Guide and walkthrough for "Overlord". Walkthrough of the game Overlord Overlord 1 walkthrough

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Hard to learn, easy to have fun

Waking up from sleep in a stone coffin and dressed in fashionable armor, we follow our newly-minted advisor Gnarl. This experienced veteran will help us understand all aspects of the formation of the Lord of Darkness. While chasing the short guy, we notice that he jumped into a small volcano and immediately learn from Gnarl that these short guys (henchmen) can be summoned from such places. Afterwards, you can either continue your training or go straight to the throne room. Continuing our training, we go out into the clearing and, to warm up after resting in a coffin, we kick our jester Dexter. When the jester is out of our reach, we send our henchmen to him and at the same time learn to guide the henchmen along difficult routes. Having finished with the jester, we go to the throne room. Gnarl briefly outlines the current situation: the tower is destroyed, the treasury is plundered, scoundrels roam freely around the world. However, first you will have to restore the tower portal system. To do this, you need to return the Heart of the Tower. We immediately go to the place where he was last seen, through the “pool”. We listen to tips from Gnarl; in order to move the collapsed column, five henchmen are needed, and there are only three available. To summon more henchmen, we kill harmless sheep jumping nearby and collect their brown life force. Having finished exterminating the bleating creatures, we return to the volcano and call on the missing henchmen to move the column.

Manual - “How to fry dwarfs”

A peasant tied to sticks talks about a local misfortune - the halflings, they say, are completely overcome. Having finished listening to complaints, we destroy the pumpkin field and the dilapidated farm. Having broken the barrels to the left of the farm, we find the way to the bridge over the river. The bridge is raised, so we go to the right, where we find a glowing ball - this is the “Heart of the Tower”. We command the henchmen to take the heart to the portal to the tower. We bring down the wall to form a bridge across the ditch, along which the henchmen carry the heart to the tower portal, and we ourselves follow them. In the tower, our adviser says that the henchmen have cleared the way to their personal quarters, but to open the remaining rooms of the tower, a crane will be needed. We return to Mellow Hills. Having reached the place where we found the heart of the tower, we move a little further along the path and order ten henchmen to move the fallen column. We set fire to the wheat fields with our fireball along with the halflings ambush in it. Similarly, we fry the second squad of halflings. Along the way we will find a red altar - if you sacrifice a henchman on it, you can restore your health. The situation is similar to the red altar with the blue altar, which restores mana. Approaching the stockade we come across a detachment of halflings, we defeat it and order the henchmen to turn the gate and open the entrance to the enemy camp ( Slave camp). We cut down the halflings left and right, freeing the slaves along the way; at the end of the camp we come across the first serious enemy - a troll. We command the henchmen to turn the next gate, then we order the minions to take the crane to our tower.

Hunger is not a big deal

Returning to the tower, we see that the henchmen are not sitting idle and restoration work is in full swing. It's time for the Lord to visit the town Spree V Mellow Hills. Once inside the city, we immediately encounter the local mayor and part-time innkeeper, who immediately turns to us with a request to return the provisions stolen by the arrogant halflings. We go to the right, turn the gate and begin to take revenge on the halflings for the starving people. To stop the continuous flow of halflings, it is necessary to send henchmen straight to the halflings' homes. We turn the gate at the largest and richest doors of the house. Once inside ( Halfling Homes) we break down the wooden doors until we come across a metal grate; the gate that opens it is located on the right. On the way to it, we plunder houses with lanterns to stop the influx of halflings. Having passed the grate, we come across a second one of the same kind. However, here you will first have to return the two red handles to repair the gate. One lies nearby, to get the second you will first have to destroy the holes of annoying halflings. Having repaired and turned the gate, we open the passage to Halfling Homes 2. Having cleared the dining room, we go to the kitchen, where we encounter local chefs. Having dealt with the white caps, we open the grate and command the henchmen to carry the supply of food. Then we are faced with a choice: give food to the residents Spree or keep it for yourself (affects the ending). Having emerged into the light of day, we see that a passage has opened on the right, passing through it and turning the gate, we find ourselves at the holiday and see how the huge King Melvin runs away into the kitchen. However, this is only the beginning; when the minions hear the violinist’s music, they will start dancing and ignore all your orders. At the same time, halflings will pour out from the surrounding houses. To return the minions, we kill the violinist (to do this, select him as a target using Shift). Having regained control over our army, we deal with the halflings, then we look for the two missing sticks from the gate (one is next to the houses on the hill, the second along the path behind the sacrificial altar, not far from the burning bag of gold) and go after Melvin.

Down with fat people

In Melvin's kitchen we turn two gates, the first will put fire under the cooks' feet, the second will open the door. After taking a few steps we meet the stinking fat man Melvin. We kill a giant halfling with a black hole in its stomach and watch how at the end it bursts like a soap bubble. Another door opens, behind which we find the lair of the red henchmen. We turn the gate and get several red minions at our disposal. Having chosen the “reds,” we order them to clear the fire-engulfed wreckage. Soon we reach the red lair, we need to return him to the tower. If there are not enough red ones to carry the lair, we kill the fire beetles nearby and collect their life force; the volcano for summoning the red ones is located nearby. First, the road will be blocked by a locked door, we order the Reds from the balcony to throw fire at the halflings, they will run away in fear for help and open the doors from the back. To open the second gate, you need to place the red ones so that they fire at the approaches to the gate, and send the brown ones to turn it, behind the door we will find a portal to the tower. We take the lair to it and return to the tower.

Spring is the time of love

We return to the town Spree and turn a couple of gates. Near one we will receive the task of finding a smelter, next to the other a frightened peasant will tell about the missing lady. Let's go rescue the lady! The path leads to a burning castle. We send the red henchmen to put out the fire and see a raised bridge - we are looking for another way. We run to the gap in the wall, send the red ones into it to turn the gate that lowers the bridge. We put out another fire and go into Dungeons of Spree. Having cleared the way from the flaming rubble, we watch a video where we see that same lady. Having dealt with the robbers, we receive a request from Rosa (that’s the lady’s name) to return her things. To the right of the camera with the future mistress we see a gate on the ledge, you need to twist it to open the grate, there will be a lot of work for the red henchmen. Having opened the camera, we return to the lady, go a little further and see a flying eye guarding her scrub. We destroy the eye and return the items to the owner. So we have acquired the long-awaited soul mate, now, having gone up to our personal chambers, we can decorate our tower and interior spaces.

blacksmith craft

Looking at the wear and tear of our armor, we remember the melting furnace. We head to the right gate from the town Spree. If we turn left at the fork, we will hear about strange roots and receive the task “Infiltrate the forest of elves.” We return to the crossroads, go straight and see the treasured stove, send a dozen red ones and carry the stove into the tower with measured steps. We see how the halflings are attacking the city and the peasants are closing the gates in fear, we will have to get rid of the halflings and go in a roundabout way, we turn the gate, we pass along the bridge, we defend ourselves from another detachment of halflings and here is the treasured portal to the tower. When the minions bring the furnace into the portal in the tower, a forge will become available, in which you can create one of three types of weapons, as well as armor and a helmet. Darkwood It’s time to get down to unusual roots. We go to the place where the peasants were talking about them, we find a fire on the path, we put it out and find ourselves in that same Forest. To deal with the unusual vegetation, you will have to destroy the root of Evil. When we pass the next portal, we do not turn left, but go straight until we meet elven ghosts who will ask you to kill the unicorns. There is just one wandering along the path on the left, a little further behind the stream there is another one, we transfer the minions across the stream along the pole. Having dealt with both, we turn the gate near the second one and return to the ghosts of the elves. Now the path is clear and the path leads us to Oberon - the elf who merged with the tree while he slept and whose roots are the cause of all troubles. To get to the Elf Tree, you need to destroy all its roots. We try to go to the left and run into a poisonous green area; green henchmen are required to pass it. We go to the right, break the fence and destroy the first sphere, there are five left. The shriveled root no longer blocks the path, we walk along the path, encounter another poisonous cloud and receive the task - to find the lair of the green henchmen.

Green Berets

In the cave we follow the green henchmen. When we see a destroyed bridge, we send minions to move a large stone to repair the bridge. We move further and come to an intersection, there is a stone on the right, we will move it from the other side later. To the left is a poisonous cloud and a fence. We destroy the fence and move the stone, it will destroy the pollution. New volcanoes will be discovered and it will be possible to summon green henchmen. Taking a dozen, we send them to carry the lair. Along the way, we periodically call back to clear the path of green clouds. Having reached the troll, we place the green ones behind his back and order him to attack (they have increased damage from the back). Near the troll's cave we turn the gate, a bridge will appear leading to the exit from the cave, where we can get rid of our burden. Time to start clearing the forest. We clear the field next to the cave and destroy the second sphere. We go to Oberon and get rid of the gas next to him. The path to the ruins opens; inside, on a small pyramid, there is a third sphere. Having destroyed it, we defend ourselves from the approaching enemies. The further path is closed by a gate, to open it you need to turn the gate, the stick from which lies on the field of the recent battle. Having opened the gate, we find that the further path is blocked by a pond, the blue ones can cross it, we go after them.

Well done swimmers

We return to the Tower and from there we go to Heaven's Peak. Walking along the path, we learn from the peasants that the city is closed due to a zombie invasion. We go through the camp, break the fence and trample the living dead into the ground. On a hill in a swampy area we notice a succubus. Having dealt with it, we notice a cave with blue henchmen nearby, which is surrounded by green gas. Having cleared the way from the gas, we find ourselves in The Moist Hollow. Gnarl tells us that blues are bad at fighting, but they can swim and resurrect fallen henchmen. Having gone down to the lake with a lair, we call on eight blue ones, alas, but there are no animals nearby to get blue life energy, we go further along the path and find that the birds have attacked the blue ones. Having rescued the poor fellows from trouble, we get an additional seven minions at our disposal. We carry the lair to the exit of the cave. On the way, we learn that the blue ones are not only immune to magic, but are also capable of destroying magical creatures. Subsequently, the path will be blocked by a fountain; stones must be moved to the left and right to stop the water. Next we get to the abode of the sea serpent. Having finished with the sea reptile, we send the blue ones to turn the gate, a bridge will appear. Next we encounter geysers: you need to guide the henchmen to the gate without getting under the jets of boiling water. Having finished with the riddle and going further along the path, we again come across a fountain of water; on the left and right we will find paths to boulders that need to be moved. One of them is guarded by frogs; you need to build a bridge to the second by first turning the gate. Behind the fountain we find a portal to the tower, where we safely send the blue lair, collapse the wall, thereby opening the passage to the exit from the caves. Having got out of the dungeons, we go to the elven forest - to bring justice to Oberon!

Tomb Raiders

In the ruins with a pond, we send the blue ones to the opposite bank to turn the gate. We cross the bridge, break the fence and go further into the cave Skull Den. Along the way we destroy another root sphere, now there are two of them left. If you get out of the dungeons in a different way, you can find a root and a gate not far from it; by turning the gate, a bridge will appear, passing over the root and leading directly to Oberon. Having climbed the path between two statues, we fight with a group of trolls guarding the path to Mother Goddess Temple. Having gone inside, we begin the search for four keys hidden in the sarcophagi in order to open the gate, behind which the two remaining roots can be seen. Having collected all the keys we find ourselves in Inner Sanctum. There we are met by a couple of trolls and a sphere; the trolls must be killed, otherwise no damage will be caused to the sphere. Having finished with the sphere, we observe how the fifth root dries up and opens a short path to the forest of elves.

Logging

We return to Oberon and go along the last root to the last sphere. Along the way, we move the stone away with the help of the blue ones, cut out several large frogs and finally destroy the sixth sphere, time to go and finish off Oberon! During the battle with Oberon, roots will appear from under the ground, and the elf will also call upon assistants. Having dealt with all the misfortunes, we finish with the elf with our own hands, as a result the tree splits in two and opens a passage to the mountains of the gnomes Golden Hills.

Golden fever

We head to the dwarven village, destroy houses to stop the continuous flow of bearded men. We walk along the path and come out into a clearing with slugs. Nearby there is a giant scoop, which we push onto the slug hole, but then they will not help fight the gnomes. Having finished with the gnomes, we stand at the crossroads of three roads: one to the left with a fence and two to the right. We stick to the far right, it leads us to the drunken gnomes. Having dealt with the alcoholics, we head along the second road and find only captive elves and several houses, which we destroy. We return to the crossroads and follow the remaining path. We smash the discovered gnomes and slugs to smithereens, break the barricade, turn the gate and thereby connect the two banks. Behind the next fence we find a gold mine that needs to be cleaned out. The only problem is the stone golem, killing which we go down into the mine. We demolish the barriers and see how a huge slug swallows a trolley with gold. We pursue the villain, kill him and take the gold for ourselves. The elf slave who appears says that there is still a lot of goods in the mine, namely three more similar carts. Finding the trolleys will not be difficult, the only thing is that for the last one you will have to fight with two giant slugs. Having finished robbing the mine, we get out and go right. We demolish the fence, go up the path and encounter the first flamethrower gnome. Next, we blow up the metal gate using a bomb lying nearby. The next gate will be stronger and the bombs will not lie, but will fall from the gnomes already activated, so while controlling the minions, we grab them and carry them to the gate. Behind the gate we find a city of gnomes. There are two passages at this location, but only one has a bridge with a gate. Let's take the right path first.

Goddess Statue

IN Temple Construction Site we find a statue and another stone golem. However, before the golem we are faced with another problem - stone armadillos, which become a wheel and crush everything in their path. After going through the labyrinth with armadillos, we come to a stone golem. We discover that not far from the golem there are four armadillos, separated from it by stone barriers; nearby there are bombs that can be used to free the armadillos and easily deal with the golem. We approach the statue and, following Gnarl’s instructions, hide several minions inside it, then head to the exit from the location and watch a short video.

Plague Castle

We return to the tower and from there we go to Heaven's Peak. We go down to the dam next to the castle and command the blue henchmen to move two columns and go into the sewer ( The Understreets). We move along the sewer and come across a locked grate, there is a red gate nearby, three sticks lie not far from it. The last stick is behind the locked gate on the other side of the canal (turn right twice). We turn the gate and listen to the lowing of the monk in white. We pass through the refugee camp and send the henchmen to turn the gate; it is better to ignore the serpent that appears and send new minions to the gate. Having opened the grate, we move forward, then climb the stairs and now we are already in the city. Approaching the drawbridge, we turn the gate to the left. You will no longer have to get to the city through the sewers. We clear the street of fiery barricades, solve the wall and move along it through the ravine. We climb the stairs, break the barrels blocking the way, demolish the fiery barricade on the bridge and begin beating the monks until they beg for mercy, as Gnarl will translate to us. Returning to the central square, we listen to a townsman’s story about the forge where the armor of Sir William’s knights is made. To get a new smelter we go down to The Understreets-2(lower level of dungeons). We turn the gate, go through several turns and encounter a zombie medium (zombie general), having killed him we easily deal with his subordinates. We turn the gate and in the distance we see the treasured stove. Having dealt with two mediums next to the stove, we grab it and carry it to the nearest portal. We turn the gate, cross the bridge, turn left - and voila, the cargo is delivered, we ourselves get out of the dungeons back to the city.

Tavern with a smell

The townspeople will begin to say that Sir William was seen in the tavern - it is located on the right side of the city, a stone bust of a woman is attached to the building. Inside Halfway To Heaven Inn we demolish the barrels on the left and see how the figure in red runs away somewhere. We are chasing the fugitive. We destroy the rat army and take out the doors on the right. Once again we break down the doors on the right. We find ourselves in the possessions of the Order of the Red Dawn. Here we demolish the doors and lead the henchmen through the gap to the gate that opens the grate. We pass into a large hall with a large gate, but as soon as we touch it, the entire crowd in red robes becomes hostile. After the massacre, the succubus queen is waiting for us. Having dealt with her, we get two tasks: find Rose’s sister, Velvet; explore the citadel more carefully.

Redhead or brunette

We leave the tavern: then we follow the following route: to the right, down the stairs, to the right, along the bridge (former wall) and then we walk along the wall, we will see a bridge overhead, and we need to climb onto it. Then we go up the stairs and find ourselves in Angelis Keep. We watch as Sir William runs away from the crowd in red robes. We pursue the unfortunate knight, killing the crowd in red along the way. Now William dares to duel with the Lord, when we beat him properly, he will run away in cowardice. We pursue him, but immediately fall into the clutches of two succubi, as soon as we deal with them the further path opens. Here we catch up with Sir William and as soon as we deal with him, it will be discovered that his staff is ideal as a handle for the red gate seen earlier. As soon as we open the doors, using the gate, we will see Velvet. Next, you have to choose one mistress from two: Rose or Velvet (Rose is the good ending, Velvet is the evil ending). As soon as we choose the lady we like, we will learn about improving our henchmen, one is free, the other is paid.

