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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5: Single Scenario Walkthroughs
Thread: Heroes 5: Single Scenario Walkthroughs This thread is 4 pages long: 1 2 3 4 · NEXT»
Valeriy
Valeriy

Mage of the Land
Naughty, Naughty Valeriy
posted April 20, 2006 10:02 AM
Edited by alcibiades at 10:18, 28 Mar 2007.

Heroes 5: Single Scenario Walkthroughs

This thread is to discuss the optimal completion or in other words kicking ass in the single scenarios of Heroes 5 and its demo

For single scenarios, see this topic: Single Scenarios

Campagins Thread Group: Academy | Dungeon | Haven | Inferno | Necropolis | Sylvan | HoF:Fortress
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Lord_Pc
Lord_Pc


Promising
Famous Hero
Groin-Grabingly Clever
posted April 20, 2006 10:41 AM

1) get pit lords dwelling asap so in the end u have many of then. they wil win u the map
2) succubus upg. hero specalty and chain attack makes them powerful
3) use gating well. gate creatures in certian spots when versing large (2x2) creatures so creatures dont have enough room to attack main army, only gated creatures. this gives u extra turn to attack with pit lords and succibus
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted April 20, 2006 10:46 AM
Edited by Vlaad on 20 Apr 2006

I can see that some people are having hard time with the custom map from the demo, so I thought we could compare notes.

SPOILERS

I played it H3 style - focused on creatures and did my best to clean the starting area as quickly as possible. I didn't attack two stacks, though - the Elementals and Golems. The former proved to be tough (with unlimited retaliation?!) but slow. The latter were piece of cake and I regretted not engaging them in combat earlier.

As I recruited the creatures from the external dwellings nearby, I built up the town.

I learned the hard way not to try flagging Inferno outposts and Abandoned Mines too early, though. Luckily, the autosave was on. Seriously though, the only neutrals that put up a serious fight were Royal Griffins guarding the subterranean gate.

The key moment in the scenario takes place after you reach the surface - there are two stacks of Succubi (to the south-east, next to a campfire) set to join you.

Soon I learned that the AI was sitting in her town, even if there were plenty of resources to pick up and wandering monsters to fight. It is obvious the AI behaviour had been set, with guarding her only town as the highest priority.

Finally, the knight did leave her base to reclaim the mines and dwellings I had captured trying to gain as much experience as possible. That's when I took over her town and she lost a week's reinforcements, plus the time to re-capture it. In the Haven I got to learn Divine Strenght which granted my Succubi maximum damage.

Since her army was way stronger than mine, I decided to go back and recruit everything I got. The only problem was mercury as there was no such mine in the underground, but you get a lot of it on the surface. With Expert Logistics movement was not an issue.

I played on Normal, which ought to be called Easy. The final battle was not a challenge and I won by the end of month 2. I was level 19, while the knight was at least twice weaker. I understand that at higher difficulty settings her army's strenght and especially her stats are higher as well...? Using the overpowered Gating ability and several Pit Lords to protect my shooters, I've lost only the low-level troops.

The map is small and linear, so your timing is crucial.

I chose a random artifact as a starting bonus and got Phoenix Feather Cape, which is minor...? It didn't help much though, since demon lords are obviously attack-oriented might heroes - my spellpower was 2 or 3 (pathetic compared to attack and knowledge). I was surprised to see an Artifact Merchant in the open; I was able to buy a bunch of powerful artifacts and boost my stats before I faced the blue player.  

Surprisingly, my most powerful spell from the very beginning was Eldritch Arrow (level 1 destructive spell, 4 mana), which "shoots several magic missiles to deal non-elemental damage to the selected enemy creature. Higher Spellpower increases damage; the number of missiles fired depends on hero level". I was puzzled because I didn't see additional animation... Is this a bug or a feature? How can it cause more damage than a level 2 or 3 spell?

