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Features → Walkthroughs  → Tribes of the East → To Honor our Fathers → Hunting the Hunter

by maltz

To Honor Our Fathers
M5: Hunting the Hunter

  • Map Size: Large
  • Level Cap: none
  • Difficulty Index: 4/5
  • Last Updated: November 9, 2007, Patch v3.0

    The mighty Stronghold campaign reaches its climax in a one-against-all fashion. Your opponents are three allied AI players with a total of 6 towns! Can you survive?

    Your starting town (A) is in a relatively safe corner. To your west is a neutral Stronghold town (B) that you have to develop sooner or later to shift the balance of power. There is also a Tear of Asha to be dug up to beef up your creature growth and bank account.

    To your south is a Teal, Necro AI player based in town (C). You might recall that Kujin has cleared doubts with Arantir, so the Necromancers should be your trusted new friend. Nah. They are here just to make your life miserable, and you can expect a Teal army backstabbing town (A) as soon as Gotai goes away. Although there are some huge neutral blocking stacks separating you two, the AI heroes start with pretty high level and their town builds fast. So they usually have no problem knocking on your door early on. By the way, all neutral stacks are huge in this mission, which is quite exciting.

    On the opposite end of the Teal Necro is the Red Haven based in town (E). If you think Kujin has also talked to the Knights so they should be at peace, wrong again. The Red fraction has no territory to distract their attention to, so they have to come after you!

    Alaric's head is actually out of Gotai's strike zone. Better swing low!

    In the dead center of the map is town (D), one of the four towns of the Orange Academy. Its strategic location allows the owner of this town to threaten all others - or to be threatened. There are three Orange garrisons surrounding town (D) that the Teal and Red players have full access through - not you, of course. The Orange has three other towns (F), (G), and (H) south from here along the paved road. Your eventual goal is to take town (H).

    It doesn't look too bad, you might think. You've got Gotai and Kujin, right? You built a versatile Kujin during mission 2 and 4, and picked up nice artifacts such as the Lion's set, the Runic set, the Enlightenment set and various pieces of the Dragon set. Kujin also has Triple Flaming Ballista so she does not need a large army to thrive. You can make her a reliable home protector. You can pass on the war cries that Gotai missed...

    Actually, mission 4 was the last time that you ever see Kujin in the Orc campaign! To think back, Gotai was all alone in the campaign since mission 1. I hope you did spend some time with Gotai to pick up the good artifacts (especially the Lion's set and the two Drwaven King pieces), and gave him Triple Flaming Ballista. Plus you did win a coin flip to receive Fear My Roar back in your only town in two previous missions. They are all very useful in this mission, especially early on.

    Here is my Gotai's skill setup later in the mission. Pretty standard Might build and I gave up the ultimate in exchange of theTriple Flaming Ballista and Aura of Swiftness. Shatter Dark, which is recommended by many forum users, was completely wasted with my strategy of the last battles, so I could have kept Shouting, or gone with something more useful, probably Logistics + Path Finding to speed things up a little bit.

    This mission is quite difficult to boot. At first, I followed the conventional approach to flag nearby mines and gather scattering treasures. However, since each AI is given a decent hero on Day 1, all of them (as well as any other new recruits carrying fresh troops) immediately rushed me in a constant stream from two directions. The main Teal, Red and Orange hero all approached my town during week 1. (This is quite similar to Raelag's "The Conquest".) I was destined to defend the town forever 1 against 6. So I restarted the mission and took an ultra-aggressive approach that the walkthrough is based on.

    To follow this walkthrough your Gotai must have Triple Flaming Ballista (very useful early on) and preferably Fear my Roar. There should be other ways to win this mission, so have fun discovering them yourself!

    By the way, it is normal that the Orange AI takes very, very long turns. Even on a fast PC it might take half a minute.

    Nival tricked us! We want Kujin!

    First off, pick the 2 Cyclop bonus. Go to your tavern and hopefully you can hire the guy with ~ 30 Centaurs for 2500G. Give everything you have to Gotai and attack the neutral stack blocking between the Teal and you at (1). Your Ballista is doing all the work here, and in my game I actually deployed 6 x 1 Goblins to win this one. We are aiming at Teal's town (C), so rush straight to the castle. The Teal hero might come directly to you thinking you are weak, but he forgot that you have The Ballista. You should be able to take town (C) around Day 5 even without Logistics. One down, five more to go!

    Around this time the Orange and Red should be coming your way. In my game I did not give any Centaur to Gotai to fit for one more stack of Goblin, so an Orange hero actually attacked Gotai in Town (C). I had only 50+ Goblins with Gotai and had to completely rely on the Ballista. The two Dwarven artifacts cut down a lot of spell damages for me and prevented the Goblins from switching sides. (I should have given Gotai all the Centaurs!)