The beer flowed like a river

We turn our attention to Golden Hills Pass. It's time to take the dwarves' beer cauldron for yourself. Heading to The Brewery, we go to the opposite wall of the cave, we see a red gate without two sticks. We head to the entrance with locked doors on the right and pull the lever that blocks the flow of beer. In response, angry gnomes run out, having dealt with them, we take the first stick from the gate and run into the next room. Having blocked another pipe with beer, the gnomes open another door for us next to the stairs. Inside there is another red stick, and next to it is a gate that lowers the bridge. We turn the red gate, climb into the lift and go to The Brewery-2. The beer pot is in sight, but to open the doors you will have to close two beer valves, one on the left and one on the right. We run into the opened gate, grab the boiler and tear the claws onto the lift. Once we are at the top, go right and at the red gate we go through the doors, opening the second exit from the Brewery.

Roller crusher

Having got out and walking a little forward, we find an elf slave begging to save the last elves, in front of us we see a river, a citadel and a gate on the opposite bank. Before us is the home of Goldo and his animal - Rollie. Having sent the blue ones, we turn the gate, creating a bridge. Once in the courtyard, we climb the wall on the right and pass into the dwelling of the king of the gnomes Royal Halls. As soon as we finish with the flamethrowers, the grate will rise. We gather an army of volcanoes and encounter Goldo, but the gnome runs away and Rolly the skating rink comes out against us. We keep the henchmen away from the boss, let them throw whatever they can at him, and destroy him ourselves. At half health, Rolly will stop at the wall, we plant a bomb that appears in the center near him and start the tactics all over again, and so on until his death. When it explodes, Goldo will be revealed inside, to whom we deal the final blow. At the end of the battle, the cave vaults begin to collapse and a moral choice arises: take Goldo’s gold (evil option) or save the elves (good option). We watch the video and find ourselves outside the caves.

Endless sands

Upon returning to the tower, Gnarl reveals that new terrain is available to travel to. Let's go to the desert - The Ruborian Desert. We explore the surroundings of the portal, pass through the remains of an ancient creature, then go left. We run along the sand in a hurry, because of the giant worms hiding under the thickness, you can kill them with the help of explosive beetles, if you order the henchman to grab the beetle larva and send it running along the sand, two beetles are needed for each worm. Similarly, we clear the bone barriers on the road. We see a lady commanding a detachment of fighters.

What fell is lost

She needs to be captured and interrogated. We pursue the girl to the city, but there is no bridge to it, and the gate is on the other side of the abyss. You'll have to blow up the barricade blocking the path with the help of an explosive beetle sitting nearby. As soon as we clear the way, we get rid of the ninja magicians and turn the gate that throws the bridge over the abyss. In the city, in order to catch the girl, you need to drive her into the tower portal. We do this with the help of minions, blocking the fugitive’s escape route. Afterwards we return to the tower.

Angry Buddy

The interrogation will be short, the girl will immediately betray the main villain, while her friend will attack Spree. We go to the rescue of the villagers. In the village we destroy four flying eyes, after which we will have to decide the fate of the peasants who came to repentance: understand and forgive (good option), mercilessly punish the traitors (evil option). Having finished with Spree hurry to Heaven's Peak. In the castle we get rid of several more eyes, after which we encounter Kan at the main entrance. We kill the thug in two sittings, after the first thrashing he will run away, we chase him, simultaneously turning the gate and thereby raising the bridge to cut off his reinforcements, then we beat the thug, deliver the final blow and are automatically transported to the tower. Shocking truth Suddenly the old Lord appears, and Rose and Velvet, as it turns out, are his daughters. Having lost servants, spells and everything else, we go down to Tower Hearth. The old magician will set his henchmen on us, but will not succeed, after which he will bring down the wall and run away. For this we get back our magic and brown minions. Next, we sequentially return to ourselves the henchmen - brown red, red blue, blue green, whose lair fell into the water. Having completed the preparations, we go to the final battle. The sorcerer will use the magic of four elements and, depending on this, we set henchmen of the corresponding color against him. After defeating the villain, we watch one of the two final videos, depending on the decisions made in the game.

Today we will talk about the game Overlord: Raising Hell. The passage will be described further in detail. The first part ended with a hint of an imminent continuation. And then it appeared. Overlord: Raising Hell's release date is November 2007. This is an expansion to the original game from Triumph Studios.

Lock

So bewilderment set in from the first seconds of the game Overlord: Raising Hell. The passage begins with the appearance in an empty hall of the castle, where all the entrances do not work. It turns out that this is the ending of the last part. We need to defeat the evil wizard. To do this, we go through the wall gap. We follow into the dungeon and recruit faithful henchmen. We go to battle with the magician. To do this, we go to the teleport leading to Mellow Hills. We find an arch nearby. It takes us to a dungeon formed under the newly explored area. It is necessary to figure out how to take control of this territory.

Halflings

The enemy Melvin, familiar to us from the first part, also appears in Overlord: Raising Hell. The walkthrough begins with a meeting with this food lover. We run past Melvin to the houses of the halflings. We clean them out before they catch up with us. Melvin will not be distracted while there is food in the containers hanging from above. The main goal is a stone gate marked with a red sign. It is necessary to eliminate aggressive pumpkins from the field. It is not so easy. The field is nourished by a mother pumpkin. In order to eliminate it, we send brown henchmen across the bridge. Destroying pumpkins. Raise Melvin's feeder. After several manipulations the path is open.

Sheep

The game Overlord: Raising Hell takes us to the next room. Here you need to drive the sheep with the help of henchmen. We do this before Melvin eats the first couple of dishes. We begin to drive them in when it explodes at feeder number three. As a result, Melvin closes the gate, cutting off our further path. After this he appears on the field. We stand straight to the flag located nearby. Melvin starts rolling around, trying to run us over. We leave the henchmen before reaching the entrance. Melvin won't get to them like that. We need to hit the ditch marked with a flag with an improvised ball. It is located near the gate, from the steps to the right. As a result of these actions, we destroy the gate.

Flags

Some players may find the main plot of Overlord: Raising Hell too simple. Mods were created specifically for this case, and they significantly expand the possibilities and complicate the tasks. But let's return to the passage of the main version.

We leave the army in an extremely safe place. We run up to Melvin and stand next to the flag closest to him. Melvin rolls towards us. The main thing is to leave on time. If it hits us, the correct trajectory will be disrupted, and it will explode far from our target. Next we meet Melvin at another course where they play a special mixture of billiards and golf.

Ball

We return to the henchmen again in Overlord: Raising Hell. The passing continues with us leaving them outside the field. Next, we repeat the maneuver described above. We open the passage further. Next we have to play a fun variation of computer tennis. Melvin plays the role of the ball. A cart is a kind of cue ball. The ball should bounce off the latter. And you need to get into the four doors behind Melvin. We drive three henchmen to the cart. Thus, it becomes possible to control it left and right. We direct Melvin along an arbitrary trajectory, excluding the straight line.

Artifact

Each of the doors that Melvin smashes hides the handle of a special turning mechanism. To put it into action, we select them. Then the henchmen will do everything themselves. Having gained access to the described mechanism, we open the door leading to the next area. There is an artifact here that gives control over the entire dungeon. You won't be able to take it right away. At the first attempt, peasants come running and try to take him away. We stand near the artifact. We get the opportunity to control it during the battle. If several peasants get their hands on the artifact at once, they will begin to break it. If they reach the goal, we lose. As soon as we receive the artifact, we will take control of the Mellow Hills dungeon. Next we return to the tower. Her caretaker advises her to visit the desert lands and see what is happening there. Let's go on a mission. We learn that we need to find several artifacts to get to the next dungeon. We are advised to first take care of other territories, then return. Let's go to the tower. We are transported to the elven forest. No keys are required to enter the local dungeon. Oberon is in charge here. He guards an artifact that gives power over this space.

Elven forest

The roots interfere with the passage, but they are afraid of light. To activate the spotlights, we send one henchman to move the switch. Oberon enjoys an improv theater play. Next we need to find and then subdue the Terror - a mixture of a tractor and a flamethrower. It is necessary for the third act of the play. In Part 1, captive elves appear on stage and play themselves. Next you can see the monsters of the dungeon. They play dwarfs. And here there must be a third act. But he is gone because Terror is broken. The performance is repeated. We go right first. We clear the rows of spectators. We penetrate into the passage on the right and see wells for the growth of the ranks of the army, as well as a source of magical energy. We go down through the right wing. Let's go backstage. We find ourselves near demonic actors playing evil gnomes. The exit leading to the stage opens at the beginning of the second act and then disappears. We eliminate the monster actors and run across the stage. After this we find ourselves with the elf actors. While the action of the play is unfolding, there is nothing to fear. The actors are safe. After the second part, monsters sometimes become aggressive if they stand directly on the stage. We pass two dressing rooms. We methodically move away the stage decorations with the help of henchmen.

A curtain

We gain access to stairs and passages. The room behind the scenery opens. We move the stone that creates an obstacle. We open 2 paths leading to the missing elements of Terror. The spare part is located under the large spherical flowers. They are located in the central part of the dais behind the monster. We defeat another enemy. With the help of one henchman, we take away the missing element. It's hidden in a dead end behind some small decorations. We create Terror and go on stage. We control the henchmen who roll the device. You need to walk along the corridor. Next, having broken through the curtains, we roll out onto the stage. The third part of the performance begins. From it we learn about the arrival of the forces of evil who enslaved the elves. After the performance, we release the wheel and spin Terror. He will destroy Oberon and the approaching monsters. You need to get an artifact - the key to the dungeon. We repeat the simple maneuver that we did in the previous dungeon. We stand next to the artifact, send brown henchmen around, fight off enemies - elves who want to break an important element. There are quite a lot of opponents. We stock up on the maximum amount of magical energy before the battle. After the battle we return to the tower.

Part 2

Now let's talk about the yoke of Overlord 2. We will look at its passage below. So, let's go down from the hillock. We use a baton to disperse the children from the square. We destroy obstacles along the way. The demon children come under our sensitive guidance. We disperse the kids until they start hiding. We go to the city gates. They don't let us in. We go to the children's room and the ice palace. Kelda will guide us. under siege. We demolish the gate using a rocket. Let's go up. We find a hiding place in the house. It contains the children's clothes. Dressing up demons. We will meet many characters familiar from the first part in Overlord 2. We continue our passage by returning to the city gates. We get inside and look around - we need to increase the cheerfulness. We go down to the square. We light the rocket on a small platform. We get fun and fireworks. Let's deal with the Romans. We follow Kelda, who leads us out of the city. We are gathering a militia. On the way we meet a blockage and destroy it using a catapult. We free the Gorilla in a clearing of ice. It helps remove obstacles along the way. Let's move on to the next chapter. We study combat tactics. Freeing the Yeti from ice captivity. We examine the fire. The gorilla starts throwing snowballs at us. We break the pillar. We are sending our army at him. We leave the cave. The monkey breaks the road. We follow the Yeti and find ourselves in a special Chukchi village. We saddle the dogs. We destroy the needle, turn the lever and go through the islands of ice. We return to the village. The monkey opens the gate for us. We make our way down the mountain. We find the Yeti. He jumps into the boat and attacks us with snow. We break the cables holding the boat. We enter into battle and defeat the enemy. We follow to the left. The cavalry moves on foot. We take the stone and take it to Nordberg. We are looking for the magic gate. At the fork we go up. We take the semblance of a certain magic circle. We go to the village. We are transported to the tower. Nordberg must be captured. We study our own possessions. Let's explore the dungeon. Let's get acquainted with its components.

Tricks

So we figured out the walkthrough of the game Overlord: Raising Hell. Cheats are also provided here. They provide us with incredible opportunities. For example, if water is blocking the road, you can walk directly along it. Sometimes you need to find the shortest route to land, and this is possible in Overlord. Cheats should be used like this: launch blue goblins into the water. They show us the most suitable path. These are not all the tricks available in Overlord: Raising Hell. Codes can also be used here, but for this you need to install a special trainer. Download it from trusted sources. Unpack the archive files into the game folder. Let's launch the trainer. We enter the game without closing the add-on. You can now use supernatural abilities. Now you know everything you need about the game Overlord: we described the cheats and walkthrough in detail above.

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All totems and spells .
Malice 100% .
Questions - answers .

general information

Developer: Triumph Studios. Publisher: Codemasters.

System requirements
Overlord (2007)

Characteristic Minimum Requirements Recommended Requirements
CPU Intel, AMD 2.4 GHz Intel Core 2 Duo
RAM 512 MB RAM 1024 MB RAM
Video card 64 MB
DirectX 9.0c
256 MB
DirectX 9.0c
5 GB 5 GB
operating system Windows 32-bit: XP/7 Windows 64-bit: 7 / 8 / 10

Walkthrough

Guardian Gnarl and the minions take us out of the tomb and introduce us to the situation. We play as the new Overlord - the leader of the dark forces. Before this, several “good” heroes attacked the stronghold of evil, destroyed it, and killed the former Overlord. Our task is to restore the citadel and take revenge on the heroes.

Gnarl can teach us the basic rules of the game if he goes down to the basement. But approximately the same training will take place during the game, so we can immediately enter the central teleport well.

1. Halflings

1.1. Mellow Hills
Overlord in Russian

The teleport will take us to a flowering meadow. Let's learn the basics of control: Summon minions from the well (hold shift, aim at the well, press RMB several times). You can only summon 3 devils. We direct them to attack the sheep (hold shift to aim, or immediately press LMB). For killings, minions will receive and bring us several souls. For the souls found, we can summon 2 more henchmen. We direct all 5 of them to the column, together they will move it.

We meet farmer Bob, who is tied like a scarecrow in his own garden. It turns out that the halflings attacked his farm, and the pumpkins are mocking him. We make our way through the pumpkin field, destroying the farm so that the enemies don’t get it.

By destroying objects, minions will independently improve their armor: they will put pumpkins on their heads, and pick up dishes from the house. Behind the farm, you can send minions to a separate island, where they will find metal weapons. The weapon level of subordinates is shown as a percentage.


Goal: Break all the pumpkins

At the end of the road we destroy another pumpkin field, in the center we will find the artifact Heart of the Tower. We send 5 henchmen, they will carry the artifact to the teleport. We hit the stone wall to create a bridge and a quick way back.

The Heart of the Tower will restore normal teleportation in our citadel, and we will be able to open new teleportation points. They will also give us a gift artifact "+5 minions", which increases the maximum number of minions to 10, and 1st spell "Fireball". The spell can be cast by pressing the E key and spending a blue mana bar.


Objective: A crane is required to restore the Tower

We return to the Ripe Hills again. Having returned, we learn that in our absence all resources at the levels are restored: sheep are again galloping through the clearings, buildings have been repaired, enemies are in their original places.

Summon 10 minions and move the long column out of the way. Ahead is a raised bridge, behind it is a village and peasants. They took cover, fearing an attack from the halflings. To get inside, you need to save people from the enemy camp.

1.2. Slave Camp
Overlord. Walkthrough

In the camp we kill separate groups of halflings, primarily on the towers. We free the peasants from the cage in the center.

The second cage will be guarded by a huge troll. We send all the minions to him, but when he gets ready to jump, we call the henchmen back so that they do not die. Let's finish off this mini-boss. We go over the top and turn the valve.

Here in the camp we will find Construction crane, we take him to the tower. We return to the base, with the help of a crane the minions will begin repairs.

1.3. Village Kutezh (Spree Village)
Overlord. Walkthrough

Goal: We need to find supplies stolen from Revelry

We teleport to the hills, they will let us into the village. Inside, the village chief Archie will ask us to return the food stolen by the halflings.

There are 4 exits from the city, but the paths beyond them are almost all blocked. First, we go through the gate to the right of the entrance, behind which you can see a detachment of halflings.

We pass a small path and destroy one halfling building. You can find some gold in the side dead ends. We go out to the central square, here the enemies are celebrating. After the victory, turn the valve and enter the large building.

1.4. Halfling Homes
How to pass Overlord

Goal: Need to attend the halfling festival

On the left is a dead end bedroom. We pass through the center, destroying the wooden doors on the way. On the right we see holes with lanterns, from where enemies constantly appear. We send minions into these holes so that they block the passages. Along the right corridor we can go out to the right balcony at the beginning, there lies bag of gold (500 coins), 5 minions can carry it away. On the central path we turn the wheel and open the metal doors.

On the left is a dead end warehouse, where you can free the peasants from the cell. To get to the opening wheel, it is tedious to manually direct the minions (hold LMB, after a second hold RMB, and move the mouse to control the minions).

Further to the left there is a green clearing with a huge pumpkin. Inside the pumpkin we will find artifact "+5 minions". In the center there is a locked gate, near it there is a broken wheel, where two handles are missing. We go to the right corridor, pass through the bedroom, take the 1st handle, turn the small lever to open the second room. In the far room we can only stand on the balcony, control the minions manually, fill up all the holes, take the 2nd handle. When we open the door in the center, we will find ourselves in the next location.

