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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 TotE Campaigns: Stronghold Walkthrough
Thread: Heroes 5 TotE Campaigns: Stronghold Walkthrough This thread is 13 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 · «PREV / NEXT»
lolosenfen
lolosenfen

Tavern Dweller
posted November 04, 2007 10:56 AM

trainers

has anyone come across a trainer or walkthrough for tribes of the east that actually works? if so where do i find it? help me if u can, thanks all
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Maurice
Maurice

Hero of Order
Part of the furniture
posted November 04, 2007 11:47 AM

You need to buy a Talisman in any of your Stronghold Towns. Talismans allow your Stronghold Heroes to cast Adventure spells (Summon Boat, Summon Creatures, Instant Travel and Town Portal).

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lolosenfen
lolosenfen

Tavern Dweller
posted November 04, 2007 12:58 PM

cheers mate
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CesiumCZ
CesiumCZ

Tavern Dweller
2Cs + 2H2O -> 2CsOH + H2
posted November 04, 2007 07:56 PM
Edited by CesiumCZ at 19:57, 04 Nov 2007.

Map 2 Complete

Finished finally the second map... Reloaded, and tried to build citadel and shamans first week, took gold mine at week 2 (had first aid tent, magic resistance and barbarian luck skills which helps a lot resisting fire walls), garrison destroyed with minimal loses in the beginning of week 5...

Few tips - the teal isn't really trouble. The most important is to keep ratio of his army/your army below some constant number. He's got all the time bigger army then you, but if it's not bigger enough, he don't bother to leave his town. So after i took tan city, i had 2 cities, and he only one. I tried this tactics:

When i took that tan city, the ratio of armies was still fine for me. So I've decided to set a little trap. I run from castle (which makes me for computer looks easier). Than skipped few week and than the teal hero comes. I immediately run to the castle, and recruit all available troops. This changes the ration again, so the teal hero was scared. And since he couldn't go back, he stayed in one point. I skipped another few weeks to outgrown him, and when his status was "low" I attacked him. He don't even bother to fight - escaped quickly, which i liked, because, I've already been at high level, so i really didn't need exps.

The pirates won't attack until you set sail, so i skipped another weeks to have huge armies, and then smash them easily. Only elven pirate with AA and Master Hunters did some minimal loses, the two other was blown without loses.

And one thing i want to point out. Don't take Kujin to your base town. Even if you want to skip some turns, try to be near the tan gate. I found out that if you garrison Kujin to that town, teal hero starts to play. You can check this - after you skip turn, if the teal bar reaches only half part, than he stayed in town and not moving with heroes. If the teal bar goes full, than he's moving with heroes.

Hope that this would be helpful...
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Darkeye
Darkeye


Promising
Famous Hero
of the Deep
posted November 04, 2007 11:39 PM
Edited by Darkeye at 23:50, 04 Nov 2007.

Just finished Gotais campaign - Whow those orcs kick butt
"Word of the Chief" together with two stacks of 60 chieftains does wonders! The battle with Galib was seriously bad - Dark magic is the barbs worst enemy (could be good to have break dark magic in fact). Lost most of my units to PM and frenzy, not to mention the nasty Divinge Vengance.
Alariac was bad too, especially after loosing so much to Galib. But staing in a fortress did it. At last is that lame cleric gone.

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wiseguy
wiseguy


Hired Hero
posted November 06, 2007 12:06 AM

In mission 3 is there anythong worth getting in the undergroundlike extra troops, stat boosts, witch huts.
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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted November 06, 2007 02:36 AM

Theres 2 stat boosts, Several dwarven king artifacts and some other random stuff.

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"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted November 06, 2007 06:53 AM bonus applied.
Edited by Mytical at 07:56, 06 Nov 2007.

*partial second map spoilers ahead*

(Since this is a 'walkthrough' area, thought I would actually try to make one.  If this is not desired, please let me know and I will delete immediately.  I don't get a chance to play it that much, but as I work on it I am trying to make one.  Will revisit necro soon and work on one there also)









First going to discuss skills and why I went the route I did with them, however other people probably have better skill suggestions. Will mention a few perks, but not all.

War Machines, Catapult, Goblin Support.  Only in preparations for ultimate.
Second was Luck.  Was fortunate enough to get barbarians luck also.
Third was Defense.  Evasion. Since they have range issues, might as well protect them as much as I can from range.
Leadership took recruitment in preparation for ultimate, but never used it.
Since she starts with enlightenment and the Racial, that's all she wrote (for now).

Ok first things first.  Besides maybe one or two chests, there is absolutely no reason to take exp from chests in this mission.   I took exactly one chests exp, and that was only to get a jump start on levels.
Will explain why in the walkthrough.  Doesn't matter which difficulty either.  Even if you go through on easy, still get the gold.  Also this is only through the first area of the map, before you go to the seas.  Made it through the rest, but still working on perfecting the area after you hit the water.