    Note: In the real world, X-proof is even more powerful than X-resistant. Now everybody is confused by the spell "proof" term used in Barbarian Luck (5% proof per Luck) and and Dwarven King artifact set (40% proof when you equip 2). Spell "proof" here actually means damage reduction. This is totally different from spell "resistance", which means a spell won't work at all, and in the game it usually comes with a chance for it to happen. For 100% resistance the game calls it "immunity".

    At the same time my Stronghold town (A) was threatened by another Orange hero, and a decent Red army was still coming towards town (C). I decided to give up the new Necro town and Town Portal Gotai back to save the HQ. Interestingly, the Red hero decided to just flag the Skeleton buildings in front of town (C), ignored the town and went after Gotai in town (A). Needless to say The Ballista took care of both heroes. Even if you do lose town (C) to Red, you can take care of the Orange army first, and come down again to reclaim town (C) from Red.

    Your next goal is to take down town (D). There are two routes to it; you can either go west through the grassland and pass the north garrison (2n), or return to town (C) and head west, to pass the east garrison (2e). I picked the latter to better protect town (C), my double Gold Mine. Send a secondary hero after Gotai to flag the resource mines and collect stuff on the ground whenever safe. The Mercury Lab just west of the garrison (2e) is very useful. With the Ballista and some 1-stack Goblins you should have no problem.

    You should be able to take town (D) during week 2, with some reasonable loss of your Centaurs. Two down! Temporarily the Orange heroes are not coming anymore, so you can concentrate on Red.

    There are roaming Red heroes around, so let's take care of town (E) immediately. Rush straight to town (E), which is probably poorly defended because all the armies are out there. While you are rushing towards town (E) the Red heroes could be a threat to any of your other towns, but fortunately they all somehow tried to run back to defend the town instead of claiming one of your own. Of course, they will be late. Three down!

    The problem actually comes after you take town (E). The Red heroes are now free to chase your weak heroes, even occupying your undefended towns. I sacrificed a weak hero to lure away two Red armies into the Orange territory to buy Gotai a few turns to return to Town (D). The AI took the bait, and even better, if an AI is town-less when the new week comes, they are considered to have lost the game and all of their remaining heroes are erased. Goodbye to Red!

    You are now a happy owner of 4 towns in three weeks. Your income should be 10000+ G/turn, and even if you have not flagged the rare resource mines, the 5000G silos from each town should cover it. There is a nearby Sulfur Pit east of town (E).

    With a healthy income and bottle neck defense, your nail-biting days are over. Run Gotai to take the second Stronghold town (B) now, flag the high-level creature building (3), and ship new units to Gotai with some mule heroes. Troop shipping is critical early in the mission, and you should establish a constant stream of supplies with multiple low-level heroes. I have marked the Stables with (S), which are conveniently located along the way. Here are my recommended upgrades:


    Tier 1: Goblin Trapper. You will kill the casters before they can act anyways, so there is no use of the Witch Doctors.
    Tier 2: Centaur Nomad. Again, if you let a stack reach them you have made a mistake.
    Tier 3: None Use the non-upgraded Warriors early on. When you have Chieftains free up this slot for them.
    Tier 4: Sky Daughter. After Hasting the Cyclops and Centaurs or slowing a key stack, your battle is usually over. No need for close-range melee power.
    Tier 5: Chieftain. When you have more than 50, split them up into two stacks. Their only job is to whip your Centaurs or Cyclops.
    Tier 6: PaoKai. Since you have so much cash you may as well buy them all. They are not terribly useful, though.
    Tier 7: Untamed Cyclop. With unprecedented crude power, this is the most crucial creature in the final battles.

    It is also now a good time to dig up the Tear of Asha. You probably have visited quite a few obelisks so far, so where is it? You can click on the picture below to find out. The location is actually fixed (at least in the current patch, v3.0) so you will find the tear at exactly the same spot. Ship the Tear back to your starting town (A), not (B), to build the Grail structure there. There is an obvious reason for this later.

    Since the Orange still owns three towns, they remain a potential threat. When Gotai receive the next shipment of units, with about 200 Centaurs, you should be able rush town (E) and (F) in a row. The AIs are more powerful now and their Divine Vengeance can usually kill a large portion of your Centaurs. There is nothing you can do about it (remember to equip two Dwarven King artifacts) - so just bite it and gladly take over the new towns. (By the way, you can sell unwanted artifacts in the Market Place of Academy towns. I never knew about that!)