1.5. Halfling Homes 2
Overlord. Maximum viciousness

Let's get into the large dining room. Here we do not touch the enemies in the center, first we go along the balcony of the second floor, destroy all the holes on the left and right so that reinforcements do not come. Afterwards we finish off the remaining ones.

The kitchen is inhabited by overfed cooks, we can first release the rats from their baskets on them, then we walk along the corridor and attack ourselves.

Here you will find bags of food, we carry them to the exit. Peasants will meet us, we have two options:

1. We leave food for the peasants- recall minions so that they throw bags (-2% viciousness).

2. We kill peasants- we point at them with the shift key and set the minions, and take the food to the castle. Food will increase the supply of brown minions by 50 people (+3% viciousness, and another +3% if this is the first murder of innocents).

1.6. Halflings Party
Overlord. 2007 game

Goal: We must kill Melvin Fatpaw

We return on foot to the street, where the gates to the central square have opened. The huge leader of the halflings, Melvin, will run away from the square, and the minions will be detained by a musician with a violin. To regain control over the minions, aim at the musician with the shift key and kill him with an ax.

To enter Melvin's house, you need to find two wheel handles. We go through the square to the right, go up to the hill, there is the 1st handle.

Further in the forest there are wells for replenishing the army. We will go out along the path into the field, there lies the 2nd handle. There is a bag of gold on fire nearby, but you can't take it yet. We return to the house and open the doors inside.

1.7. Melvin's Kitchen
Master of Evil

First, we go to a dead end on the left, there is a well and sheep to replenish souls. On the main path we will enter the kitchen. On the left side there are locked red minions that spread fire. We can turn the valve to fry the cooks on the site. We pass further through the warehouse.

Boss: Melvin Fatpaw. We direct all the minions at the enemy, but as soon as he is about to jump, we recall them. This way you will be able to save your wards. Having lost half his life, Melvin will begin to roll around the room like a bun. While he is rolling, we call the minions to ourselves and dodge the boss. As soon as he stops, we continue to attack him.


Objective: The lair of the Red minions must be delivered to the tower

After the victory, we will find red henchmen in the next room, turn the lever to free them. This is where the artifact is located. Lair of the Red Henchmen, it needs to be carried to the teleport.

Red minions attack enemies from afar with fireballs, can walk on lava, and can remove fiery barriers from the path. We can earn souls to summon them by killing fire beetles.

We call 10 reds, send them to carry their lair through the beetles. In the next room we direct the reds to attack the halflings below. When all the enemies are destroyed, the gate ahead will open.

In the large hall, we send a dozen Reds to the left balcony, there we order them to hold their position (Q key). They will attack the cooks who are constantly coming out. At this time, the brown ones on the right will be able to easily turn the wheel. We put the lair in the teleporter and return to the tower ourselves, since there is no way back.

2. Improvements

2.1. Smelter
Overlord. Walkthrough

Goal: The first smelter must be returned

Through the village we can again go to the halfling square to pick it up from the fire there bag of gold (500 coins). To transfer you need 7 minions.

Take 5 red, 10 brown minions. In the village we take the left path, we will come out onto a road with burning houses. We'll find it around the corner steel smelter on fire. We remove the fire with the help of red minions. We send 10 minions to carry the artifact.

The halflings will ambush you, and the peasants will close the gate. You will have to carry the artifact along a long path, fighting off enemy squads along the way.

We teleport to the tower. Thanks to the smelter, a whole new hall has opened up, where the minion Giblet will forge weapons for us. You can create a sword, axe, mace, armor, helmet. Cost 1500 - 2500 coins. But the new thing itself will not give anything except a new appearance. To really improve your equipment, you need to sacrifice a lot of minions during forging. Each type of minion adds its own characteristics to things: Brown - defense/attack, Red - max. mana, Green - Recovery, Blue - Max. health.

2.2. Castle Spree
All the secrets of Overlord

Goal: What destroyed Kutezh Castle?

We go through the village along the central path and exit through the middle gate. From a distance we will see a burning castle. On the left path we can kill the beetles and collect red souls. On the right path we remove the fire.

The entrance to the castle is closed. Here we will be attacked by dark warriors. We go along the right road, to the hole in the wall, remove the fire, turn the valve behind it, the gate will open.

There are even more warriors inside the castle, it is better to throw fireballs at them, but there should be more brown minions. It's better to throw your spell by pressing the E key.

In the center of the castle we turn off the fire and enter the dungeon.

2.3. Dungeon Spree
Overlord: Raising Hell. Walkthrough

Goal: Who is this mysterious lady?

In the dungeon we will see how the lady and her people escaped from the dark warriors by hiding behind bars. We learn that the lady's name is Rose, she saves the surviving refugees from Paradise Peak. We volunteer to help her.

There are red bugs at the dead end on the left. On the right we pass along the corridor, remove the fiery rubble, and kill the soldiers from afar. At the end of the path we turn the lever and return to the girl.

Boss: Many-Eyes. We will go through the opened grate into a new hall. Here we will see a creature that teleports more and more warriors to the castle. The boss flies in a fenced area from left to right. You need to watch for him in time, and in the process fight off the warriors. On one hill we can place red henchmen by setting a collection point with the Q key. On another hill we can stand ourselves and shoot fireballs with the E key.

We take Rose's luggage from the fenced area using 12 minions. Let's return to the girl. Rose will join us and live in the Tower.


We teleport to the Dark Tower. The girl occupied an entire wing there and quickly restored order. Let's go check out the new corridor. Among the rooms there are:

Treasury, where the amount of our gold is displayed;

A bedroom where you can later meet a girl;

A library where you can improve the appearance of the tower.

Visual improvements include various flags, carpets, a throne, statues, environmental items, and decorations on the outside of the tower. Now there is somewhere to spend the accumulated money.

Lift my eyelids!

Dark... Absolute darkness. And silence. Years of peace... disrupted!

Who is it that is moving the lid of my crypt? What... disgusting... light! Since you have bothered to resurrect me, please, immediately run to the pharmacy for eye drops, I have lost the habit of this sun of yours! That's better. Rubbing my eyes with the most caustic of acids has never bothered me! Now I see. I see how they dress me. What... Terribly beautiful armor... And it suits me! Especially the helmet, it goes so nicely with my glowing eyes, don’t you think?

This is how, in five minutes, the Lord of the Whole Earth appears in the world. So far, though, not everything... But nevertheless, it’s already becoming quite creepy. Or funny - whatever you like. The second statement is supported by that - or rather, the one - who calls himself the Keeper of Knowledge. In his manner of speech and appearance, to tell the truth, he subtly resembles Master Yoda from Star Wars.

Charming, bastard, whatever you say! By the way, what interesting things can this little animal tell and show us? But, for example, the fact that we will have a certain number of henchmen under our command - I can’t dare call them anything else - with the help of which, in fact, you and I will conquer this miserable world.

It is important: We can recruit henchmen in the so-called wells. They are controlled primarily using the mouse. The left button sends henchmen towards any object within the player's range. Depending on the object, they act according to the circumstances: if it is an enemy, they attack him with the whole gang; if the object is destructible, they break it and, taking away everything valuable, bring it to you. Right mouse button returns controlled henchmen back to you, regardless of what they are doing at that moment. Pressing both buttons at the same time will allow you to control the direction of the henchmen from a distance - for example, if you need to get to the other side of a fallen tree trunk or lower a bridge on the other side.

Your throne room, lord!

And here comes Resident Evil! Sorry, Evil! Our sweet, cozy, gray, dull, disgusting tower (underline as appropriate) and throne room. The mess, of course, is terrible, but the keeper will teach us how to use the portal to the outer lands, where we will little by little collect the artifacts stolen from the tower and return them to their rightful owner. That is, to your beloved. After all, I am the Lord! So what if he’s small and doesn’t have an army yet? But ambition, ambition! And we’ll figure out what to do behind the portal, in this bright and colorful World... And why do I feel such lightness and a pleasant itch in the hand in which I’m squeezing the ax?

It is important: From the very beginning of the game we are faced with a choice: to be absolute evil or to preserve something good within ourselves. Within reasonable limits, of course. No one will force us to take care of flowers and herd sheep. If you decide to kill and rob all the peasants left and right, your level of depravity will increase, which will turn the villagers sharply against you. Your humble servant decided to follow the most likely development of the plot and help the subject population, maintaining a good reputation in the village.

After a brief excursion into the history of the tower, the Keeper of Knowledge will teach us how to use the portal, thanks to which we can enter a world inhabited by ordinary people and not-so-ordinary creatures. Almost everywhere, where necessary, wells will appear, from which we can summon loyal henchmen. They are so stupid... I beg your pardon, they are loyal to you that they will die for you with great joy - the Lord himself somehow cannot afford to die. Not serious for such a significant figure, really.

There will be four types of henchmen in the game.

Why not jack-in-the-box?

    Brown- the strongest in hand-to-hand combat, the main striking force. They pick up all sorts of knives, hatchets and other utensils, thereby increasing their power.

    Reds— they are of little use in close combat, but they can throw fireballs at a distance and are resistant to fire. Dismantle fiery obstacles on your way.

    Greens— just like the Reds, they do not shine in close combat. They can become practically invisible while in ambush. They are immune to poison - so if you come across a poisonous field or plants on your way, they will easily pave the way for their master.

    Blue- the only henchmen who are not afraid of water. They are almost useless in a fight, but they can resurrect fallen brothers.

The number of summoned henchmen constantly increases as the game progresses. You can resurrect the dead at wells. In order to increase the number of spare henchmen, vital forces are required, which in the literal sense of the word are knocked out of sheep, halflings and other living creatures. The amount of vitality collected is equal to the number of henchmen that you can resurrect after death.

I can hear the pumpkins moaning!

Militant hobbits? Very similar.

Now it's time for action. The first farmer we meet finds himself tied up like a scarecrow in his own garden. It turns out that vile halflings have attacked his farm, and now his precious pumpkins, and his house, are in danger of being destroyed. Well, as for destruction, he’s come to the right place, don’t feed the henchmen honey, let them destroy something. They didn't do it on purpose. They are not out of malice. They are with Evil.

And here are the halflings!..

With them necessary fight. Either with the help of henchmen, or yourself, with a hatchet. Although this is not a lordly thing, it is necessary to blunt the ax on all sorts of runts. Maybe sometimes, for practice...

In the process of destroying various fields, farms and other things, your henchmen will be happy to choose their armor according to the level. In terms of intelligence, hmm. A pumpkin on your head instead of a helmet - isn’t it beautiful?! The owner will appreciate it!

Pumpkins are in fashion this fall...

Well, finally the first artifact from the tower has been found! Stupid halflings use it to grow pumpkins. Fools! They do not know the true power of the Tower Heart! We send five henchmen, let them drag the artifact to the tower under the watchful eye of the Guardian. It’s not good for the Lord to lift weights himself!

The Heart of the Tower will allow us to return to the tower at any time through a special “gate” that looks like a stone manhole cover covered with unknown signs. It also glows slightly, so it’s quite difficult to confuse the gate with something else. Returning the artifact also expands the army to ten henchmen and allows you to remember how and what fireballs are used for. Not for making fires, of course. You can, for example, burn a field in which vile halflings are hiding. Naturally, together with the latter. Otherwise, why waste valuable energy, which is only enough for a few fire spells?

This is interesting: after each update, be it teleporting to and from the tower or entering and exiting a cave, all material assets that the storyline does not directly depend on are updated. Even if you destroyed the village to the ground, after we return from the tower, or dungeon, or other location, everything will be restored, and you can replenish both money and energy. Even sheep manage to reproduce to the same number. Only those objects on which the plot of any of the tasks was based are not restored. For example, the burned house in the very first field where we met the halflings will remain burned.

It is important: the magical energy spent on each spell, be it fireball or something else, is displayed in a blue bar under the life level. At first, energy is replenished extremely rarely and is mainly knocked out from various cans and jugs, but not as often as we would like. In the future, magical energy can be restored in special white wells by sacrificing a certain number of henchmen.

Mellow Hills

Slave Village

Henchmen will gladly sacrifice their lives to please their master. They are very... loyal.

"Slave Village" is the first "independent" task. I’ll tell you about it in more detail, since this is where we will have to use the basic techniques and, so to speak, undergo a baptism of fire. We have to get into the depths of the village and free the peasants imprisoned by halflings. Beware of halfling defenders throwing stones - they are usually located on small towers. Send your henchmen there, they will quickly deal with them. Well, if one or two henchmen die, it doesn’t matter. There is plenty of vitality at the level. After the first batch of peasants is rescued from captivity, we have to save the second company, which, in addition to the halflings, is guarded by a hefty troll. Of course, we will lose a couple of henchmen in this, but the loss is not great, and the previously liberated peasants will help - let them go ahead, it’s not a pity.

It is important: in the fire wells, by sacrificing a henchman, you can restore your own life.

Happy peasants, having gained freedom, will joyfully present their savior with a crane, which, with the help of henchmen, must be sent to the tower. Now the tower will recover faster!

Spree Village

Return to the beginning of the level. The peasants will lower the suspension bridge for you, thereby opening access to the village. In the village, the tavern keeper and part-time mayor, named Archie, will give you the task of finding food stolen by the halflings.

Not disinterestedly, of course. As he said: “Full stomachs for us equal full pockets for you.” Well... First, let's let the henchmen have fun in the city - there are plenty of barrels, boxes and sheep there - simultaneously opening all the gates in the village and thus receiving the rest of the tasks. And first of all, we will go to the halfling settlement. The peasants must eat, otherwise they will not be able to pay us! And we love money.

This is interesting: in village houses there is also something to profit from. Just direct your henchmen to the door and they will loot everything inside. At the same time they will start a fire. They are such jokers!

Halfling Homes

In the holes of the halflings we have to find the missing food and break up their party. All wooden doors can be broken, and iron ones are opened using wheels located near the doors. In principle, having a map could help, but there is nothing particularly complicated there. You almost always need to move in one direction, and only have to return when an artifact is found, but in this case the henchmen know where to go. The found artifact will increase the maximum number of henchmen to fifteen, and this is already a serious force! Having found two missing levers for the wheel at the end of the house, we open the iron gate and find ourselves in... the next part of the house.

Halfling Homes 2

This part of the house is no different from the first. Just like at the beginning, we need to go straight, opening or breaking down doors, getting rid of halflings along the way and taking life energy and gold from wherever it lies badly. And if something is well hidden, find it and take it, yes. In the dining hall, first clear the balconies with halfling holes, otherwise during the fight in the dining hall itself they will arrive very quickly. Then feel free to throw your army into the thick of things. Our goal is to open the gate behind the hall. If several of your henchmen die in the fight, it doesn’t matter, in the previous room there is a well in which you can restore the army. Behind the gate, at the very end of the house, is the kitchen, where the food stolen from the peasants is actually hidden. In the fight with the cooks in the kitchen, not a single henchman was hurt, we have the bag of food!

Halflings Party

On the street (just go straight along the corridor) on the right there is access to the halfling party venue. This time, the option of brute force is not acceptable, because as soon as our henchmen hear the sounds of music, they themselves will start dancing, and the guards will come running to us. Therefore, you need to quickly kill the musician standing on the table with a fireball (use the Shift key to select it) and then clear the houses from which halflings are dropping like flies for the holiday. First clear the lower level, and then climb the slide, which is located behind the wooden platform.

It is important: behind the wooden platform, if you turn right, there are wells for sacrifices and replenishment of the army.

Since Melvin, the king of the halflings, has shamefully escaped, we need to open the door by finding the two missing levers. The first is located upstairs, near the upper house of the halflings, the second is to the left of the wooden platform, behind the wells. After the doors opened, we find ourselves in...

Melvin's Kitchen

The first step is to turn right, without going into the kitchen itself, and clean out everything that is there. And don’t forget about the sheep below - life energy, apparently, we will still need.

And here are our fiery (red) henchmen, locked in a cage - no less than they are used to maintain the temperature in the furnace. Well, never mind, we launch the entire gang of our henchmen along the right edge of the balcony - so as to approach the wheel that opens the gate behind which our fiery friends are locked. And as soon as all four cooks have gathered on the grill below, we open the gate! As the Guardian likes to joke: “The cooks got fried in their own kitchens. Isn’t that terribly romantic?”

And now the main dish in this kitchen is King Melvin himself. His appearance, frankly speaking, is not very aesthetic, but in such a body there is so much health! So simply rushing in with an army of henchmen and an ax is an idea that will inevitably lead to a fatal outcome. Melvin has three attack options. The first one, which he uses at first: jumping up and falling to the floor - in this case everyone who is within the affected radius (a couple of steps) suffers, and often suffers greatly. A couple of such jumps could cost the lives of all fifteen henchmen. That's why we act like this. At first, the henchmen hang on Melvin in a crowd, hitting him on the head with whatever they can. As soon as he is about to jump, we recall the entire group using the right mouse button. When he falls to the ground, we attack again. And so on until His epileptic Majesty decides to refresh himself. After the meal, he will begin to roll around on the floor, crushing everything that comes under his arm... under his leg... under his stomach... in general, crushing everything that gets under him.

