Infiltrate the Dungeon Campaign

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Angelspit
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Infiltrate the Dungeon Campaign

Unread postby Angelspit » 26 Jun 2006, 02:29

You would probably be disappointed if the Warlock campaign walkthrough was not written by Infiltrator. I'm happy to announce that our resident Dungeon expert is back to guide you through those missions. The first map, <a href="/https://www.celestialheavens.com/561">The Clanlord</a>, is an inovative arena-style map where you must train you hero before a grand battle. Infiltrator suggests a way to get the most of that one month period.



<center><img src="/https://www.celestialheavens.com/featur ... "></center>



There are several other walkthrough articles on the way, so we should have a full set soon.

If you would like to take a look at the original page visit this link:
https://www.celestialheavens.com/561
I'm on Steam and Xbox Live.

tonym
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The Warlock → The Clanlord

Unread postby tonym » 26 Jun 2006, 03:05

Nice guide. A couple of things. I played the mission on Hard and I'm pretty certain I didn't start with a Fort, so maybe thats only on Normal and/or easy difficulty. I picked the same skills except exchanged Logistics for Sorcery to take advantage of the Warlocks high spellpower. You probably already mentioned it in your Dungeon Guide, but you can minimise casualties in easier battles by parking your Raiders next to the enemy and then attacking with your Blood-Furies for a double-no-retaliation strike. With Raelags special ability you can even execute this type of attack after the enemies first turn, and then retreat to your own half of the field before the enemy gets to take their second turn.



Tony

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The Warlock → The Clanlord

Unread postby Infiltrator » 26 Jun 2006, 07:57

Depends on the enemy initiative :)



But yes Raelag is most efficient against any type of army. You can park the Raiders but most of the time you can just defeat them with spells and furies, as Raiders aren't cheap and don't have a lot of defense :)
Infiltrator out.

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asandir
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The Warlock → The Clanlord

Unread postby asandir » 26 Jun 2006, 07:59

nice guide, is really close to how i did the mission actually



well written
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Labyrinth
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The Warlock → The Clanlord

Unread postby Labyrinth » 26 Jun 2006, 08:56

Ow, I didn't know you could run away from your contestants. Playing on normal, I went for the one in the north, for he was the easiest looking, and battled everyone in a row. This took me two turns, and I can't remember them attacking each other that much in the mean time.
What the #$*! do we know?

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Sikon
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The Warlock → The Clanlord

Unread postby Sikon » 26 Jun 2006, 11:57

I played on Normal and didn't start with a fort either.

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The Warlock → The Clanlord

Unread postby Infiltrator » 26 Jun 2006, 13:52

Well I mentioned you don't start with a fort - which can be a problem on Heroic :)
Infiltrator out.

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The Warlock → The Clanlord

Unread postby Gnoll_Mage » 26 Jun 2006, 16:50

Was this guide up before the link to it was posted? Or am I going crazy?

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Qurqirish Dragon
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The Warlock → The Clanlord

Unread postby Qurqirish Dragon » 26 Jun 2006, 17:18

I think the comment was meant to be that on Heroic you woun't start with enough resources to get to citadel / castle, not that you got a fort on lower levels.
Matthew Charlap -353 HoMM map reviews and counting...

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DaemianLucifer
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Re: The Warlock &#8594; The Clanlord

Unread postby DaemianLucifer » 26 Jun 2006, 20:04

tonym wrote:Nice guide. A couple of things. I played the mission on Hard and I'm pretty certain I didn't start with a Fort, so maybe thats only on Normal and/or easy difficulty.
Same here,and no fort.
tonym wrote: I picked the same skills except exchanged Logistics for Sorcery to take advantage of the Warlocks high spellpower. You probably already mentioned it in your Dungeon Guide, but you can minimise casualties in easier battles by parking your Raiders next to the enemy and then attacking with your Blood-Furies for a double-no-retaliation strike. With Raelags special ability you can even execute this type of attack after the enemies first turn, and then retreat to your own half of the field before the enemy gets to take their second turn.



Tony
But dont never put your raiders between two stacks and attack them both with hydra sine your raiders will be hit then.

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The Warlock → The Clanlord

Unread postby cunningman » 02 Jul 2006, 00:07

Where's the red "keymaster" on the EXPANSION scenario? I know, a "duh" question!
Edited on Sat, Jul 01 2006, 18:08 by cunningman

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Re: The Warlock &#8594; The Clanlord

Unread postby DaemianLucifer » 02 Jul 2006, 01:42

cunningman wrote:Where's the red "keymaster" on the EXPANSION scenario? I know, a "duh" question!
Edited on Sat, Jul 01 2006, 18:08 by cunningman
There isnt any.There is just a tan keymaster in the underground.They both were tan,but because they look like theyre red,nival decided to change it in the patch.But they changed just the gate,and not the tent.

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The Warlock → The Clanlord

Unread postby maltz » 06 Jul 2006, 13:39

> I suggest you take Offense, Destructive Magic, Luck and Logistics.