    Now the Orange has only town (G) left and you are holding them to the throat. The Orange AI will still send out scout heroes to annoy you, but more often than not they will get stuck by their own caravan right in front of their town - for weeks! It is time to explore the map and pick up the goodies, and allow your speedy town production to give you the superior army.

    It is very tedious to ship troop to town (G) all the way from town (A). It is possible to cut it short significantly with two sets of two-way portals (a-a, b-b). Each set is guarded by a very threatening group of creatures (like 80 Titans) that you probably don't want to fight until your army size has grown up significantly.

    After witnessing how powerful Cyclops + Chieftains are back in mission 3, you can take the tactics to extreme here. Deploy nothing but Untamed Cyclops and Chieftains, and split up the Chieftains into 6 equal stacks. The Chiefs do nothing but to whip the Cyclops repeatedly. Now if you ever doubt how useful this tactics is, you can take a sneak look of what's happening in the final battle. Convinced? Now rush up your Cyclops to bash the Titans non-stop! Use the area attack well and you can damage two stacks at once. If Gotai's turn come up, either throw a Call of Blood to the Cyclops, or whip them yourself if a huge Titan stack's turn is coming up next. You will be amazed by how fast these Titans go down!

    As usual here comes a list of attractions. You don't have to visit them in this order and I actually skipped almost all of the fights that does not lead to an useful artifact or a stat boost. You will end up at around level 30 and it is more than enough to win.

    Around town (A): There is a Boots of the Open Road at (4) to speed up your desert trip later on. The Boots of Swift Journey, which is also very handy, is found at (5) just beside a useless Hill Fort. Note that the movement bonus from these boots is added to your hero at the beginning of each turn, so you have to end the previous turn with the appropriate boots already equipped. However, after the new turn starts, you may remove the boots and put on your "battle boots" to receive the bonus from both!

    Around town (B): If you took town (B) before the Haven town (E), you would receive a secondary objective of taking town (E). Otherwise no such objective is given at all. In (D1) you should be able to pick up the Dragon Scale Shield (of the Dragon set). The Dragon Flame Tongue (weapon of the Dragon set) is found at (D2). There is an artifact merchant at (7), which I picked up a good Ring of Speed (+20% Initiative to all units). The treasures that your Goblin friend tells you about is the area with a Sylanna Ancient at (8).

    Around town (C): There is a two-way portal at (c), which takes you to an isolated area at the NW corner with some random artifacts.

    Around town (D): The Tear of Asha is marked with the red X. There is a large desert area to the east, where you can find a Pyramid but you can't learn spells anyways. To the very east part of the desert you can find the Robe of Sar Issus, which is completely useless to you so I am not going to mark it. There is also a Sphinx just south of the bridge, but when I approached it with Gotai, it was not interested in playing games.

    Around town (E): Flag the Lighthouse (9), which speeds up your journey on the river. You can build a ship in the shipyard just east of town (G) at (10). With the ship you can access a few areas off the river shore.

    Around town (F): There is a large optional area north of Town (F). In there you can find a Memory Mentor (11), and another two-way portal (d) leading you to a treasure area in the middle of the desert, where more random artifacts can be collected. There are just so many artifacts in the mission, and 95% of them are totally useless. But if you ever feel you want more, there is a Dragon Utopia directly below town (F).

    At (12) hides a sidequest about recycling machine parts. Come here with at least 1 Gremlin (upgraded or not, does not matter) to repair the scattered golem torsos and limbs. The Golems are repaired, and to show their gratitude they will all offer service to the Skywalker! By the time I took them during month 3, I collected a grand total of 2550 Iron Golems! I spent a lot of cash upgrading them, but since they are so slow (initative = 7) I didn't use them at all. I guess if you are seriously screwed in one of the final battles, these guys can survive long enough to save your day. Just SE of the Golems (13) you can find two interesting artifacts, the Crown of Sar-Issus and the Cloak of the Death's Shadow (enemy's morale, luck -2, as featured in Arantir's campaign).

    Around town (G): There is another artifact merchant to the south, at (14). With the ship (or the Instant Travel spell) you can access the two-way portal at (e). Just north of the portal (e) lies the Staff of Netherworld (enemy creature initiatives -20%) of the Death Embrace set. The portal leads you to yet another isolated treasure area with some stat boosts and an Astrologers Tower.

    Around town (H): You can attack town (H) via an alternative route by landing at (15) and go around the desert to collect three more stat boosts. There is another Memory Mentor (16) just before town (H).

