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Heroes Community > Heroes 6 - The New Beginning > Thread: Heroes 6 SOD campaigns: Dungeon walkthrough and questions
Thread: Heroes 6 SOD campaigns: Dungeon walkthrough and questions This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted May 22, 2013 06:53 AM

Map 1 has been updated and made a bit more through.
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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted May 22, 2013 08:17 AM

I have finished the Dungeon campaign on Hard difficulty and found it very easy. Going Dungeon Might Blood is a walk in the park....not much challenge....

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted May 23, 2013 10:07 AM

Here are my first results Though, the third map can be finished 1-2-5 or even sooner. The second one is a little bit more tricky, but I think it can be finished week 2 too, provided you have some experience and know the details.

Shades of Darkness. Dungeon 2

Shades of Darkness. Dungeon 3

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted May 26, 2013 04:43 PM

For now (until I say otherwise) do not click on any links that appear in my posts.  Somebody I know and trust caught a virus, and when I opened the email I got it also.
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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted May 28, 2013 07:34 AM

Dungeon Campaign 4 was a bit of a pain with all the demon heroes that keep coming for you.....once you kill them, they just come back with the same amount of troops...cheating! Gone are the days of Heroes I where you kill enemy and he stays dead!
Anyway, still love this campaign...

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted May 28, 2013 08:37 AM

Quote:
they just come back with the same amount of troops...cheating!

That's why it's a good decision to ignore the red hero until the portal is closed. He's basically harmless and fights wandering creatures only. At least, I've never seen him to siege any of my towns. Also I've found another bug If you visit both Stables (+5 MP/week) and Statue of Centaur (+5 MP/week, +10% ranged damage), next week you'll have +5 MP as a permanent bonus! That means that one of the logistics bonuses isn't removed properly. So, with this bug I've finished the map day 2-1-3:

Shades of Darkness. Dungeon 4

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted May 30, 2013 10:36 PM

Hey, where was the Vial of Poison artifact?

I needed it to complete my Assassin's Set.....

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted May 30, 2013 11:24 PM

If I remember correctly you get it Map two.  If you go tears it is found when you get the one hero to meet up with the reinforcements.  I don't know how to get it if you go blood.
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Elodin
Elodin


Promising
Legendary Hero
Free Thinker
posted May 31, 2013 07:52 AM
Edited by Elodin at 08:06, 31 May 2013.

******Warning, Spoilers below*************


Map1: The Other Elves (Sorcerer Gameplay)

My sorcerer specialized in Enlightenment. Faster leveling means staying "ahead of the curve" of neutral stack growth and enemy hero power. And getting to play with new abilities longer. More options for more battles. My sorcerer is thirsty for the blood of his enemies and  sheds no tears for their destruction.

For dynasty bonuses on map1, +magic defense, +magic attack, +mana regeneration,  +Faction ability, +5 morale after flawless victory. Economic bonuses are not useful on map 1 so I chose boosts to help the army and heroe.

Starting Skills:
Tactics: The young hero need to be able to control troop formation, and use terrain advantageously. Lurkers and stalkers go in a corner.

Firebolt/Fireball: A single target damaging spell + Area damaging spell. Burn, baby burn!

Life Drain: All your life forces R belong to me! Muhaaaa haaaa! If the sorcerer needs the mass version of life drain before hitting level 6 he has made grave tactical errors.

Ice Bolt: Cheap damaging spell that also offers crowd control to slow enemy advancement. The young sorcerer is not yet so powerful and has few troops so the added crowd control is welcome.

Dynasty Weapon: Asha's Eightfold staff. A good staff for a young sorcerer, and a staff that is not affected by the manna bug of staffs that are supposed to reduce manna cost of spells from certain schools of magic but that increase manna cost instead.

General Early Map Tactics:
- Rearrange stacks based on terrain features
- Stalkers and lurker are placed in a corner
- Use two stalker stacks to target different walker stacks to slow enemy advancement if necessary (I never had to do this)
- The assassin waits on his first turn to backstab approaching enemies.
- When facing only shooters or taking the Haven fort/Dark Elf outpost use only the assassins and spells
- When a griffin takes wing turn the stack he wants to strike invisible and he gets to attack no one
- The young sorcerer casts spells as needed to destroy his enemies, control the battlefield, and heal his troops.

Level 6: Mass Life Drain: Life is getting more dangerous so the sorcerer focuses on learning to heal his troops
Level 7: Regeneration: Healing
Level 8: Mass Regeneration

End game strategies
When you get to the portion of the game where you must defeat or avoid 2 heroes if you are a bloodthirsty hero then here is what I recommend:
--Make sure to visit the stables and end your turn at the bottom of the stairs
--Take the stairs, visit the observatory
--Defeat the knight
--take the stairs back down and visit the anti-magic alter
--defeat the cleric for a flawless victory (she will attack your Minotaur stack with her normal attack but not do enough damage to kill one.)

