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Features → Walkthroughs
→ Tribes of the East → Flying to the Rescue → Summoning the Dragons
by maltz
Flying to the Rescue
M3: Summoning the Dragons

Map Size: Small
Level Cap: none
Difficulty Index: 3/5
Last Updated: November 15, 2007, Patch v3.0
In this mission, Zehir teams up with yet another Hammers of Fate main hero, Wulfstan. To say they'll team up isn't very accurate. For the most part Zehir goes solo on the surface, and Wulfstan has to remain underground to swat an endless stream of flies from left and right. These flies always flee so you can't even gain experience from them! Now where is the Shackle of Last Man when you most need it?
Wulfstan starts with Expert Light magic and every Light magic on the spell book. He also has a standard might build that makes him a decent army commander. Yet you can still visit a Memory Mentor to shuffle his skills. No matter what you decide to do, keep Logistics for now, because you need it to catch up enemy heroes from both sides.

Have fun catching flies with chopsticks, Wulfstan!
If you have not, it will be a really good idea to give Zehir Arcane Omniscience now, unless you already learned the most useful high-level spells such as Summon Phoenix, Vampirism, Puppet Master, Frenzy, Word of Light, Resurrection, etc. (It is very unlikely that your Zehir has learned all of these without Arcane Omniscience.) There are many tough neutral creatures on the surface, but Zehir should be able to score perfect victories with a tiny army and a huge spell repertoire.
If you have Mentoring (which is a requirement for the ultimate), every new Dwarf hero you hire will enjoy a roller coaster ride of levels to around 17-18. You can give them Enlightenment + Scholar and the appropriate Expert Magic school(s), so you can transfer spells from Zehir to Wulfstan. Note that you can only pass down spells that are actually learned from a mage guild or vault. The spells that only becomes available through Arcane Omniscience are not transferable.
Pick the Crystal silo as the starting bonus. Mercury is only for Zehir's Call to Arms mission special: 20 Murcury + 6000 EXP for 5 Rakshasa Kshatra. This is a rather expensive and unnecessary deal, and you might not want to waste your EXP points like this. While there are already lots of Mercury production, you will be short of Ore and Crystals in this mission, especially Ore. Don't waste Ores on upgrade buildings yet, but build up the basic structures and the walls first, to start accumulating available creatures. Also, if you are like me who tried to give Wulfstan Town Portal from lv-5 mage guild - save the Ore because Town Portal spells are disabled for all Dwarven heroes in this mission. They can't even learn it.
You start out with a Dwarf town (A). Now if you chose to let Zehir to keep the Tear of Asha back in mission 2, he starts the scenario with the Tear. There will be yet another Tear of Asha to be dug up soon, so don't hesitate and install this one in town (A) to give you a head start. To the north you can take another town (B), which remains completely defenseless. Take it as soon as you can, and don't forget to flag the nearby creature buildings of town (B). If you let Duncan keep the Tear back in mission 2, you will have only the new Tear, and you have a choice of where to install the new Tear - more on this later.
You are against the Yellow dwarfs based in town (C). There is no way to wipe them out for now, and they can harass you through two 1-way portals (a') or (b'). Earlier in the mission whatever they send here will either (10%) die or (90%) flee, but later on the heroes will learn Town Portal. Watching them coming and going is quite amusing, but you can't even touch them unless you park Wulfstan within 1-day travel distance of one of the portals (I suggest (b'), since (a') is too far away from town (A)). Productions from both (A) and (B) will keep your defense sound. Just make sure Wulfstan is not too far away when multiple yellow heroes approach from two directions.
First, flag everything underground with both Zehir and Wulfstan. The Memory Mentor is just to the west (1). Pick up the Boots of Open Road (2) and put it on Zehir. The location of Tear of Asha is marked with a red (X), and you can see its exact location here (fixed spot, v3.0). If you already have the Grail structure in town (A), give the new Tear to Zehir. You can pick up the Shield of Dwarven King at (K1). There is an artifact merchant at (3); if you have the Grail structure (5000G/turn), you may as well go broke on useful artifacts.
After flagging everything underground you should start exploring the surface through the stairway at (c). Wulfstan and all dwarf heroes have to stay, says the game, so you can only let Zehir go. Before Zehir sets out, give him several dozens of cheap Fortress units (tier-1 is fine). Some battles up there are pretty tough and what Zehir was given initially might not be enough to stay alive. By the way, I find it effective to start a battle with Mass Slow (or Mass Confusion against shooters), and follow with the Phoenix or Vampirism on your HP pool stack. You then have all the sweet time to revive dead creatures.