    Let's talk about the artifact setup a bit. There are different approaches to the final battles, and the way I like the best is the non-stop whipping action from Cyclops + 6 Chieftains. Therefore, all I need is high Initiative and Attack. You can use the Lion's Spirit set if you have all three, to give Gotai the Empathy effect, even if your Morale and Luck is already shooting through the effective cap of 5. (Empathy: Whenever a friendly stack has a high morale, the hero's ATB is moved up by 10%.) You can also let Gotai whip the Cyclops although it is going to hurt much more. Well, long pain is not as good as short pain!

    The two Dwarven artifacts are pretty decent for their magic damage reduction and immunity to Slow. Also, you can equip quite a few pieces from the Dragon's set that you have been collecting here and there. Its set bonus statement might be misleading - the HP and stat bonus only applies to Tier-7 units (Cyclops), not all 7 tiers of units. Since we are using the Cyclops to bash everything up, this bonus is actually quite nice! You can easily buy other useful artifacts to fill up the rest, either from the merchants or the Academy towns.

    Take your time to accumulate a powerful army. The ideal timing to attack town (H) is when you have about 250-300 Chieftains, and you should have 60+ Untamed Cyclops to go with it. So what about the rest of the army? You really don't need them. Keep whipping the Cyclops, and they will smash the world for you! I have seen people reporting the wizard hero in Town (H) casting annoying Frenzy / Puppet Master non-stop. With this Cyclop + 6 Chieftain strategy, the enemy hero hardly has a chance to cast anything. In my game the battle was over before the enemy hero even acted! You can download my replay here.

    Immediately after claiming town (G) the real final boss of the campaign, Alaric, arrives just NE of (7). Alaric is a walking little guy just like Nicolai. Although he is a small man, he does have good stats and skills plus a powerful army. Alaric can reach your town (B) when his turn comes up, so in my game I used a mule hero to evacuate the entire town. This is why I suggest to get the Tear of Asha building in town (A), or Aleric will get it!

    Obviously you now rush Gotai back to finish Alaric off. If you are absolutely afraid of Divine Vengeance, now go to the Memory Mentor (16) and get Expert Shatter Light. Personally I don't think it is necessary because you are so powerful now - take a look at your Gotai's stats. There is a +15 bonus on all four categories! He hits harder than the Demon Sovereign, the boss of boss in the original HoMM5!

    With the set of two-way portals (a-a and b-b) and your Town Portal spell, you should reach Alaric after just a few days. Alaric's army is roughly the same size as the town (H) garrison, but he has better defense and the annoying "last man standing" feat. It is inevitable that your Cyclop will swallow 1 shot of Divine Vengeance from Alaric, even another one from the Seraphs if you don't finish that last one (with 1 HP) in time. Your Rage points should absorb most of the damage. With 6 Chieftains Alaric only acted once, still. Here is the replay.

    Congratulations of finishing this quite-difficult campaign! I have a feeling that Nival is going to seriously nerf the insanely-powerful 1-Cyclop-6-Chieftain tactics in a coming patch, so have fun when it still works!

    p.s. I have heard people reporting a minor bug. If you finish Gotai's turn on the door step of Town (H), the game crashes.

  • Comments
    Dstr at 2010-08-23 05:08 wrote:
    on heroic, I took my way into the 2nd barbarian town and then went to take care of red. the red ran away and took the teal town... I went after him and after taking in the way the D town I finished also the red player.
    Then I digged for the tear of asha and build it in the b town (i said it would be better as it was more central - big mistake as maltz pointed out). I lost almost all my barbarian army in the final town battle :(.
    But still having not bought any of the 26 Titans :D and still having about 40 cyclops. :D easy fighting Alaric then... I didnt know about the + stacks of chiefs either ;).
    nice mission but i wouldnt give it a 4/5 diff. index... even on heroic... more like 2/5.
    Good luck guys, I'm beginning to like Heroes V!!!
    TeeMan at 2010-01-18 10:50 wrote:
    The middle town took and built the Tear of Asha -.-

    jadw at 2010-01-02 14:16 wrote:
    I spent weeks trying to complete this mission. I used to beat Teal with no problem, but going for town (B) first, Orange and Red trapped me around my town threatening to take it if I moved away.

    After reading this walkthrough, I went back to mission 3 to get ballista + flaming arrows and took Blue and Red within 2 weeks. In the end I recruited Haggash (because he powers up the centaurs) and used 4 stacks of 70+ chietains, 80+ cyclops, some shamans (to use haste on cyclops) and 900+ centaurs. Tho the wizard hero never used frenzy or puppet master on me. He tended to use Mass slow and Suffering.

    Alaric was easier and I used haggash for him too, wiping everything out with cyclops and centaurs.