First is which bonus to take.  I found it really doesn't matter.  Each has their uses.  Shamans to haste/slow, goblins trappers to slow those fast walkers, or the +3 to attack artifact (Though you might find it later after you cross the water).

When you start out you will be on the lower left corner of the map. Up the road is a observatory which will reveal a town controlled by orange. As you follow the road you will see some scouts (or assassins depending), some resources, an exp shrine.  Pass those up for now, you can kill them easily, but will explain why in a bit. There is a chest a bit farther north, this is the only chest I took exp from..though you will be back this way soon and might be best for now to leave it. Next will be a bunch of goblins and a sawmill.  You will be tempted to take the sawmil and sometimes the goblins join, but I left it be for now.

The road goes on up and also splits to the west, take the west path.  This will lead you to the orange town.  Talk to the guy, you won't fight, and you will get a town.  Should be day 2, so upgrade as you can resources and money dependant. Grab all but 1 of his creatures (leave him like one goblin).  Also make sure to buy any troops your upgrade nets. Have the guy ferry them, no need to waste movement points.  Now to the north of the town is a little path.  Take it and you will see some centaurs (and some random resources) and some maulers.  Fight the maulers before anything else (I'm getting to why).  There are probably quite a few of them, but they are walkers, you should be able to take them with little or no losses.  Right behind them, a turban of enlightenment (the +%exp headgear).

Now you know why you wanted to fight this fight first.  Because once you have the headgear, every fight after you get free bonus exp.  Also, since it's other part is on the map you will not really ever need the exp from chests and you will get max level easy.

There is also a shrine behind the maulers that I find gives you two bonus skills.  Didn't seem to gain levels, but that may have been a glitch.  Anyhow there is a rally flag nearby that you can grab before you fight the maulers, and after, if you wish.  There are some centaurs that guard a chest and some resources.  Fight them if you want, but remember they are ranged and probably going to kill at least a couple of your troops.

Remember to build as often as possible, resources and money permitting, because you are building to go after some rune patriarches and you need all you can get.  Try to get Shamans especially.

Head back toward the town then west.  You'll see some loose resources, I believe some more maulers (kill these), and a Crypt.  Now if you took the one guys shamans (or the shamans as a bonus at th beginning of the map) split them into at least 2 (maybe three) stacks.

Fight the undead at the crypt.  Slow the Vamps, Skellys, and (if you have three shaman stacks) ghosts.  Haste your Centaurs and Centaur Nomads (?).  Cry havoc and let slip the dogs of war.

After that head farther north and you will find some of the new dancers, again try to have three stacks of shammies.  It is absolutely imperative that those shamans slow these guys.  Kill them, get the ore generator behind them (and any loose ore) head back east toward the town.  By then you probably have some new troops, add them to your army (again unless it is for warcries don't bother stoping at the town, have the one guy ferry). Try to stop at the town as little as possible, and then only to get warcries (at which time upgrade if needed)

Constant movement is your friend.

Stop by the rally flag and that head that gives you morale on your way past the town east.  Here you can grab the sawmill, and kill the scouts for the exp shrine and resources.  Should be little problem for you now. (And you get that extra exp now that you have the hat).

Take the road north.  There is I believe some maulers (there are a lot of these) guarding a murcury producer.  By now you know what to do.  There are some sky daughters protecting one of those places that give you +1 attack, and some more dang dancers (the new kind).  Should be small problem by now.  Remember to keep sending any new troops available to your main person with the spare hero, don't bother fighting with him though.

Yes, I know that limits your chance to spread out, it's no real big deal.  Both major enemies (teal and purple) only seem to come out under certain conditions, and by then you should be able to send them packing.  The rest don't even leave their towns.

Anyhow, there is a hut on north, guarded by maulers (or their counterparts).  Kill them, grab the hut, hire if you can afford.  Now there is a small path east of this.  Follow it (yes there is a resource generator, but you want to do something else as soon as possible) and after some more small fights (one of which will net you that +sea movement artifact woohoo) you will come to a gold mine guarded by some rune patriarches.  Now, I hope you still have your shamans in three stacks (yes I realize that means you are going to have to leave a lot of troops behind, but trust me on this).  SLOW them with the shamans.  You are going to take losses, and it is going to hurt, but you should be able to take them.  Grab that mine!

Depending on how lucky or unlucky you are, you may have to head back toward the town without fighting for now.  Lets hope that is not the case however.  Grab the resource generator, ignore the cyclops for now, you will be back much later.  Head back to town, stop at the stables (I forgot to mention you passed this didn't I).  If you are hurt, go on back south to town to pick up reinforcements...if not head west.