It is a great white world up there, with maybe some blizzard going as well! Since Zehir is all alone, you can be pretty selective on targets and do not waste movement points picking up things you don't need. Generally you want to pick up all the Ores and Crystals, break through all the treasure chambers (for more Ores and Crystals), and flag all Yellow creature buildings. It is going to take quite a while.
Go west and then north. When you reach (D) the game asks you whether to sacrifice 15000 EXP for Zehir's town to be moved here. That's a big YES - you can always use another Town Hall plus the creatures to keep Zehir alive. You can also install another Tear of Asha (or maybe it is your only Tear) in Zehir's town. You might think you are rich enough, and you don't really need to waste a second Tear on an easy mission. Your Fortress army is growing from gigantic to humongous so there is no need to develop a big Academy army as well. Yes, you are right! However, even if you "waste" the Tear on Zehir's town in mission 3, the Grail building will show up in mission 4! So get the Skyship!

Yes, the ship carries over as well! Too bad you probably won't even need it there, either.
Unfortunately you cannot hire any new hero from town (D), so Zehir is still alone. From here you have different routes to choose from. Your eventual goal is to visit the Red Keymaster Tent (red R), while all of the other destinations are purely optional. The two-way portals (d-d, e-e) are usually similar to tunnels of the mountain so there is no fancy connections. Here comes list of what to do:
There is a much needed Ore Pit at (4). You may as well flag the Sawmill and Gem Mine.
A Hill Fort (5) is useful to upgrade and merge units.
Get the Armor and Helm of the Dwarven King set (K2), (K3) and the Crown of Sar-Issus (S). This should complete your Dwarven King set and Sar-Issus set! Also grab the Lion's cape (L).
There is a Dragon Eye Ring (D1) guarded by Titans, and somehow I got the 4th Dragon Teeth Necklace in 3 missions!
A one-way portal at (f) appears to be blocked. This is not for you - but for the Yellow's cravens go through. Why can't I just split a Dwarf stack to block it? :)
If you attempt to venture underground through (g), you can see the much hated Yellow town but unfortunately your route is completely blocked by the unpronounceable Dwarf hero. (6). The game suggests you NOT to attack him (keeping him alive is actually a primary objective) but you can still attack him if you insist. Not sure what happens next, though. Maybe you can find out and tell us!
By the way, you can find a Pendent of Mastery underground at (7). There used to be a bug about it to give you unlimited resources from Artificer's resource discount. Will it work here? You are too rich to cheat here! :)

Endless Rune and Puppet Master - it is a test for a Dwarf's endurance! I started this battle in the morning and finished it at night - because I had to leave the machine on and went to work.
After visiting the Red Keymaster tent you are now ready for the boss fight. If you unlock the Red Gate (red G), Rolf (Wulfstan's bad brother) spawns with a good army of about 10 weeks of town productions. Rolf won't chase you around - he'll keep waiting. Theoretically you can run over Rolf with the biggest army even seen on HoMM5 (thanks to Asha), but you can certainly slap him with a smaller force.
But Rolf is no pushover this time. His stacks use Rune magics every turn, and apparently he has the Empathy feat so every time a high morale triggers, Rolf is moved up in action. So what is bad about Rolf's action? He has an entire spell book of Dark magic, and he will be happy to cast Puppet Master on your best stack. When Puppet Master hits (Rolf wears Sandro's Cloak, so he can even PM your Titans), Rolf's stacks will simply rune-charge up and tear your stack in pieces without being retaliated. Even if the Fortress creatures are not really effective at dealing damage, being hit from all directions every turn is not going to look good at all.
On the other hand, your Zehir has his own advantages. You have a lot more spells to choose from (you did get Arcane Omniscience, right?), good artifacts (Sar-Issus and Dwarven King) to equip, an ultra-long mana bar, various morale and luck boosts to visit before the fight, and as a last resort you have the load game button. Rolf is not Arantir, so his mana will run dry and there will be no more Puppet Master. You can also accelerate Rolf's embarrassment by going to the Memory Mentor and get the Suppress Dark feat from Dark magic (twice mana consumption).