    I didn't notice caravans blocking Shahibdiya though. Instead I used a levelled up scout hero to trap any annoying orange heroes in. Too bad Orange weren't smart enough to use the hero inside the base to clear away my 2nd hero.
    Vampirlord17 at 2009-11-28 09:36 wrote:
    what? Oo ...no i cant, ive restarted the mission twice, and all 2 times quroq was in the tavern, with a few skills, but lvl 1, and he served me in this mission well, till alaric came while gotai was faaaaaaaaaaar away, than poor quroq was killed by alaric again xD i am not joking about this one hahah***

    Maciek at 2009-11-27 16:00 wrote:
    Yeah, quite funny... don't forget to mentor Quroq with Gotai. Then also Gotai will be his own mentor's mentor. Wonder what will Khengi(a major character! he's helping Gotai since the beggining!) do after Alaric kills him? Be raised by some necro as an undead goblin and steal Alaric's head? I guess you can't hire Ornella or Giovanni from your tavern, can you?
    Vampirlord17 at 2009-11-25 20:17 wrote:
    hahaha xD I actually could buy QUROQ at the Tavern looooooooooool hows that possible? hehe, looks like Quroq will be avenging himself gahaha xD

    Maciek at 2009-11-14 13:42 wrote:
    7x1 goblins not enough? make it 7x2 + last stand under defense!
    or maybe 4x2 wyverns?
    Talking about an aggresive approach: it is possible to own 5 towns at the end of week one(full logistics tree, and on heroic) with Gotai doing all the job. I guess you could get more if you let your secondary heroes capture some towns. Ballista + 7x2 wyverns worked quite well vs town H in week 4 as well(I was dalayed by the need of some artifacts(got staff of the netherworld, bought ring of speed, and most likely picked up and bought some more items), but that was quite a strange battle. I sacrificed 2 stacks and tent (lined them up - the only loss here) to rescue my ballista and catapult from those mages. Constantly scareing gremlins (fear my roar cost was 0!; mages were boxed in, so it didn't work vs them) so that melee units didn't move at all. Then, my ballista was attacking the best protected stack(and skipping clones) to were down its arcane armour(and usually, a stack with arcane armour already had deflect missle on!) to keep enemy hero busy(recasting) before he ran out of mana(wizard!; and he did have chain lighting and curse of the netherworld! - that would've hurt). Needless to say, wyverns just kept waiting after the initial moving phase.
    THE ballista, + 7x2 spectres this time, also took care of Alaric on day 1, week 1, month 2(tried to catch him month 1, but failed). Tried this battle with vamp lords instead of spectres - no way. It might've worked if I had like 120+ attack instead of 60+.
    andy0682 at 2009-10-31 02:08 wrote:
    Thank you for a very detailed and helpful walkthrough, appreciated it maltz. I just wanna point out an alternative way to go in the beginning. I started off the mission like you said, headed toward teal's town, and used only stacks of 1xgoblin to deal w/ the undead neut stack. And damn, i got owned even w/ the triple-flaming balista, because of the annoying spectres, my balista miss 2/3 shots very often on them so they got my troops first. So, i thought maybe i could deploy the 2xcyclops instead, and u guessed it, they tanked through it. I also use that same strat on some strong ranged neuts (e.g: the sucubus guarding a crystal mine), worked wonderfully. Chieftains+Cyclops = very powerful & interesting. Never thought of it :D
    cjlee at 2009-10-23 12:16 wrote:
    I played this on hard. Final battle against Alaric I used Maltz's strategy to the extreme.

    Had a total of 1 casualty, self-inflicted (thanks to Gotai joining in the whipping fun)

    Fortuntately at level 32 had plenty of blood rage to absorb damage. 6 whippings from Chieftains and 1 Gotai whipping and only 1 dead cyclop!
    Wheeler Dealer at 2009-09-12 16:02 wrote:
    Great walkthrough, thank you!

    I feel like I played an entirely different scenario. Very little trouble from the AI at any point. Even when I battled an AI hero that looked stronger, they tended to flee before I thought they should. The neutral stacks were quite challenging (playing on hard rather than heroic). One really strange thing that happened, I got an announcement that the red player had been defeated as Gotai approached the red city in week 1 of month 2. There was a red hero and a red city on the map at the time.

    I didn't pursue the super ballista strategy, rather working toward absolute rage throughout the campaign. I got there at the memory mentor near Shahibdiya, shortly before the penultimate battle. At the end of that battle I got the last two pieces of the Dragon set but by the time I got them all together the scenario was nearly over.

    Gotai reached level 31. I had a supporting hero reach level 29 chasing down neutral stacks guarding stuff that wasn't going to help Gotai and rounding up weak AI heroes out to annoy me. I never built a creature building in any of the non orc cities.