The unicorn bow is ridiculously easy for a sorcerer to obtain with only his invisible assassins and spells.

At this point my sorcerer became a dark prophet.

Reliquary battle with angel hero:
1) Opening moves:
- lurkers placed in corner, stalkers in front, minotaur by side, assassins by minotaur
-assassins will wait on turn one
-Seraph stack waits
-fireball archers + seraph stack. This left one archer for me.
-minotaur moves up one square to prevent seraphs from being able to attack shooters
-stalkers attack vestals
- attack angel
-assassin attacks approaching praetorians

2) Turn 2:
-Mass regeneration

3)Turn 3:
- I used a firebolt on the seraph stack and finished it off with the the assassins.
-took out strays with shooters for a flawless victory

Leaving Reliquary:
-- My sorcerer took the time to visit the manna pool
-- Sorcerer went to the anti-magic shrine (the hero chasing him is a cleric)
-- Sorcerer doubled back to head for the stables ad let the cleric catch up

Battle with the cleric hero as with the previous cleric. She can't use her magic on your troops. Crush her in turn 2.

Final battle:
-opened with mass regeneration
-trivial battle if you've not lost troops


Each of the libraries on the map only gave my heroe +1 to magic power.
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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted May 31, 2013 07:57 AM
Edited by DoubleDeck at 10:08, 31 May 2013.

@Mytical: Yes of course, it must be, because I cleared every map but went blood route, so missed out on Vial artifact (must have been that tears secondary quest that I failed!)...

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Maurice
Maurice

Hero of Order
Part of the furniture
posted May 31, 2013 11:31 AM

Quote:
@Mytical: Yes of course, it must be, because I cleared every map but went blood route, so missed out on Vial artifact (must have been that tears secondary quest that I failed!)...


I've gone Blood as well, but it would be very odd if you could only complete the set if you went Tears. I am pretty sure that Blood would have been given a quest as well, that would reward the Vial. I haven't played in a while (side-tracked by other things at the moment), so I can't remember if I have it or not - as I am still on the second map, but nearly done there - but I will see if I can check this weekend.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted May 31, 2013 02:04 PM

I think the secondary quest involved a choice of choosing 100 blood or 100 tears, so if you chose tears then you got the artifcat. You can still go the blood route, just will take longer...

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Elodin
Elodin


Promising
Legendary Hero
Free Thinker
posted June 02, 2013 09:15 AM
Edited by Elodin at 23:33, 02 Jun 2013.

*****SPOILERS*****SPOILERS****SPOILERS****

My manna bugged on my magic dungeon heroe so deleted he was.  Hopefully my might heroe suffers not the same curse.

Map1: The Other Elves (Might heroe, Blood path), hard difficulty

Specialty: Enlightenment

Dynasty Traits
+Might power, +Might Defense, Living Legend, Fanatic, Acclaimed Leader

Dynasty Weapon: Arachne (level 4)

Starting Abilities
Tactics
Pressed Attack
Heroism
Mass Heroism
Regeneration
Level 6: Mass Regeneration
Level 7: Not assigned
Level 8  Not assigned

I'll probably add logistics and ambush for the start of map2.

I did not assign the last 2 ability points mainly because I was debating what to chose (I'm more of a magic player) and wound up just forgetting about it.

My heroe wound up with 412/1000 towards the second blood rank.

Most of my creeping was done with assassins only in well over half of the map.

Creeping with only assassins
--Wait the first turn unless the other creatures are all faster than the sins
--Cast Heroism on the sins and advance
--(Turn2) Cast Pressed Attack. Wait to attack unless the other creatures are faster
--The +faction dynasty ability already makes a cloak available from turn 1. Don't forget to use it to refresh your cloak for tactical considerations or just a damage boost.
--cast regeneration if needed

Of course if I did not use the life drain dynasty weapon such creeping would not be possible.

lost 4 assassins at the Haven Fort
lost 1 lurker in battle with knight heroe
lost 1 lurker in reliquary battle

The anti-magic shrine was used as described in my post about my sorcerer gameplay to help defeat the cleric when deciding to avoid or fight to two heroes near the sanctuary as well as to defeat the cleric giving chase near the end of the game.
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Elodin
Elodin


Promising
Legendary Hero
Free Thinker
posted June 02, 2013 11:50 PM
Edited by Elodin at 23:55, 02 Jun 2013.

Since the map has such a pressing time table for the first part I thought I'd show exactly what I did from the start of map 2 through the dragon encounter.

