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Heroes Community > Heroes 6 - The New Beginning > Thread: Tutorial Campain
Thread: Tutorial Campain
Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted October 16, 2011 01:43 AM

Tutorial Campain

Are we ready for a walkthrough? I know the tutorial is pathetically easy, and skills are a matter of taste..but if anybody is interested I can lay down a basic walkthrough of the Campaign, though I will admit I have no clue if I missed anything or not
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kiradex
kiradex

Tavern Dweller
posted October 16, 2011 11:25 AM

i think i need to dig a hole and hide my face in it if the tutorial is pathetically easy >_> >_> lol.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted October 16, 2011 11:51 AM

I am going to go through once more today before I lay down my walkthrough, but normally for the first part of the walkthrough I don't spend my skill points.  I tend to save them for when I can choose more then the warcries.  So this time I am going to choose a couple of warcries to see how that works out.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 16, 2011 12:03 PM

Yeah, only stand your ground seems worth it in the prologue.
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted October 16, 2011 04:21 PM
Edited by Mytical at 16:26, 16 Oct 2011.

This is just a basic walkthrough, not going to include numbers of creatures, as depending on difficulty it will of course change.  The interesting thing to note is, after ending on several different weeks (just to confirm) the last enemy does not seem to add any creatures each week.  So..there is no hurry there.

When you start out, you will have to kill some wolves, and you will not be able to access your hero for anything, even your creatures to split them up.  So you just have to go in guns a blazing..I mean swords a swinging.  I suggest trying to focus on one stack at a time, to limit attacks, also stand your ground is a bit more beneficial then your heroes attack.

Just grab everything you can after, and head toward the next wolf fight.  Before you go into this fight, it is wise to split up your sentinels to soak up attacks.  Again stand your ground is a lot more useful for your hero, when you can that is..otherwise do not hesitate to have the hero dealing the damage they can.  Focus on the upgraded wolves first.  They are beasts!  (pun half intended).

Again just grab everything, you can't go a wrong way..it is a one way path.  Stop by the heaven troops and have them join you..and keep in mind that you have to preserve your healers more then any other creature.

Again, hero is dealing pathetic damage, so might want to consider stand your ground.  However, if the attack will finish off the bigger of the two creatures (sorry I stink at the names of creatures, when I remember what they are called I will post them here).  Focus on the large one, taking it down as soon as possible.  Protect your healers however!

Next is the town.  Before attacking it, make sure to visit the statue that grants +10% hp.  Always a good thing.  I actually normally ignore the succubi in favor of taking down the doggies.  Once they are down, and the melee are dealing with the other (maniacs I believe?) then by all means thrash the succubi.  Your hero can take out a few of the succubi on his turn if you desire.  Note: You can only build the sentinel building, and that is it.  Build it, grab the extra sentinels.

Once again visit the +10% hp statue, and attack the doggies guarding the cloak.  Visit the statue again (notice a pattern here?  No?  Weird.)  Grab the flag and the stables (? not sure that is what it is called but does basically the same thing as the stable in H5). Now if you are facing south, turn left.  Yes there is a mine to the right, but since you will not need money or resources they can wait.  Flag/grab everything (of course), and you will come to a small group of Stronghold creatures.  Do not panic, they join you (unless you have your helmet on too tight and do not agree to them joining you).  Then head back toward the Stables.

By now you can flag the stables again, I forget if you can the flag again or not, but do so.  You have a choice.  Go up grab any sentinels that may be ready by now or not.  If you need visit the +10% statue.  Now on to the mine.  Focus on the upgraded ones, they are a PITA.  If you can afford to have the Stronghold creatures absorb the attacks/retaliations..it will negate the penalties from these guys.  Anyhow, beat them down, hard.

Grab mine, go grab the flag..and make a choice now.  I suggest you come back for reinforcements..if you don't plan to, grab the +10%hp, if not..don't..yet.  Go down south, grab more stronghold units..and the chest..then head back up to grab reinforcements/+10%hp.  Trust me, you will probably need it..big fight coming up.

Once ready head south, grabbing stable (should be ready by then).  Once you go so far into the little cul de sac you will be attacked.  This is to me the hardest fight..the end fight is not this hard (to me).  It will be almost impossible to totally protect your healers, but do everything you can to do so.

IF you survive, and you have a couple healers left, you should be good for the remainder of the campaign.  Flag the crystal mine, grab everything (including the items on the bones..it is hard to find, look carefully)...and look at that force guarding the final crystal mine.  You HAVE to fight them.  Once you flag that mine, you get to the next part..underground.

