The Day of Reckoning
Single Player Quest Walkthrough
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Dirgo: back for some more trouble. This will be the last time, however. |
Group 1: Temples to Helia, Lunord, and Krolm.
With 12 slots for melee fighters and the Rage of Krolm ability, this group definitely holds the most brawn out of the four. The Rage of Krolm spells is invaluable for your defense, especially since you will have a lot of heroes on this map with guilds scattered in four corners. Therefore this group is exceptionally valuable, if not the most valuable of the four groups. It is actually quite feasible to complete the quest solely with this group of buildings. With three melee hero guilds, this group of three temples are also the toughest for monsters to destroy.
Group 2: Temples to Dauros and Agrela, Royal Garden.
This group of buildings is very important because Paladins can survive great lengths on the battlefield and your healers will certainly prolong the lifespan of your heroes. In addition, The two temples will provide an array of spells such as healing, blessing, vigilance, and resurrection, all suited for defensive purposes.
Group 3: Temples to Fervus and Krypta.
This group is arguably slightly less valuable than the other three groups, but nonetheless, can still be a deciding factor. The problem is that cultists and priestesses are both too fragile to fight most of the monsters on the map. Priestesses will rarely obtain level 7 necessary for them to charm vampires. However, the wither spell is useful for slowing and pinning down advancing enemies. If you have a temple of Fervus, you may not be able to train Paladins, since the warriors guild can only have two buttons and the Warrior of Discord takes precedence over Paladins if both Fervus and Dauros temples are available. Surprisingly, though, WoDs turn out to be very capable heroes when used with defensive spells of Dauros/Agrela, even outperforming Paladins whose already proficient defense values benefit less from spells.
Group 4: Dwarven Settlement, Elven Bungalow, Gnome Hovel.
The non-human settlements serve two main purposes: to provide your marketplaces with more gold, and allow you to significantly increase your defense through ballista towers. Ballista towers are especially valuable against monsters such as black phantoms who have very high magic resistance and very powerful close-range spells. In theory, Dwarves are proficient against those difficuly creatures due to their high magic resist, but since they are very slow-moving and have low parry and dodge values against other monsters, you can't rely on them entirely.
While most of the map is generated at "random," there is in fact a pattern of placement. The Dwarven and Krolm groups will always be placed at opposite corners from one another, likely with the Agrela and Kryta groups. The direction from your palace to your rangers guild will generally point to the Krolm group, while the direction from your palace to your wizards guild will usually point to the Krypta group. Throughout the quest, you should definitely explore to find as many of the three groups as you can. Finding two is usually the minimum for a good chance to complete the quest. It is also worth emphasize the importance of using your spells efficiently during your defensive effort. There will be a lot of fighting and heroes, so it may be helpful to lower the game speed so that you can accurately cast your spells. Quest WalkthroughAt the start of the quest, the first "Wave" of monsters, consisting of Dirgo and a few minotaurs, will already be here. Your level 50 warrior and wizard should be able to deal with the wave by themselves. If for some reason the wizard dies, you should probably restart the quest.Meanwhile, keep training heroes from the wizard, warrior, and ranger guilds, all of which are there from the start. At the same time, build a rogues guild, a marketplace, blacksmith, and library. Before day six, you'll also want to have a second marketplace built, and maybe a third if you have enough gold. Place about 6-7 200 gold reward flags around the four corners of the map. Your rogues will hopefully explore those areas and find all the temples. Generally, you should strive to find all four of the building groups, which is usually feasible within the first 5 days as long as you have your reward flags there and a guild full of inexpensive rogues. The rogue guild will also be valuable for its extort feature, so you should upgrade it to level two. By now, the second wave, consisting of the Witch King and a few Evil Oculi, should already have arrived on the map. The witch king will be constantly summoning spiders. If you've trained your guild of wizards, they should dispose of the spiders rather quickly. As for the witch king himself, if you have discovered a few temples, especially the triple temple group, you should have few problems defeating him. It may be helpful to cast resist magic for your heroes going into combat against the witch king if the spell is in range. Try to defeat the witch king by around the middle of day 5. To prepare for the next way, you should by now have 7-8 guilds full of heroes. You should have two warriors guild by now.Day 6 will see the arrival of three black phantoms. Against black phantoms, you'll most likely either need dwarven towers which can shoot them from a distance, or Rage of Krolm, which will give your melee heroes the speed boost they need to swarm the phantoms for a quick kill. Against black phantoms, you might also want to cast resist magic on your most powerful melee heroes to give them a better chance. After you've defeated the black phantoms, you'll have five full days to rebuild your economy before the next wave of invaders. If you haven't, you should take this time to make sure you have three markets, an inn, and possibly a trading post. Make sure all your guilds are full of heroes. By now, you should have all the temples or non-human settlements found. On day 11, the Liche Queen will arrive with her vampire minions. If you've taken the grace period to build up, you should not have problems defeating this wave without too many losses. If you are having trouble at this point, chance are you have not been rapid or efficient enough in building your kingdom or using spells. The black phantoms you encountered on Day 6 will be back on day 15, albeit with Rrongol the hunter. If you were able to survive the first phantom wave, you should probably be able to see off the second. The addition of Rrongol should not make matters too much more complicated. When this wave has been defeated, you'll have a few days to rebuild and fortify for the final wave. Make sure that your Helia, Krolm, and Lunord temples are all full, and that you have two full warriors guild and a full wizards guild. If you meet this mark and have a few thousand gold by the next wave, you stand a very good chance of winning. The final wave will arrive on day 19, consisting of Vendral, dragons, Url Shekk, and 3 more black phantoms. If you are able to hold off this final wave, the congratulations, you have finally won! Now you may "rest and rebuild for the challenges fate doubtless has planned for your future."

