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Features → Walkthroughs  → The Warlock → The Cultists

by Infiltrator

Map 3 - The Cultists
Size - Very Big
Level Cap - 26
Carry Over: Raelag & Shadya

This is a rather straight forward mission in the Warlock Campaign. Basically, you need to completely clear the map of the enemy SoulScar clan. Unlike the previous mission, this one puts you in a much more subdued position. You start out without a castle, and the enemy has seven (yep, seven). Obviously, it all boils down on how well you built Raelag in the last two missions. If you have leveled him nicely and have high Spell power with Expert Destructive Magic (and learned the high-level spells), Empowered Spells, and even Warlock's Luck (highly recommended for patch 1.3), then you will have a good time wiping out the enemy with Raelag's special ability.

Well, maybe not. On heroic, this mission is widely regarded as one of the toughest among all, simply because the AI heroes are bumped up a lot after patch 1.2. Fortunately, there are a few things you can do to survive. If you are playing on patch 1.3, your mana runs out twice faster, but you might get a Warlock's Luck on your first Empowered Meteor Shower, saving your day. Resurrection s extremely helpful. Although it has been toned down in patch 1.3, you can still save up to 2/3 of your casaulties if you cast it at the right time (which is near the end of the battle).

Spoiler: view a screenshot of the underground

Let's start from the beginning. As always, three bonuses are available - 14 Assassins, 4 Dark Raiders and one Shadow Witch. I strongly suggest you pick the Witch as even though you start out with 1 Matriarch, the Witch will be useful as a secondary spell caster and as such be an easy choice amongst the three bonuses.

Shadya starts out with Raelag as well, and thankfully she has reinforcements. The Shadow Matriarch I mentioned above is just in front of you, so pick her up. Don't be too hasty with the Blood Furies, as they are hostile. Clear the Blood Furies now, such a waste. :( On post-1.2 heroic, especially 1.3 (where you use up mana very quickly) you probably want to fight them with Shadya, to save Raelag's mana for the real fight on the end of the day.

Transfer almost all units from Shadya to Raelag. You probably won't need her power for the first week at least (simply because you don't have enough troops). Your total army with Raelag should now consist of: ~80 Minotaurs, 30 Blood Maidens, 1 Shadow Witch, 1 Shadow Matriarch and 24 Assassins. Not much, but most of the damage output will be done by Raelag, if you intend to win this scenario.

Above you is a Hut of the Magi, which will reveal a small portion of the Surface. The war you are fighting will only take place in the underground, so why reveal a part of the surface? As you may have noticed, the Soulscar clan is aligned with the Demons, and they will continually send heroes (with increasing strength) to fight you. There will be a total of three waves, spawning as soon as you own 2, 4, and 6 towns. The demon Heroes will have to take the path which is revealed by the eye of the Magi, so this will serve as a warning system to you. The Demons will invade strictly from Point D marked on the minimap.

The enemy Warlock has 7 heroes who are relatively strong. Depending on difficulty, they will start with a moderate army with lv 18-19, or with a big army (which enables them to crush you on quick combat) with lv 22-23. Sooner or later they will come after you. On heroic, rest assured at least 6 of them will show up during the first two weeks, and the first one attack you on the end of Day 1, and the second on attack you on the end of Day 2!

Start by taking Castle #1. The enemy hero stationed here will come after you sometimes. Hopefully you'll fry everything else with Meteor Showers or Chain Lightnings before your units are killed off. Note that the units you deploy on the battlefield decides the random seed how the battle will go, so if you definitely cannot win a certain battle, try to hide some stacks, and maybe luck will come to your side. You should be able to take Castle #1 by the end of Day 2.

Now that you have one castle; it's essential that you secure the other one who lies just north-east in close proximity. Undoubtedly the enemy will have another high level hero waiting for you there as well. (or come to you directly when you hit End Turn this time) Hopefully you have enough mana left. You can quickly upgrade the wall and pray to Asha, if that boosts your confidence. If you are playing on a lower difficulty, then you actually have about a week of free time now. You can use Raelag to flag all mines to the south, and then take Castle #2 before the end of Day 1, Week 2 (so you can hire the fresh units from it).