All you need is a large stack of something that takes a long time to kill (so Rolf's mana runs out first), and then you can slowly drain back lost numbers through the ever-useful Vampirism. I used 81 Flame Lords (tier 6 creatures from Dwarf town, I should have used Thunder Thane to hit multiple stacks effectively) which were just enough to win, after failing 4 times. The difference on my 5th try was that I finally deployed other creatures (even 1-unit stacks are fine) so Rolf's creatures will use their turn on the decoys. I also setup a Blade Barrier in front of my Flame Lords to keep the huge hitters away. On the luck side, my Magic Mirror worked frequently so the several Puppet Masters were reflected to poor elementals.
No matter what creature you use, protect your main stack with decoys (and the elementals that come afterwards) to block the contact of powerful large creatures such as the Godzillas and Thunder Thane. Blade Barrier is indeed quite useful for this purpose. Phoenix isn't making a huge difference anymore, but with time it can scratch down Rolf's army with Vampirism (plus they can help you block Rolf's stacks, too). Avoid being hit by more than 3 stacks in any given turn. After Rolf runs out mana it is your Puppet Master, Frenzy and Blind time!
Surviving Rolf's Puppet Master spam is the key to victory. Here comes a trick - when I put Frenzy / Puppet Master on Rolf's stack, I was surprised to see Rolf dispel it with Vampirism. You can do this on your main stack to dispel Rolf's Puppet Master as well! Apparently, Vampirism cannot co-exist with Frenzy or Puppet Master, and the latter will overwrite the earlier, if it has a higher or equal level. (Frenzy cannot overwrite Vampirism, for example.) You can also distract Rolf by casting these spells on his own creatures, and Rolf sometimes will not Puppet Master your main stack, and cast Vampirism on his own stack to dispel yours. You are a wizard, so you are bound to win a magic duel in the long run!
Or, you can always wait and run over Rolf with a crazy army.
Preparing for Wulfstan's Final Battle
Wulfstan is going to fight in the final mission as well. It won't be an easy battle - again your opponent spams Puppet Master like he has nothing else to cast! Before Zehir goes into the portal and end the mission, here are a few things to do.
First, check your artifacts. The Dwarven King set will look good on Wulfstan, but then Zehir won't be able to access it. You may as well give all of them to Zehir since Wulfstan can function well without it. Make sure you give the Lion's Crown to Zehir, but Wulfstan can keep Lion's Cape to reach the effective morale cap of +5. Give the Runic set artifact to Wulfstan, and if you have any extra Dragon's set also give to Wulfstan. Then, move ALL carry-over artifacts in Wulfstan's (idle) inventory to Zehir's so the game won't make a stupid decision to equip the Enlightenment set in the final battle!
You should also adjust Wulfstan's skills. It is likely that the enemy heroes have fled so often that your Wulfstan remains at level 25 even at the end of the mission. Here comes my skill recommendation (also shown in the picture above):
Expert Runelore: 3 standard feats
Expert Attack: Tactics, Offensive Formation, Retribution
Expert Light Magic: Master of Wrath
Expert Dark Magic: Master of Mind
Expert Luck: Magic Resistance, Dwarven Luck
Basic Leadership: Runic Attunement
With Lion's Cape you still have +5 morale. If for some reason you are level 26, get another level in Leadership just to be sure. We will discuss the tactical details in the C3M4 walkthrough section.
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| Comments |

| Shimdra at 2010-07-02 20:05 wrote: |
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| Went through a portal before reaching the castle landing area, so I was extremely behind on Academy troop production by the time I found it. Went into the Rolf battle with an insignificant force, though vampirism on a large stack of accumulated Rakashahshahsa whats-its and summon pheonix made the battle surviveable (Especially with a 43% initiative 11 attack and 11 defense item equipped) | 
| Maciek at 2009-12-12 17:57 wrote: |
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Okay, so when you beat Hangvul, nothing extraordinary(like a cut-scene) happens. You just immediately get the screen saying that you've lost.
Ps. Destructive with magnetics and last stand works great! Edited on Sat, Dec 12 2009, 17:59 by Maciek |  | Wheeler Dealer at 2009-09-19 01:05 wrote: |
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You can't get Town Portal from the mages guilds, but you can through Scholar. I hired a dwarf hero which immediately grew to level 22 or so upon meeting Zahir. By grabbing enlightenment and scholar, I could transfer town portal to Wulfstan. That also let my helper hero go to the academy city and ultimately transfer the level 5 dark magic spells from Zahir to Wulfstan, once Wulfstan acquired expert dark magic at the memory mentor.