Go underground, head south..fight the ghouls here, grab the horn they are guarding.  Then north to fight some ghost..you will encounter the main bad guy, but he will vanish, so do not panic.  Fight the ghost..and make a decision.  Left is some upgraded haven archers..but it is not a walk in the park.  Consider going back for the flag/+10%hp/sentinels.  Yes it adds time to how long you are out and and about, but gives you a small boost in power.

Anyhow, you can leave that alone, or fight some necropolis creatures.  Smack them down (healers really can be fun to have here..IF you've managed to keep them).

Now you have some extra range power, but remember they will also hit your own creatures if they are in the way.

Ok so only one way to go again, so go around killing/grabbing everything.  When you see the staircase, don't just attack the creatures and head up, there is a bit more down south to grab first.

Once you climb the stairs..the inferno town is revealed..and a flag (good idea to grab that before attacking).  Make sure you are ready..and CHARGE!

They most frustrating thing about this is the enemy tends to turtle behind the wall.  Send the stronghold creatures and the sentinels to beat on the door.  This will probably speed things up by making him send out some of his creatures.  Keep two small stacks of sentinels for your ranged creatures and/or healers (if you have any).  Let them soak up some of the damage.  Even if it is for only one hit, they have done what you wanted..keeping more of your other creatures alive.

If he refuses to come play, have your ranged and hero focus on his range.  Once you get those down, he either comes out to play, or your ranged rain death unchallenged.

Congratulations you have just won the first map of the tutorial campaign
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted October 16, 2011 04:28 PM
Edited by Mytical at 00:30, 19 Oct 2011.

(Reserved for map 2 of tutorial)

Before I get into this, I am going to play it through again, and I will note my skill choices are probably NOT optimal.

By now, if you did not get any other warcries you should have minimum 4 points (very rare) or 5.  If you have 5 (or more) Then you will have a huge advantage .

Here are the skills I chose, in order.  Enlightenment (25% more exp is not great but with as much exp needed ...), logistics (3%...really?), Regeneration.  Why regen over healing?  Two turns vs one.  Now logically being a Might hero the best idea would be to grab a might skill, but I tend to grab the + spellpower for the magic that reg comes from.  Mass regen is next.  I know..weird choices. That should get you started right, and help protect you from losses.  If you want switch out Regen for healing (and the +spellpower for light magic +spellpower)

Walkthrough of map 2 - Tutorial Campaign
1st day I would suggest buying the building that produces the sisters, and heading to the left to pick up the free sentinels waiting for you.  As you are passing back by the town to go after the archers guarding the ore mine..buy archers.  Continue to build as you can (you will have to build certain buildings to progress), as you head down southward. Kill everything that is not too far out of your way, and gathering any resources.  Don't head left or right .. yet...go straight south.  Kill the first set of water elementals, wait till you capture the small town first, before going after the other elementals in the area.  You might even be able to time it to buy creatures ..which will help.

Before going through the portal, clear that area including flagging the sawmill and crystal mine.  Then through the portal for a fight.

Wipe out your enemy, and then clear everything around.  You will not be able to fight the stronghold creature near the statue, but you get a quest for him..before any fight might as well hit the statue.

Now..you can go back for reiforcements (BAD IDEA) once the gates open,  or head the opposite way of those gates and you will come upon a stronghold town.  You see a cut scene that lets you know somebody else is now on the move, take that town..and wait.  You should be able to build a tavern..go ahead, and pick the one with the sisters mastery special (+3 sisters a week...yes please).  Give them the +1 core creature ability, and logistics.  Have them go around collecting anything, clearing out anything you missed.

When the moving guy comes past you (and he will) jump him from behind and teach him that this is YOUR map.

Go ahead after and capture the other stronghold town, and you finish the stronghold persons quest.  Yay.  Next you will head through the pass right below that town, and you are going after the necromancers.  If needed you can bring your second hero down with any reinforcements.  The healers are especially useful.  You can clear out around the town with your main while you wait.  Anyhow, time to put the spirit to rest.

After, focus on this town.  Build it up after converting it.  This will now be your headquarters.  You should be outgrowing the remaining enemies, so it is all good.  Clear out everything, heading north to a portal.  You may want to wait on tagging the gold mine (or is it a ore mine?), until you return.  Kill the liches/etc grab everything through the portal, portal back, get reinforcements from the necro town.  Take the gold mine (ore mine?) and head back toward the first stronghold town you took (should be a haven town by now though.  Head past it keeping going that direction, clear all that, including the little cul de sac down south, and head back up and around.