From now on, every castle assault will look similar. You just need to feature some high-hp units to soak up the damage, while quickly use Meteor Shower and Chain Lightning to paint the floor with their blood. Once you have these 2 castles, you have a bit of breathing space, as the small peninsula is under your control.

Well, hold your breath on heroic. Your nightmare just started! There are still a handful of powerful heroes rushing straight to you, and they are not less powerful than the ones you've just beaten. The first wave of demon army will knock on your door on the third day as well! It is very likely that you cannot hold out both towns, even if you didn't really lose any significant army yet (learned Resurrection from mission 2?). You might need empty up Castle #2 and focus on defending Castle #1, which is much better built and profitable (as you should have put a capital in it). The demon army will take Castle #2 (and build it up a bit, until you take it back later rather easily).

On heroic, don't even think of going out with Raelag before you take out 6 mighty heroes (there are 7, but one usually gives up the entire army to another and go back to recruit.) Don't even think of flagging mines that are deep east. These powerful heroes are coming to you in a stream, and they will use up your mana (especially on patch 1.3).

The toughest hero is usually Lethos. His army is bigger than the others, and he likes to pay a visit to the Dragon Utopia on the way here. He'll usually get Implosion there, plus a handful of great artifacts to make him even harder to beat. If you are lucky, though, you can get the Emerald Slipper from him (50%+ on your Meteor Shower and Implision, can't beat this deal). Generally speaking, unless you can't make it back in time or you have no mana, always fight with Raelag. You will lose much less units with Raelag (because of his Intimidate special). <[>Your hard days will be finally over when you take care of the initial wave of assault. There won't be anymore in the short term.

If you are not playing on post-1.2 heroic, then take over whatever mines and resources lie around. Though you are separated by water, there are two portals (marked by red lines) which lead to your way, on the far corners of the peninsula. I strongly suggest you use Raelag for the conquest out there, but not give him all the troops. Raelag will gain troops from the castles he takes over, whereas you need a lot of defense for Shayda.

If you rush out with Raelag rather early (i.e. not on post-1.2 heroic), then whichever portal you take with Raelag, you can expect mighty heroes to come out of the other route. Another problem is the demons assaulting your towns. They will always teleport in the bottom-right corner, so your first two towns will be in danger. More reason to keep a good amount of forces for defense.

What is done and how it's done from here is almost just like in a normal scenario. You have to take over every castle. I marked the way I took on the minimap numerically, but depending on the AI decisions that may or may not be the best way. There are two "outer" castles on the edges of the map, two "inner" ones, and one stronghold in the northwestern corner. The stronghold is protected by a garrison, which should again, be no match for Raelag's magical arsenal even on heroic (where you will see a few dozens of Death Knights). Alternatively, if you are confident enough, just to a grand counter-clockwise tour of 6-3-7-4-5. On 1.3, your mana will run out after the garrison, so you probably have to take Castle #4 before #7.

Before you finish the mission, there are quite a few stat bonuses scattered around. There are five islands on the ground level; each can be accessed by a two-way portal in the underground level. Each island contains one stat bonus. One of them has a Witch Hut and another contains a Sylanna's Ancient (level up tree). There is also another confined underground area accessible from another two-way portal; there is a witch hut inside.

By the way, the Inferno heroes tend to ignore town 1 and 2 when Raelag is not around. So once you've secured one side of the portals, you can also send Shadya out to the other direction to capture towns. You should be able to squeeze the blue to only 1-2 towns left in the first month.

Once you have taken control all castles, victory will be yours! Congratulations if you beat it on post-1.2 heroic!

Comments
Abruzzi at 2010-04-05 05:32 wrote:
Weird, i only found 3 Islands above, and i searched the WHOLE underground, no more passports. Maybe this has been edited in Patch 1.5...

Peredhil at 2009-07-08 07:53 wrote:
You cannot use a memory mentor in Warlock campaign or anywhere else before ToE.Unless(not sure, just guessing) you're playing original campaigns in ToE version.

Heroic 1.6
The first 16 days were quite difficult;after killing all 7 magnificent warlocks,praise the Light(magic),the counteroffensive was swift and decisive.One bug-the first demon hero could not compute the path to my castle so he just stayed in the SE corner where he spawned.Subsequently his brethren did too.The same thing happened with first 2 necro heroes in C5M1;Finally Raelag came after the horned idiots and complete the secondary objective by killing all three.It did help a little(I used Shadya to take 1 town too),but it would have been manageable even without this bug.