But after rolling a couple of times, he stops for a short time, which again should be used to attack the remaining henchmen. And as soon as he gets ready to ride again, there is nothing left to do but run away from him, throwing his knees high and not forgetting to call his henchmen away from him. A couple of fireballs will again not be superfluous.

In principle, that’s all, now all that remains is to find the fiery henchmen, having acquired whom we will be able to complete several more tasks received in the village. You can find them in the room that will open immediately behind Melvin’s abode.

It is important: red henchmen can dismantle fiery rubble and attack from afar. In order to summon them, fiery energy is used, extracted from fire beetles, which crawl in abundance in places with the fire element.

Now all that remains is to find the artifact of the red henchmen and drag it to the teleportation point in the tower. Since there is no opportunity to go outside, we have no choice but to move into the tower. Next, we teleport to Mellow Hills, where we go to rescue the smelter, located behind two burning houses.

Mellow Hills (smelter)

Now we are faced with a choice: how many and which henchmen to call. We have fifteen of them in total, and in this situation, for the subsequent task it is optimal to take five red and ten brown henchmen, since in order to drag the smelter to the teleport point, you will have to fight with several groups of halflings, and in hand-to-hand combat there are currently no better brown ones. Since the shortest path to the teleport will be blocked due to an attack by halflings, we will have to go around, periodically fighting off the annoying militant dwarves. It is quite possible that not all henchmen will reach the final destination, but the main thing is to bring the smelter. Sending it to the tower opens up opportunities for upgrading and crafting weapons.

This is interesting: the smelter makes it possible to improve the parameters of armor and weapons and manufacture new armor and weapons. Each action requires a certain number of henchmen, the color of which corresponds to a certain improvement.

Tower

In addition to the throne room, the tower has two staircases leading down. Going down one at a time, we gain access to the underground arena, where you can practice fighting with those enemies you have already seen.

For example, returning after passing the slave village, we can fight halflings, halfling stone throwers and a troll. More precisely, two trolls. With ten brown henchmen, alas, it is impossible to stand against them.

The second staircase leads to the Heart of the Tower. Using it, we will receive information about the number of summoned and dead, as well as the limit of henchmen at the current moment in game time.

This is interesting: As the game progresses, new improvements will appear at the tower, and some of them, visual ones, we will be able to change and add ourselves.

Castle Spree

At first, it makes sense to take the left path - nothing meaningful will happen there, but there will be an opportunity to replenish vital and fiery energy. Further, having made our way along the path to the right of the entrance to the castle, we launch first the red and then the brown henchmen so that they calmly open the gate. In this case, the red henchmen need to be placed on defense, near the wheel, and only four henchmen should spin it. Let the rest help the Reds fight off their enemies. As soon as the gates are open, you need to replenish the army and clear the castle of enemies. Then send the Reds to dismantle the fiery rubble, and forward to the dungeon!

Dungeon Spree

Going down, we find out that the castle and the dungeon are overrun by some suspicious knights or ninjas. We have to find out what happened here, how they got here and who this “strange woman” the peasants were talking about...

We help deal with the inhabitants of the castle and find out that the “strange woman” is called Lady Rose and, in general, she is not so strange, she is just scared by these strange knights.

She is looking for the peasants from Paradise Peak who survived the plague. Well, since we’re here, let’s help her finish the raid on the castle and at the same time find the missing luggage. We, of course, are Evil, but we need to show these strange creatures in the castle who is here most wicked! The clearing process is not difficult if you use the red henchmen as a firing point and use them to clear away the burning rubble.

But in the process of fighting with many eyes you will have to use tactical thinking. Summon six red and nine brown henchmen. We place three red henchmen on the elevations on both sides of the many-eyed eye - so that they take turns throwing fire at it - and we ourselves try to prevent their death from the appearing knights and beetles with the help of the remaining nine brown henchmen.

If none of the red groups die in the process, the many-eyes won't last long. And if someone dies, it doesn’t matter. Behind the wall there are wells with henchmen and a fire well for restoring vitality.

Next, we use twelve henchmen to take the found luggage to Lady Rose. Well, Rose herself, in turn, will gladly agree to look after the tower, and, I must say, very successfully. In our tower we will have two, in principle, useless, but beautiful rooms: a treasure storage and a bedroom, as well as a room in which we can bring the tower to the form we want (carpets, statues, flags, etc.) - however, This pleasure is by no means free. But it's beautiful!

It is important: money found during the game can be spent on new weapons, armor, or on the purchase of all sorts of paraphernalia for the tower.

How pleasant it is to walk not through dust and dirt, but along the red carpet, to the new throne, along the newly delivered gargoyle statues. Or knights. Who likes it better!

Well, how can one not help such a housewife? In general, finding the way to Paradise Peak and discovering the source of the plague is our direct responsibility.

Elven forest

Elves can communicate with you using telepathy, even if they are not alive. Lazy people.

These lands were once fertile and beautiful. That's disgusting! Now they are much more attractive. From the Guardian's point of view, of course. Well, when we enter the lands of the elves, we will discover that, firstly, the elves here are somehow lifeless, and secondly, the unicorns have become bloodthirsty and now we will have to exterminate these... “one-horned monsters.”

The first one is quite easy to kill, although he will crush a couple of henchmen. It doesn't matter, there are wells nearby. In order to kill the second one and open the bridge, the henchmen will have to act alone. To do this, we will cross them across a small bridge and, controlling them from a distance, we will first deal with the brutal miracle of the elven forest, and then open the bridge. For more convenient control, you need to stand as close to the water as possible, to the left of the bridge through which the henchmen will go into battle. If you stand a little behind, the battlefield will not be visible. After access to the island opens, we, running deep into it,

Unicorns are predators, it turns out!
Let's find a new spell for henchmen, increasing their strength and defense. You can switch between spells (currently fireball and strengthening henchmen) using the F1 and F3 keys. Then the elven spirits will tell you that their leader, Oberon, is dangerously ill and must be cured as quickly as possible. But since they apparently don’t have the necessary medicine, it’s much easier to kill him. Yes Yes! They also have permission for euthanasia. True, they lost it somewhere, but it’s there, honestly!

Well, if we take a more serious approach to the issue, then we really need to kill Oberon, who has surrounded himself with an impenetrable cocoon, which is nourished by the roots of trees. To do this, we need to destroy six rhizomes, at the same time receiving the task of finding the entrance to the dwarf lands, and finding green henchmen who can resist the poisonous fumes of the fields and destroy them without fear of poisoning.

Along the way, we have to get rid of deer shamans (let's call them that). In order not to waste your way to the wells replenishing the number of henchmen, you can use plants that explode a few seconds after they are picked, poisoning everything around for a short time.

To do this, hold down the Shift key, thus selecting the plant, and click the left mouse button once to send one henchman to disrupt this poison bomb. After that, still holding Shift, run up to the shaman-type deer (or deer-type shaman?) and, releasing Shift, carefully place the flower right between them. The henchman will run away, and after a second or two, only memories will be left of the enemies. This is not always possible the first time, but after a couple of attempts, as a rule, everything works out in the best possible way.

And now a little unusual - you can go to the neighboring island by water! Although the game does its best to teach you that you won’t fall where you shouldn’t, here, I must say, your humble servant more than once ran across the map in search of some kind of bridge. But no, it turns out you could just walk on the water - it’s shallow there. The henchmen will not jump into the water after you - you don’t have to worry about that - they will run from island to island along tree branches. After the islands are passed, we will have to enter the Viridian Caves on the left, in which we will find the green henchmen.

It is important: Green minions are immune to poison and can destroy fields of poisonous plants. To call the green ones, we need green life force, which is obtained in abundance from beetles that live near poisonous fields.

After leaving the cave, we go to the left and select another artifact for the tower, which will give us an increase in the amount of magical energy - a very pleasant gift!

Then we make our way back to Oberon’s body, where, by going around the house on the left (we use the green henchmen to clear the path), by hook or by crook we make our way to the next root, which is very well guarded! But with four green henchmen and all the other brown henchmen, there shouldn't be any problems. Let me remind you once again that browns are the most powerful fighters in hand-to-hand combat.

Having destroyed the next root and fought off the attack, we select the missing lever and open the gate that lets us into the elves’ courtyard.

This is interesting: In the elven courtyard, money can be found in almost every vessel!

There is another artifact there that allows us to increase our army to twenty henchmen! Also, when we go to Oberon’s body, we will see that we have access to the shield spell. Send your henchmen to take him to the teleporter.

It is important: The shield spell allows you to protect yourself for a short time from the attacks of enemies, while throwing them away from you. It is good to use when attacking either a strong or numerous enemy. Selected using F2.

There is nothing else to do in the elven lands for now, and we need to go in search of blue henchmen, whom we will find in a place called Paradise Peak, which Lady Rose told us about.

Paradise Top

Something is clearly wrong in this paradise. And the peasants do not let us into their camp (although who asks them), and they turn our heads when we want to get inside the fortress... In general, the plague is raging in these lands. Where it came from and what to do with it is something we have to figure out. But first, our goal is to find the blue henchmen, since their absence makes further advancement through the levels very difficult.

After the plague camp, skeletons crawling out of the ground will try to block our road. There are many of them, but they are, in general, weak opponents. A dozen and a half brown henchmen should be enough to spare. But further, on the hill, we are destined to meet a real succubus.

A fight with her is more like a chaotic dance, and her constant movements through the air make it difficult to concentrate. Losses after a fight with her are small - mostly magical energy - since fireballs are extremely effective against her.

Having gone down the other side of the hill, we take away the artifact that adds magical energy, and then we wade across to the blue henchmen, while clearing the poisonous field with the help of the green henchmen. And forward, to the cave to the blue ones!

It is important: blue henchmen are very weak as a combat unit, but can move on water and, importantly, resurrect fallen henchmen. They are called, respectively, from the blue well with the help of blue vital energy, which, in turn, is extracted from blue beetles and various sea reptiles.

The name of the cave can be translated as The Moist Hollows. There we will meet Bumbu birds, from which we will have to save the blue henchmen. To do this, lower a few brown and red minions closer to the water and fix them there. Then, using one of the blue ones, drag the eggs from the birds from the nest and run towards the crowd of henchmen on the shore.

If the blue henchmen suddenly stop while carrying their artifact for no apparent reason, we simply cut out the blue and green mushrooms in front of them, they interfere with the passage.

The next monster that we will meet on the way is a water snake.

Leave all your henchmen behind you and, after waiting for the kite to prepare to throw, run back. Once his head is on the shore, we will have a few seconds to hit his head with a couple of blows. Little by little, not quickly, but without losses!

Next we have to overcome a couple of geysers, to turn them off we need to move two stones, thereby blocking the source supplying the geysers. To get to one of the stones, you need to turn the wheel with the help of the blue henchmen and open the bridge. Below, near the wheel, there are bumbu birds, which the blue ones cannot cope with without our help, therefore, one of them grabs an egg from the nest and drags it between the geysers that periodically turn on below. Bumbu also hate hot springs to death, but they linger around the eggs for a while. Which is what destroys them. Three or four runs and the way is clear!

In general, we got the blue henchmen, now you can move to the tower and from there get to the elven lands, where you can continue the work started earlier to destroy Oberon. We’ll leave the adventures in Paradise Peak for later.

It is important: Before returning to the tower, send all your henchmen back to the wells. This will help preserve the multi-colored vitality spent on them.

Now you can go into the village - there, near the place where we appear, there is an artifact in the water. By delivering him to the tower, we will receive an increase to the total number of henchmen in the army to twenty-six!

Elven Forest (part two)

Returning to the elf courtyard, we need to send a couple of blue henchmen to the other side of the pond (two large toads sit on its sides) and, turning the wheel, lower the bridge, along which we can get to the Skull Abode, which is located right under Oberon’s tree and is very well guarded .

But if you had at least twelve to fourteen brown henchmen with you, then no problems were observed when passing through the monastery. In addition to destroying another root, here you can replenish your reserves of blue and green vital energy and money, as well as find another artifact that gives an increase to the total amount of magical energy.

Coming back to the elves, we return to Oberon’s body and along the very right root (if you are facing Oberon) we follow down to the water, where, with the help of five blue henchmen, we move the interfering stone to the side.

We walk along the water, simultaneously fighting off toads and other nasty things, and reach a field with living plants - this is the last island of life remaining from the once former splendor of these lands. The elves, in exchange for ridding them of bloodthirsty unicorns, will offer us to take an artifact of life, which, accordingly, in the future will give us an increase in the amount of life. It must be said that this artifact is not at all useless!

After killing three unicorns (be careful, do not set the blue henchmen on them, they are practically useless here), we take the artifact. On the way, the blue ones will have a poisonous field, but there, near the field, there is also a well with green henchmen - by calling one, you can clear the road, and then send the unnecessary green one back to the well.

Now, having received an increase in the amount of life, we will return back to the Skull Abode. Having passed through it, we will take the path to the last root. Having turned the wheel for the bridge, we go up the path into the forest, where there are rather unpleasant trolls.

The easiest way to get into a fight with them is to have twelve to fourteen brown and several blue henchmen with you. Even if a couple of brown ones die in battle, the blue ones will always be able to resurrect them.

Remember that as soon as the troll begins preparing to jump, you must immediately recall all your henchmen. And after the troll crashes to the ground, start the attack again. If you don’t have time to take them away before they fall, it can end very, very disastrously for the majority, and sometimes even for all the henchmen.

Having passed the trolls, we climb up the stairs, simultaneously breaking all the vases standing on the sides (after all, elves are a rich people!), and, having reached the top, we enter the temple of the Elven Mother Goddess.

Temple of the Mother Goddess

The temple is inhabited by the same not-so-living elves who believe that one day everything will return to normal. And that is why they are not very friendly towards you. Moreover, these incomprehensible knights with this incomprehensible lady also have no idea why they were here... In general, we need to find four keys that will open access to the sacred monastery. To find the keys, open all the tombs we come across, while doing your best not to catch the eye of the groups of elves patrolling the area.

The tombs are located in the rooms to the left and right of the meeting place with the troll, but we will get to the sacred monastery if we go straight from this hall. You can't kill the elf guards - they can't get any deader - so wait for them to move away from the tombs and open them one by one. Also, during hacking, these strange knights will occasionally annoy us, but they are not very strong opponents and practically do not interfere. In the halls where there are wheels on the sides that can be rotated by three henchmen, you need to wait until a group of elves disappears behind the doors and close them behind them using this wheel.

After we have done our dirty work in this hall, the henchmen can be recalled from the wheels, and the elves can return back. Usually, upon discovering that the tombs have been opened, they stop nearby and do not move. Which gives us the opportunity to run into those small rooms where we just closed them, and profit from money, and vessels with life and magical energy. By the way, you can also run past standing elves. They are not very fast, and it takes quite a lot of time to damage you. So if you are not going to linger directly near them, but just want to get into another room, they will not have time to cause you any harm. So, we have the keys, the gates to the sacred monastery are open, forward!

Someone was here before us and stole the sacred statue! More precisely, this same woman was here directly before us, appearing with the knights, but she was not involved in the disappearance of the statue. True, this did not please her master at all (hurray, now we know that this madam does not act on her own!). However, her boss is nervous. It’s still not entirely clear what kind of characters these are, but, apparently, we still have to meet them.

So, now we know that the statue was stolen, and the eternally whining elves asked for help in finding it. Okay, we’ll deal with the statue later, but for now, to the right of the altar we see the last root, by destroying which we can finally get to Oberon! In the process of cutting down the root, we have to fight with two trolls at the same time. Fortunately, this is not the beginning of the game - now we have more than a dozen henchmen under our control.

So if you have about fourteen to seventeen browns in stock, the trolls will in no way prevent us from finishing the job we started. Cutting down the root, I mean. The main thing is that while being distracted by trolls, do not forget that there are now two of them, and they can perform their signature trick with a jump twice as often (if, of course, they are standing next to each other). If you remember to call off your henchmen in time, not a single brown one will be harmed. And if you suddenly get hurt, you should always have two, or even better, three blue henchmen on hand. In order to resurrect brothers who died due to oversight.

Well, the trolls are defeated, the last root is cut down, you can run to Oberon and try in every possible way to take his life. I will say in advance that this is not as easy as we would like, so before rushing into a fight, it is best to run to the wells and reorganize your army. The optimal combination is sixteen or more brown and four blue henchmen. The browns will form the main attacking backbone, and the blues will save the dying browns.

Battle with Oberon

How scary he is!

