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"Our seizure of the Carator Mines has strengthened our position immeasurably. This strength, in turn, has begun to convince some of the more cautious lords to join our righteous struggle. Two of these neutrals have finally agreed to join our side. Their strongholds lie in a key valley that must be controlled in order to maintain supply lines to Archibald's castle. Your orders are to raise an army from the local population and launch an attack against the other two disloyal barons in the valley. Once this objective has been achieved, we will be firmly in control of the continent's resources and will at last shift from defense to offense."
Roland's intro

"General! This is King Archibald speaking. Your exploits in the field have impressed me, and I have decided to offer you one chance to join me and receive a proper reward. I can offer riches and power that my brother can only dream of. Wealth and power against the certainty of the hangman's noose when I inevitably crush my brother's feeble forces. Well, what do you say?"
Archibald's intro

Turning Point is the fifth scenario of Roland's campaign in Heroes of Might and Magic II: The Succession Wars. The player can either choose this scenario, and stay loyal to Roland, or Betrayal, and join Archibald.

Your enemies are allied against you and start close by, so be ready to come out fighting. You will need to own all four castles in this small valley to win.OffBck

In order to cut off supply lines to Archibald's castle, Roland sends his commander to convince the lords in a key valley to join the rebellion. After rejecting Archibald's offer to join his side, the commander accomplishes the mission.

Walkthrough[]

Roland's armies start out in the southwestern corner, with a single castle. Archibald has three: one warlock to the northwest, one barbarian to the northeast, and one necromancer to the southeast. The two sides have one hero each.

This scenario will be a lot easier if the player chose to play the Save the Dwarves scenario, as there are enough dwarves and battle dwarves to ensure a quick victory - if the hero grabs every stack they come across, they can take one of the enemy castles in the first few days, and then take the others, one by one. And if the player hires 3 heroes on day 1, each can go directly towards an enemy, picking up the battle dwarves along the way and around the enemy castles, and win the scenario within the first week.

If they chose not to play the scenario, and don't have the dwarven alliance, this battle can still be decided by a quick build-up and strike.

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