****Spoilers****Spoilers****Spoilers****Spoilers
Map2: Might heroe (hard difficulty)


Dynasty bonuses:   +%gold income,  first heroe free, +5ore/wood, +3 movement, +faction ability

Dynasty Weapon: Arachne (Level4)

Starting Abilities:
Tactics
Pressed Attack
Heroism
Mass Heroism
Regeneration
Mass Regeneration
Ambush
Logistics


Week1: Took the ore mine, doubled back to get the lumber mill, killed stuff along the way.

Most Week 1 battles were fought with just the assassins. High threat Scorpicores were guarding the south route to the gold mine, so, yeah, that ain't happening.

Day1:  Tavern, hired heroe
Day2:  Town Upgrade
Day3:  Town Upgrade
Day4:  Marketplace
Day5:  Assassin Dwelling
Day6:  Stalker Dwelling
Day7:  Manticore layer

Week2: Day4 entered portal. Having manticores and upgraded stalkers was very helpful. Took gold mine, crystal mine. Cleared everything in the circle area except one stack just below the stables. An enemy hero entered the portal the turn after I got the final whisper on day 6 so I headed for the portal.

Week2:
Day1: Upgrade Stalker Dwelling
Day2:  Idle
Day3:  Idle
Day4:  Town Upgrade
Day5:  Minotaur Dwelling
Day6:  Lurker Dwelling
Day7:  Fort, hired heroe


Week3: Completed Trial of Sight. Took Fort with no loses (Manticores were very helpful here.)  On Day 3 my heroe is just heading around the circle towards the dragon and I see an enemy heroe start coming from the lower right. The next day though he could not defeat the passage guardians, but I could have safely beaten him to the dragons anyways.  I went past the dragon the next day and cleared the experience obelisk.  

Day 5, fought dragons, no loses. Everyone but the shooters waited on turn 1 to let the shooters weaken the dragon stack. Assassins and the shades picked up from the outpost could attack with no retal. Minotaurs were cloaked for no retal attack. Manticores sting means no retal. Flawless victory.

Week3:
Day1:  Portal
Day2:  Advanced Marketplace, Ring of Celerity, Pick Axe,  transferred troops to fort
Day3:  Advanced Town Portal.  
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Simpelicity
Simpelicity


Promising
Famous Hero
Video maker
posted June 03, 2013 12:25 AM

Elodin, you use a lot of dynasty bonuses. Just a suggestion, but I'd rather see a guide that doesn't take into account that you spent Uplay points accordingly. Not that I'd use the guide, but just sayin', would just make the guide better.

I haven't read everything here, but I'd also add (because I haven't seen it in the couple posts I read) that you want chakram dancers on the top of the map when attacking, and on the bottom when you're defending, to better take advantage of their shooting arcs. It always arcs to her left.

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Elodin
Elodin


Promising
Legendary Hero
Free Thinker
posted June 03, 2013 06:31 AM
Edited by Elodin at 06:34, 03 Jun 2013.

Quote:
Elodin, you use a lot of dynasty bonuses. Just a suggestion, but I'd rather see a guide that doesn't take into account that you spent Uplay points accordingly. Not that I'd use the guide, but just sayin', would just make the guide better.

I haven't read everything here, but I'd also add (because I haven't seen it in the couple posts I read) that you want chakram dancers on the top of the map when attacking, and on the bottom when you're defending, to better take advantage of their shooting arcs. It always arcs to her left.


I don't consider what I've written to be a guide. It more of a "Let's Play."  Just how I did it. Not necessarily the best way or even a good way.

I still consider myself to be a HOMM6 noob even though my dynasty is platinum level. I played in the beta but stopped playing after that until recently. However, I've been with the series since the original King's Bounty, lo these many years ago.

Having more dynasty bonuses is helpful but really many are only minor bonues that can be easily be compensated for in other ways. Before my magic dungeon heroe got manna bugged I did not have logistics OR the dynasty movement bonus and still moved roughly as quickly as the might heroe I am now using simply by choosing not to fight a few monster stacks. I took enlightenment for my heroe's specialty, but there are other specialties that could benefit your economy or help your heroe fight better. Ect.

My might heroe is level 11 in week 3 without spending the three attribute points he has earned on map2 so there are obviously a number of ways to build a successful might hero.

Anyways, I have a lot to learn and would like to see how others approach the maps.
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ShardofTruth
ShardofTruth


Hired Hero
posted June 03, 2013 11:20 PM

Quote:
@Mytical: Yes of course, it must be, because I cleared every map but went blood route, so missed out on Vial artifact (must have been that tears secondary quest that I failed!)...

I think I didn't even get the dialogue with Menan on my blood playthrough which is a bit disappointing.
Should I look out for a similiar exclusive quest in the Necro campaign?

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Elodin
Elodin


Promising
Legendary Hero
Free Thinker
posted June 03, 2013 11:43 PM
Edited by Elodin at 23:44, 03 Jun 2013.

Quote:
Quote:
@Mytical: Yes of course, it must be, because I cleared every map but went blood route, so missed out on Vial artifact (must have been that tears secondary quest that I failed!)...

