Welcome Visitor [sign up] news downloads walkthroughs forums about  
Welcome to Celestial Heavens! - all things Might and Magic
 Online: 60 guests and 3 members. 3067 unique visits during the past 24 hours.
sections
 
my account
Username
Password
  Forgot password?
  Home
  Marketplace
  Sign up
  Submit Map
  Contact Us
 
my account
  Academy Guide 3.1
  Artifacts
  Creature Abilities
  First Month Utopia
  Hero Screen
  Inferno TotE Guide
  New Sylvan Strategy
  Screenshots
  Skill Wheel
  Spells
  Story
  Unofficial Guide
 
my account
  Hammers of Fate
  Tribes of the East
 
my account
  Academy
  Dungeon
  Fortress
  Haven
  Inferno
  Necropolis
  Sylvan
 
my account
  Maps
  Mods
  Patches
 
my account
  Forums
  Equilibris Mod
  Ghosts of the Past
  LotA
  Mac Heroes
  Oracle League
  Thunder Maps
  Wake of Gods Mod
  More Links
 
my account
  Interviews
  Map Reviews
  Special Features
 
my account
How do you feel about the H6 announcement?
Yay!
It's OK
Don't care
game selector


Features → Walkthroughs  → Tribes of the East → Will of Asha → Last Soul Standing

by maltz

The bad arses are back! It has been a while since Markal's glory... Or, maybe you prefer to use the word "struggle" as the Necromancers have been repeatedly toned down throughout the patches. Nevertheless, with careful planning and endless persistence, we will still find a way.

If you are not familiar with the Dark Energy system like myself, let me quickly summarize. No longer do you auto-raise Skeleton Archers after battles. You are now given weekly allowance of Dark Energy points depending on the number and quality of Necro towns and heroes you own. After a battle, you can spend the Dark Energy points to raise some of the non-undead creatures to their undead counterparts , usually of the same tier and the same upgrade level. For example, Imperial Griffins are raised into Vampire Lords.

After you use up the Dark Energy points, you have to wait for the next week. The points are very hard to come by and the raises are very expensive. As a result, Necromancers are further weakened in the late stage of a mission, as there is no more hundreds and thousands of raises after huge army clashes. Fortunately, by then we are usually powerful enough to win anyways.

To see more detailed description of everything please download the ultra-complete, fan-created manuals hosted on Age of Heroes:

Even though this is a Necropolis campaign, the first mission involves a fallen Knight named Ornella. We have no idea who she is, and why she became fallen. She is apparantly guided by a vampire Giovanni to follow "the Will of Asha", hence the name of the campaign. Let's help Ornella to follow the Will of Asha... and hope that she doesn't have to blow herself up in the market place.


Will of Asha
M1: Last Soul Standing


Map Size: Small
Level Cap: 12
Difficulty Index: 2/5
Last Updated: October 22, 2007, Patch v3.0


Your ultimate objective here is to capture a Necro town (C) controlled by the Green player in 3 months. In order to reach it, you have to unlock a passage, which involves some running back and forth. Also, you need to gather a powerful army to win the siege battle. This is achieved by taking two Necro towns (A and B) controlled by the Red player.

As for skill recommendation, try to reach expert level of Ornella's Dark Magic and pick up the Master of Mind feat. Mass Slow is always great, and Mass Confusion (enemy can't shoot or retaliate) gives you a crazy edge against non-undead foes in the final battle. If you are lucky, you can pick up Frenzy or Puppet Master from the mage guilds, which helps further in troop conservation. Also, since you will mostly rely on your army, pick Luck and Attack if you can. Forget about Leadership because you will be leading undeads.

Pick the Lich bonus because shooters are always useful. You start at the SW corner (1). Directly north of you is a stack of Skeleton Archers offering their service. Your starting army is a mixture of Haven and undead army. For now, the Archers' ranged power is very much needed, and you want to keep them alive as long as you can. Later on, when you own a Necro town, you can convert Haven creatures to Necro if they haven't died off.

Keep going east and flag a tier-1 creature building. Turn north, and you will fight some bizarre Necro creatures that are quite tough. Like Renegade units of Haven, they are alternative upgrades. In a sidequest of this mission you will uncover its secret.

