black Dragons also haunt these sodden wastelands.

Strategy[]

This difficult map is ominously shaped like a skeletal warrior, fitting for the final death match. The guards around the resources are sturdy and the enemy begins with a stack of 10 green dragons which can waste even your powerful hero without a proper army. Take advantage of the massive size of the map and the teleport monoliths to try to sneak around and use hit and run tactics until your army is large enough to battle.

Epilogue:[]

Your banner has been raised over the last besieged redoubt. The Dragon Lands have been united, their dangers met, their wealth seized. And you are lord over all.*

The game will now present you with a score screen calculating your score to a various monster ranking with more powerful creatures meaning a better score.

Homm 2 Final Screen

The final campaign screen of Heroes of Might and Magic 2 (Game Boy Color). The screen has images of the four types of dragons flying by. The final creature ranking is determined by how long you took to complete the campaign.

*Note that regardless of the hero you played as, the portrait of the Knight Valeska is shown. Likely this is a programming error.