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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 TotE Campaigns: Academy Walkthrough
Thread: Heroes 5 TotE Campaigns: Academy Walkthrough This thread is 16 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 · «PREV / NEXT»
phinex
phinex


Adventuring Hero
for sylvan
posted October 24, 2007 12:20 PM

Quote:

I have a big problem taking Inferno castle with Wulfstan in last misson. Same as Araseth. Unfortunately, no one replied to him.

I've found it to be much easier using Divine Vengeance spell, at one time it's seems I'm almost there, but still those Pit Lords, gated creaturess, Mass Slow, Mass Weakness - yack!
Much of Wulfstan stacks seems useless in this battle - Rune Patriarchs, there're many but.. Don't know why exactly, but they don't shoot. What use has Firewall against demons? Deflect Missile pretty useless, 'cause you have to block/kill succubbi anyway. If they are used for direct attack they are too weak and are easily killed. Don't know what to do.

Please, help!

I pick the triple ballista,flaming arrows and enlightenment,and give Armor of Dwarven Kings to Wulfstan.And the ballista can kill 9 arch devils per turn.
Then the battle is not hard,only die some Skirmishers and Rune Patriarchs

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Nebuka
Nebuka


Promising
Supreme Hero
Save me Jebus!
posted October 24, 2007 04:08 PM

Those *ambush* fights really do suck. Only Yyalla had a relaxing time fighting.

As for Wulfstan...make sure you have enough gems, and ore. Resurrection runes on Magma Dragons saved me. Though, you might have a easier time, as I really haven't leveled up Wulfstan that much. Plus, I don't know fortress creatures that much anyway...

So, try to level him up a bit more in mission three, use memory mentor to get skills you want, and...good luck.
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Nebuka
Nebuka


Promising
Supreme Hero
Save me Jebus!
posted October 24, 2007 04:29 PM

For Kujin fight, it's imperative to lure the enemy out as soon as possible. So, prolly putting executioners (they are first usually in your army) in the enemy's reach in first turn.

That way they made only few gatings (those who had turns before them), as others went outside to get execs. And then it's easy picking for mighty, really mighty stronghold army. Horde's anger at start from Kujin (on Archdevils I'd recommend), Battlecry, and Fear My Roar to sweeten things later.

Heh, enemy had just 3 spell power, thanks to that might over magic.

And another great news coming with Tribes, seems heroes *can* transfer from campaign to campaign - I mean, with stats, skills and arties.

Here's my replay of fight btw.

Link
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Nebuka
Nebuka


Promising
Supreme Hero
Save me Jebus!
posted October 24, 2007 04:35 PM

Quote:
Rolf was strong but not too hard to beat.
My Zehir has the ultimate skill. use mark of the wizard to blindness the troops,move the elements to protect my troops.Then,use divine vengence,10000+damage per turn.I use this strategy defeat Rolf with 15 magma dragons,30 thunder thanes, 50rune patriarch and 500 shieldguards.
The annoying thing is Rolf has Boots of Magical defense and Armor of the Forgotten Hero,always resistance the magic.


I played lousy Rolf, will be way easier now, second time (think I'll replay whole campaign again soon, really not bad). Still had no Ultimate (got it at start of last mission) but had both dark and summoning magic - dark thanks to book. My academy army was way too weak, only good stacks were those orange rakshsahshahas, and magma dragons. 60+ of them! And still had lousy time.

Next time will prolly haste to the area for town, earlier production this way, and maybe I'll even use those damn creature artifacts lol. Completly forgot, nor used academy special...

Maybe will go for ultimate as well, with memory mentor and all.



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wom
wom

Tavern Dweller
posted October 25, 2007 11:50 AM

hmm i have an annoying problem with map #2 of this campain. I have visited all the obelisks and revealed the puzzle map, but somehow i cant find the location of the artifact..i just cant recognize it i guess. damn !

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 25, 2007 04:28 PM

It's underground near the Blood Temple, unless there are multiple possible places. Since the initial part of the map is comparably small, I had no problems finding it.
____________
In ur base killing ur doods... and raising them as undeads.

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wom
wom

Tavern Dweller
posted October 25, 2007 05:00 PM

Quote:
It's underground near the Blood Temple, unless there are multiple possible places. Since the initial part of the map is comparably small, I had no problems finding it.


ok i knew it would be fairly easy but maybe it was the perspective of the puzzle map, who knows..thanx!

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phinex
phinex


Adventuring Hero
for sylvan
posted October 25, 2007 06:13 PM

Quote:

I played lousy Rolf, will be way easier now, second time (think I'll replay whole campaign again soon, really not bad). Still had no Ultimate (got it at start of last mission) but had both dark and summoning magic - dark thanks to book. My academy army was way too weak, only good stacks were those orange rakshsahshahas, and magma dragons. 60+ of them! And still had lousy time.

Next time will prolly haste to the area for town, earlier production this way, and maybe I'll even use those damn creature artifacts lol. Completly forgot, nor used academy special...

Maybe will go for ultimate as well, with memory mentor and all.


