To enter the code, press the TAB button on the keyboard and enter the required code in the window that appears.
Code | Action |
---|---|
NWCONLYAMODEL | all buildings in your castle are built |
NWCSIRROBIN | end the mission in defeat |
NWCTROJANRABBIT | complete the mission with victory |
NWCAVERTINGOUREYES | the hero additionally receives 35 Archangels |
NWCANTIOCH | the hero receives a ballista, a tent and a cart |
NWCIGOTBETTER | the hero's level increases by one |
NWCCASTLEANTHRAX | the hero gets maximum luck |
NWCCOCONUTS | gives the hero an infinite number of moves |
NWCMUCHREJOICING | the hero gets maximum morale |
NWCALREADYGOTONE | full mosaic with secrets (riddle map) |
NWCGENERALDIRECTION | opens the whole map |
NWCSHRUBBERY | increases income from all sources |
NWCTIM | the hero is given all magic and 999 spell points |
NWCFLESHWOUND | the hero receives 50 Black Knights |
NWCPHISHERPRICE | increase the color saturation of the map |
Code | Action |
---|---|
nwcquigon | Allows the selected hero to gain the next level |
nwcpadme | adds a squad of Archangels to the army |
nwcdartmaul | adds a squad of Black Knights to the army |
nwccoruscant | rebuilds all buildings in all player cities |
nwcr2d2 | gives the hero all combat vehicles |
nwcwatto | increases the amount of money and resources |
nwcpodracer | increases the number of hero's moves |
nwcprophecy | opens the obelisk map |
nwcrevealourselves | opens a map of the area |
nwcmidichlorians | gives the hero 999 mana and all available spells |
Code | Action |
---|---|
nwcneo | Allows the selected hero to gain the next level |
nwctrinity | adds 10 Black Knights to each empty army slot |
NWCTROJANRABBIT | adds 5 Archangels to each empty army slot |
nwclotsofguns | gives all combat vehicles |
nwcfollowthewhiterabbit | maximum luck |
nwcnebuchadnezzar | gives the hero infinite movement on the map |
nwcmorpheus | maximum morality |
nwcoracle | opens the obelisk map |
nwcwhatisthematrix | opens a map of the area |
nwcignoranceisbliss | hides the map of the area |
nwctheconstruct | gives the player 100,000 gold and 100 units of each resource |
nwcthereisnospoon | gives the hero 999 mana and all spells |
nwczion | rebuilds all buildings in all cities |
nwcbluepill | instant loss in the scenario |
nwcredpill | instant win scenario |
nwcphisherprice | changes colors |
When playing against a computer opponent, using bugs may make life easier for a newbie. Serious players consider using bugs unworthy. When playing against a human (as well as when participating in off-line tournaments), the ban on using bugs is discussed separately. In any case, it is necessary to put all players on equal terms.
In the initial versions of the game, it was possible to use magic twice within one game turn by pressing a certain key combination. This bug was later removed by the developers.
Using magic in anti-magic garrisonsFor example, the Armor of the Damned continues to cast magic against the enemy even in anti-magic garrisons, while the hero and units that can cast spells are deprived of this ability. The very idea of an anti-magic garrison says that there should be no magic there - however, there is a bug. You can avoid using it by deactivating the artifact on the hero's doll (the hero does not lose a single unit of his primary skills).
A known bug related to incorrect operation of the program, when after selling any artifact it is possible to move other artifacts in the hero's backpack with arrows, and the price of a possible sale remains unchanged. Consequently, after selling an expensive artifact, the player has the opportunity to deliberately sell cheap artifacts at an inflated price.
When visiting the Sirens, 30% of the creatures in your hero's stacks, where there is more than one monster, die. The hero receives one unit of experience for each unit of health of the creatures that died. The Sirens can be visited once per game, as stated in the manual. The essence of the bug is that if the hero who visited the Sirens enters into battle (no matter with whom, and no matter how the battle ends), he will be able to visit them again.
There is one peculiarity that appears in the case when your hero attacks an army of non-upgraded neutrals, among which there is one upgraded stack. It turns out that no matter the outcome of the battle, all the surviving upgraded units leave the army of neutrals after the battle. This means that after the destruction of non-upgraded units, your hero can safely flee the battlefield without ending the battle. After fleeing, the army of neutrals will still disappear. This is also true if your hero is destroyed by the army of neutrals - not a single upgraded unit will remain in it.
If your hero, who has the Admiral's Hat, gets into a boat, the stock of his remaining "land" movepoints is recalculated in direct proportion to "sea" movepoints. When disembarking, the reverse process occurs. There is a bug associated with the use of the Admiral's Hat together with logistics artifacts, which allows you to increase the stock of land movepoints when disembarking from a boat. If you consciously use this method, the player can significantly increase the stock of movement, taking additional mp "out of thin air".
Using the "Flight" spell or Angel Wings, you can enter a blocked city by pressing the "space" key when the hero moves over the city gates. If there is a guard in the city (without an enemy hero), the program crashes and your hero has to fight his copy (arts and armies are also duplicated, units guarding the castle are added to your army - your units are added to the enemy army, if there are no free slots, only the strongest units remain). Regardless of the outcome of the battle - (if your hero wins, then his clone loses and vice versa) - you lose your hero, but gain experience. Subsequently, he can be found in the tavern with increased experience. The city becomes yours.
Most likely, it is a flaw of the game creators, who created a simplified check of the moment - whether the hero moved on this day. In fact, it simply checks the number of remaining movepoints and compares them with the number that the hero should have based on the speed of the slowest unit in his army. If you give the hero a slower unit than he had, then the hero will receive a certain reserve of movepoints that he can spend during the day before digging the Grail. Using this technique requires a thorough knowledge of the principles of logistics, however, nevertheless, the manual states that digging the Grail on the day when the hero moved is impossible. But it turns out that it is possible!
After firing and rehiring a hero on the same day, the hero gets a standard stock of 2000 mp, which allows for an almost infinite move with a certain amount of money. When escaping and losing the game, the stock of movepoints does not increase on the same day. It can be assumed that this feature was deliberately allowed by the developers - getting a full stock of moves for 2500 gold. But this moment seems too cheating, especially - in the later stages of the game, when the player has many pumped up heroes and an almost infinite amount of finance, relative to the cost of rehiring the fired hero.
Some versions of the game allow learning magic of all levels when visiting the Conflux town (with the Grail installed there) by a hero who does not have a sufficient degree of wisdom. This bug was subsequently fixed.
According to the context reference, the ballista has a fixed stock of shots - 24. However, when it reaches zero, the ballista continues to shoot, and the counter goes into minus. It is unknown what exactly is a bug - endless shooting or a counter that simply should not be there. Therefore, we classify it as a conditional bug.
Using the "Air Shield" spell during a city siege on the attacking hero's units doubles the damage dealt by city towers to that unit. Although it should be halved.
Another "feature" that does not fit into the standard rules of the game is related to the fact that there is a way to bypass the restrictions imposed on your hero by the terrain penalty. It consists in the fact that if the army has neutral troops (nomads, mummies, etc.), and for the rest of the troops the terrain on which the detachment moves is related (i.e. the terrain penalty does not apply to them), then you can avoid the penalty for neutral troops. To do this, you need to place the stacks of units near the hero in such a way that the neutrals are to the left of the rest of the troops.