Now keep going north, visit a Mercenary Camp stat boost, and visit the Stable (2) for some movement bonus. This Stable is quite useful for the mission, and you can travel further by visiting it at the beginning of a new week.

Now head west and challenge the Necro town (A) controlled by the Red player. The AI isn't powerful at all, and I chose not to deploy my archers (as they will be killed first). Next, flag the Saw Mill just SE of Town (A) and the Mercury Lab down south.

There are a lot of things to build in Town A. Since income is limited you can focus on economy first. In the meantime, run Ornella south to pass through a two-way portal (I) to flag an Ore Pit (3) on the other side of the portal. The Red player in Town (B) will claim it back later, though.

If you haven't done so, hire a secondary hero to pick up resources after Ornella. Whenever the Red hero from Town B is not around, flag the Orc Pit (3) back and visit the nearby Windmill with this weak hero. The Red hero in Town B will go after your weak hero if you are within his daily travel distance, so be careful.

Your secondary hero has another great use - to ship basic troops to the Hill Fort at (4) for upgrade. The upgraded troop buildings are temporarily disabled in both Town A or B. You want to build the Capital (Lv 15 town, 10000G) in Town (A) as soon as possible. Then, build the Vampire and Lich buildings. Vampires resurrect themselves, so they often give you perfect victory especially against shooter / caster neutral stacks. Liches are powerful shooters. If you have a chance, always spend Dark Energy to raise more of them. Skip Ghosts, Zombies and Wights to save money for now.

While you slowly build up your undead army, have Ornella flag the Gem mine north of the Hill Fort (4), and the Sulfur Pit SE of it. There is no Crystal mine around but you can pick up some on the ground. You only need them for Mage Guilds anyways.

Take town B as soon as you have the strength. The Red AI builds the town quite rapidly, and you will face a difficult siege if the AI hero defends in there with full strength. You can intercept the Red Hero by first visiting the Stable, and lure him far away from twon (so he is on his way to reclaim the Ore Pit, or chase your secondary hero). By defeating the Red hero first, the town defense is severely weakened. Divide and conquer!

The assault on Town B is probably the most difficult battle of this mission. Throw a Mass Slow and cast Raise Dead on your most powerful attacking stack - probably the Vampires. You really need to bring all the Zombies you can afford at this moment. They are likely to be the last undead standing! Although you are severely weakened after taking Town B, the productivity of two towns will catapault you to superpower in just a few weeks. It is time to think about the quests.

First, have Ornella (the quest only works with her) visit the Witch Hut south of Town (B), marked by the blue (W). You have to find 10 Glowing Ore and 50 Zombies. The Zombies have to be the vanilla type (not upgraded). The glowing Ores are to be found at an abandoned mine at (5), after defeating the shooters guarding it (try Vampire + Confusion). When you approach the mine, you automatically gather 10 Glowing Ore. Go back to the Witch Hut with 50 basic Zombies to earn a check mark on this sidequest.

You now understand the secret of the alternative upgrades, and you can now build the corresponding structures in towns and hire them directly. However, you still cannot get the alternative upgrades from Hill Fort, and the existing, original upgrades do not mix with the new upgrades just like the original Haven creatures are incompatible with the Renegades. In addition, among them I don't like tier 1 and 4 - you lost the ranged power from Skeleton Archers and the no-retaliation attribute from Vampire Lord's attack.

Therefore, I think you are still better off to ignore the buildings as a whole, and just pour your cash into troop hiring and upgrading in the Hill Fort (and you will just break even). You'll have a better army in the mission boss battle that is not so far away.

As your army grows further, challenge the Shadow Dragons and their cousins at (6) and (7). After defeating each group you get half of "the key". Next, visit the one-way portal at (III) to trigger the quest of visiting the Forge at (8). The Forge can be accessed by the two-way portal SW of Town (B), (II). Your two half keys can be forged to one there.

You now have some free time to explore and accumulate fine units until about Week 2 of Month 3. (You can certainly rush to the end earlier.) I have marked all the stat boosts with (R). Whenever you feel comfortable, gather everything you have and march Ornella across the one-way portal (III). There is no turning back!

You emerge on the other side of the mountain (III'). After the cut scene, forget about the paved road to the north, and follow the dirt road east. It is a long-winding path through the swamps. You will eventually reach Town (C).