You will come to a familiar looking path, north of which is either a +knowledge or +spellpower thing (I forget which).  Kill it's guardian and then brace yourself.  You are headed down that little path again, and you are fighting more casters.  Druids this time *sighs*.  Same thing, slow them and be prepaired to get hurt, bad.  *Curses the strongholds weakness to spellcasters and ranged*.  However, if you have somehow managed to get barbarians luck and expert luck, it might not be so bad.

Once you get what they are protecting, another painful fight awaits you south.  Wolves.  You need to clear them out however, as this is going to make you a safe passage for your runner to bring you troops.  Grab the rally flag and send your runner with any troops. Unless you want to send your hero for some warcries, then just head them back to the town instead.

Either way, once you have new troops, head back to the road up north and then head west.  There is stronghold place where you can fight to higher some higher level creatures, and a few more things I believe, but then comes the hard part.  A garrison of stronghold troops.  Plenty of them, including wyverns and cyclops.  You are going to probably have to wait for a bit (maybe even a couple weeks depending) before tackling that.  Good time to rest at your town, getting any warcries.  As soon as you feel confident tackle the garrison.  Forget exact number, but a lot of centaurs, some shamans, wyverns, a few cyclops and the big brute guys (can't think of name)..

Again you will have troubles with creatures and funds (especially on heroic), but the garrison is the big fight for now.  Once you push through there, follow the road north to another town.  Talk, get another town.  Hope you still have several troops left, because no time to rest on your laurals yet.  To the east of the town is a path.  I would suggest passing up all the fights here, however, except for one.  The upgraded thanes guard the second part of your exp set you need.  May want to save and try different set up on your army until you get a shaman to go before them (and preferrably they are a bit back on the atb bar to begin with).  These guys hurt me worse then the blasted garrison did.  Anyhow, after you get the second part of the exp gear, now start fighting and clearing out the area here.

Near the lighthouse here is the first part of another set, one you will need after you hit level 20.  It is a breastplate.  Think it is guarded by more blasted casters though if I remember right.  Nothing to do but take them down however.  Grab the lighthouse, and totally clear out the entire area, you won't be coming back here.  Now instead of every little detail here I will mention a couple main points of interest.

First, there is a windmill beside the second town.  Visit it with your secondary hero every week.  You'll need the resources.  Second, there is a arena, a level up tree, and the second part of your new set to the south of the town.  Guarded by...The new beserker upgrade for fortress, green dragons, and the brute guys (upgrade ?) respectively.  There is also a den of thieves.  Anyhow clear out all the creatures that you can, including the earth elementals.  Now here is where it gets tricky.

Money is tight (despite always taking money from chests), resources are limited, but you need to lure teal out.  Stop one night at your second town, and generally he will start coming out to play.  If he doesn't you may need to use the portal near the now dead earth elementals to go to your first town.

Doing this way is trickier, but it takes a lot of cash and patience.  First buy a bunch of goblins, put them in your army, wait a bit to see if that drawls him out.  If not move on up the teir, but keep as much money as possible.  When you see him start moving send your main person north grabbing the rally flag and possibly the stables.  Keep your secondary hero from the first town ready however.

As soon as teal pops into your area, buy all the creatures you can.  Buy buy buy.  He is trapped now, and can't go back for creatures.  His army will start out much bigger then yours, but only what you had already hired...

Send your secondary hero in the first town up, and reinforce your main hero.  Send them back down immediately toward the town.  Now it may be time to play corner the teal.  It is frustrating too.  With a portal that leads to the first area in the second if you chase him into the second he will use that to teleport to the first area.  There, there is a loop that he can run around in.  So just be patient.  With the stables and your boots (of long journey, guarded by the druids that were near the wolves) you should be able to catch him.  It will be painful, but you can beat the snot outta him.  Switch from the +%exp gear to the other set before fighting him.

After teal has been sent back home with his tail between his legs, you need to be patient again.  Restock your creatures, then head up toward those cyclops I told you to ignore at the beginning.  Make SURE that you have room for them in your army.  Add them to your army and wait some more.  You are gonna need a big army for what is to come.  You can wait by the shipyard though, and send your secondary hero to deliver troops.  Oh and the second town you never have to upgrade.  Just hire the normal troops in the first town by carrivan, and upgrade them in the first town.  Max out everything else, just don't bother buying the upgrade buildings for the second town.

Once you hit the water you might face a few fights, or just one, depending.  Arwen for sylvan, and some warlock or other on boats (don't know if there are other boats, but I never encountered any).  All I can say is that the AI is not that bright.  Fought two warlocks and not one of them cast a single spell.  Their warlocks for pity's sake!!  Ok that is it for this part of the walkthrough.
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TemjinGold
TemjinGold


Known Hero
posted November 06, 2007 03:04 PM

Nice walkthrough. I just have some things I wanted to point out:

1) You will not reach a high enough level to hit the ultimate on this map (unless you totally screw yourself over).