Have you built a magic or a might hero? I chose Logistics, Offence with Archery (made sense with the Succubi), War Machines, Leadership and Gating. I did know a few basic offensive spells, but nothing that made the difference later in the game.
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Lord_Pc
Lord_Pc


Promising
Famous Hero
Groin-Grabingly Clever
posted April 20, 2006 10:51 AM

another thing that is a must in this scenario is a certain spell, which may have helped you out quite a bit vlaad

the spell is summon creatures. there is a very good reason for all those wells around the map. there is one at almost every intersection. this spell is level 2 i think and it allows you to summon creatures from your town. since you can only use one hero it is a must as returing to your town every few weeks isnt a very good tactic. the spell costs 1 mana per creature summoned. so 5 devils costs 5 mana and 5 imps also cost 5 mana. this is a must if u want to win quickly
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Two goldfish were in their tank. One turns to the other and says, 'You man the guns, I'll drive.'

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Khan
Khan


Hired Hero
Order in Chaos
posted April 20, 2006 02:51 PM

Demo Tactic

Move Godric straight to the prison to free Isabel, then transfer all of the troops between the two and use Isabel to free Dunmoor. Isabel is level 17 and troop losses are minimised and Godric still gets the experiance and levels up twice. Best of both worlds.

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Lord_Crusader
Lord_Crusader


Promising
Supreme Hero
UHU!! supreme!
posted April 20, 2006 06:38 PM
Edited by Lord_Crusader on 20 Apr 2006

basic rules to win this scenario:

1. As vlaad said timing is crucial... you must reach the haven town before they upgrade the peasants into archers... or will be to hard fight VS a legion of marksmen

2. Succubi are the diference between win and lose... you must go for the neutral sttacks mentioned by vlaad

3. Go for the "phantom forces" spell (clone) in the east of the upper map, cloning your sucubbies can be the diference.

4. to reach the heaven town you must travel for a week or more so you must use the gating spell in the adventure map... that will teleport your army from your castle to your hero, the cost of this spell is 1 spell point for unit I mean, teleport 4 devils will cost you 4 spell points, and teleport 50 imps will cost you 50 spells points, to be precise this is not a spell is a ability give it with gating skill

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Mithrim
Mithrim

Tavern Dweller
posted April 21, 2006 02:26 AM

Hello everybody!

Long-time lurker, first-time poster.

I just played through the single-scenario.

Man, what a game!

I thought it was gonna be rediculously hard when I saw what I was up against.

As you probably know, as long as you stay up top the comp. will not exit his town.
I used this to wait for the neutral stacks to grow so that I could gather xp.

Late in the game i noticed the neutral stacks of Succubi (they were up to legion at this point) when they joined me I had 9000+ Infernal Succubi. It wasn't really hard after that.

The comp's inquisitors took a shot at my Succubi and killed about 20 of them, the retaliation pretty much wiped out the rest of his units.

Add to this that I had bought the "Amulet of Mastery" wich gives "Ultimate Gating" and allows your devils to gate as well.

With a total of 12000 Infernal Succubi and 500+ Arch Devils I wasn't really a fight.
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Nebuka
Nebuka


Promising
Supreme Hero
Save me Jebus!
posted April 21, 2006 02:30 AM

Wow, lol, how long did you played that?
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Mithrim
Mithrim

Tavern Dweller
posted April 21, 2006 02:42 AM

Quote:
Wow, lol, how long did you played that?


A couple of hours...
I tried to get the ultimate gating skill (can't remember name) so I just walked around, summoned creatures from my town once a week, and tried to gain as much xp as possible from neutral creatures (with 8000 Succubi this is not hard).

So again, my tip is to go for the succubi just before you attack. As I said above 8000+ joined me.
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Mithrim
Mithrim

Tavern Dweller
posted April 21, 2006 01:20 PM

Quote:
Suffice to say that Sorcery (the other primary skill that the map hero receives) is not one of the needed items, and therefore she cannot learn this skill, if the information presented here is accurate.


Yeah, I found that out...

But I got a Kick-*ss Hero.
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Khan
Khan


Hired Hero
Order in Chaos
posted April 21, 2006 03:00 PM

Quote:
Quote:
Demo Tactic



Let's stay on topic - this thread is for the single scenario tips and hints.


I am on topic! The post by Valeiry states that this thread is for the demo which is what I am talking about. I can't give tactics for the full game as it is not out yet.