The Green hero guarding Town (C) is actually a wizard leading an Inferno army - how weird. The Inferno army does not grow over time, but it is quite a huge army from the start -- on heroic, I saw 60 Pit Fiends, 60 Nightshades, 72 Hell Charger, 180 Succubus, 240 Cerberus and 300 Horned Demon. The good thing about the Inferno army is that they are totally vulnerable to mind control spells (Puppet Master, Frenzy, Confusion), and you should have a great time slaughtering them.

After winning the fight, Ornella is officially converted to a Lv 1 Necromancer. "NOOOO!" You should scream now because all your efforts in the past few hours have been flushed down the swamp! The game resets all your stats and skills! The only good thing is you get a free ride of levels here. Well, that might be a bad news because there is no way you want to restart this mission even if 50% of your attribute fall on Defense. Still, congratulations!

What skills to pick? Just follow your instincts - Necromancers rely on magics, so Dark Magic, Summoning Magic (both are featured in Necro towns) and Sorcery are never going to cripple you.

Comments
Dstr at 2010-04-12 16:57 wrote:
same as nebs... didnt take the 2nd town, army production + frenzy was enough...
lol I couldnt find the 2nd dragon slot :) i reached town C in the last possible day and took all stats bonus :)))
rwaldbiesser at 2010-02-13 15:32 wrote:
How do you defeat the Balrogs guarding the gate near the Southern town? I have had huge armies killed by these guys.
aynako15 at 2009-08-26 07:04 wrote:
nice guide. although i would like to point out that you'll have to wait until month 1 week 4 before u can take on the stacks surrounding the hillfort. just be patient and dont rush them (u'll lose)
Edited on Wed, Aug 26 2009, 07:34 by aynako15

Maciek at 2009-08-20 14:51 wrote:
I chose vamps and I think it was a good choice. It was easier to protect them in the battle with manticores (I must say that I got lucky with obstacles then). So after that battle I had my intact stack of vamps, 33 archers and a bone dragon. Town A was quite heavily defended (200+ skele warriors, 50+ rot zombies and others), but some skeletons and skelly archers joined me south of the town, so I preserved most of my army then. And here's a dirty little trick against town B that I discovered by chance: wait for them to have more stacks (week 3 is late enough) and attack them with their hero in town (I mean visiting the town). Then they have more than 7 stacks so some of them are automatically dismissed when you attack. Since the hero already had 7 stacks (all 6 available upgraded tiers + vamp princes), all 250+ skele warriors, 24 lich maters and almost a hundred rot zombies were out. That turned a hard battle into a trivial one.
mmontgomery at 2008-06-13 11:12 wrote:
The Lich building upgrade should not be ignored, as suggested. Getting 2 raise deads, or 1 raise dead and 2 suffering from each stack of upgraded Liches is well worth it. For the most part, I don't spend my limited resources on zombies and wights, so this allows me to have up to 3 stacks of Lich Masters. Most combats end up being fought with no casualties using this strategy.

For difficult battles, it is best to make one of the 3 stack Arch Liches, which can cast weakness at an expert level, so that the targetted stack always does the minimum possible combat damage. Combine this with advanced suffering, which drops the attack level by 9, and the stack is doing 45% less than its minimum possible combat damage. This can pull the teeth of an otherwise very dangerous stack.

No matter which upgrades you choose, the lich upgrades are too good to ignore.

ThunderTitan at 2007-11-01 07:57 wrote:
not really... 20 extra vamps per week is a lot of troops.

Muszka at 2007-10-31 23:11 wrote:
"We fight thousands and thousands of enemies and raise 20 vampires per week"
isn't necro underpowered with that? Even for MP, I mean necro's power consisted from numbers. Their units were weaker but they were numerous. And you don't raise 20 vamps in the first week nor in the second.
I agree that they have haunt, and SoN to transform, but haunt was weakened, and for the other you need a lot of money and/or luck.
It's like in the Equilibris, you fight with legions for 4 vamps/1 bone d then you fight with a pack or something to recieve the exactly same number of units. I think there are other ways for balance.
It's pathetic.

ThunderTitan at 2007-10-31 15:50 wrote:
>>But in general I think the Dark Energy points are ridiculously low for later missions. <<

I'm guessing they balanced it for MP... of course it would be nice if they'd 3+x it for the campaign.