    The battle for Shahibdiya took a scary turn when Galib succesfully cast puppet master on my cyclopes and blind on my centuars. My army was 92 bloodeyed cyclopes (I have real trouble keeping the untamed cyclopes from killing my own troops), 102 foul wyvern, 2 stacks of 125 cheiftans, 342 daughters of earth, 1369 nomad centaurs and 2042 goblin trappers. By the time Galib took control of my cyclopes the walls were down and the other troops were flooding inside. The cyclopes never got a turn under Galib's control.

    The battle with Alaric was anti-climatic. I finished in week 3, month 5, but I did visit every stat boost with Gotai and defeat every neutral stack and all special buildings. Well, except the sawmill near Shahibdiya, I think I might have needed to use instant travel to get to that one.
    Wheeler Dealer at 2009-09-10 14:03 wrote:
    Great walkthrough, thank you!

    I feel like I played an entirely different scenario. Very little trouble from the AI at any point. Even when I battled an AI hero that looked stronger, they tended to flee before I thought they should. The neutral stacks were quite challenging (playing on hard rather than heroic). One really strange thing that happened, I got an announcement that the red player had been defeated as Gotai approached the red city in week 1 of month 2. There was a red hero and a red city on the map at the time.

    I didn't pursue the super ballista strategy, rather working toward absolute rage throughout the campaign. I got there at the memory mentor near Shahibdiya, shortly before the penultimate battle. At the end of that battle I got the last two pieces of the Dragon set but by the time I got them all together the scenario was nearly over.

    Gotai reached level 31. I had a supporting hero reach level 29 chasing down neutral stacks guarding stuff that wasn't going to help Gotai and rounding up weak AI heroes out to annoy me. I never built a creature building in any of the non orc cities.

    The battle for Shahibdiya took a scary turn when Galib succesfully cast puppet master on my cyclopes and blind on my centuars. My army was 92 bloodeyed cyclopes (I have real trouble keeping the untamed cyclopes from killing my own troops), 102 foul wyvern, 2 stacks of 125 cheiftans, 342 daughters of earth, 1369 nomad centaurs and 2042 goblin trappers. By the time Galib took control of my cyclopes the walls were down and the other troops were flooding inside. The cyclopes never got a turn under Galib's control.

    The battle with Alaric was anti-climatic. I finished in week 3, month 5, but I did visit every stat boost with Gotai and defeat every neutral stack and all special buildings. Well, except the sawmill near Shahibdiya, I think I might have needed to use instant travel to get to that one.
    F_I_X_E_R at 2009-09-07 07:10 wrote:
    In this mission, I managed to complete the Dragon Set by luck! w00t! I just bought a few missing parts from the artifact merchant and boom! 8/8 pieces of the set! I got 1 untamed cyclops every day!
    ant at 2009-06-17 08:53 wrote:
    hmm.. as far as i know, you can sell artifacts in any town with a marketplace, not just academy towns. it's come in handy in many situations especially with orcs who have no use for tomes, wands, scrolls, spell boosters, etc.

    great walkthrough as always maltz!!
    VAMPSVSZOUNDS at 2009-06-08 09:48 wrote:
    I could defeat the Shahibdiya army with just 2100 Steelgolems and 1 Castle week of growth of rest units.Actually the ballista@Horde's Anger took out the magi and titans.Dumb AI cast Frenzy on Sultans,which killed gremlins@gargoyles and they died from raksha.Then golems@raksha died from ballista@600 golems.Alaric made me restart.
    Trying this again now.....
    laharl at 2009-04-04 18:24 wrote:
    First of all i would like to thank maltz for his fantastic walkthroughs for this game. They have been very helpful to me. I just wanted to mention that on this map the orange computer already dug up the tears of asha before i could :( I wanted to kill off red right away since their constant invasions was really annoying and so by the time i got gotai to the tear of asha area, the computer had already dug it up. Just thought it would be good to mention that to people so that they know it is a possibility.
    Negativland at 2009-03-18 09:57 wrote:
    ”Noooooooooo, you killed Khengi, you *******s!” bwhahahahaha, I laughed my ass off at that part :)))) Though I played this on easy I had to restart this a few times, the key is to be as aggressive as you can in the beginning. Orcs are not made to sit around waiting for another week of creatures, just throw in all you have! After I got all the castles and stopped Narxes and Jhora from returning again and again to jerk with me (was it just in my map when I killed them over 5 times each and they reappeared in the very same day in another castle, as long as they still had one left?), I could concentrate on a large army, for the sake of that Horde's anger. In my final battle Gotai's Horde's anger made almost 4k damage FOR FREE ! And I didn't conserve ;)
    bolasr2000 at 2009-02-18 08:38 wrote:
    Probably being a bit thick, I only have one orc hero at the start. Can anyone help?
    lead341 at 2008-05-08 07:05 wrote:
    Maltz did a great job by presenting this walkthrough - but whenever I read the walkthroughs I wonder why the course of action was so different in my game.