The battle process consists of several phases. Oberon's main attack is roots shooting out from the ground. They will always appear right under you, so standing in one place is highly not recommended. They don't do much damage, but they will make you nervous. Moreover, it will be possible to understand exactly when the root will appear by the fountain of earth flying up. Usually there are always a few seconds to run away.

After Oberon's greeting groans, we should set several henchmen on him, after which he will release several toads on us. They have a weak attack, and it is not difficult to defeat them, but it is still advisable to help your henchmen. There shouldn't be any losses. Next, we again need to set a certain number of fighters against Oberon, after which he will send four rat-like creatures with bows. These are also not serious opponents, and they do not cause any particular problems.

It is important: Every time you set minions on Oberon, you refresh the attack phase. That is, after each attack, he releases new monsters against you. If, after repelling the next attack, we do not attack it, then we will constantly run from the roots crawling out of the ground. As soon as the henchmen are on Oberon, he will give the command to the next wave of monsters. There are four of these waves in total.

The next wave of attack is two unicorns. These, as we know, are serious rivals. Unicorns know how to run headlong and destroy everything in their path - but then it’s easy to dodge them. They also kick. In this case, a certain number of henchmen suffer, and here the presence of the blue ones is very, very useful. As soon as you notice that one of your fighters has died, immediately place blue henchmen near them to guard them, and they themselves will resurrect the fallen.

The fourth and final phase of the battle is two trolls and two minotaurs with hammers in their hands. Since minotaurs are slow, start with trolls. You should fight the trolls one by one, otherwise too many henchmen will die. It is also advisable for us to help the army, the main thing is not to forget to run away from the trolls during the jump.

Sister, leave me, you won’t drag me down!

This is interesting: to the right of Oberon there is a well in which you can always replenish the number of irrevocably fallen brown henchmen.

When the trolls are finished, it will be the turn of the minotaurs. If you remember about their hammer blow and call off the henchmen in time while they are preparing for the blow, these creatures will not live long.

Victory! Oberon is defeated, he no longer has the strength to fight, and it remains for us to personally deliver the final blow to the enemy. As soon as this happens, Oberon will disappear, and we will get access to another artifact, which will give us an improvement to the shield spell and access to the gnomish lands, which opens behind the tree where Oberon used to be. We will go there later, but for now we need to return to Paradise Peak in order to find what caused the plague in these places.

Paradise Top

Returning to the lands infected with the plague, the first thing we will do is take ten blue and ten brown henchmen, leaving the brown ones on the shore, enter the water and move the column that blocks the path to the castle basements (Under streets). As soon as the path to the catacombs is open, many, many skeletons will attack us.

Why don’t I have a couple dozen brown henchmen right now?!

The best way to keep yourself and the blue henchmen healthy is to run back to the shore, where the brown ones will cover us. Skeletons are not very strong, but they try to win with numbers. In the basements we will have to fight off a large number of skeletons more than once, and, unfortunately, in most cases we will have to do this alone, since all the action takes place in the water, and all henchmen, except the blue ones, are denied entry there. It took a long time to fight back, but it never came to death.

It is important: If you have to fight for a long time and a lot yourself, it makes sense to improve the armor parameter, which affects the restoration of life. This can be done in the smelting shop of your tower.

At first glance, the structure of the castle's underground floor may seem very confusing, although in fact all the branches are either cyclical or end in a dead end. The first step is to find the three missing levers to rotate the wheel to open the gate. All corridors, one way or another, will lead to one of these levers.

Also in the underground corridors we will meet a new type of skeletons: rather weak in terms of survivability, they cause considerable damage and, what is especially unpleasant, attack with magic at a fairly long distance - but you can deal with them. Not far from them there is a well with red henchmen. Having taken eight red and ten blue ones, you need to go to the area opposite the skeletons and put the blue ones on guard - so that the skeletons do not reach them with magic. Place the red ones on the same site, but as close to the skeletons as possible. The Reds manage to fire a salvo, after which just one shot from the skeletons kills them all!

What do they eat?
That overgrown worm again!

But that’s exactly why we put the blue ones next to each other. As soon as the reds die, the blues drag the dead to a safe place and resurrect them there, after which we repeat the manipulation with the reds. Two salvos are enough for one skeleton.

So, all the levers are assembled, the doors are open, let's move on! And we meet a very interesting character who is trying to tell us something or even warn us, but we don’t understand what exactly. My friend's mouth is sewn shut. Isn't it cute?

The peasants hiding in the room warn us in every possible way that we should not go further, everything around is infected, and in general, they say, stay with us, you will be our king. Well, we already know that everything everywhere is infected, but we are not interested in staying. Therefore, we follow further and find ourselves in a room where we need to open the gate again by turning the wheel located on an area surrounded by water. You can ignore the birds. But the fact that there turns out to be a water snake near the site is already a problem.

Although not very serious, since we have a well of blue henchmen at hand, and nothing prevents us from stocking them up. Well, the snakes will eat three or four blue ones while they are spinning the wheel - and so be it. It doesn't hurt and it's a pity. Moreover, there seems to be no other way out. After passing through the gate, the snake can be killed calmly and without haste, for which you need to leave one blue henchman with you, sending the rest to guard some safe place. Running up and running away from the edge of the area next to the snake, we will force him to attack an empty place, and while he is figuring out what’s what and why that blue henchman, who, in theory, should be in his mouth, is already in a completely different place - we tap him with an ax between the horns.

This is the snake's only weak spot. Wasting magic on him is almost pointless. But killing him will give us the opportunity to get three bags of gold that stand behind him. And it’s not a small thing, and it’s nice.

As much as 1500 gold at a time! The main thing is not to forget to clear the place where our “smart” henchmen will drag the bags from skeletons. The easiest way to do this is by calling the brown henchmen from the well - it is nearby.

Coming out of the dungeons, we kill the knight, whom the peasants could not defeat, and they, as a return courtesy, inform us that somewhere in the catacombs there is a smelter that can make magic armor.

Sounds tempting, let's look! In a tower, such a smelter would not be superfluous. It seemed clear where to go below, since before exiting the city to our right there was a passage blocked by burning rubbish, which we could not overcome due to the lack of red henchmen. We are looking for them - and back to the dungeon!

We can find the red henchmen by opening the gate to the city and exiting it, immediately behind the bridge, on the right. Returning to the dungeon, we turn left and, having dismantled the burning rubble, enter a new part of the city’s dungeons. There won't be any water there, so we can easily use the brown minions. Again there will be a lot of skeletons on our way, and a couple of times we will meet zombies that throw fire and cause even more skeletons.

Long live the new armor and weapons!

Therefore, it is worth killing them first, and then dealing with the rest of the skeletons. Having found the smelter, we send it to the tower. Thanks to it, we will be able to smelt stronger armor.

Returning to the city, we receive the task of killing a paladin named Williams, who previously ruled the city, but now does not care about him for a second. We also get a new artifact that gives the flamethrower spell, an improved fireball. Now we can go look for this notorious Williams, but first we will go through the city and help the townspeople enter the courtyard where the quiet brotherhood lives - the same ones with their mouths sewn shut. To do this, you need to dismantle the fiery rubble and, after running through the knights, begin to get rid of people in white robes.

After we kill about six servants, they will recognize our strength and consider us a new god. Now there is no need to fear them. Then, running from one corner of the city to another, clearing the fiery rubble and getting rid of countless skeletons and zombies, we help the townspeople get out of the traps. True, on the right side of the city, after a copious amount of compliments addressed to us, the townspeople will insidiously turn into zombies right behind our backs. They shouldn't be like that. There are more of us and we are stronger.

In one of the places we have to fight three succubi at once. This is not an easy task, since succubi mostly fly through the air and land very rarely.

But you can catch them - there are only two seats. Straight ahead, near the gate, and to the left, near the barrels. Wait for them to land on the ground and start attacking. Many henchmen will die, but nothing can be done about it. The blue henchmen will have to work hard when fighting three succubi at the same time.

While searching for Sir Williams, we need to get to the city tavern, which can be done through the northwestern part of the city. She stands in a separate block, on a hill, illuminated by red light. After entering the tavern, go downstairs, following the monk in red robes running away from us. Following him, we find ourselves in a hall with many monks who are peacefully disposed towards us. Behind the nearest door lies an artifact that allows you to once again increase the army of our henchmen; the next, several monks with knives are chasing a sheep. In the back of this room, behind the columns on the right, there is a wheel that opens a grate.

To get there, we direct the henchmen through the narrow gap between the columns, controlling them from a distance. As soon as they start spinning the wheel, the monks obviously won’t like it, and from that moment on they will all be negatively opposed to us. That is, they will try in every possible way to kill us.

Making our way along the corridor, the entrance to which opened behind bars, we find ourselves in a hall with a wheel that opens the entrance to the abode of the succubus queen, whom we, in fact, need to kill. Oddly enough, it is quite easy to defeat her - you can get away with one or two henchmen.

When the succubus queen is dealt with, Rose will ask us to find her capricious sister, who also happens to be Williams’ fiancée. We will also need to get into the citadel. To do this, after leaving the tavern, turn right, enter the gate near which we previously fought with three succubi, and after several flights of stairs we will find ourselves near the entrance to the citadel. Inside we are informed that we have interrupted Sir Williams' party, which he, apparently, is not at all happy about. Indeed, in the halls of the citadel we will have to kill at least two hundred, or even more, monks.

They are not that strong, but when there are about a hundred of them in a room at the same time, this has an extremely negative effect on the number of henchmen. Nevertheless, we finally manage to personally meet Sir Williams (what a disgusting face he has!) and even hit him with a weapon a couple of times, however, then he gets scared of us again and runs away.

It is important: When you first fight with Sir Williams, do not try to actively attack him with henchmen. The blows he delivers are guaranteed to kill several henchmen at once. Therefore, try to hit him as many times as possible.

There will also be another couple of succubi, which, in order not to waste time and henchmen, can simply be actively watered with our flamethrower - this way they die faster.

Further down the hall behind the door on the right is Rose's sister, Velvet. But to get into this room, we need to find the missing lever from the wheel. At the end of the room we will meet Williams surrounded by his henchmen. Actually, this is where the final battle with Sir will take place, after which we will use his staff as the missing lever from the wheel.

It is important: During the fight, Sir Williams uses only one attack spell, a stunning wave, and only in the center of the hall. He also periodically teleports to different ends of the room, summoning several monks. The monks are easily killed, and as soon as Williams is transferred to a new place, we unleash all our brown henchmen on him. Once Sir Williams is defeated, we will need to personally deliver the final blow.

This is how she is... Sister...
Hey, big-eared! Stop rejoicing, we'll keep Rose with us.

As soon as we enter the room, Velvet will begin to beg us to take her as the tower keeper instead of her sister. A jealous Rose will immediately rush to the tower and try to persuade her not to listen to Velvet.

In general, we have a choice: take a new caretaker and don’t know what to expect from her, or keep Rose with us, who promises to improve the attacking and defensive properties of the blue henchmen. Corduroy, in turn, promises to improve the qualities of green and red. In general, there is something to think about here.

It is important: your humble servant decided to keep Rose with him. The advanced abilities of the blue henchmen seemed more important to me than the green and red ones.

Returning to the tower, we discover that we actually have the opportunity to improve the blue henchmen - although not at all for free - as well as new opportunities to improve the interior.

Now we have a road to the lands of the gnomes, where we will look for the lost statue of the Mother Goddess from the temple of the elves.

Dwarven lands

Gnomes are beards with legs. They love to burn everything, and especially blow things up!

The first glance at the lands inhabited by gnomes does not evoke any specific sensations. Well, yes, mountains, stone. Where would a bearded man be without this! Except that golem - or whatever monster it is - on the other side of the cliff clearly doesn’t fit into the landscape.

So, let's go. In the very first dwarven village we learn that the bearded ones are divided into two (for now, at least) types of warriors: those who fight in close combat and those who shoot explosive shells. The shooters are quite capable of destroying a couple of brown henchmen with one shot, so these need to be exterminated first.

After passing the village and turning right at the fork, we select an artifact that gives another plus to the amount of magical energy, and follow the fork to the left. These green slugs really don’t like gnomes. True, they don’t stand on ceremony with us either, but their negative attitude against bearded people will periodically be to our advantage.

Having gone down, we free the elves and head towards the mine, which is guarded by a stone golem. This is a very unpleasant opponent, so it would be best to take advantage of the slug hole that just happened to be here. And while the golem is busy with the slimy creature, we unleash all our browns on it. Don't forget to guard the blue ones on the sidelines, because one blow from the golem can easily crush several brown henchmen.

Having dealt with the golem, we replenish the supply of henchmen, if necessary, and go into the mine. They say there is a lot of gold there! And it is never superfluous!

This is interesting: To replenish the supply of henchmen before the mine, it is not necessary to return through the village. Right from the platform where you fought with the block of stone, there is a bridge that has opened - from it to the wells it is just a stone's throw away.

Here is the mine! Now let’s check if there really is as much gold here as they say! But it’s true, there’s a whole cart with gold bars over there. It's okay that a huge slug ate her. Killing him is quite easy. We unleash all the brown henchmen on him and spray him generously with a flamethrower. There is no point in opening your mouth to our gold!

Now we turn into the right tunnel and, following it (do not turn left at the fork yet, towards the gnomes), we go straight. Turning right, we eventually come across another gold cart. We send it to the tower and return to the blocked fork, where, cutting through passages in the obstacles, we get rid of the gnomes and near the grate we find the third of four carts with gold. Having sent her to the tower, we move along the corridors until we find the elves who will ask us to free them. To do this, we will need to get rid of two giant slugs and block the hole from which the little ones are climbing.

It is important: do not open the grill until all slugs have been killed. Otherwise, you will kill the elves and fail the task.

It is best to kill slugs alone, placing as many red henchmen as possible at a distance, who will support you with fire. Slugs are slow, so you need to constantly stay behind them. Well, a flamethrower spell in this case will not be superfluous at all.

When the slugs are dealt with and the elves gain freedom, all we have to do is cut through the rubble and, taking the last of the trolleys with gold, carry it to the teleport to the tower. To sum it up, one run through the mine weighed down our pockets by about 15,000 gold. This Very good result. Moreover, such wonderful armor appeared in the smelter, and the tower can now be decorated!

This is interesting: if you lack money, you can return to the mine again. Of course, there will be no trailers with gold there, but in all kinds of boxes and chests you can again collect about 3,000 gold coins.

Now we head to the northern part of the map, through the hillock on which the elves stand, to the gnomes' beer garden, located in the open air. Here, first of all, we need to open a hole with slugs, which will help us get rid of most of the gnomes. It is highly not recommended to rush headlong at them, there are too many of them.

After most of the gnomes are destroyed, we close the slug hole and finish the job we started. Beware of the shooting gnomes on the top level of the brewery! Having destroyed all the drunks, we run back to the mine and, leaving it on the right, we run further, clearing the rubble along the way. We leave all the henchmen near the rubble and, running further, we meet a flamethrower.

While he is dealing with the slugs, we quickly run behind him and hit him as hard as we can. He doesn't have much life, but don't get caught in the flames - it's certain death. After the flamethrower is destroyed, you need to take one henchman and approach the gate with him. The gate can be opened by placing several mines under it. The mine lies directly next to the gate and appears again after each explosion.

As soon as the gate is destroyed, we go into the gate, clear the path from the gnomes and on the left side approach the wells and teleport that appear. Next, taking one henchman, we run up to wooden structures from which bombs will be thrown at us. We need to have time to pick up a burning bomb and plant it at the entrance to the fortress. After the fourth explosion, the gate will collapse, giving us access to the gnomes' fortress.

Dwarf Fortress

After the gates to the fortress open, we will need to clear the lower level, where gnomes with ordinary weapons live. Climbing the stairs to the right of the entrance, behind the column, we will first clear the path on the right, where we will find an artifact that gives an increase in life, and then we will get rid of the gnomes from the opposite side, on the rise that opened before us when we just entered the gates of the fortress.

You should be extremely careful, since the gnome in shining armor (a fairly strong opponent, it’s difficult to attack him with less than a dozen brown henchmen) calls for help about ten more ordinary gnomes and a couple of shooting gnomes. The easiest way to get rid of them is to lure them towards you in groups, and then plant a bomb under the main gnome.

Behind them is the entrance to the temple under construction, but we will go there a little later, but for now we will return to the wheel, which is located to the right of going up the stairs. On the other side of the moat there are two dwarves with guns. Standing a little further away, we’ll put the blue henchmen on guard and send five brown henchmen to the wheel. When the dwarves make a shot and while the blue ones are dragging the bodies of the dead from the wheel, we add the missing number of brown ones to the wheel. In the worst case scenario, only one brown henchman will suffer.

Brewery

This is where the henchmen manage to slip through the wall.

When the wheel is turned and the bridge opens, we will find ourselves in the holy of holies of the dwarves - the brewery. Inside, in order to activate the elevator leading to the main beer barrel itself and open the exit from the brewery, we need to find the two missing levers from the wheel. We will find the levers by going left. There, gnomes will run out in packs from all possible doors as soon as we turn off the next beer tap or kill those who come running to guard these taps.