Angelspit at 2007-10-31 09:15 wrote:
New walkthroughs will be posted shortly. Stay tuned.

maltz at 2007-10-31 09:03 wrote:
Actually each Nec hero has his/her own contribution to the total Dark Energy pool. Later in the campaign, when I have both Arantir and Ornella, the total pool is almost 1000. While I have only Arantir I have only 680. The current system allows more freedom. You can use Arantir's share to Ornella if she can raise a lot of Vampires, for example.

But in general I think the Dark Energy points are ridiculously low for later missions. We fight thousands and thousands of enemies and raise 20 vampires per week?
Edited on Wed, Oct 31 2007, 09:04 by maltz

aaelgr at 2007-10-31 04:46 wrote:
It would be better perhaps if separate Necromancers had separate Dark Energy bars. As far as I know, Hero level plays a part in working out how much you get, so I would've thought that that made more sense than them sharing the same amount...

agni77 at 2007-10-31 02:18 wrote:
vampires' stock fall dramatically when you have to fight golems, gargoyles, elementals and other undead. they just become beefed up furies, really, with no 'fall back.'

i just started playing the campaign because of this intro, but generally i hate the new nerfed necromancers. at least the dark energy bar is now visible... but all of my heroes seem to share the same bar... not nice...

Nebs at 2007-10-26 09:13 wrote:
Wouldn't say far better choice, as I had quite a lovely time taking vampires last time. But these two first week battles are easier with liches.

Moragauth at 2007-10-26 07:20 wrote:
Aaelgr, I understood what you meant the first time round. :) Raelag was horrible in the HoF campaign. IIRC he didn't even have Warlock's Luck.

Nebs, yep, the Lichs are a far better choice.

Nebs at 2007-10-25 22:24 wrote:
Replayed this map today, and indeed, liches seem like a better choice of bonus as at start, you have quite a few battles with undead, so vampires are not *that* useful. Especially fight when you first "meet" new upgrades and battle for first red town.

aaelgr at 2007-10-25 19:38 wrote:
Sorry. I realise now that I phrased that badly. I was worried that Arantir would start at a higher level, and as a result have some skills already picked. Given the poor skill choices that they gave heroes such as Duncan and Raelag in HOF I was worried that he would be another such case.
Avatar of Death is cool. Here's a thread about it on the forums which has what abilities it gains as Arantir goes up in level.
http://www.celestialheavens.com/forums/viewtopic.php?t=7416

Moragauth at 2007-10-25 17:55 wrote:
Arantir is wunderbar actually. He starts with great skills, and his special power is awesome.

aaelgr at 2007-10-24 20:35 wrote:
I was worried that he would come with some skills already picked (because given the skills carry-over heroes had in HOF they'd probably be awful).

Moragauth at 2007-10-24 18:10 wrote:
Ornella is... interesting. I like Arantir. Funny though, when you begin the first mission with him... he is level 1. Extremely powerful necromancer indeed...

aaelgr at 2007-10-24 12:57 wrote:
That's more probable. In the past when I've loaded a map near a level-up the choices have been the same.

maltz at 2007-10-24 12:51 wrote:
True. But when I did that the choices were all the same as if the random number has been already decided at the beginning of a mission. Or maybe you took some other skills early, resulting in different skills to be available later?
Edited on Wed, Oct 24 2007, 12:51 by maltz

aaelgr at 2007-10-24 12:21 wrote:
The first time that Ornella was releveled I was forced to take some really poor choices, but I found that instead of having to restart the entire map you can load the cinematic and then re-relevel her again.

maltz at 2007-10-24 12:15 wrote:
Thanks for pointing that out. I have to admit that I have never played any SP scenario. :p

Arveragus at 2007-10-24 11:20 wrote:
Ornella is not an entirely new character: Ornella and Giovanni were introduced in a single player scenario in HoF.

Nebs at 2007-10-24 10:52 wrote:
Nice walkthrough.

I picked up vampires as bonus, and haven't took second red town - though, did lure and kill a hero. Army production from one town was quite enough.

Note: You must be logged in to post comments.

Copyright 1999-2006 Celestial Heavens. All rights reserved.
site statistics