And yes,Utopia gave Town Portal.Twice,to both heroes.
Edited on Sun, Jul 26 2009, 05:24 by Peredhil
Dharlee at 2009-07-08 00:54 wrote:
I notice that (at least on an easier game like mine) because of level limits you cannot learn Town Portal in the previous scenarios and in this one you can't (so far at least) build a lv 5 mage guild. So no hope of learning TP yet it seems. Also in my game Destructive magic was never offered so I had to go with summoning. I sure hope there is a memory mentor somewhere in the near future.

These walkthroughs are simply incredible guys. Thank you so much from a "gaming granny" who needs all the help she can get! =)
ahoover at 2009-02-05 22:52 wrote:
A skill that not many have mentioned that REALLY helps on this map is logistics. If Raelag and/or Shadya have expert logistics, defending the main 'island' is far easier. It also allows Raelag to hit blue quickly at the beginning of the map instead of waiting until later when the AI's heroes will have larger armies. While it is painful to have to give up having Enlightenment or Light Magic, you should still be ok assuming you have either Destructive or Summoning.
RiccElijah at 2008-04-26 09:17 wrote:
I read you need Destructive or summoning or even light spells to beat this map.. so is it impossible to beat it with Enlightmen, War machines, Luck, Defense and Attack?? sholud I start the campaign from the beginning with a different skill choice?
akaihane at 2008-02-17 04:27 wrote:
I decided to try this on heroic 1.5 and I feel the greatest challenge is to do this without the use of light magic. What are the chances of getting expert light at level 18? I've played numerous times with warlock on tote and I know for a fact that the chances of getting light magic offer to you early game is almost next to 0 esp when you start off with defence. I don't like to cheat and use trainer to check if your specific game will give you light magic or not. That simply defeats the purpose of a challenge.
Anyway after numerous trial and error to know roughly when the heroes are coming , I beat this without the use of light magic.
If I was given a choice to remake my hero , I will get enlightenment-intelligence first before going for warlock's luck. Expert sorcey with erratic mana and arcane training is no brainer.

I think the most important here is surviving the first 2 weeks so I'll roughly write out how I did it.
Day 1 , park Raelag & Shadya near the surfur mine.
Day 2 , Raelag will dark ritual and shadya will take all troops but the minotaurs and assassins(thats all Raelag needs to defeat both the first 2 heroes) and move to towards the gold mine capping all the mines on the way. You should be able to do this with no loss if you had build Shadya well on mission 2. For range , just field the 2 shadow witches and slow them while your hero bomb them.
Day 3-7 , After defeating the first 2 heroes , you will have very few minotaurs left , I had about 10+. But this is fine because you will have 1 week of 2 towns creeps of scouts/maidens/minotaurs/riders and 2 weeks of 1 town creeps of hydras/dragons. YES dragons , you can build it before the end of week 1 if you do this right. Now its capping mines and taking resources time. Both your heroes are capable of taking out all the creeps with 0 to a couple of useless units loss. If you still don't know how to do that then something is wrong. Make sure you hire 2 extra heroes and use the junk units from other races as your meat shield during creeping. Have a route to ensure that you can cap town 2 on day 1 week 2 and immediately retreat from it after buying ALL the units.
Week 2 , make sure either hero is station inside town 1 on day 1 with full mana. In my game , heroes came on both sides of the portal. Also starting on week 2 , make sure you buy ALL level 20+ heroes. Use them at what warlock is best at , suicide missions with 7 random useless units. Just stay around town 1 and wait for heroes to come at you but make sure one of your heroes are near town 2 on day 7 so you can cap it again on week 3 day 1. After week 2 , it should be easy from now and you should be able to hold both towns and move forward. Have one hero stay to defend against inferno heroes and the other move to cap the other towns. If at anytime you face an impossible hero to defeat , just send your 20+ level heroes on a suicide mission to weaken them.

Grail Quest at 2007-08-28 11:05 wrote:
Argh!
Found it utterly impossible on Heroic. At the end of Day 1, an Orange hero charges down from Town #1 and kills a chunk of my troops. I can take Town #1 on Day 2, but there are no reinforcements to buy there, and whether I am inside or outside a town, the hero from Town #2 couldn't be defeated.