The reason I say that is the last stronghold town if you beat it unleashes a rather sizable army, and you want to hold off on that for now.  Clear everything on the map, then gather your forces to show the remaining stronghold town who is in charge. You get a choice of sparing the leader for tear points, or killing them for blood points.

The dogs of war are unleashed. Track that one down and dispatch them without mercy.  They are in YOUR yard, show them what that means.

Gather any reinforcements that you can, gird your loin, it is time to fight...twice.  Yeah..you have to finish off a secondary hero before you get to lock horns with your main foe.  Which is a good thing, because if they had joined those forces..it would be bad..very bad.

Anyhow, you don't get a chance to rest between fights, so keep that in mind mana wise.  After you beat the second one..congradulations you have finished map two of the tutorial campaign.
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PitLord
PitLord


Known Hero
posted October 16, 2011 04:41 PM

Quote:
i think i need to dig a hole and hide my face in it if the tutorial is pathetically easy >_> >_> lol.



hahahaha props for the post, had to laugh xD

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted October 16, 2011 04:47 PM

By the way, it will probably be Tuesday before I will have time to play again..and somebody will probably beat me to a walkthrough.  Which is ok .  I never did, nor do I, claim to be anywhere near the best.  If I am in the top 30% of players I am happy.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 16, 2011 07:15 PM

Quote:
(Reserved for map 2 of tutorial)

Here are the skills I chose, in order.  Enlightenment (25% more exp is not great but with as much exp needed ...), logistics (3%...really?), Regeneration.  Why regen over healing?  Two turns vs one.  Now logically being a Might hero the best idea would be to grab a might skill, but I tend to grab the + spellpower for the magic that reg comes from.  Mass regen is next.  I know..weird choices. That should get you started right, and help protect you from losses.  If you want switch out Regen for healing (and the +spellpower for light magic +spellpower)

Other warcries aren't needed, the only spells you might want is heal or regeneration(actually 3 turn duration but I prefered heal because I do not like to prolong fights and just bring them all back before I finish the battle) and inner fire. Others I consider less important as you need all the mana you can get for the aforementioneon small levels except maybe counterstrike, archery and definitely tactics. Enlightenment is probably worthless here. Logs at +3 tiles/day seems ok if you want to go faster but not really needed.

Anyway there isn't much to say about these maps, just try to avoid losses and pick whatever bonuses/artifacts/dwellings you can. Esp in the second map you can afford to take your time, the AI will not attack you until you have killed its 3 garrisoned heroes and if there is a wandering hero (Martina in my case) it's nothing you can't deal with. All I can suggest about the fort sieges is kill healers first(or weaken before they cast their first 2 heals), then archers. After you kill both the sentinels will have to come to you, don't bother breaking the 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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kiradex
kiradex

Tavern Dweller
posted October 16, 2011 07:26 PM

Quote:
Quote:
i think i need to dig a hole and hide my face in it if the tutorial is pathetically easy >_> >_> lol.



hahahaha props for the post, had to laugh xD


i'm glad you enjoyed it LOL.. i did struggle with the tutorial though.. LOL >__>

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted October 16, 2011 09:36 PM

Got just a little play in, and man did the skills make things SO much easier.  Went Regen/Mass regen, Inner Fire, Tactics.  Just cleared the Necropolipse.  I am a little hesitant about archery.  The small amount of damage it adds just seems meh.  Will have to try it when I gain a level and see.  Btw regen on sisters rocks.  They can focus on healing others :lol:.  The only problem is I get one cast (low mana) for right now.

Is it just me or are the percentages pathetically low?
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted October 19, 2011 12:32 AM

Well, second walkthrough is up.  Remember these are very basic walkthroughs.  Not suggesting skills, stating numbers of enemies, or anything like that.
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LRN
LRN


Adventuring Hero
posted October 20, 2011 03:45 PM

Quote:
Yeah, only stand your ground seems worth it in the prologue.



To my surprise, Rush was the one I used the most. Lacking cavalry or aerial units, the mobility granted by that warcry was quite useful.

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LRN
LRN


Adventuring Hero
posted October 20, 2011 03:45 PM

Quote:
Yeah, only stand your ground seems worth it in the prologue.



To my surprise, Rush was the one I used the most. Lacking cavalry or aerial units, the mobility granted by that warcry was quite useful.

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