I think I didn't even get the dialogue with Menan on my blood playthrough which is a bit disappointing.
Should I look out for a similiar exclusive quest in the Necro campaign?


I just got the Vial as part of the "Splinter Cells" side quest reward (Map2) as a might-blood heroe. You get the quest immediately after the dragon quest. Two rebel "squads" (stacks) of stalkers pop up and potentially steal two of your mines in the dragon quest area. I don't know if the AI can kill the stacks. IF so you could potentially fail the quest if an AI heroe defeats one of those stacks. I chose to complete the side quest before going after AI towns.
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Simpelicity
Simpelicity


Promising
Famous Hero
Video maker
posted June 04, 2013 12:24 AM

Well I got my own actuallet's play going on if you really want to see another approach to it, but I don't think I'd write it down here. You have an admirable dedication to do so yourself.

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Elodin
Elodin


Promising
Legendary Hero
Free Thinker
posted June 04, 2013 05:58 PM
Edited by Elodin at 00:17, 05 Jun 2013.

Spoilers*******Spoilers******SPOILERS*******Spoilers********Spoilers

Map2: Might/Blood Heroe (continuation)

Week3, Day5: (After Dragon Encounter)

*******Yrris will carry over to the next map, minus artifacts*******

Transfer the armies from the two new heroes to the main heroe. Now those scorpicores guarding the southern passage to the gold mine area are no match for his armies. I destroyed one passage guardian then continued to the stables and then to the next group of scorpicores guarding the passage by the gold mine. In both of those scorpicore battles I opened with mass heroism and everyone waited until the assassin's turn came up. Next turn was the upgraded stakers and they finished finished the stack of scorpicores off. What a difference a couple of weeks makes!  Good thing, since the rebels stole the other gold mine. Grrrrrrrrr. They shall pay for their treachery.


Week3:
Day5:  Idle
Day6:  Dragon Dwelling
Day7:  Advanced Fortification

Week4

The mine area is clear. I decided rather than continue on into the inferno area to go deal with the two assassin stacks that are part of the subquest, so the main hero ported back to town on Day1. On Day2 the exploring hero had to teleport back home but the main hero was ready to teleport to that area anyways to do the side quest. Main hero ports to the fort with upgraded assassins/lurkers and additional troops. Day4 Main heroe captured gold mine by fort and did half the side quest to kill the rebels but had to port back home to deal with an inferno invasion from the south. Day5 YAY, being invaded from the north as well. Sweet!!


Week4:
Day1: Upgrade Assassin Dwelling, upgraded main heroe assassins
Day2:  Upgraded Lurker Dwelling, upgraded main heroe lurkers
Day3:  Idle
Day7:  Superior Fortification

After the rebel quest was complete I decided rather than capturing the inferno town I'd capture the two dungeon towns first. Of course there was a lot of porting back and forth to defend the towns. I eventually wound up with two secondary heroes who also had armies. One had a more sizable army than the main heroe (at least in terms of dragons) and the other had an army of basically one week's worth of troops.

The reason why I decided to take the Inferno town last is that the defensive structure that makes you take damage outside the gates every turn would have resulted in unacceptable losses to my troops at that stage in the game.

I took back the fort in the dragon quest area a couple of times but it was often under enemy control because of multiple enemy heroes running around everywhere.

The Faceless quest also gives stat bonuses (a bonus after each faceless visited), not just the experience bonus listed on the quest description, so don't skip the quest.

After both dungeon towns were conquered and all inferno heroes outside their town were defeated, I parked my main heroe in front of the inferno town until I could get the secondary hereo who had a sizable army parked in front of it. Of course another heroe shuttled troops down to that "sieging" heroe to keep her army growing so the AI would not be tempted to try to break the siege.

Then the main hero went to visit the last faceless. He hit level 15 here.

Then I scoured the map for any power-ups not visited yet and fought remaining neutral stacks to get more blood points. Using the filters on the map is helpful for this. To expand the map click on the diagonal up arrow in the lower left of the map. HOWEVER, after happily fighting a number of neutral stacks after getting all the power ups I noticed that with max level you also receive no more blood points. Bleh. Oh well, I got more experience for the dynasty weapon.

My heroes build at 15 is:
Logistics
Tactics II
Ambush
Heroism
Mass Heroism
Pressed Attack
Heroic Charge
Intimidation
Counterattack III
Cleave
Regeneration
Mass Regeneration

Blood Rep 910/1000

My theory in taking Counterattack III is the troops are fragile and get a preemptive counterstrike to avoid some damage and they also do more damage, and thus leech more health (with Arachne IV) on their counterattacks. Dungeon troops do get a lot of no-retal attacks but once the dragon has breathed or the manticore has stung he suffers retaliation for a couple of attacks after that.
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