More From the Will of Asha

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Angelspit
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More From the Will of Asha

Postby Angelspit » Oct 31 2007, 19:30

<img src="/https://www.celestialheavens.com/featur ... m3_p05.jpg" align=right vspace=10 hspace=10 height=50% width=50%>More walkthrough articles have been posted for the Will of Asha campaign. Get some detailed instrusctions and guidelines from maltz as he goes over the layout of <a href="/https://www.celestialheavens.com/712">The Grim Crusade</a> and <a href="/https://www.celestialheavens.com/713">The Bull's Wake</a>.



The tips for the rest of the campaign are almost done. More walkthroughs for various Might and Magic games can be found <a href="/https://www.celestialheavens.com/119">here</a>.

If you would like to take a look at the original page visit this link:
https://www.celestialheavens.com/712
I'm on Steam and Xbox Live.

travelingoz
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Postby travelingoz » Nov 1 2007, 12:55

You can actually use the seer hut (1) outside your main town as a poor mans town portal. You can visit it with any hero and Arantir will be automatically transported back to it!

You get 2 goes at it. Once when you start the quest, and once when you complete it.

I actually went east, continued on down the hill and there's a double mana spring and gold/experience chest there near the second sulphur mine. With doublse mana and extra experience, you should be able to take the sulphur mine and get a shrine built in the first week to boost your Dark Energy points.

I hired both hero straight away for extra troops and sent one with Arantir. After taking the sulphur mine, get the other hero to visit the seer mine and Hey Presto! Arantir is back, at this point grab all your troops and proceed west as in the walkthrough.

Anytime you wanna get back(or need those knights), Just visit the seer hut again and arantir will return.

I found it saved loads of time and used it just after i took the second castle. i had enough time to go up to the hill fort and take the gold mine b4 the end of week 2.
Edited on Thu, Nov 01 2007, 08:55 by travelingoz

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Postby maltz » Nov 1 2007, 13:55

Thanks for the info! I've added this into the walkthrough.

HeroesAddict
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Postby HeroesAddict » Jul 25 2008, 21:46

Thanks for this useful walkthrough but I have been wondering how could you split out the skeletons army into 4x1 stacks at the very beginning. As soon as you finish mission 1, it is impossible to modify the army of Arantir before the first battle. Regards

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Postby csarmi » Feb 3 2009, 14:50

This campaign is a pain in the ass... I NEVER got Mark of the Necromancer offered by any of my main heroes (actually Ornella got it on level 23 or so whiwh ddidnt make a difference).



Also this hero is just stupid: he's getting WEAKER when levelling up (you start with 10 max mana and the first 5-6 levels suck bigtime as mana cost of the avatar goes up...)

KatrineA
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Postby KatrineA » Aug 28 2009, 0:13

This is going to sound dumb. I am a newbie. How do I hire a secondary hero? Also when I go to get the vampires, I always get 11-13 vampires only, not a hord. Why?

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Postby Wheeler Dealer » Aug 28 2009, 1:35

I had a somewhat different experience, playing on hard without reading the walkthrough first. I was slow getting to the second necropolis and slower still reaching the neutral (now orange) academy city at (C). By the time I met the principal orange hero, he was too much for me. His army was bigger than mine and he had a better magic matchup. He had some magic resistance, magic mirror and cast phantom forces continually without exhausting his mana!



After using my time travel spell, I ended up builing a smaller second army and playing cat and mouse with orange, taking the the city Nur wasn't near and then retreating and taking the other when orange moved his main force to recapture one of his cities. Eventually I built a third smaller army to take Arantir's place in the harassasment and sent Arantir on through the yellow garrison.



Yellow let Arantir pass and red soon fell. Coming back overland from the red conquest I caught yellow out of his castle and, by virture of expert logistics and traveling boots, I managed to caputure the yellow castle without fighting the main yellow hero. Even though yellow had the superior army (clearly better than the orange as well) he wouldn't attack Arantir in the castle and after a week, disappeared, defeated without a fight.



All armies were combined and Arantir was finally able to defeat Nur outside his castle, still a difficult fight even though I was now informed the threat was moderate instead of challenging.



Thanks for the walkthrough. At one point i thought i might need to start over on normal, or at least with a better plan, but your walkthrough encouraged me to keep plugging.

ylayarocks
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Postby ylayarocks » Aug 29 2009, 23:51

does t0te have cheat codes? Just wondering. I'm a fair player, i have finished t0te on easy level, and i intend to re-play it on higher difficulties without aching my head , lol.

KatrineA
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Postby KatrineA » Aug 30 2009, 22:50

Here is a link to cheat codes: http://www.cheatcc.com/pc/heroesofmight ... codes.html



Now since you've finished this game. How do I hire a secondary hero on this level or in general, as I've never done it.

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Postby Peredhil » Aug 31 2009, 20:36

Except from scripted heroes,or some map restrains,usually heroes are hired from the tavern in any city that can build it.Not sure if this was a serious question, or a quasi subtle joke, KatrineA....
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KatrineA
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Postby KatrineA » Sep 1 2009, 1:15

I'll say it's a joke if it makes me look smarter.



I haven't been playing a lot of pc games since I was 16.



I finally figured it out though. I never paid that much attention to the towers.



At least I'm not stuck on the level below, as the bf is. Yes, I do use other people to make me feel better.
Edited on Mon, Aug 31 2009, 22:13 by KatrineA

ylayarocks
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Postby ylayarocks » Sep 3 2009, 23:41

@Peredhil : be nice, lol @KatrineA: u need to build a tavern first, then u can hire ur secondary hero. U actually can hire them outside ur town,from the tavern building,just like u can hire extra troops,but no tavern guild on this map. And thanks for ur link info, i'll check that out later. U see, i couldn't get the cheat work, this t0te v.3.0, i read n tried but it didnt work. Anyway,i'll try yours. Thanks.