This is a bug: You can launch henchmen into one of the doors without opening it. Somehow, magically, they seep through the wall to the right of the door.

There are four such cranes in total, and they are no different from other structures and are not highlighted by arrows as important objects. There are no deviations from the plot here, so there is no need to go back. Having passed all the opening doors, we will come out with the last lever directly to the wheel that interests us. Before going outside, take the elevator down and visit the lower level of the brewery, from which we are tasked with picking up a large beer barrel.

Brewery, level two

And lots and lots of joy!

On the lower level we need to pull out a large beer barrel from the back room. No, not even that - a Big Beer Barrel!

Jokers say that whoever drinks beer from this barrel will become as cheerful as an elf and as slender as a dwarf. Well, okay, fortunately, we don’t have to drink from it, we need to deliver it to the tower. To unlock the door, which, naturally, was slammed in our faces by polite gnomes, we need to open the taps on the platforms on both sides of the passage to the door. You can only get there with henchmen and, bypassing the guards, open them.

There is no point in killing the guards, since it will take a lot of time, and at a higher level they are covered by shooters who will kill a good half of the henchmen before they finish their job. As soon as the taps are opened, gnomes will run out of the doors. On the way, they will try to drink beer, the mugs of which are on the floor in front of the door, so it would be better to destroy these mugs before the gnomes appear there.

This is interesting: Dwarves who drink beer become several times stronger. Therefore, you should be more careful when fighting with drinking bearded men.

Now let's go back to the main level and exit through the back entrance, thus completing the next task in which we were asked to open this very entrance. If we exit from the back of the brewery, to our right there will be a teleport and a set of wells with henchmen, where we can replenish the ranks of our fighters. The elves enslaved by the dwarves report that they noticed thieves not far from the statue, and tearfully ask us to save the shrine before the thieves get to it. To do this, let's return to the entrance to the fortress and go to the gnome temple under construction.

Temple under construction

“The dwarves seem to be expecting trouble. Don't disappoint them!

All kinds of vital energies.

Indeed, the gnomes have guarded a statue of a huge golem, which, naturally, we will meet later. But the path to him and to the statue will not be easy. Walking along the intricate trenches (in fact, of course, there is only one path, the rest are short dead ends), we will meet strange creatures that in appearance are somewhat reminiscent of large stone turtles.

The peculiarity of their attack is that they curl up into a stone ball and roll along the ground, destroying everything in their path. Having crashed into some immovable obstacle, they lie upside down for some time, absolutely helpless. This is the best moment to attack. They don't have much life, so they won't keep us long.

True, while we are walking along the trenches, these “turtles” will come across us at almost every turn, and since for our henchmen contact with a rolling beast is fatal, it is best to leave them waiting before each exit into the next long passage. By the way, these creatures live on their own and are just as aggressive towards the gnomes as they are towards you. When they die, they leave behind a whole scattering of multi-colored vital energy.

After the trenches we will get to the site. Having cleared it of gnomes with the help of five henchmen, we move the stone, which will give us access to the next stone turtle, and raise the lattice gate. Having passed through them, we will come out to a field where two stone animals are grazing. After this, you can release the company of elves sitting behind bars.

Then you need to move the stone to make a bridge to the gate, and, going up the stairs, open a cave with bombs, which must be placed one by one under the iron gate until they collapse. Take care of the henchman carrying the bomb - if you hesitate, he may not have time to run a sufficient distance from the explosion.

When the gate falls, a passage to the coveted statue will open for us. The thieves got there at the same time as us, but the golem guarding the shrine drove them away. Temporarily. Now it's our turn to try to take the statue. In order to defeat the golem, you need to take turns destroying the pens where the stone “turtles” are sitting, which will attack the golem instead of us. After we open all four pens, the golem will be defeated. Do not try to overcome it yourself - this may have a bad effect on your health.

Now that the golem no longer bothers us, all that remains is to pick up the statue and take another artifact to the tower, which gives us control over thirty-five henchmen. But it was not there! We delivered the artifact successfully, but there was a problem with the statue. The statue, according to the legends, turned out to be hollow inside, and for some reason we cannot carry such an object. Therefore, let's leave the statue to the thieves, they probably know how to handle it. Well, our intelligence will track where it will be transferred, and from there we will definitely take it.

After all the troubles, it’s time to visit the tower, where you can spend time usefully by forging, for example, new armor and new weapons or improving the parameters of existing equipment.

Well, after that, let's move to the back entrance to the smelter, where we receive from the elves the task of killing the most important of the gnomes - one might say, their king, the hunter Goldo with his little animal, who is holding the elven women captive. To do this, with the help of the blue henchmen, directing them through the water to the right of the bridge, we turn the wheel to throw a bridge over the water and open the entrance to the hunter's castle.

In the courtyard, after getting rid of the beer-drinking gnomes, on the left side you will need to pick up a bag of gold. But be careful: after our henchmen pick up the bag, a flamethrower gnome will appear in the yard. Don't send henchmen at him, just run behind him and attack, staying in that position until he starts to explode. Now run away - they explode very painfully.

Having sent the gold to the tower, we return to Goldo’s abode and climb the stairs to the wall, from which we descend to the backyard. There we will be met by gnomes with guns - we attack them. After this, we pass by the columns, behind which another flamethrower is waiting for us among other gnomes. You can hide from its fire behind columns, fortunately it does not pass through them. The entrance on the other side leads to the royal halls of Goldo's monastery.

Royal halls

Judging by the appearance, the halls are not particularly reliable. It is enough just to detonate a bomb next to any of the columns and it will immediately collapse. Therefore, at first you should avoid getting into trouble yourself, since three flamethrowers are waiting for us in the hall, and their fire is quite capable of setting fire to bombs, which, when exploded, can bury us under the rubble. First, taking one henchman, we clear the hall of unreliable columns with the help of bombs, and after that we take on the gnomes with flamethrowers, having gotten rid of them before entering the next hall, we take away another bag of gold in the room on the left.

In the next room, the hero of the occasion himself, His Majesty Goldo, is waiting for us.

With a little animal. Although why This They called it an animal, it’s unclear. A typical mixture of a roller, a tractor and a flamethrower tank. Well, okay, the main thing is not to get under fire and the skating rink. Otherwise it could be very painful, not only for the henchmen, but also for us. This unit can only be destroyed from the side and only with one’s own strength; in this case, the henchmen play the role of the dog’s fifth leg. That is, catastrophically useless.

After a couple of blows are made towards the driver's door, the tractor will periodically begin to get out of Goldo's control, and every time he crashes into something out of control, we will have time to inflict another portion of damage on him. When the Goldmobile explodes, all we have to do is deal the final blow to the king himself, and go rescue the elven women from the collapsing building.

Well, how can we not save such people?

Although, of course, we can covet royal gold, of which there is plenty in the same room, but here we have a choice. Either get an increase in money and depravity and at the same time the hatred of the elves, or save the women and give them a chance to procreate. Although such bores do not really want to help with anything, your humble servant nevertheless decided that he would not be completely selfish.

After this, it’s time to escape from the completely collapsing halls, so as not to end your days ingloriously under a pile of stones.


And we got out on time! Our scouts monitoring the statue reported that the statue was seen in the desert, where we can now reach through the teleport in the tower. Well, let’s go there and find out where our, that is, the elven, of course, statue went.

Desert

Music, special effects!

Having spectacularly appeared in front of our scouts in the desert and going down, we turn right up the hill, where we are met by the thieves’ servants, knights dressed in all black, one of whom runs away from us to warn Jewel. But on the way he is eaten by a huge sandworm, which in the future promises to spoil a lot of our blood, since it is not possible to kill it with the help of henchmen or with our own hands.

It is important: The sandworm is a very powerful creature. In one attack, he can easily devour a dozen henchmen and inflict fatal or nearly fatal damage to the Lord himself.

An extremely nasty creature.

Therefore, as the Guardian says, the best tactic is caution. Indeed, as soon as you step on the sand, literally in a few seconds a worm will appear in this place.

So, when crossing sandy sections, it is best not to stop for a second and move away from the border with sand at a respectful distance. If an impressive team of henchmen is crossing a rather long stretch of sand with you, the chance that they will all arrive safe and sound tends to zero.

Therefore, it is best to leave your army in sight on solid ground and first run across yourself, and call them to you only later, when you are safe. Otherwise, you yourself may suffer and lose all your henchmen.

Having crossed to the other side, know that you will have a meeting with beetles, which, when dying, explode, like gnomes with flamethrowers. We will have enough time to recall the henchmen from the beetle preparing to explode. But they can also be used usefully. Sometimes, near the holes from which these beetles crawl out, there is some kind of nest, and if one henchman takes an egg from there and brings it to some obstacle, the beetle will definitely run up to it in order to guard it. Well, if you beat the beetle a little after this, you get a very good bomb for removing obstacles. It is these that we will have to use when we need to overcome blockages on the road beyond our control.

After overcoming the first of the obstacles on the road, we will see Jewel, who gives commands to the knights, preparing an ambush for us. She herself will run away again. After we deal with the knights, it will be possible to replenish the supply of henchmen, since we will actually return to the beginning of the level, making a circle.

Exploding bugs are very handy.

Now we have to blow up another blockage and follow Jewel along the road, which will lead us to a rather large area of ​​sand. The latter, after we receive the task of capturing Jewel, will need to be overcome without getting caught by a sandworm for lunch. As practice shows, when crossing the sands in this place, most of the henchmen die, so getting to the other side without losses is almost impossible.

It is important: Unlike previous levels, there is no other spawn point in the desert except at the very beginning of the path. So if you die - no matter where it happens - you will have to start from the very beginning of the level. Monitor your life; as soon as there are less than two divisions left, look for where to replenish your health. If there are no sacrificial wells nearby, check all the boxes you come across and do not get involved in a fight, especially if you have few henchmen.

After we successfully reach the next island of solid land, at least four henchmen should remain with us, preferably brown ones. We have to fight with thieving knights and... rams. Yes Yes. Black sheep who, when meeting us, will begin to show excessive aggression. Of course, they don’t hit hard, but it becomes somehow unpleasant when black horned animals attack us from several sides.

After clearing this thieves' outpost, we need to get to the next settlement, where, having also gotten rid of the enemies, we run along the path among the sands, chasing Jewel, who, however, will then deftly jump over the abyss that is not yet accessible to us.

It is important: It's best to run along the path without henchmen. Leaving them at the beginning will reduce our chances of being attacked by sandworms.

Now let's go back. Having called about twenty henchmen, we will leave them to wait near the well, and we ourselves will run to the other side, where, moving away from the edge and waiting until the worm we disturbed goes back, we will call them.

In the settlement we will meet a new type of knights - in red and black clothes. They throw small bombs that, among other things, knock you down. It’s very unpleasant, especially when there are several of them.

When there are no enemies left around, we will go to the far left corner of the settlement and send one henchman to tease the exploding beetles by running through a small patch of sand towards the fence, which the beetles should blow up. As soon as the beetles step on the sand, they will be swallowed by a worm, which will happily explode along with them.

Now you can send the henchman on his way again, so that this time the beetle finally destroys the barrier. You can kill the beetle by placing red henchmen on the bridge. Having destroyed the next obstacle in the same way, we follow the opened road, along which we will get to the town where Jewel keeps the statue.

First, before entering the city, you need to lower the bridge, with the help of which it will be easier to run to the nearest well with brown henchmen and update our squad. After this, we will begin to destroy the knights, of which there are a lot in this city.

When the city is empty, we will meet with Jewel - we will need to lure her into the teleport. To do this, while running after the thief, guard several henchmen in each branch leading from the main road towards the teleport, and after Jewel is trapped, she will have to run in the direction where she will fall into the teleportation hatch.

And in the tower, the Guardian knows how to get a captive to talk. All that remains is to take the statue and send it to the elves. Or take it to your tower. Who likes it more?

In the Tower, the thief imprisoned in a cage will tell us that a certain sorcerer paid her money to steal a statue from the elves. And her boss, Khan, is generally very angry with us and will definitely take revenge. And indeed, the Guardian saw that Spree was under attack, and we urgently need to go there in order to restore order.

Back to Spry

Once in Spry, we see that it is overrun with many eyes, which periodically create several knights, who in every possible way prevent us from fighting them. There are two types of multi-eyes: regular ones, from which black knights appear, and fire ones, from which knights appear, throwing small but very powerful bombs. You can kill multi-eyed creatures only from high platforms - so that the henchmen are on the same level with them and close enough. Defensive towers are great for this. Regular multi-eyed ones can be killed by red henchmen, but fire ones can only be killed by green ones that jump on top of them.

When Spree is freed, we will have to decide what to do with the traitorous peasants who lured us into a trap. As always, there are two options: kill or spare, depending on our bloodthirstiness.

Now we are brought to our attention that Khan has personally arrived at Paradise Peak in order to return his faithful Jewel at any cost, and is causing unrest there. In this regard, we are offered to move there and deal with the impudent person.

Paradise Top

Once in the city, the first thing you need to do is take a dozen red and a dozen green henchmen. Place the green ones on the ledge on the right, and the red ones on the ledge on the left - so that they can hit the many-eyed ones flying past them. We ourselves need to stand near the stairs and prevent the attacking knights from reaching our anti-aircraft units.

When both many-eyed ones are defeated, having renewed the green squad, we will go along the upper path to the right and set the green ones to attack the last many-eyed one. It would be best for us to go down and, without going into the path of the many-eyed flight, wait around the corner until the green ones begin to attack. This way it will be easier to deal with the red knights created by the many-eyed, and we will save the life of the green ones.

Having finished with the many eyes and passing through the gate, we go up the stairs, at the end of which Khan himself awaits us. Well, he’s very angry at us for stealing Jewel from him... Well, let him be angry and nervous.

It is important: Khan attacks mainly with his mace. Before striking, he stops for a few seconds, which is enough to run past him if necessary. Just make sure there is enough space between him and the wall - if you get stuck, you can easily lose most of your henchmen and your life. One hit from Khan leaves one and a half bars of life.

In addition to Khan, there is one many-eyed loitering along the ruins, which we also need to neutralize. To fight Khan and the Many-Eyes, you need to use exclusively green henchmen, placing them on a dais as they pass by. At the same time, as soon as Khan is about to strike your army (if this happens before they jump on him), you need to immediately recall all henchmen. Otherwise, the entire or almost the entire squad will be lost. There is no point in placing more than eight henchmen in one squad; this is the maximum number that can jump on Khan or the Many-Eyes.

In general, the fight comes down to first destroying the many-eyed, pulling Khan towards you. And after the big-eyed creature dies, place the green ones so that they fall into place before Khan gets close. Well, and fight off the knights sent by the many-eyed ones... As soon as the green ones take a quarter of Khan’s life, he will move to another place, in which there will be new many-eyed ones, and a different environment.

During the next battle, the first thing to do, regardless of losses, is to throw the henchmen onto the wheel, which will close the gate and stop the flow of knights created by the three multi-eyed ones, and at the same time distract the knights who managed to enter the castle.

And why is he so nervous all the time?
And you're not so scary... When you're dead.

As soon as the gate is closed, we recall all the henchmen from the wheel, and while Khan is at the top, we get rid of the remnants of the knights. There will be no many-eyed people in this place, so all that remains is for the green henchmen to take an advantageous position on a hill and wait until they take another part of Khan’s life.

After we find ourselves in a yard where two multi-eyed birds are flying at the same time, the first thing we need to do is try to get rid of at least one of them as quickly as possible. If you don't do this quickly, there is a high chance of being trapped between the two many-eyed ones and Khan. And this is certain death.

As soon as the many-eyed ones are destroyed, we set up all the green henchmen to attack Khan and calmly wait on the sidelines. After a short time, Khan will be destroyed, but, according to tradition, we will only have to deal the final blow.

Honoring the Ruler

In some ways we were right. Indeed, they called us to the tower to honor the Ruler. Only somehow it turned out that the real ruler is not us, but the very sorcerer whom we never killed.

It turns out that this is Rose and Velvet’s own father, and the second sister knew about everything. In general, everyone betrayed us - both the Guardian and the henchmen. You are not evil, they say. But here he is - yes, absolute evil, there is nowhere to test. And we would have disappeared surrounded by traitors, but only Rose turned out to be a loyal and clever girl and, having damaged the Heart of the Tower, did not allow her evil parent to take all power into her own hands. But since all magical knowledge and control over the henchmen were taken away from us, we have to get everything back, and only after that find the escaped false ruler.

Find and destroy!

And his henchmen are nasty. Not like ours.

Having descended to the Heart of the Tower after the scene with the sorcerer, we are forced to first fight off his henchmen, who, it must be said, are an order of magnitude weaker than ours. After this, magical power will return to us and a well will appear, from which a brown henchman (ours, not the sorcerer’s, he has scary ones) will joyfully emerge, rejoicing like a dog after separation from its owner. If he had a tail, he would probably start wagging it from an excess of feelings.

