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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 Campaigns: Necropolis Walkthrough
Thread: Heroes 5 Campaigns: Necropolis Walkthrough This thread is 21 pages long: 1 ... 10 11 12 13 14 ... 20 21 · «PREV / NEXT»
KingMartin
KingMartin

Tavern Dweller
posted January 17, 2007 07:10 PM

I see... I had a brief look at some of the other walkthroughs (just not to spoil the game) and I had a feeling that the next three missions are just about Markal and Isabel... wrong perception, obviously.

Thanks for the tip, so I'll try to level Markal up and try to finish the mission with him killing the Orange hero in the town. I hope.
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FreshHope
FreshHope


Adventuring Hero
Defender of Light
posted January 17, 2007 07:14 PM

You can trust Nival to have ways to provide sudden twists to your strategies, as you probably also have experienced in HOMM4
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Where there is Faith, Hope arises.

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KingMartin
KingMartin

Tavern Dweller
posted January 17, 2007 07:22 PM

Quote:
as you probably also have experienced in HOMM4

I didn't play HOMAM IV... I always loved HOMAM III (replayed all datadisks several times) and the changes were for the worse (naturally in my opinion only).

So far, (being in the middle of the game), I think that HOMAM V took all the goodies from HOMAM III and added new fabulous ideas - like the twists in the storyline

Actually I find it a pity to browse the walkthroughs but I simply can't resist to see what comes next. When I am in the next campaign, I'll do my best not to look at any spoilers
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FreshHope
FreshHope


Adventuring Hero
Defender of Light
posted January 18, 2007 05:57 PM

Yes! Resists it and you'll be greatly rewarded  All i can say is that the campaigns get more juicier as it progresses, and into the expansion
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KingMartin
KingMartin

Tavern Dweller
posted January 26, 2007 02:23 PM

I just wanted to say 'thanks.'

Killed Godric on the 9th day. One Implosion on Titans, 1-2 Chain Lightnings and then finally Puppet Master on the Big Cats did the trick.

One Chain-Lightning and the 200 ressurected skeletons + 16 Wrights took care of the summoned Haven army in a jiffy.

Martin
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FreshHope
FreshHope


Adventuring Hero
Defender of Light
posted January 26, 2007 06:25 PM

Quote:
I just wanted to say 'thanks.'

Killed Godric on the 9th day. One Implosion on Titans, 1-2 Chain Lightnings and then finally Puppet Master on the Big Cats did the trick.

One Chain-Lightning and the 200 ressurected skeletons + 16 Wrights took care of the summoned Haven army in a jiffy.

Martin


Congratz!  You did it just 1 day after me, but that also means you defeated an additional wk's worth of troops. Two thumbs up!
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invincible
invincible

Tavern Dweller
Implosion Queen
posted January 30, 2007 10:06 AM

Quote:
Build Citadel and Titans will run away. If you have Summoning and Phoenix spell and you will be ok against Godric. AI loves beating this poor creature


What do u mean by Build Citadel and Titans will run away !!
I see a lot of Titans guard an artifact on right bottom corner. But I loss many troops when I defeat them. I try to build Citadel but nothing happened to them. Or do u mean to recruit more troops on castle ?

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KingMartin
KingMartin

Tavern Dweller
posted January 30, 2007 11:40 AM

We are speaking about the Titans guarding the Monolith that teleports you to the orange town, not about the Titans guarding the Unicorn Bow... yes, you need more troops.

Martin
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DeathIncarnate
DeathIncarnate

Tavern Dweller
posted February 19, 2007 07:49 PM
Edited by DeathIncarnate at 19:55, 19 Feb 2007.

Mission 2

I have been reading about the mission so far and have gotten some good hints, but I still am having trouble killing the titans in the bottom right corner. I have killed every living being on the right side (not going to the left in fear of aggrovating the mages and causing them to land and detroy me) of the map with the Necro giving him a fairly large and strong army. Godric right now is busy destracting the ships. And because of the fact that Haven troops dont go well with a Necro, they arent of much use.

So what should I do? Stop using Godric as a destraction, build his men up, and then attack the Titans? Or somehow get more men for the Necro have fight with him?

And where is this Helm of Chaos you all refer to? Is it in that chest the titans are guarding?

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Illdisposed
Illdisposed

Tavern Dweller
posted February 21, 2007 01:50 AM

I suggest converting all the Haven's troops into Necro ones; get all the creatures join and attack Titans as a last thing before dispatching to the overseas.

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KingMartin
KingMartin

Tavern Dweller
posted February 23, 2007 05:37 PM

Sorry, I think you have to restart the mission.

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chinfeu
chinfeu

Tavern Dweller
posted March 29, 2007 03:11 AM

Quote:
Hello.

Could someone please tell me where I can find information on this "mark of the necromancer" spell all of you keep talking about?

I've looked in spells and skills and can't find anything at all.

Probably right under my nose of course.

Thanks.



i'm looking for info on "Mark of the Necromancer" spell too... Can someone tell me where to find, at least what's required to have the spell?...
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blink
blink


Adventuring Hero
posted March 29, 2007 05:22 AM

Quote:
With patch 1.4 on "Hard" something strange happened.  I defeated the city north of Lorekeep fine and got the staff of Netherworld.  I also defeated the Middle City and got the cloak.  So there was only one other objective, to get the ring of unrepentant (which you aren't supposed to actually find in this mission).