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted April 24, 2006 12:29 PM
Edited by Vlaad on 24 Apr 2006

Quote:
another thing that is a must in this scenario is a certain spell, which may have helped you out quite a bit vlaad

the spell is summon creatures. there is a very good reason for all those wells around the map. there is one at almost every intersection. this spell is level 2 i think and it allows you to summon creatures from your town. since you can only use one hero it is a must as returing to your town every few weeks isnt a very good tactic. the spell costs 1 mana per creature summoned. so 5 devils costs 5 mana and 5 imps also cost 5 mana. this is a must if u want to win quickly
I think the spell enables you to summon your creatures from the nearest town, not the town of your choice or native town. Doesn't it cost 0 mana, by the way...? Anyway, I had the Haven so I wasn't able to summon my Devils.

I replayed the scenario on Heroic and it was even easier. I didn't even need Summoning or Devils. I captured the empty Haven, the AI wandered around for a week so I won without a fight. H4, anyone...?

If the computer is so stupid on the adventure map, it's no wonder the demo scenarios are completely linear.

In addition, in combat (even at Heroic difficulty!) the AI casts random spells, attacks harmless stacks, deals no damage even if it could have to another creature etc.

Here's hoping it was all fixed for the gold version.


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Khan
Khan


Hired Hero
Order in Chaos
posted April 25, 2006 10:43 AM

Vlaad,

The Summon Creatures spell has two parts to its cost both a fixed and a variable cost. The fixed cost is 0 but the variable cost is 1 mana for every creature summoned - Summon 100 creatures and pay 100 mana(Ouch). So maybe don't waste it on Imps.

The readme of the Demo specifically states that the AI is not working correctly on this version and that the Hero is likely to not attack the Castle if you take it. Try taking the hero out while he is in the castle it is a real challenge and I have not actually done it yet.

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted April 25, 2006 10:55 AM
Edited by Vlaad on 25 Apr 2006

Quote:
The Summon Creatures spell has two parts to its cost both a fixed and a variable cost. The fixed cost is 0 but the variable cost is 1 mana for every creature summoned - Summon 100 creatures and pay 100 mana(Ouch). So maybe don't waste it on Imps.

Thanks for the clarification.
Quote:
The readme of the Demo specifically states that the AI is not working correctly on this version
Actually, the read me file says this:
- AI may decide to not to recapture town on the "Falcon's" map
- Godric may stop chasing Agrael on the "The Cultist" map


but I'm afraid there's more than that.
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Khan
Khan


Hired Hero
Order in Chaos
posted April 25, 2006 11:12 AM

Quote:
Actually, the read me file says this:
- AI may decide to not to recapture town on the "Falcon's" map
- Godric may stop chasing Agrael on the "The Cultist" map


but I'm afraid there's more than that.


Hmmm... you're right, my mistake.

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Shenjairo
Shenjairo


Known Hero
Simsalabim
posted April 25, 2006 04:34 PM

I've played the single scenario now too, decided for heroic to check ai differences and started with resources. It was better, the totally nonsense moves during battle seemed to be gone, although it was still easy to manipulate where you want them to go with gated stacks. That is how it should be anyway, can't make an ai with human intelligence. It still casts too many spells since 80+ blood matriarchs can do a lot better than to cast a single target slow on one of my troops. I understand you don't want the retaliation from shooting on my succubi, but at least shoot my pit fiends please. It made it reaching the hill fort easy at least.

I didn't have a lot of luck with spells at all, no summon creature spell so had to walk a lot, and the spell I used the most was eldritch arrow early on to help take smaller stacks. Especially the ghosts at the gold mine, my troops missed them like crazy and they killed my puny forces way too easily since their damage is rather decent and this kind of hero seems to gain almost only attack points. Replayed that some until I got better at timing the gating and running my 1 imp stacks around so the end result was 3 lost imps. Shouldn't lightning bolt do more damage than eldritch arrow since it's a level 2 spell vs a level 1 spell?