Here you go. Now we run into the opening in which the sorcerer hid, where we have to return the three missing wells with our henchmen one by one. This will not be difficult at all, you just need to move along the only possible road and, as new wells arrive, use freshly mined henchmen as porters for the next wells, which otherwise cannot be reached.

The browns can take the reds so that they can take the blues out of the fire so that they, in turn, can take the greens out of the water. Well, the green ones will give us access to the place of the final battle with the sorcerer.

Seven sins

Goldo! Own all the gold in the world, Goldo! No one can oppose anything to you, the hero!

The final battle with the sorcerer takes place in some kind of arena, near which there are all four wells. You can attack him when he finds himself in a transparent sphere of a certain color. The color of the sphere corresponds to the color of the minions with which it can be attacked at the moment.

In between attacks, we will have to fight with a small army of the sorcerer's henchmen, but they are very weak, and a couple of fire spells turn them into a pile of burning embers. At the end, the sorcerer will begin to quickly move around the entire arena in a wildly spinning sphere, from which you simply need to run away.

As soon as he stops and creates a colored sphere around himself, you can attack again. After a couple of attacks, the sorcerer will be defeated, and the true Ruler will reign on the throne. Long live the Ruler!

Epilogue

OK it's all over Now. Peace and joy have come to our world.

Henchmen with village women are nursing little henchmen, the Ruler in full uniform with Rose is sitting in an embrace on the grass in the forest, and only the jester, dissatisfied with all this disgrace, is preparing... something sinister. To be continued?

Verdict

Everything goes to dad!

To be honest, during my playthrough my attitude towards the game changed three times. The first was: “Wow, how funny!” Then, closer to the middle, the euphoria gave way to: “Oh my God, why drag out the game so much?” And somewhere closer to the end: “Oh, no, it seemed - not so funny, of course, but interesting!” It seems that at first the developers did everything with great enthusiasm, by the middle they got tired and began to suck the levels out of their fingers, and by the end, having rested and gained new ideas, they got down to business again with triple the energy. Well, yes, these are superficial sensations...

In fact, the game is unusually long, but for the fact that when you see the final credits you don’t have thoughts like “thank God, it’s over,” a huge thank you to the developers. By the way, a little fly in the ointment regarding the end credits. Are we really obligated to read everything inside and out? What prevented you from making a separate menu with titles? Why can't they be interrupted?! Who, except perhaps the developers themselves and others like them, might be interested in the names of the assistants to the deputy heads of the studio that draws introductory videos?

Well, since I started talking about the shortcomings... Let's take music, for example. Only a fragment of it is remembered during the final battle with the sorcerer. But given that the verdict is written in hot pursuit, it is not a fact that in the morning it will not fly out of your head. It's a pity. A high-quality, memorable and, most importantly, well-chosen soundtrack would certainly help brighten up some boring moments. And in acute situations it would add tension.

Darling, give me a can opener for my birthday!

I can't say anything bad about the management. At the very beginning, I was a little confused about the control buttons, but after a couple of hours everything fell into place. The only thing that irritated me throughout the game was the terribly awkward positioning and slowness of the camera when controlling henchmen from a distance. However, this does not have to be done very often.

There are no complaints about the picture quality; at the highest resolution the game ran without problems. Well, the animated videos are simply top notch.

The plot is funny in places; Throughout the game, analogies with various famous characters constantly pop up. Either I have a particularly wild imagination, or the developers... Well, the connection to the seven sins, which the sorcerer voices at the end, is an excellent move and its implementation is very high-quality. When all the dead villains are listed with sharp, evil sarcasm, it is perhaps fascinating...

Special thanks to the developers for the voice acting. The work of the actors and sound engineers is beyond praise. Without this, Overlord would have lost a lot.

Overall, a decent game. If not for minor flaws, it would have been a hit. Although... To be continued, apparently?..

The game is designed for two options, moderately evil and mercilessly bloodthirsty. The level of malice is reflected on the statistics screen as a percentage, from zero to one hundred. In this case, we followed the path of least bloodshed - do not kill anyone unnecessarily, save everyone, and, if possible, do not make friends with non-humans. This approach will allow you to enjoy a peaceful ending. The second, negative one, you can see if you actively indulge the desire to destroy everyone and everything.

Hard in learning - easy in heaven

So, having woken up and dressed up in fashionable armor, hurry after your advisor Gnarl. This wise servant will teach you the basic techniques and tricks that will help you step by step enslave all the surrounding possessions. Isn't that what you want? No? Then I can’t help you, in this fairy tale that’s the law - either we take them or you’re welcome to leave. Hey, don't miss the shorty! He had already arrived at a small volcano geyser. From such fire-breathing hummocks your faithful servants hatch, ready to do anything for the sake of the lord - get yourself three to begin with. Then you can continue your training or go straight to the throne room. We continue. Go out into the clearing and kick your jester Jester to relax (he will remember this to you later..). When the jester disappears, set your henchmen on him, learning the technique of “leading a group of minions through obstacles.” The training beating is over, return to the tower.

An intelligent adviser will briefly outline your task - to restore the tower and punish all those who were involved in the overthrow of the overlord. The first step is to restore full operation of the portal; now it is capable of teleportation to the only place - where the “heart of the tower” was last observed. And this is precisely the main detail of the portal. Step into the pool and find yourself surrounded by sweet pastoral landscapes. Summon “brown” minions (only these are available for now, three more varieties will open later - each with its own unique properties and abilities) and listen to Gnarl’s instructions. You need to move a fallen column, this requires five minions, and there are only three available - what to do? Kill harmless sheep and collect glowing soul balls (they have different colors for different creatures - they allow you to summon different types of minions). Return to the volcano and replenish the army, then order the critters to move the column.

Construction crane, one piece

The farmer in the pumpkin patch complains about the halflings, saying that they are no good at all. Sympathize with the unfortunate man and destroy first the pumpkins, and then his farm. Finish off the barrels on the left, a passage to the bridge over the river will open. The bridge is raised - go right, there you will see a large luminous sphere, this is the “tower heart”. Order the minions to grab the prey, and run after them. Break the stone wall, a handful of gremlins with a ball will cross the moat along it, and then unload the burden at the teleporter. Return to the Tower, where Gnarl will continue to dedicate to the essence of the matter. For example, you can now move to your apartment at any time and from anywhere. For further reconstruction of the citadel, you will need to get a crane.

Head back to the blooming Mellow Hills. Get to the previous location of the “heart”, then a little further order the demons (10 of them are needed) to move the fallen column. Fireball the halflings hiding in the wheat field. Set fire to another squad in the same way. Soon a red altar will appear - in this place you can sacrifice your servants to replenish your health. You should do exactly the same thing with mana if you find a suitable altar - the blue altar. Approach the stockade, break the resistance of the halflings and order the gate to be turned - the entrance to the enemy camp (Slave Camp) is open. Slash the halflings, free the captive humans, and at the end of the camp you will have to sweat a little, defeating a troll as fat as a sumo wrestler. Turn the gate nearby, then command the minions to drag the crane into the tower. The current task is completed.

Bread and bread

One of the following points will ask you to bring some mistress to your domain. Check out the tower - life is slowly getting better - then transfer to the Mellow Hills and stomp to the gate to the town of Spree. Local residents will open them, and the mayor will give a welcoming speech. The essence of the speech comes down to one simple request - to return to the village the food that the halflings stole, nothing more. Go right, turn the gate and start taking revenge on the shorties for the hungry fainting in Spree. To prevent fighters from appearing indefinitely, it is necessary to send your assistants directly to the houses of the dwarfs. Turn the gate at the richest house; it is much larger from the inside than it seems from the outside.

In Halfling Homes, break down the doors until you hit the metal bars. It is opened by a gate located on the right. Don’t forget to destroy houses with flashlights, otherwise reinforcements won’t let you relax. The next metal grate is a little more difficult to open. First you will have to find two missing red handles to fix the gate. One is lying nearby, before taking the second one, you will need to destroy all the surrounding “nests”. Having repaired the gate, open the grate - you will find yourself in Halfling Homes 2. Destroy the dining room, make your way to the kitchen, where you can fight back the tough cooks. Open the grate and make the minions drag the pyramid with bags of food to the checkpoint. At the end, you need to “manually” lower the bags onto the round plate, don’t miss.

Get out of the cramped dungeons and into the fresh air. A grate will open on the right; behind it, turn the gate to open the next one. You'll see fat King Melvin hiding in his kitchen. It's not all surprises. The minions will begin to dance to the music of the violinist and will be deaf to your orders, and in the meantime, harmful halflings will rain down from the houses from all sides. You need to kill the fiddler (capture him as a target with Shift) to regain control of the army, then find the two missing logs for the gate, open the grate and go in search of Melvin. One is lying next to the houses on the hill, and the other is near the burning bag of gold (along the path immediately behind the sacrificial altar).

Gluttony is a fight, or fire is our ally

In Melvin's kitchen, turn the two knobs, the first will fry the cooks, the second will open the door. A couple more steps and you will overtake a stinking fat man with a crown on his head. Kill the reckless food eater! At the end of the massacre, the glutton will burst like a soap bubble. A door will open, revealing a lair of red minions. Order the gate to be turned - the first portion of fiery imps will come under your command. They are capable of throwing burning stones and removing flaming obstacles, which is exactly what we will do now. Clear the fire-covered wreckage by choosing the "red" team. You will soon see the “hive”, which is also the refuge of the redskins; you need to take it to your tower. If you don’t have enough henchmen to carry, then kill the fiery creatures and collect their souls; the fountain for summoning new “red ones” is very close. The road will be blocked by a locked door - call off the red minions and order them to shoot the halflings from the balcony, they will run away for help and unlock the door from the back. The next problem is a little more interesting: you need to arrange the red ones in such a way that they fire at the approaches to the gate, and direct the brown ones to turn this gate. Behind it there will be a portal to the tower, drag the hive to it and jump after it.

Lady of the heart

Return to Spree, here you can turn a couple of gates that will open two exits from the city. Near one you will be given the task “to deliver the first smelter to the tower”, and next to the other the peasant will begin to rant about the missing lady. Let's first start saving our other half - go in search of the mystical lady. The path will lead to a dilapidated castle engulfed in flames. Order the red demons to put out the fire on the path and admire the raised bridge - you will have to look for another way. Run to the gap in the wall on the right, push the fireproof minions into it, they should turn the gate that lowers the bridge. Put out the fire and go down to Dungeons of Spree. Once you clear the passage from the burning boards, you will see a short video with that very “lady”. Finish off the remnants of the robbers, Rosa (that’s the name of the chosen one) will ask you to bring her luggage - where would a decent lady be without a personal wardrobe? To the right of the camera with the beloved one you will see a gate on a ledge - you need to reach it and twist it to open the grate. The task is not difficult, but there will be a lot of work for the fire demons. Having unlocked the grate, return to the cell with Rose, proceed further from there - you will soon see a flying eye guarding a sheaf of things. Destroy the eye and drag the things closer to Rose. So we got what we wanted - a friend, ally and caretaker of the Tower all rolled into one. You can climb to the second floor via the stairs on the left to find columns covered with roses, a storage room for storing treasures, a bedroom and a design room (allowing you to change the decoration and decor of your abode).

First smelter

You can improve the citadel endlessly, for example, how about returning the missing smelters? You just heard something about one, having opened a new gate to Spree - that’s where you go now. If you turn left at the fork, you will hear peasants talking about roots of unusual sizes. At the same time, you will receive the task “to find a passage to the forest of the Elves.” Well, the elves won’t go anywhere, return to the crossroads and stomp straight ahead, literally two steps away you will see the first stove. Put out the flames, then order a dozen brats to drag her to the Tower. Bad luck, the halflings attacked the city! So what? The gates are now closed, so you will have to first deal with the unlucky occupiers, and only then drag the stove further - along another road. There, turn the valve to lower the bridge and calm down another bunch of halflings. The stove is in place, so access to the forge in the Tower will open. Here you can change weapons and equipment, and at the same time smelt (or improve) them yourself, throwing your loyal minions into the cauldron - different types of devils are responsible for different properties of objects.

Hello Tree

Now let's start looking for the mysterious elves. Remember the peasants and their chatter about roots? Continue on that course (you will need to first open the gate that was closed during the halfling attack), keeping an eye out for the huge snags. Put out the flame, behind it there will be an entrance to that very Forest. Here it is necessary to understand the cause of such a plant anomaly. Simply put, destroy the very root of evil. Literally. When you pass the next portal to the Tower, do not turn left, but go straight - until you run into the ghosts of the elves. They will demand the blood of unicorns. On the left along the path there is just one of these grazing, a little further, across the stream (minions cannot wade through the water, but they can easily cross along the perch), there will be another one. Having destroyed both, turn the gate at the second one so as not to return later, then hurry to the ghostly elves. This time they will miss. The road will lead to Oberon, an elf who somehow fell into a stupor and merged with a tree, whose roots are the root cause of all the surrounding troubles. The first thing you need to do is destroy the roots, only then will you be able to get to Oberon. Each snag ends in a luminous sphere - destroy it, and the “tentacle” root will also end. Try to go left - you will run into a poisonous green cloud; this area can only be cleared by green minions that are resistant to poison. Do you have these? No? We'll have to wait until they appear. Go right, break the flimsy fence and destroy the first sphere. Five left.

Oberon's crumbled root no longer blocks the path, go further - you will find another poisonous cloud, a task will appear in the journal - to find the lair of the green minions. Further along the paths, through a small pond, through a series of fences and skirmishes with shamanistic “deer” until you find a new object next to the statue. It looks like a cylinder, but only made of stone - it should be pulled to the portal (turn the knob immediately, a bridge will appear), then the mana bar will increase by one division. Not far from the gate lies another object, this time a new spell. It seems that further elimination of the roots without green minions has reached a dead end, and these urchins can only be found in the cave (Viridian Caverns). It is located next to the statue from which the artifact was taken.

Chemical defense troops

In the cave, run after the green minions, you need to run for a long time. When you see a destroyed bridge, order the minions to push a large stone, it will just replace the missing part of the bridge. The path will end at an intersection - a stone on the right (we'll cover it later on the other side), an acid cloud on the left, a fence straight ahead. Break it and push the stone, it will destroy the harmful pollution. Now we've reached the green "hive"! Break another fence and cross the bridge. New volcanoes will appear, and you will have the opportunity to call green assistants. Order a dozen and order them to carry the “beehive”. Then, when necessary, leave your burden on the ground and destroy the green dirty trick with the help of the “greens”, then carry the pineapple-like house further. You will reach the troll without any special adventures. On it you can train the greens' ability to attack from behind. Near the troll's lair, turn the gate, a bridge will appear - the "pineapple" will be able to proceed further. At the exit of the cave, the minions will finally get rid of their burden.

Green demons are in your pocket, it's time to detoxify the forest. Clear a clearing next to the cave and destroy the second sphere. Not far from Oberon, get rid of the gas pollution in the same way, and a passage to the ancient ruins will open. Here, at the top of a small pyramid, guarded by forest protectors, rests the third sphere. As soon as it is destroyed, a small army will come running. You know what to do, not for the first time. The path further is closed by a gate; to unlock it, you need to turn the gate, but the problem is that one of the levers is lost. Comb the battlefield, he should be lying on the ground. Open the gate, behind it there will be a pond, on the other side of which you need to turn the gate. Unfortunately, your minions are not able to swim - only blue minions (the last one on the list) are trained to do this. Well, let’s go after their souls now.

Waterfowl

Go to the Tower, and from there to Heaven's Peak. Go down the path, the peasants will tell you that access to the city is closed (the raised bridge is proof of this) due to a zombie invasion. Go to the camp, break the gate behind it and make a path through a bunch of skeletons . On a hill in a swampy area you will see a winged vampire in a female form. The lady hovers above the ground all the time, so set red minions on her, you can, of course, throw spells yourself. Nearby you can see a cave with blue minions, surrounded by a dense ring of green fog. Swipe minions on the fallen tree and set them on the column on the right - it will fall, and you can go to the cave. Clear the poisonous cloud with the help of the green ones, then inside - to The Moist Hollows. The narrator will introduce you to the blue demons - they fight very poorly, but they can swim and resurrect fallen brothers. Go down to the lake with the desired "hive", where you call 8 blue minions from the volcano. To move the "hive", this is clearly not enough, you need to increase the population. As luck would have it, there is not a single soul or creature in the area from which it could be shaken out. Walk a little more, you will see how the birds are attacking the blue minions in the next cave. Save the unfortunate with the help of their water-loving comrades - you will get seven more into your piggy bank. Now drag the hive to the exit of the cave. On the way, Gnarl will tell you that only blue ones are immune to magic, and at the same time capable of destroying magical creatures - like these phosphorescent wasps, for example. Further, the road will be blocked by a waterfall - to the right and left there are stone fragments that need to be pulled to the sides. Then the streams of water will disappear. Clear the path of mushroom thickets a couple of times, the procession will arrive at the lair of the sea serpent. There are a lot of ways to destroy a viper (for example, you can let it grab one minion with its mouth, the rest will jump on its head), it’s a pity that there is no universal and painless one among them.