    I just finished this mission at heroic - but it was completely different. At least the first two months, maybe even three, I was completely alone on the northern part of the map. I conquered the second orc town and then challenged bit by bit the stacks (which was quite challenging). In all this time not one enemy hero appeared - or rather I could see them on the other side, but they never "crossed the borders". But then again: How should they at the beginning? The neutral stacks guarding the passages were far too large for an initial (even strong) hero to conquer. On the other hand, if it had occurred what maltz described here, that already in the first week they started attacking - you wouldn´t have had any chance to survive. Because an army which manages to overpower the neutral guards in the beginning would be too strong.

    Another difference is the strength of Alarics army compared to the stationed army in this last town. Maltz wrote that they were similar. In my case, however, this stationary army in the last wizard two was at least three or four times bigger than Alarics (about 280 Jin vezirs, over 60 titans, 180 rakshasa ksahtras etc.) Also strange.

    Furthermore the behaviour of Alaric: he never attacked one of my towns but rather stopped in the middle of the two and didn´t move anymore. I attacked him there.

    Finally, the thing which annoyed me most was that I lacked the "shackles of the last man": whenever later on an enemy attacked an gotai managed to catch him they flee even before the battle really starts...that was extremely boring.

    Corribus at 2008-03-14 23:53 wrote:
    Can someone explain to me why, when I try to attack the final castle, nothing happens? I get the little dagger-pointer but no battle triggers. No way to finish the map!

    Metathron at 2008-01-26 06:26 wrote:
    I only got about 3-4 pieces, never even spotted the other ones on the map, let alone got them.

    Guarderman at 2008-01-26 01:00 wrote:
    I've got the full dragon set.pluss one untamed cyclop every day was not bad;) Had 119 untamed ones when i attacked alaric

    Metathron at 2008-01-25 17:56 wrote:
    The first time around when I attacked the final castle, I fell flat on my face. Then I tried a different approach: I unlearned some of my skills and learned Shatter Dark Magic (which proved to be pretty irrelevant), but most importantly, I regraded my executioners to chieftains; with their Order special (and the hero's), the cyclops got to act an insane amount of time and made short work of the enemy's humongous army (it was considerably greater in my case than in maltz's screenshot). Who'd have thought that one alternative upgrade could mean the difference between victory and defeat!?
    pigsticker at 2008-01-23 08:39 wrote:
    has anyone else got the full dragon set here? what are your views on it for this mission?
    the at 2007-12-04 18:03 wrote:
    the untamed cyclops and cheiftain strategy does not work very well for me in the battle to take the last academy town. all i did was wipping my cyclops, but the titans still got a turn before i could reach it, it killed half my stack of cyclops at once! i tried this battle many times and the result was the same.
    i then had to add my entire centeur stack which was about 980 to use as bait for the titans. i did win, but with a loss of 500 centeurs.

    alaric was way too easy...
    Dam0cles at 2007-12-01 01:14 wrote:
    hi. your walkthrus are great. just thought i'd chime in here. i'm finishing up hunting the hunter now and had such success using your goblin trapper strategy, but I found out something quite useful i thought might be interesting. in your walkthrough, you mention you had trouble at times defending both the starting town and the necropolis town you took in the first week. first off, the goblin strat worked great with my gotai and his triple/flaming arrows ballista, and i was able to take the necro town on like day 4. but, I think i found a way to defend both towns after you take them, locking in an easy victory for this mission. if, after taking the necro town, you station gotai on the road between the purple (a) and the (2e) which is one of the garrisons, he can see and easily reach any enemy hero that would come at either town, particularly if you've got exp logistics. of course, doing this you have to use other heroes to explore and conquer other areas. for me this was challenging at first (normal diff) but using skel archers and cents, you can build up decent ranged stacks to use with the gobbo trackers, and having the vamps from the necro town helps neutralize flyers whom the trappers can't snare. sounds a little boring for gotai, just standing on the road there, but actually my gotai got plenty of action from the enemy heroes who thought they'd come up and take my towns. from there I've been easily spreading south and once i had a hero high enough to replace gotai as sentry, i switched up and had him out taking other towns, which increased my forward momentum. just thought i'd put in my two cents here, as using this WT helped me out a lot. ok, back to putting orc foot to griffon butt!