Endfight occured the last day in month 2 at his castle, he had more troops but the fight was rather easy. I had more trouble with the earth elementals down in the underground, a fight I had to delay because of their unlimited retaliations and my succubi number wasn't enough for a long time since I was running out of shots on the earlier attempts. Replayed the end fight once to try to optimize it, went so so. More succubi survived at least, but could be done better. Had gotten the earthquake spell from somewhere, it seems to suck hard and wasted 3 rounds trying to kill off his towers with unsatisfying results. Including a link of the end result.

http://i68.photobucket.com/albums/i11/Shenjairo/HoMM%20Pics/Win2.jpg

I'm more satisfied with the game than I thought I would be, it will be fun to play the final release. Some oddities remain, but I'm sure it can be helped. It's mostly balance issues that I'm wondering about right now and I can't really say anything about that until the game is out. (It does however seem unfair that inferno is the only town that requires 6 skill trees for their ultimate skill, and the rampart has attack, defence and logistics in theirs while many has some rather undesirable skills)
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted May 04, 2006 07:20 PM
Edited by angelito at 19:23, 04 May 2006.

So it seems i went to the blue guy too fast, when i read your posts here. I met him week 5 in his area, near first garrison. But he had 10 Archangels, 78 imp.griffs, 55 inquisitors, nearly 500 marksmen...forgot about the other (lots of paladins aswell...).
I just had 8 normal devils and normal other army (guess i had about 70 succubi). My hero was level 17, expert log, but i lacked badly in mercury, so i couldnīt built the devils early.
Surely he crushed me badly in endfight...

And the 2 stacks of succubi u mentioned were about lots / hordes when i passed them (didnīt took in consideration they could join). But how can they be a legion???
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Nebuka
Nebuka


Promising
Supreme Hero
Save me Jebus!
posted May 04, 2006 08:08 PM

Could if you wait for some months.

I can't play this map on Heroic. Doing all well and nice against map, but can't beat almost 100 paladins and god awful number of marksmen when facing hero. It's a tedious map, could wait a long time, as hero won't attack me, but really not in a mood. Sucky map.

Get those mods to try with tavern, and different factions.
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Mithrim
Mithrim

Tavern Dweller
posted May 04, 2006 09:16 PM

Quote:


Get those mods to try with tavern, and different factions.


Mods?

Where?

This sounds cool! :-)
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Shenjairo
Shenjairo


Known Hero
Simsalabim
posted May 04, 2006 09:33 PM

The fight is actually easier if you attack him in the castle then if you would meet him out on the open ground. Out in the open the paladins would charge across and be too close for your comfort, plus the angels will probably resurrect 10+ of them as their first turn if you try to get their numbers down from the start. The only real stack you have anyway is the succubi stack and it will go a lot better if you can manage to fight only one enemy stack per round and no matter where you fight you will have the griffins over which will need to be shot since you can't sacrifice anything to get the retaliation out of the way and nothing else is big enough to kill them. It's probably better to just take the first griffin dive with  your succubi since you need to get a shot in on the archers or possibly the angels if something will gate in time to stand besides the archers and you think the archers will be hit in just one or two more chain effects. I tried two times with moving them instead of shooting first, but got shot at and my retaliation wasn't big enough to kill the stack and then had to switch to griffins so the net result was about the same amount of dead succubi but less dead enemies.

The ai stays with too much in the castle, and can be kept there with some late gating mobs. The demons will take their time to gate in, and your pit lords can do the last gating after he casts his spells which should make one of the remaining stacks lose another turn or two since he will have to go out now since he may be down to only paladins and squires. I replayed it some more to try to get a near flawless result but the arrow towers and the hero will kill some mobs at least and as said before moving your succubi to avoid the griffin dive may not work unless you are lucky with the initiave. Best result was 13 imps lost to towers, my 4 devils and 66 of the succubi. The other losses were just gated stacks. I couldn't get the devil numbers high enough and had attacked the level 7 dwelling too late so they were nothing to rely on. I doubt you can get enough of them so that it will matter in the fight anyway, unless you wait a really long time, so don't try to build a strategy around them since they are just fodder on this map.

In the above example with not too many losses I only moved 3 times actually, the devils did two moves and my pit lords did the last blow against a single paladin that had survived, something which just can't be done against this kind of army in an open field. It doesn't really feel right to be so defensive with a hero that has stats like 16/2/3/6 or thereabouts, but whatever works is fine with me. I like the stratetic aspect of it, but it's not really my way of fighting. I'll probably stick mostly with dungeon if they manage to keep the factions fairly balanced. I will play this map one last time to see how fast I can do it. I know Angelito is a better player than me and right now doubt it can be won in week 5 since the computer seemed to have about the equal amount of troops then as in week 8. Will be fun to try though.
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