*

Blood Furies in the beginning: On Heroic I got 115 of them, and they split into 4 stacks, in 2 groups that were 1 tile apart. I fielded only Minotaurs in a corner, and curiously, the furies Defended for 2 of their actions before moving. 4x Circle of Winter with Master of Ice finished them all off before they could hit anything.

*

Noticed the Inferno heroes appear when you capture the 2nd, 4th, and 6th cities. They beeline for the city you just captured, ignoring all heroes that are not blocking their path, and they stay in the city.

*

The Dragon Utopia gave me Town Portal! Anyone else get this result?


Edited on Tue, Aug 28 2007, 18:50 by Grail Quest

Angelspit at 2007-07-09 14:48 wrote:
I'm having some problems hitting the level cap in this scenario, possibly because I shared the experience between both Raelag & Shadya (maybe I should have focused on the demon guy). Raelag was all leveled up before that scenario. Should I worry about it or just head to the final battle?

maltz at 2006-10-08 21:48 wrote:
> Don't you mean raise dead? I'm pretty sure that's what they're casting.
On a closer look, it was indeed Raise Dead. Sorry about my mistake. The AIs in patch 1.2 loves to use them. Guess who gets punished in patch 1.3... :)

DaemianLucifer at 2006-09-09 17:26 wrote:
I don't know about 'little problem'! On Hard, it's a slog. As you say, if you attack on one flank they counter-attack on the other, and because you lose if either main hero goes, you have to have your defensive flank guarded by a lower-level hero recruited from a town tavern. I challenge anyone to do this on Hard/Heroic without lots of reloads.

Why?I had just two or three really hard battles on hard.Dont know for heroic.And I didnt use tavern heroes for anything else but dwellings colecting and creature transport.

wimfrits at 2006-09-09 17:13 wrote:
If you are playing on heroic and has enlightenment on raelag, arcane intuition would allow you to learn resurrection from any high-level AI heroes. (Somehow they all can cast resurrection even they do not have the light magic skill.)

Don't you mean raise dead? I'm pretty sure that's what they're casting.
NickMP at 2006-09-09 08:11 wrote:
I don't know about 'little problem'! On Hard, it's a slog. As you say, if you attack on one flank they counter-attack on the other, and because you lose if either main hero goes, you have to have your defensive flank guarded by a lower-level hero recruited from a town tavern. I challenge anyone to do this on Hard/Heroic without lots of reloads.
differ at 2006-08-17 02:21 wrote:
i've replayed this mission numerous times and i never get Resurrection from the Dragon Utopia. I do however keep getting Word of Light spell instead. Am i missing something here?

sigh... doesn't look like i have another chance to learn it before Raelag's Offer right?

maltz at 2006-08-10 14:03 wrote:
The portal transfers seem to be fixed. You are right that there is a 6th pair of portals bringing you to a small area in the middle, with a witch hut.

Lady Farquad at 2006-08-10 13:50 wrote:
I only found 2 islands... I thought I had swept the entire map... Are those portals random?
The third portal takes me to a location underground unaccesable otherwise with chests and neutral stacks
Edited on Thu, Aug 10 2006, 11:53 by Lady Farquad

maltz at 2006-08-10 09:45 wrote:
Thanks for the great walkthrough! Just a few minor points here:

1). There are five islands on the ground level; each can be accessed by a two-way portal in the underground level. Each island contains one stat bonus. One of them has a Witch Hut and another contains a Sylvana Ancient (level up tree).

2). On patch 1.2 heroic the enemy heroes start at level 22, and will come towards you starting on Day 1. All of them cast lv 5 spells possibly as an inherent AI bonus. I made an effort to survive their initial wave of assault.

3). Town 3 and 4 are usually the best-built AI towns. So it is really nice to take them first as suggested by Infiltrator. I usually leave Town 5 last.

4). The Inferno heroes come when you own 2, 4 and 6 towns. They try to ignore town 1 and 2 when Raelag is not around. So once you've secured one side of the portals, you can also send Shadya out to the other direction to capture towns. You should be able to squeeze the blue to only 1-2 towns left in the first month.
Edited on Thu, Aug 10 2006, 07:50 by maltz

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