Somehow I was able to get it.  I'm not sure how though.  I defeated a large hero that came through the 1-way gate.  He really laid a good smack-down on Markal, but Markal survived it.  He may have gotten the ring from that battle.  The goal was never "check'ed off".  I guess this would make sense because you aren't suppose to actually find it in this mission.

What was funny was that once I went through the garrisons, the cut scene started talking about "oh no, there goes Cyrus with the ring of unrepentant"...but I had it equipped on Markal the entire time!  In fact, using it's ability in battle as I breezed though the garrisons.  Heh.  Scenario finished fine though.

Anyone else see this happen?


The hero that comes through the teleporter with the very large army is Narxes and he shouldn't have the ring.  But even if he does, how did this help you "breeze through the garrisons"?  The only thing the ring does is make you immune to Word of Light, which is not only a weak spell, but it's definately not a spell any creatures in the garrisons (or any creatures at all) know how to cast?

Quote:
I'm currently stuck at mission 5:

How do I get to the Sylvan town¿

I wiped off everything from the map, collected everything, but I don't find any way to get inside the crater.. or whatever you wanna call it.

I've traveled all the way with the ship too - no way to get through.

Anyone can help me with that¿


Do you mean "how do you get to the Academy town?"  After you break Freyda out of prison, have Markal start walking back toward Lorekeep.  He'll run into some angels (which will appear out of nowhere) and when you win that fight, you'll be able to fly to the castle in the crater.  If you already did this and the angels never showed up, restart the mission; this is a fairly common bug for the angels to not show up.

Quote:
i'm looking for info on "Mark of the Necromancer" spell too... Can someone tell me where to find, at least what's required to have the spell?...


It's an ability that you learn from Necromancy itself; it's not in the main schools of magic.  If you're playing on a patch earlier than 1.4, then it's not an ability you learn from necromancy; it's an ability you learn from dark magic.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted March 29, 2007 11:13 AM

Quote:
i'm looking for info on "Mark of the Necromancer" spell too... Can someone tell me where to find, at least what's required to have the spell?...


You will find info in the fan-made manual available here, but here I bring the high-lights:

The path to get MOTN depends on whether you play Hammers of Fate with the latest path 2.1, or earlier version of the game. In 2.1, you need to have Necromancy to be able to select MOTN as one of your abilities. In earlier version, you need to have both Advanced Dark Magic and Master of Curses in order to get MOTN.

The Mark is put on any creature on the battlefield, no matter alignment or allience. Your hero places the mark as if it was a spell, but it costs no mana, and you use only half a turn placing it. When the mark is placed, you will receive 1 mana for every 50 points of damage done to the marked target (rounded up).

I hope this helps.
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chinfeu
chinfeu

Tavern Dweller
posted March 29, 2007 12:02 PM

Million thanks to blink and alcibiates!!!
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chinfeu
chinfeu

Tavern Dweller
posted March 31, 2007 01:52 PM

For those who are new to the game, like i am, Mark of the Necromancer in earlier version is Spirit Link...

My question this time is,  i have Expert Necromancy, Expert Leadership, Expert Logistic, Expert Dark Magic and Expert Destructive Magic for Markal, saving the lask blank for something nice, like Luck... but Luck doesn't come... I'm done Mission 3, wondering i should wait for Luck... Anyone, does Luck ever come? What else i should go for if it doesn't?...

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted March 31, 2007 02:12 PM

I think Undead are immune to luck, aren't they?  If so, I'd definitely go for attack or defense, depending on your strategy.  If you like to have oodles of skeletons and let the enemies come to you, go for defense.  If you like to go blundering in with flyers and Vampires, go with attack.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted March 31, 2007 02:20 PM

Undead are not immune to Luck, but although Luck is a very nice ability, it might not be the best pick for a Necromancer, because the abilities tied to Luck are pretty useless - Magic Resistance is ok, but Resourcefulness is not a good pick, and Soldier's Luck will do you no good in an army of Necropolis creatures. Dead Man's Luck is not a game-breaker either - I would rather go for Attack (Battle Frenzy is definitely a good skill if you play pre-2.1) or Defence (Vitality will make those Skeletons last longer!), or even Sorcery or Enlightenment (for those extra stats). Sorcery deffinitely depends on how much you wanna depend on Destructive to do the job for you - normally, I would have gone for Summoning instead with Necromancer, but three schools of Magic is probably a bit over the top, and you might need that offensive edge one of the Might skills will provide you.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted March 31, 2007 05:11 PM

Quote:
Undead are not immune to Luck, but although Luck is a very nice ability, it might not be the best pick for a Necromancer, because the abilities tied to Luck are pretty useless - Magic Resistance is ok, but Resourcefulness is not a good pick, and Soldier's Luck will do you no good in an army of Necropolis creatures. Dead Man's Luck is not a game-breaker either - I would rather go for Attack (Battle Frenzy is definitely a good skill if you play pre-2.1) or Defence (Vitality will make those Skeletons last longer!), or even Sorcery or Enlightenment (for those extra stats). Sorcery deffinitely depends on how much you wanna depend on Destructive to do the job for you - normally, I would have gone for Summoning instead with Necromancer, but three schools of Magic is probably a bit over the top, and you might need that offensive edge one of the Might skills will provide you.


I kinda disagree here. Luck is a wonderful pick for necropolis - not for abilities, but for the pure +damage% bonus which necropolis needs so badly due to low ATT and no morale. Plain simple

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted April 01, 2007 12:04 AM

Yes, Luck is always good, like I said, it's a very nice ability - I just personally feal that as Necropolis, you might benefit more from a skill that gives you some better abilities when you have only one skill-slot left.
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