As for Raelag's build, I would replace Logistics and Offense with Sorcery (magic insight, mana regeneration, erratic mana) and Enlightenment (intelligence). Sorcery premits fast casting and more mana, and enlightenment boosts spellpower, mana as well as other stats that is equivalent, if not better than the result of expert attack.



This entire campaign (on heroic) always have the main hero(es) starting SOOOO weak. By maximizing Raelag's spell casting capability, he conqueres map after map with negligible forces even on heroic. I only give him hydras to soak up the damages. I never need blood furies (they die way too fast in significant battles).
Edited on Thu, Jul 06 2006, 07:40 by maltz

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The Warlock → The Clanlord

Unread postby chaosholm » 07 Jul 2006, 10:17

When does the next walkthrough get out? I'm stuck in 'Raelag's Offer'... Anyway - I have to agree with maltz' choice of skills - unfortunately I had to choose 'Enlightenment' instead of 'Offense'... which basically is of no use, because Raelag learns most of the spells anyway and his knowledge-skill becomes very high as you get on with the campaigns (no need for 'Intelligence'). And - just a hint - when you get your extra hero (another hero in.. act 3??) - make sure she gets 'Logistics' as well as Raelag - and experience... you're stuck on her for a long time ;-)

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maltz
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The Warlock → The Clanlord

Unread postby maltz » 07 Jul 2006, 16:20

In respond to chaosholm:



I just finished the entire campaign on heroic. Here are a few of my observations:



1) With all kinds of knowledge, mana + feats, I have 330+ mana on mission 5. Legions of familiars and Imps drained ALMOST all of my mana -- but I still got a little left! Those little mana points left made my day in the hardest battle, the garrisons). Just for this purpose I would love to maximize my mana pool.



2) Warlock's luck NEVER activates with Empowered spell! (patch 1.1). This is very disappointing. I took Luck purely because I want to have double damage on empowered spells! In fact, I never need any significant army in missions 2-4. LUCK IS USELESS FOR THE SPELLCASTER! (but useful for an army commander). LUCK does help on the 5th mission, but you can pick the horseshoe artifact at the beginning, and use some of the idols/foutains.



3) With destructive + sorcery, I never feel the need for Logistics in any of the 5 missions. It is not as useful as other skills. (think of what you can trade it with, a SUPER pheonix, mass slow, or some never-dying army, oh yessss!)



If I would replay this campaign, I would pick the following skills:



-- Destructive Magic (master of ice, master of storm, secrets of destruction)

-- Sorcery (magic insight, mana regeneration, erratice mana)

-- Englightenment (intelligence, scholar, arcane intuition)

-- Light Magic (master of wrath, refined mana, twilight)



That would make Raelag a perfect spell caster. He can probably pull out of every single battle without any loss (due to Ressurection). Raelag should be able to learn Resurrection from one of the two Dragon Utopias in map 2 and 3. Phenoix is good, but when you are summoning them, you still take losses.
Edited on Fri, Jul 07 2006, 10:25 by maltz

chaosholm
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The Warlock &#8594; The Clanlord

Unread postby chaosholm » 09 Jul 2006, 06:01

This goes to maltz - I have to agree that Raelag can become a most cunning warlock though it seems to me 'Logistics' is a hard one to miss... Fortunately there a plenty of places where you can purchase a pair of travelling boots (to use instead of 'Logistics'). But I always find 'Logistics' to be an almost 'must have' (I guess that's one of the things that makes us different players...)

I have one question though - am I to destroy everything on the map in 'Raegal's Offer' before being able to continue to the next act, or is there some secret way out, which I just haven't discovered yet?

Edit: Once again I'm back... I've killed everything in sight (ALL enemies), wrecked every town and taken all mines... but still... I'm stuck in 'Raegal's Offer' - there seems to be no way out of there.... Can anybody please help me?

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Unread postby Gaidal Cain » 09 Jul 2006, 09:12

To answer your questions: Yes, there's a "secret" way- the underground.
And no, you don't have to capture everything. All you need to do is to bring Raelag and Shadya through the garrison in the southwest.
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csarmi
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The Warlock → The Clanlord

Unread postby csarmi » 11 Jul 2006, 07:47

I'm not about to play any heroes game without logistics. Speed is everything.

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The Warlock → The Clanlord

Unread postby csarmi » 11 Jul 2006, 09:19

Actually, the Blood Maiden dwelling can't be taken too fast... it is guarded by horde of steel golems and lots of minotaurs (both have to be defeated)... okay blood furies might help here (the golems can be hit and run)...



Okay I took it fast by abusing Blood Furies and the scout dwelling too. The guide misses the really important things though: how many dwellings you can build (what's enabled, what's disabled), how many mines you have to capture, etc.
Edited on Tue, Jul 11 2006, 09:05 by csarmi

csarmi
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The Warlock → The Clanlord

Unread postby csarmi » 11 Jul 2006, 20:24

I hate this map. :(

Archers are everywhere where tehy shouldn't be.. and of course the gold mine is guarded by lots of elder druids, which are close to impossible to fight. Actually, I have 3 stacks of elder druids, 1 stack of magi and 1 stack of liches ...



it's like game over I guess


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