Near the end I had two level 26 helper heroes. I missed the academy city location on my initial trip through the upper map so when it came time to fight Rolf I didn't have much of an academy army (I only accepted one magical reenforecment). I took all my mountain dwarfs, berserkers, rune patriarchs and thunder thanes along with some academy troops to meet Rolf. I tried a few single stack battles but ultimately just threw all my troops in for an easy battle (hard difficulty, not heroic).
I got lucky and got the shackels of the last man from the artifact merchant about midway through so Wulfstan got an extra level or two. |  | revael at 2009-07-24 20:37 wrote: |
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| hey spytor, i just finished the game and saw ur comment, how did u manage to go through the campaign without losing a single unit and not taking dwarven reinforcements for zehir?? i played on heroic as well n had omniscience too and didnt take any dwarven reinforcements just call to arms (summoning the raksasha), didn't lose a single unit in zehir's army until in the end when fighting rolf, had about 40+ raksashas but my 40+ raksashas just get pawned... had to travel all the way back n get some dwarven reinforcements... orz... u r the man!! :) |  | spytor at 2009-07-17 09:41 wrote: |
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| Yes, as HereticPriest pointed out, the key in this campaign is the mission one. It is quite easy to pump up Zehir quite high there, I think I left at level 28 (should have than 30 though :(). In mission 3, I recommend to let Zehir do all the work to max his experience. This way Wulfstan can go to level 28 (my case) or even higher without fighting even once. By the way, if you use Zehir's abilities wisely, it is possible to get through the mission with Zehir's initial stack. This means no loosing exp on Call to arms and summoning the flying castle. Zehir can do just fine and doe not even have to take dwarven reinforcements. In fact he can get through without loosing single unit :) And yes I am speaking about heroic difficulty :) |  | mmontgomery at 2008-07-13 23:59 wrote: |
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I was playing on heroic also. My final Wulfstan build starts like stachnie. Expert Light with M. of Blessings, Expert Dark with M. of Mind and two Dark-reducing perks, Expert Enlightenment with Intelligence. I also added Tap Runes, so I would effectively never run out of mana.
Finally, I added Expert Sorcery, primarily so I could get distract. This allows me to cast spells 30% faster, while the enemy casts 20% slower.
I also got the Staff of Netherworld and Cloak of Death's Shadow. Due to my magical superiority, the battle in the next chapter was a piece of cake. I cast mass confusion, mass slow, mass righteous might, and mass haste. It was interesting that mass haste started a spell war, with the enemy forgoing puppet master to try to keep mass slow on my troops, which I would dispel with mass haste, and then mass slow again. Because of my faster casting rate, I would getting about 3 spells to his two, so while keeping mass haste on my troops, I could toss in another spell about every other turn.
The battle against Rolf was initially very difficult, mostly because I had rushed through in less than two months and only had 4 weeks troop accumulation from my town (12 Titans. 24 Rakshasa Rajas, etc.) I had cleared the entire board with nothing more than a couple hundred mountain guards I had brought from underground; I never used the Call to Arms. I was trying to figure out how to beat Rolf, when it occurred to me that I had forgotten to equip my army with artifacts, so I loaded a save to correct my mistake.
Luckily, I had just picked up the troops a few turns before, and still had an autosave at my city. Once I equipped my high level troops with +48% initiative/+13 attack/+13 defense, and my low level troops with +48% initiative/+13 defense/+10 health, the battle was a piece of cake, even though Rolf had a huge numeric superiority.
The battle was even more difficult since along with Arcane Omniscience, my other skills were of little help for the battle: Expert Logistics with pathfinding, and Expert Luck with resourcefulness and Spoils of War. But I wanted to keep these skills for the next level, so I decided to try the battle with effectively nothing more than Arcane Omniscience and Luck+3 on my side. I outfitted Zehir with the complete Dwarven Set, Ring and Staff of Star-Issus, Dragon Ring and Necklace, Lion Cape, and a Golden Horseshoe.
Rolf's Puppet Master was mirrored to Zehir's obsidian gargoyles. I figured that was a pretty safe stack to be controlled, so I made no attempt to dispel it, and sure enough Rolf did not cast Puppet Master again. In fact, he did not cast anything for awhile, just did normal attacks! Later he cast mass suffering. Finally, when puppet master wore off of the gargoyles, he cast it on my titans, which I immediately dispelled with Vampirism.
Meanwhile, I puppet mastered his thunder thanes then summoned phoenix, which destroyed his magma dragons over 4 turns. I cast vampirism on my rakshasa rajas, which keep them at full strength the entire battle.