Dstr
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Postby Dstr » May 16 2010, 8:59

i didn't know about the seer cheat... and also i didn't take the vampires. i didn't want to lose time....

i like to read the waltkthroughs after completing the missions and then compare my ways with others... i know you were right, i lost almost 5 months on heroic.

but i have a very nice hero build :)

alexender00
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Postby alexender00 » Mar 15 2011, 23:41

The memory mentor trick don't seem to work with 3.1, if a skill is dependent on another (like scholar from Enlightenment), it prevent you from removing the skills or feats that give you the said skill thus Howl of horror is not possible on this mission due to lack of skills.



But! If you abuse the system you can have a bonus skill point no matter the previous skills picked by having a newbie hero go to the witch house (just past the yellow gate), learn the skill, then clear whatever you need to clear so that your actual main hero can get the witch skill, learn it and change it to whatever you actually want.



Can do it only once but still a skill point is a skill point.

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Postby Ravenblade » Aug 16 2011, 19:38

Just in case people keep scratching heads about how to split armies when the battle has started. Battle has a tactics phase and a combat phase. During tactics phase you can click on any creature listed in the bar at bottom. Selecting it and pressing shift while moving the portrait to an empty slot will bring up the split window. The rest should be self-explanatory.

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Postby Abruzzi » Oct 21 2011, 16:33

lol Maltz, you forgot to mark the Intelligence stat boost to the south-east of the 2 stat bonuses at the right side. ;)

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Postby ShadowLiberal » Nov 26 2011, 20:42

Playing this mission reminds me of why I gave up on TOTE the first time around, the fight at the beginning is really annoying.



The first few weeks are the toughest here. Once you take out Orange's toughest hero the worst is over.



I had a hard time taking over the other necromancer town since Orange kept on showing up to invade my other town and interupting me. It may be easier to take Orange and Yellow out first before you grab the other necromancer town, since it'll need a lot of building up to be of much use.



Oh and just a tip with the memory mentor. At takes taking a bad pick on a level up (like Light Magic) can allow you to pick something much more useful the next few level ups (like sorcery and arcane training). I picked worthless Light Magic on a level up to get sorcery offered, than dumped Light Magic to go up to expert in Enlightenment.

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Postby RollingWave » Dec 20 2011, 8:38

yeah the first orange invasion is rather problematic even on normal, doesn't help that Arantir is slow as hell and might not make it back in time fortunately I had already maxed fortification and somehow managed to barely win (I was left with just 20 zombies) with a lvl 1 hero and about 1.5 week worth of creatures.



We can talk a little about creature selection, IMHO generally speaking Vampire lords are more general purposed than Prince (though Prince is stronger against the right targets). and Arch Lich is DEFINATLY more useful than Lich Master (Except against other Necros such as map 1, in that case Lich Master is much better because it has raise dead.). Banshee is more useful against living stuff in general as well.
The river of time wash away all heroes

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Postby ShadowLiberal » Jul 6 2012, 2:19

Just played this mission again, on Heroic this time instead of Hard. A few tips, about mistakes I made that made things much harder for me.



-DO NOT get the 6 death knights quest, and DO NOT collect them as soon as you can. You NEED the free teleport back to town in order to seize the second necromancer town, because as soon as you get within a few days of the second town orange WILL invade your town.



-DO NOT take orange's town ASAP, doing so WILL awaken yellow. I tried this in the first few weeks (since I wasn't able to seize the 2nd necro town from Orange's interference), I quickly got owned by yellow a few turns later, I couldn't run away from yellow either because he'd seize orange's town and then head for my main necro town.



-Once you take orange's town, send all but the tier 2 and 3 creatures to the necro town right away, and lead yellow away from orange's old town to your necro town. This way you can get an extra week or two of army over yellow to even the odds out a bit.



-When defending against yellow, BUY AN AMMO CART, I forgot this step, which made me run out of ammo in the siege, though I still won narrowly. Also stay in the castle at all costs, until the walls are trashed. Try to kill off all the titan's with your archers ASAP, and keep mass slow/confusion/banshee howl active at all times, as well as mark of the necromancer.



-When the castle walls are finally breached, use your men as blockers to keep the enemy on your moat, and kill off all the archers NOW. Once you're down to just melee units (or out of ammo archers) split everyone up, and start laying fire traps all over the place, use mark of the necromancer on the Rakas (there's probably like 40+ left). At one point my army was reduced down to 4 zombies and 17 skeleton archers against 50 Raka's, but I kept wearing them down with fire traps, and kept on raising up previously defeated stacks of ghosts/dragons/wraiths, in all different directions with plenty of fire traps waiting.



Once yellow's main hero is gone you've pretty much won.

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Postby hprwhg12 » Apr 3 2014, 17:14

I don't know what planet you got the idea for splitting 4 x 1 skeltons for first battle. Before I even get a chance to summon avatar they are all dead but 1. Yes, it works fabulously for other battles early on. Just not this one.



I hate this battle. I have to continually go back to the end of last mission and pick Ornellas skills over and over again because that is last auto save point.



I can't do this battle without losing almost whole army. His fireball takes out pretty much everything and my avatar can't even kill 1 air elemental. I am left with 8-10 Zombies. So much for keeping skeletons alive for their ranged ability to help in beginning.


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