My replay
With 15 Magma Dragons,39 Thunder Thane,64Rune Patriarches 108 Battleragers,129Blackbear Riders,294 Skirmishers 548 Shieldguards
If I have Staff of Sar-Issus,I think  it will become more easily.

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Nebuka
Nebuka


Promising
Supreme Hero
Save me Jebus!
posted October 25, 2007 06:28 PM

Heh, you flat out shouldn't have won that battle. But that's the AI.

Great job in any case, that Divine Vengeance and linking two critters (Mark of the Wizard, right?) is something. Think I'll now definatelly go with AO next time.
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted October 28, 2007 04:39 AM

How do you get through the battles of the final scenario??!??!?!?!  You have heroes seiging castles with terrible armies, and the enemy has huge ones!!!
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How exactly is luck a skill?

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 28, 2007 07:54 AM

I thought the same at first, but they actually aren't that hard. I had the most trouble with Wulfstan since I hardly used him, but heavy rune usage still allowed him to win.
Ylaya should focus on ice magic, Freyda should use Mass casts whenever possible, although you'll probably be busy cleansing PM.
I've got no idea how to win with Kujin though. Gotai has more than enough cyclops to win in her stead, but this messes the scenario up quite a bit.
____________
In ur base killing ur doods... and raising them as undeads.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 28, 2007 11:41 AM

Wulfstan has little problem if he uses rune of battlerage in the packed units to the right. Even if they fall you have divine vengeance to make up for it. You already have warmachines so the gate should fall quickly too and even if you are blocked you can use rune of berserking. If your rure patriarchs are seduced don't cleanse them, they love casting deflect missile on the demons.

Ylaya has evercold icicle(great deep freeze ) and trident of titans with more than enough mana and warlock's luck. Don't tell me you had a problem with her.

With Freyda it was a bit harder because I had not returned her to the haven to learn more light spells. Regardless I kept casting single spells and vessel of Elrath got me through.

Kujin does not have too many problems. Cast haste on untamed cyclopses and keep casting order of the chief on them with the chieftains all the while casting horde's anger and others. On round 1 you break the gates and you can keep hitting multiple targets with the cyclopses. Your wyvers will get to block the succubi, your chieftains will charge at lvl 3 rage(double attack) and even if all your armies fall you'll still have shamans and your goblins to save you. Just remember to attack the original units because you'll be drowned in gates.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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exekutor
exekutor


Adventuring Hero
posted October 28, 2007 04:30 PM

The third mission kind of sucked. That yellow snow just keeped teleporting back home when I went after him, Wulfstan never fought a real battle and had to babysit with a ridicoulus amount of troops the city Two tears of Asha and no real use for them, a pity.
Zehir, 10 Titans, 70 Rashkaashahas Katratasha and 50 Archmage (I was almost finished when I found that City landing place lol) then met Rolf That's supposed to be an Academy campaign, so I didn't wanna play with crappy dwarfs. Well, it was a bloody massacre and at the end I was left with 5 Titans, 8 or 10 rashakasha and 20 or 25 Archmages. That Rolf bastard spammed runes every turn, but Mass Haste + Divine Strength, Phoenix and Resurection saved somehow day

But now I'm stuck at the last mission. Crappy Wulfstan with crappy army assaulting fortified Inferno town with better hero and better army ... I'm ... Wulfstan's getting butt-raped ... Those Succubi, Arch Devils and Pit Spawns are killing anything I have. And since that worthless catapult never ever hits what I want, I have to teleport them in where they get killed because they are alone, or getting shot to pieces waiting for the gate to be destroyed Any advice how to not getting killed? I basicly never used Runes before, but how can they help me when half my army gets killed before I can get into melee?

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guarder
guarder


Supreme Hero
posted October 28, 2007 04:49 PM

You can use the runee of ethearnal or what it's called. That makes you incorpereal.
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Trenul
Trenul

Tavern Dweller
posted October 29, 2007 07:15 AM
Edited by Trenul at 07:39, 29 Oct 2007.

Quote:
The third mission kind of sucked. That yellow snow just keeped teleporting back home when I went after him, Wulfstan never fought a real battle and had to babysit with a ridicoulus amount of troops the city Two tears of Asha and no real use for them, a pity.
Zehir, 10 Titans, 70 Rashkaashahas Katratasha and 50 Archmage (I was almost finished when I found that City landing place lol) then met Rolf That's supposed to be an Academy campaign, so I didn't wanna play with crappy dwarfs. Well, it was a bloody massacre and at the end I was left with 5 Titans, 8 or 10 rashakasha and 20 or 25 Archmages. That Rolf bastard spammed runes every turn, but Mass Haste + Divine Strength, Phoenix and Resurection saved somehow day

But now I'm stuck at the last mission. Crappy Wulfstan with crappy army assaulting fortified Inferno town with better hero and better army ... I'm ... Wulfstan's getting butt-raped ... Those Succubi, Arch Devils and Pit Spawns are killing anything I have. And since that worthless catapult never ever hits what I want, I have to teleport them in where they get killed because they are alone, or getting shot to pieces waiting for the gate to be destroyed Any advice how to not getting killed? I basicly never used Runes before, but how can they help me when half my army gets killed before I can get into melee?


