Gold 20K
Wood 20
Ore 20
Crystal 10
Gems 10
Mercury 10
Sulfur 10

Narrative: Each year griffins from around the world migrate to Griffin Cliff. Armies of King Grphonheart I tamed the griffins and trained them for war. With these great beasts, King Gryphonheart unified the divergent human colonies and formed Erathia. King Grphonheart felt that the lands native griffins were key to any Erathian war. To secure Steadwick, we need the griffins.

Size: Medium
Difficulty: Normal
Number of Players: 3
Your Color: Red
Starting Town: Castle
Alliances: Tan/Orange
Win Conditions: Flag all creature generators.
Lose Conditions: Lose all towns and heroes.
Special Rules: You start with your eight best heroes from Guardian Angels.
Scenario Description: To win, you must locate and flag all seven griffin towers.

Suggested Solution:

This is the only scenario that presents a minor challenge in the whole campaign. There should be no difficulty in constructing higher creature dwellings with the available gold and resources but if you have taken the trouble to upgrade strong spellcasters in the previous scenarios then you will face much fewer problems and be able to finish much sooner.

First of all, get angels from the Griffin Conservatory, North of Transom. At this point you should have a spellcaster strong enough to accomplish this. If there are any problems, combine initial troops from a few heroes to slay the griffins.

Next, secure the 2 Inferno castles, Northeast and Northwest of your position. They will not be guarded if you go early. You can then use retreat to relocate any heroes to these 2 castles.

Advance North. I chose to go further Northeast and Northwest where you will meet the first groups of MON1 guardians (Throng). Should you have transported the angels thus far, it should prove easy to overcome them (Familiars or Infernal Troglodytes) and can then advance 2 group of heroes into the left and right wings respectively.

The next phase will be using the spellcasters to destroy the garrisons. The angels will come in extraordinarily useful not only for their great damage and hit points but also mainly for their incredible speed. Maneuver the angel(s) around while you destroy the garrison defenders with direct damage spells. You will need pretty high Spell power and Knowledge to accomplish this. Fortunately there are several chests and artifacts around which can potentially boost these attributes. Should you run low on spell points after a fight, 2 Magic Wells can be found on the right wing and 1 on the left wing.

How fast the next phase progresses will depend on:
Your spellcasters’ Spell Power and Knowledge
Your spellcasters’ Logistics and overall mobility

If your spellcasters are not powerful enough to take out a garrison, take a few fast troops (Serpent flies, Royal Griffins) instead of angel(s) for maneuverability and use the above approach to "bomb" the garrison, retreat and recruit them back at the Inferno castles. After a few rounds of "bombing", the garrisons will fall easily.

Depending on pure brute force alone may take substantially longer. 2 weeks troops or more will be needed for a might approach. There are many resources and chests in this map not to mention an underground level too. However, many resource/chest-rich caches are quite out of the way and your subterranean foes won’t give you much trouble if you can finish this scenario fast. One last word, don’t try to take the 2 Castle towns directly North of your position. Deadly ambushes have been set there.

Previous Scenario of this Campaign
Thanks to The Nether Gods team - the writer of this campaign walkthrough is Zhuge Tzarn Xing.