2) There is a memory mentor on this map so you can shuffle your skills if necessary.

You probably made it much harder for yourself by going catapult->gob support rather than ballista->XXX ballista.

3) There are 2 ways to take 20% less damage from ranged: by killing 20% MORE units through Attack->Archery (which gets you to flaming arrows) before they can hit you or by taking 20% less through Defense->Evasion when they hit you. However, one of those two ways gets you closer to winning. Can you guess which?

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted November 06, 2007 06:46 PM

Wow, that's one detailed walkthrough. Great and very helpful job on both mission 1 and 2.
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted November 06, 2007 09:52 PM

Since the max level is 20, you are correct.  That is why I said in preperation for hehe.  I don't mind it being a bit harder so the lack of balista perk was not an issue.

I agree 100%, however, you can do both if you wish.  Still the lack of ranged units does hamper the archery skill a bit.  
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kraken
kraken


Famous Hero
I just love being elemental
posted November 07, 2007 01:59 AM

How do you find a memorymenter in mission 5
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TemjinGold
TemjinGold


Known Hero
posted November 07, 2007 04:42 AM

Quote:
Since the max level is 20, you are correct.  That is why I said in preperation for hehe.  I don't mind it being a bit harder so the lack of balista perk was not an issue.

I agree 100%, however, you can do both if you wish.  Still the lack of ranged units does hamper the archery skill a bit.  


What I meant was, since you won't hit the ultimate in that map anyways, getting stuff in preparation for it is a waste because it only serves to make that map harder for you. You can make use of the memory mentor in that map to re-setup your skills to the Ultimate path when you are close to finishing it so that you can have more powerful skills to do the map with.

As for Attack/Defense, I'm not saying take both: I'm saying Defense is a wasted skill for a race that really should keep attacking.

I myself used to pick defense AND attack for like Haven and stuff. Then one time, I decided to try w/o defense and to have another offensive skill tree instead. Wouldn't you know, it ends up being a LOT easier when you do that. You won't know until you try but for most races, having defense actually makes the game harder for you as you don't have as many trees to deal out damage with as you otherwise would.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted November 07, 2007 06:00 AM
Edited by Mytical at 06:43, 07 Nov 2007.

To each their own with skills.  With the AI I don't mind going off the beaten path with skills.  Now for a human opponit, I absolutely agree with you that defense is not a top notch skill to take.  With stronghold if you take attack I would not go the archery route however.  There are far better choices for a town with 1 archer (not counting cyclops throwing goblins that is).

Anyhow, perhaps you would like to suggest skills for this map?  It would deffinately help others.  I'm a little unconventional for most people's taste.

One of the reasons I was able to do this through walkthrough was my unconventional skill selection.  Had to restart on heroic so many times it was not funny (think around 15).  Maybe if I had saved it would have been much less, but that's me, forgetful.  After you go over the first half of the map 15 or so times, you get to know it pretty good .  So yeah, my skill choices deffinately made it harder then it had to be.

The only race that I would actually suggest defense for is Fortress.  Then only for Prepairedness (or whatever that skill is).  For a pretty much purely defensive town that can be a potent skill.
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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted November 07, 2007 06:40 AM

heres my suggestion.
Never ever ever skip battle elation if you can help it. its an awesome skill. Take it . Empathy is not nearly as good possibly barring kragh.
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted November 07, 2007 06:45 AM

Sorry to ask, information is limited right now for me where I am.  How do you get battle elation again?

<-----wishes she had a better memory..
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Nirual
Nirual


Famous Hero
Imbued Ballista
posted November 07, 2007 07:55 AM

Leadership-Recruitment.
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In ur base killing ur doods... and raising them as undeads.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted November 07, 2007 07:57 AM

Thanks .  Think I got that once I reached the memory mentor if I remember right.
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kraken
kraken


Famous Hero
I just love being elemental
posted November 07, 2007 10:31 PM

I've got a strategy

On the last campaign I had enemies that kept coming up and conquering my towns.I devised a strategy.What I did was clear out the necromancers area with a big army.I let them take my castle but they didn't bother me.Soon after that I explored my normal orc area. When they came through the vortex I followed them and attacked their academy.Know I can explore the area with them couring in fear,because I have 5 castles and they have 2.ANd red is dead.

The point is I let them conquer an area while I conquered an area.Then I chased them with a big army.THey DOn't bother me anymore.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 07, 2007 10:33 PM

Or you can go and attack head on. Had them cleared soon when I decided to attack on week 2 but then again I had warmachines.
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