It was a slaughter. By the time the battle was over, I had not lost a single titan or rakshasa raja, thanks to vampirism, and suffered surprisingly few other casualties. The mini-artifacts on my troops made a huge difference. |  | Crayno at 2008-05-26 08:10 wrote: |
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| The shackles are of no use, even if you defeat the high level hero he keeps coming back |  | stachnie at 2008-05-26 07:15 wrote: |
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My final Wulfstan build was a bit different. Expert Light with M. of Blessings, Expert Dark with M. of Mind and two Dark-reducing perks, Expert Enlightenment with Intelligence, Adv. or Expert Luck with MR and Dwarven Luck and Expert Leadership with Runic Attunement. I gave him full Dwarven set, Dragon Ring, Ring of Broken Will, Staff of Netherworld (all three from Art. Merchants), Dragon Necklace and Cloak of Death's Shadow. I have just finished his battle in the last map (Hard difficulty) and it turned out to be not very challenging, e.g. enemy troops very often suffered bad morale. Thunder Thanes were indeed excellent gate blockers ;)
Thanks for the tip with Vampirism overwriting Puppet Master. However, in most cases I found expert Magical Immunity better because it overwrites any curse and it cannot be overwritten with Dark Magic.
The battle against Rolf was annoying but not difficult. I gave Zehir Academy troops from more than 10 weeks (Tear-powered; I had about 50% numerical advantage) and all of them were loaded with mini arties (like +42% initiative, 82% MR etc.). |  | Lucy Curtis at 2008-05-23 22:04 wrote: |
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| TB - I have finally stumbled on how the runes work. Wulfstan does not use them - his army does. When in battle and your creaturecomes up to fight you will see at the bottom of the screen to the left just above the creatures the runes. Click on one and that creature will then use it. |  | Lucy Curtis at 2008-05-16 03:51 wrote: |
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| Alas no TB. I am starting to wonder if it is a glich in the programme. I am sure in earlier games with the dwarves I did have rune magic just by going into the castle once I had built it up appropriately. Would reallyappreciate it if there is anyone out there who can help. Lucy |  | tracerbullet at 2008-05-11 02:21 wrote: |
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| By the way Lucy, did you figure out how to activate Wulfstan's runes? I'm experiencing the same issue. |  | tracerbullet at 2008-05-11 02:19 wrote: |
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| Acquiring Arcane Omniscience is really tough! When I visit the memory mentor underground in order to redevelop my skills from scratch, sometimes I get both the skills I require in the same turn, since I can only choose one per level, the second required skill never comes back! Is there anything I'm missing or not understanding? Please help. | 
| nmiz at 2008-05-04 14:01 wrote: |
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about wulfstan's skills: wouldn't it be better to go for the ultimate protection using the mentor?
with it your dwarves just won't die |  | Lucy Curtis at 2008-04-27 23:59 wrote: |
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| PS I should add that I am on this last level but have had to go back to the one before in order to upgrade Wulfstan's magic powers as he doesn't have mass confusion. Still don't have that but at least I now have mass deflect missile. |  | Lucy Curtis at 2008-04-27 23:57 wrote: |
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This probably sounds like a particularly amateurish question but then I have never got all that good at playing, despite the number of times I have gone through it. How do you get Wulfstan to activate his runelaw powers? I have the dwarven castle fully built with all runes in it but putting Wulfstan into the Castle does not seem to give him access to these runes. I have also tried clicking on the round centre runelaw button in case I needed to purchase runes with wood, ore etc in order to get them into his spellbook but this also hasn't happened. His profile shows that he has expert runelaw but nothing shows in the darn book when I engage an enemy. Would appreciate some help please.
Thanks |  | HereticPriest at 2008-02-23 07:59 wrote: |
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Dude, you are kidding. level 17/18 from Mentor ?
i spawn level 27 heroes with my 31 level Zehir. how i did that ? Here is a hint, first level of this campaign, lots of artifact traders(in the dungeon towns and the academy home) and a sacrificial shrine where you can convert your artifacts bought every 4 weeks or so into XP !! In the meanwhile you should have a constant supply of troops to another hero that keeps the dungeon player locked in his town, the ai usually does not dare to walk out when your army is strong enough. of course this can take a lot of time, but i dont know where the levelcap is in that map. when i was level 30 or so i got bored :P |  | Chevo at 2007-12-31 07:50 wrote: |
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Did someone get the little green alien hero plate flying around in a space ship??
that suddenly apeard day 1 week 1 month 8? called plate?=P Edited on Mon, Dec 31 2007, 07:54 by Chevo |
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