    Dam0

    Ravenheart87 at 2007-11-30 02:52 wrote:
    It's possible, but if I'm correct, you'll have more resources at the beggining, and the enemy won't cast level4-5 spells. Except Instant Travel and Town Portal.:)
    űIt's alos possible, that you attack later, than the article's writer, so the enemy can assimilita a greter army.
    the at 2007-11-29 22:33 wrote:
    its funny, when i play this on normal, the number of enemy troops are the same and sometimes more than the troops they discribe in the walkthrough which is supposedly on heroic
    namostmareleg at 2007-11-28 10:38 wrote:
    Ehm, the secret of beating the last town pretty much lies in the golem quest. I took a little detour, picked all of them up (2512 irons), upgraded them to magnetic. They can't be puppeted, frenzied or even killed off by divine vengeance, so all i had to do was fear my roar the titans and kill everything. Well i lost almost all of my orcish army, but still had like 600 centaurs and 1,9k golems left. After that Alaric was just too easy, he even rushed out to attack me, so i thought wtf, but the battle was over pretty soon.

    Campaign result: black dragon icon, again ;)

    I'd say it may be an extremely easy mission if one is purposedly rushing to the golems and picks them all up, i think it's possible to kill everything with them alone.
    namostmareleg at 2007-11-27 22:54 wrote:
    Probably because HL2 has associated something to the sav files.

    Anyways, i'm getting to the end of this mission slowly, tonight tried to beat the last town with an inferior army, 15 cyclops, 60 paokai + the rest... No luck.

    Thought i will be cool with Sandro's cloak casting fear of my roar on the titans which won't act at all. Well that part went well, all was relatively fine until the enemy hero hasn't started casting that crap divine vengeance, which killed a big portion of my stacks even with the dwarf artifacts equipped. Puppet master and berserk also hit me hard...

    So i have a new idea, i will buy all troops i can afford and transform them into freaking undead and just rush in to kill everything, good luck casting berserk on those! Asha uses all or whatever...

    Or maybe actually must wait to gather an army of 200ish chieftains, but even the thought is killing me.
    the at 2007-11-26 22:44 wrote:
    for some reason, when i open the replay files of the battles, it automatically starts half life 2. any suggestions why this happens? really wanna see the replays
    namostmareleg at 2007-11-25 03:23 wrote:
    Well the point about wywerns is they regenerate. So the biggest edge you get is when you still have a small stack of them! Then you can win battles that seem impossible, if you can outplay the enemy. The hero's prerequisites to the absolute rage actually help this strategy a lot, divine guidance makes the turns come faster, excrutiating strike pushes the enemy back on the ATB bar, fear my roar also gives wywerns time to regenerate back to their original numbers, so it's possible to win many small battles without any loss. You just build the wywerns on week 1-2, run out and clear your territory with them, it's a nice way to speed up things. When you have to fight those pesky archers/casters guarding the gold mine, it's just too great to have regenerating, flying monsters!

    When you have larger armies, it's probably better to upgrade them to paokais, so that they lose the regeneration ability, which doesn't make a difference by then (40 hp regenerated when you lose several wywerns from every hit?), but gain the resurrection from dead enemy stacks.

    And after you have 200 chieftains... Come on, nothing really matters at that point.

    maltz at 2007-11-23 01:25 wrote:
    Throughout the campaign I didn't really find any use of the wyverns. Maybe I never had the money to get the building early, so I always had a small wyvern army. Yet the cyclops (unamed) are just too good when you have 200+ chieftains.
    namostmareleg at 2007-11-22 21:48 wrote:
    Why take 2 cyclops instead of 8 wywerns?

    The latter is just way more powerful: costs 10000 gold, has 720 hp, regenerates ~40 hp, etc. Well i've only read as far as i am currently in this mission, but talking about an ultra aggressive approach:

    I had 3 towns by the end of the first week with a capitol and wywern built. I rushed and took the neutral stronghold and was able to capture the center town without any serious resistance, so i have a pretty nice income to support Gotai with an actual army now. I hope i can repel the enemy from now on...

    Wywerns are just great.
    Edited on Thu, Nov 22 2007, 21:49 by namostmareleg

    Orfinn at 2007-11-10 10:16 wrote:
    Who can stand aginst such an army? Dang! Might makes right it seems, hehe!

    AngelEyes at 2007-11-09 14:04 wrote:
    "With this Cyclop + 6 Chieftain strategy, the enemy hero hardly has a chance to cast anything! In my game the battle was over before the enemy hero even acted!"

    Very interesting...I hadn't thought of this. I might have go back and re-load my save to try this strategy.

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