After the battle with the snake, you need to send the blue ones to turn the gate - a bridge will appear along which you will cross the river. The next test is geysers: you need to lead minions to the gate with several stops, using the “guard the place” command. Soon you will again see fountains blocking the path - the solution is similar to that described just above: on the right and left there are paths, at the end of which you need to pull to the side along a large boulder. One boulder is guarded by huge frogs, and at the other you first need to turn the gate and build a bridge. Near the waterfalls, the dragging of weights will end - the hive will safely leave for the Tower, and the wall will collapse, revealing a new passage. Get out of the catacombs and return to the forest with the elves. Oberon's death is very close.

The ashes of someone's ancestors

In the ruins with a pond, send blue minions to the other side to turn the gate there. Then cross the bridge that appears - then break the fence and go deeper into the Skull Den cave. Destroy the next sphere feeding the root at the end of the path - this time there will be no puzzles. There are not many left - only two. If you get out of the dungeon through another exit, you will immediately see a pulsating root. Rotate the gate nearby, building a bridge over the root (and at the same time the ravine). This is to make it easier to return to Oberon later. Climb the path between the two statues, get ready to fight several trolls guarding the approaches to the Mother Goddess Temple. Proceed inside. In the tomb, you should take care to look for four keys to the archival interior rooms - they lead into a door, next to which two malicious roots can be seen. You will have to comb the entire dungeon to find what you are looking for - the keys are hidden in sarcophagi, of which there is a great darkness around. After collecting all the master keys, go to the Inner Sanctum. They are waiting for you there. A couple of trolls will appear as soon as you start shredding the sphere (the fifth in a row) at the beginning of the root. Until you deal with the fat men, it is better not to touch the sphere; attempts to harm it will be in vain. As the root falls apart, a short passage into the elven forest will open. And rightly so, why cut circles in vain?

Return to Oberon and go to the last sphere, the root will serve as a guide. In the water, push the stone to the side with the help of the blue minions, then take care of the three not-so-small croaks and finish the ball at number 6. That’s it. Oberon has now lost his magical protection - go to him and send him to the kingdom of eternal sleep. He loves this business. Beware of counterattacks, roots always jump out of the ground unexpectedly. The plant elf, disappointed in its abilities, will soon release its helpers, first toads, then unicorns, then trolls. Finally he will ask you to stop the torment - climb up to him along the fallen piece of bark and hit him on the top of his head. The tree will crack, splitting in two. In the very center there will be an entrance to the cave - dive. A second of confusion - and on the other side the exit to the mountains of gnomes will appear. Known locally as the Golden Hills.

Gold Hunters

Go to the dwarven village, turn the houses into rubble so that the miners stop appearing, and at the same time put an end to their owners. The road turns left and you will arrive at a clearing with poisonous slugs. Nearby there are “sleds” that can be used to close the hole with slugs, but then they will not help fight the gnomes. Decide for yourself whether to leave such allies or what. Three paths lead further: on the left there is one with a fence, and on the right there are a couple without. Stay to the very right, which suggests going up. Dwarfs drink beer - how cute. Stop eating, profit from whatever you find, and return to the slugs (by the way, you can also use their help here). The second open passage similarly does not hide anything fateful - only a pen with captive elves and a couple of houses. Small things, in a word.

Therefore, there was only one way left - through the fence. Help the slugs deal with the gnomes (or vice versa), and then finish off the rest. Destroy the barricade and turn the gate, the two sides of the abyss will be connected by a bridge. Behind the next fence is a gold mine that needs to be raked clean. The road to riches is blocked by a tiny problem in the form of a petrified gorilla. If you kill the colossus, go down into the mine. Blast the wooden barriers to pieces and see how a giant slug eats up a trolley with gold. Run after the slug and finish it off. Then privatize the cart with its valuable cargo. The elf who appears will tell you that there is a lot more hidden in the depths of such goodness. To be precise, exactly three packs. Looking for gold is no more difficult than looking for keys in the elf temple, the only difference is that the minions will have to pull carts to the exit. For the right to own the last trolley you will have to fight two mega-slugs. Apparently, friends of the one who was at the entrance. When you have captured all 4 piles of precious metal, exit the mine and immediately go right.

Break the fence, go up the path, and you will come across the first flamethrower gnome. An interesting specimen. Now you need to blow up the metal gate - the bomb lies nearby. Hold Shift, then control the minions to bring it closer to the doors. If suddenly they don’t open after the first detonation, you’ll have to repeat it again. The next gate will be more difficult - it itself is stronger, and bombs won’t just be lying around. The dwarves throw bombs from a hill, and you need to quickly grab them (the timer is ticking) and drag them to the gate. On the fifth or sixth mine, luck will finally smile. Now it’s no longer a miserable village, but a whole city of gnomes. And the bearded men themselves are much more plump and powerful here. There are two exits from this location, both are gates, only near some there is a gate and a bridge connected to it, while others do not. First, let's move to the right (with the bridge) to receive a new task - to kill Sir William. Behind this gate is the Brewery, which we will return to later. Then to the left - here Gnarl will announce his plan, saying that you need to get to the Mother Goddess statue, although he will not go into details.

Statue of Cunning

In the Temple Construction Site you will find a statue, in addition to a previously seen stone giant, a meeting with which promises a lot of impressions. Another misfortune is beetles that form into balls, sweeping away everything in their path. Make your way through the maze of trenches to a broken bridge with a stone block (later it will become part of it) and a gate that opens a grate. Behind the last one there will be several chambers with captive elves, tumbleweed beetles, a stone block waiting to become the base of the bridge, bombs behind one of the bars and a gate that opens with their help. I hope the plan is very clear? We take a bomb, controlling a minion, run across the bridge, leave it at the gate... and so on until victory. Then we push another stone block and go out to the statue. To defeat the golem, you will have to resort to the help of beetles. Break the fences, the beetles will roll to the center of the site and crash into the giant. Four uber woodlice will be enough. Go to the statue and follow Gnarl's instructions, he demands that you hide brown minions inside the goddess. Literally a few pieces. For what? You will soon find out everything yourself. Then move the stone block and go to the gate, not forgetting to grab another artifact. A flying eye will appear and teleport the statue (along with the minions) to its world. This was precisely the plan - to build bridges and expand the villainous empire with someone else’s dimension. Brilliant, Gnarl!

Infected Castle

Return to the Tower, and from there to Heaven's Peak. Go down to the moat next to the castle, order the blue minions to move the fallen column (or rather, even two) to open the path to the sewer and get into The Understreets. Here, proceed to the locked grate and red gate - you will need to find all four handles so that you can turn it. Three are nearby, although you will have to tinker with the zombies quite a bit, and one is behind the locked gate on the other side of the canal (after the gate twice to the right). Turn the gate, a strange guy in white will appear "" blue ones," the monster will eat them little by little, immediately add new ones. And so on until they finish twisting to the end. Having opened the grate, wander further, then up the stairs - you are already in the city.

Get to the drawbridge, turn the gate on the left, it will go down - you won’t have to wander through the catacombs next time, that’s good. Rid the streets of fiery barricades, push a piece of the wall to cross the ravine. By climbing up the stairs and breaking the barrier of barrels, you will not only find yourself in a new area of ​​the castle, but also receive the task of “teaching a lesson to the Order of the Mute.” Take out the fiery barricade on the bridge, then run into the courtyard and chop up the confessors. Until they beg for mercy - at least that is how the all-knowing Gnarl will translate their mutterings. Now you are their new God, they will worship you like little ones. At the same time, the protective field that prevents you from getting to the nearest portal to the Tower will disappear. Wandering through the streets at the main entrance, you will come across a townsman who heard something about the forge where the armor of Sir William's knights is built. At the same time, a new entry will appear among the tasks - to get the second “stove” (smelter) into the Tower. This stove is waiting in the dungeon, on the lower level (The Understreets-2 - when you get from the castle to The Understreets, immediately to the right, break the fiery fence and into the gate). Next is a gate, a grate, a dozen more turns and you will see a zombie medium... he controls the others. Get rid of it, on the right there is again a gate and again a grate. A stove will appear on the horizon, and nearby there will be two more zombie brainiacs. Grab the smelter and move out of there, turn the gate - then along the bridge and to the left. The cargo has been delivered, get out into the city.

Tavern with a secret

Residents will spread the rumor that William was seen in the tavern - it is located on the right side of the city, there is a bust of a woman attached to the facade, don’t miss it. Inside Halfway To Heaven Inn, break the barrels on the left, the doors will open, revealing a figure in a red robe. Stalk the stranger. Fight the sea of ​​rats, then break down the doors on the right. Twice. You will find yourself in the possession of the Order of the Red Dawn. Here, break the doors on the left, then lead the minions through the narrow crack in the wall so that they can turn the gate - it will open the grate. Next you will find yourself in a large hall with a correspondingly large gate. As soon as you touch him, all your comrades in red capes will attack you with their fists. After them, go straight, the vampire queen is waiting there. Kill her, get a new order - to find Rose's sister Velvet - that's it; exploring the citadel more carefully is two.

Beautiful or smart?

Exit the tavern, to the right and down the stairs, right again, along the bridge (a former piece of masonry) and further along the wall - you will see a bridge overhead, you need to climb it. Then take the stairs up and into the building, Angelis Keep. They will immediately show the scene “Sir William running away from a crowd of troublemakers in red.” Hurry after him and kill about fifty guys in red cloaks. Then William will challenge you to a duel - scratch the impudent side, he will hide. Run after, you will find yourself locked up with two vampires. It's not easy to survive in their company, so work hard. The doors will open, catch up with William and put him to rest forever. The red monks will interfere with this. When William falls to his knees, finish him off, then take his staff. Oddly enough, it will fit perfectly as the missing handle for the red collar. Turn the gate, the doors to Velvet's bedchamber will open. Now you can choose which mistress you want - keep Rose or change her to Velvet? Two girls in one Tower will be cramped! If you are a “good-natured” person by nature, then do not go to the bed (no matter what tempts you from there), but spin the wheel and go out the door next to Rosa. Bad guys are recommended to choose Velvet. Once in the castle, you learn the news that Rose has improved the minions. The brown ones are free, but you’ll have to pay five thousand to upgrade the blue ones.

It's not beer that kills people

We return to the gnomes in Golden Hills Pass. Remember the entrance to the Brewery (two statues of gnomes with beer mugs at the entrance)? Now we need to take away the pot of beer from the dwarves, let them suffer. Go down to The Brewery, go to the opposite side of the cave, you will come across a gate with two missing red sticks. Return to the entrance and to the locked doors on the right, press the lever against the wall (the fountains will stop flowing from the pipe), angry gnomes will run out of the open doors. Take the first handle for the gate and stomp to another part of the room. Guide the minions along the pipe, deal with the gnomes and press on a similar lever, the doors near the stairs will open. Just behind them is the second red stick, and not far from it is the gate that establishes the bridge. You've fixed the elevator! Turn the red gate, climb into the booth and go down to The Brewery-2. The pot of beer is straight ahead, but to open the doors you will have to shut off the supply of beer in all the pipes. To do this, guide the minions through the pipes and press the levers. Two pieces, one on each side. Then grab a container of beer and take the elevator upstairs. Immediately to the right and at the red gate in the door. Congratulations, you have found the second exit from the Brewery.

Killer hand roller

So, what do we have here: on the right are volcanoes with minions and a portal to the Tower, and straight ahead are dying elves begging to save the last female elf, a river in front of some citadel and a gate on the other side. This is the home of Goldo and his pet Rolly. Send the blue minions across the river and turn the gate, a bridge will appear. Go to the courtyard, from there climb the wall on the right and then to the Royal Halls, the apartments of the Dwarf King. Finish off the flamethrowers, the grate will open - no big deal, the columns will go to hell along with the dwarves. This was intended, otherwise why did they throw so many bombs around? Recruit yourself an army, if you are understaffed, and meet Goldo in the next room. The gnome will quickly run away, leaving Rolly in his place - a crazy skating rink, trained only to break and crush. Keep the minions on the side, let them shoot from afar, and you yourself shred the sides of the metal car when it passes by. Having lost half of its health, the tractor will hesitate against the wall - grab the bomb (which will appear in the center of the room) and plant it on it. Then repeat the previous tactics, eventually the miracle bulldozer will explode. All that remains is to hit the king once - he will fly into pieces, just like his favorite toy. Step through the open doors, again a dilemma: either take Goldo’s gold, or help the elves (among them the last female is visible) escape. Come on, make up your mind! Since we have chosen the “good” path, the choice falls on the elves! And there’s already so much gold that there’s nowhere to put it. Turn the gate, a bridge will appear, and the elves will be saved. Then the chambers will be covered by a rockfall, and you will find yourself outside, with the gnomes now all alone.

East is a delicate matter

Return to the Tower, Gnarl will report a wonderful find - at least now you can go to a new place where the Overlord has not yet set foot. The Ruborian Desert. Without hesitation, jump into the portal. In the desert, explore the area, go inside the skeleton of an ancient fossil (apparently a local dinosaur, or a graboid, or one of the two), then left. The serenity of the sand dunes is deceptive - step on them and an underground worm will appear and start eating everyone. It’s easy to deal with it, find a fire beetle (it’s big, thick, glows from the inside) and lure it to the worm. To do this, with the help of minions (you only need one, the rest will only get in the way) take the beetle egg closer to the sand scourge. The worm eats such a surprise and... ahem... chokes. It will take a couple of beetles for the worm to stop causing trouble. In the same way, luring walking bombs, destroy impassable barriers. You will see a scene of a certain lady commanding a detachment of soldiers.

Sleight of hand and no fraud

You need to catch her and interrogate her. Chase the jumping girl to the city - there is no bridge, and the gate is on the other side. Nearby, find a nest with eggs and the place where an explosive beetle appears - take the egg to the fence, luring its parent out. This is not easy to do, because first you have to “feed” the beetles to the worms, and only then bring the beetle to the surface and undermine the barrier. Distance also plays a role and you can’t carry the egg too quickly (in fact, it’s better to steer a minion and at the same time run as an overlord in the same direction, showing the wonders of control - hold the camera higher). In general, if after a quarter of an hour you break the barrier, consider yourself terribly lucky. After blowing up the barricade, go through the ravine with fire ninjas and turn at the end of the gate, a bridge will appear.

In the city, you need to finally catch the thief - or rather, send her straight to the teleporter to transfer her to the Tower. To do this, you need the help of minions, but they don’t need to kill anyone - block the alleys in such a way (four squads should close four side passages) so that the minx has no choice but to move in the direction you want. Oh, and run with this devil until she falls into the trap. Then return to the Tower.

Defeat the giant

The interrogation will not last long, the thief will point to the main enemy, and her friend will attack Spree. You will have to save the village. Not again, but again. Once in the city, destroy the four flying eyes. You need to place the minions higher (on wooden platforms) so that it is easier for the red ones to hit, and for the green ones to jump on top of them. After the battle, the peasants will come to repent - leave them alone, although you can punish them. Just remember - this is not our method! Go further to Heaven's Peak. There are a few more little eyes hanging out in the castle - destroy everyone in the manner described above. Then run to the main entrance - Kan is already waiting there. The guy, although big, is carried out without any special tricks. Having received the first portion of blows, he will make his legs . Finish off the beholders, turn the gate to raise the bridge - it is better to keep uninvited guests at a distance. Catch up with Kan and kill him. You will automatically be transported to the Tower.

There will only be one left!

Surprise surprise! The old overlord showed up (Velvet and Rose are his daughters, are you surprised?). He left for a while, and now he wants everything back. Minions, spells... you don't have any of that anymore. Go down into the dungeon to the Tower Heart. The sorcerer will send his minions at you - kill them all. Then he will break through the wall and escape. But all the magic will return to you, and at the same time the brown servants. Next is a matter of technology. Run through the gap in the wall, you will find yourself among lava hills. One by one you need to drag all the “hives” (do not forget to turn the gates, installing bridges between the hillocks) into place. First, use the brown minions to pull off the red one, then the red ones - the blue one, and finally the blue ones - the green one, since it is dangling in the water. With the help of green minions, open the door with poisonous fumes around it and fight the main villain for the last time.

He will alternately use the magic of the four elements, and you send the appropriate minions to him. It's full of heat - throw in the red ones, it comes out with "green" - send in the green ones, etc. When he falls on his face, finish him off with the last blow. All. Watch the final video, in the spirit of “all the people are having fun and rejoicing.” However, evil still has a loophole in it. Where would we be without this...

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