euhm... I beat Rolf with only the Rakshasas (their multiple attack is so sweet when they have Vampirism). Maybe having arcane brilliance (wizard ultimate) made it easy.. dunno Just remember to keep casting arcane armor on them when it is about to go out. And attack the enemy's squishy units (low defense) to maximize vampirism when rakshasas get low in numbers. Haste and divine strength also help but they are secondary. Thats about all (lost like 15 raksha's out of 80 - did one rezz just before battle end).  Also had a nice artifact on raksha's (+39% ini, +4 or +5 luck and something else, the 'lower target defense' thing i think) which is another advantage for using only one stack (also on a sidenote.. what is the chance that an enemy spell be mirrored to an enemy unit when you only have one stack ? .  Oh and you cannot extract HP from magma dragons (they're elemental).

about wulfstan.. do what rolf did (rune abuse), also having catapult skill with a few lucky shots enabled me to destroy the enemy towers fairly easy (one down at each catapult turn). runes of berserking (one multiple non-retaliated attack), etherealness (incorporeal for 1 turn) and even exorcism (that mass confusion on shooters is annoying). And I think I left the whole dwarven set on wulfstan at mission 3 end too. Also remember to target the original units, not the gated ones. Thats about all for now, will move on in mission 4 soon

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exekutor
exekutor


Adventuring Hero
posted October 29, 2007 01:47 PM

Hmmm... maybe I should have gone for Arcane Omniscience too ... Vampirism on those new Rashakashas makes them not only imba but also immortal LOL
The problem with Wulfstan is, I kept his starting skills, he's 25 and barely has any good runes, no ressurection and ethereal iirc. He only has that Runeforce set, and get's bad luck thanks to that inferno building ...
Hmmm... maybe I'll finish the third mission again, giving Zehir arcane omniscience (which sounds like a lot of fun, and he gets enough xp to get there). What kind of skills you gave Zehir? I kept the starting ones (Luck, Sorcery, Enlightement, Summon) and added Light Magic. Luck and Sorcery(30% faster is nice, but the "perks" suck) are expendable, even Summon (those Summon perks are kind of useless too, I maybe casted elementals two times in this campaign, no need for Fire Warriors). Thanks to my artifacts I have like 36 spellpower, 4 more or less won't make that much of a difference in Summon.

Zehir get's so ridicoulus amounts of mana, I can't run out, not even with 1k or 2k of those inferno suckers

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 29, 2007 02:02 PM

I remember him having all runes, at least I didn't miss any.
____________
In ur base killing ur doods... and raising them as undeads.

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Trenul
Trenul

Tavern Dweller
posted October 29, 2007 02:09 PM

well for zehir its sorcery, enlightenement and war machins as prereq for arcane omniscience (would be nice to see that tremors effect on Earthquake spell but tbh i didnt use it yet ..and also summoning (banish, elemental balance, exorcism) and leadership (with diplomacy so far) -> diplomacy is fun, i had 250+ air elementals join the ranks in 4th map, and also some gargoyles and earth shamans good for slow early on in fights

as i recall.. wulfstan had all runes early (he already had them in mission 3 of this last campaign) and also expert light magic , pathfinding with death march , and war machines i think, but cant remember the other skills tho

not much to say about freyda.. she was like lvl 27 i think, with expert light so rezz + archangels save the day (and of course vessel of elrath is cool). just have to put those conscripts in the line of fire

kujin had problems, had to reload 3 times , so it was quite bad .. thing is to keep the succubus scared (fear my roar) at first, else they seduce the chieftains which will attack the nearby cyclops and wreak havoc in the ranks (cyclops multi-tile attack)

place the cyclops with goblins 'sandwich' between them (a nice snack for ranged attack), also the chieftains in front of goblins to cover them , then at some distance the earth shamans, centaurs and wyverns -> fly those early on to get poison on some of the enemy, anyway they will die quick but in glory and also be careful what you break with the catapult, I managed to keep the enemy in 'defend' for a whole turn because the wall wasnt broken in my side (cyclops side) - had war machines and catapult on kujin, with no ultimate and still managed it and also use the sweet hexing attack of earth shamans - makes wonders with weakness, slow and other such nice things on enemy stacks (mostly the chieftain's ini buff was used on the shamans in the late combat)
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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 29, 2007 02:13 PM

actually, most elementals joined my Zehir in the last map. Either they are preset to do so, or it's related to his specialty.
____________
In ur base killing ur doods... and raising them as undeads.

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Trenul
Trenul

Tavern Dweller
posted October 29, 2007 02:27 PM

well i only had the honor to get the air elementals , some fire and earth (one of each i think) were unwilling to join , but air + high morale is so wonderful, not to mention they are immune to stormcalling ability of the titans

and zehir really sounds more mature in this expansion compared to the original campaign , probably this is in line with him growing up to be a leader. he still got some silly comments but they are made ok by other stuff (e.g. when he says "hostile dark elves to the north west, i'll descend upon them like the godfather of all sandstorms.. aahhh .... i just cant say that stuff like Godric did" <- he misses Godric
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