Sylvan campaign: Archipelago
Sylvan campaign: Archipelago
I don't see any other threads on this so I must be the only twit having a problem with this. No matter how much experience I get for Findan, these opponents are just proving way too much, and the opportunities for adding to Findan's forces waaaaayyyyyy too few. How did you all get through this thing, I can't even get to the point of finding Tieru
Thanks
Thanks
Thanks for the reply but I've started this several times and although I have explored most areas, to get a few clusters of joiners, you nearly lose half the troops you had to get to them. I expect this to get harder as I go along but I'm really having big problems with this one, although I never thought I'd get through the last, or the one before that LOL
Edit: come to think of it, I had resurrection last map but I don't have it in this one???
Edit: come to think of it, I had resurrection last map but I don't have it in this one???
You shouldn't lose any troops against neutral walkers and flyers. You shouldn't lose any troops against neutral creatures at all if you have Resurrection. Findan should have at least one magic skill, prefereably Light or Destruction since Sylvan is aligned with those two. Findan should have at least 10's in all stats considering the large number of stat boosting map objects in the Sylvan campaign.
- cornellian
- Conscript
- Posts: 233
- Joined: 05 Jun 2006
Archipegalo is the kind of map that punishes you for not having certain skills. Findan builds without magic will have an insanely hard time in this map, so will Findan w/ destructive or dark magic in one or two fights. I had Light and Summoning Magic, both Expert level, didn't have phoenix but had elementals and resurrection; and I seriously believe that without those two you don't stand a chance if you try to clear the map for xp.. I ended up losing 6-7 sprites and 3-4 war dancers in the whole map with resurrection..
So, if you don't have resurrection at the very least, then minimize your fights, forget the xp, just engage when you are absolutely sure of winning easily, or when you have to. You'd want to save your troops for you will have to fight against Biara in the end. You might also want to save before getting into tougher battles...
So, if you don't have resurrection at the very least, then minimize your fights, forget the xp, just engage when you are absolutely sure of winning easily, or when you have to. You'd want to save your troops for you will have to fight against Biara in the end. You might also want to save before getting into tougher battles...
- ThunderTitan
- Perpetual Poster
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On Normal the game skipped The Defense map and jumped when I played, and Findan has some lvls below what he should have been and I finished it in my second try easy. You just have to make sure ur Hunters don't die.
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Sylvan Campgain-Archpeligo(spelling)
I am having trouble finding my way to the center part of this map. Could anyone shed some light on that subject? I have probably past the passage to a portal to the surface.
- camelotcrusade
- Leprechaun
- Posts: 29
- Joined: 23 Jun 2006
I just did this map and had a grand time. I only know dark magic, but I managed to pick up that scholar skill that let me learn all the third level spells in a previous map. That meant I could learn phantom forces, which completely saved my bacon.
With that in mind, I schooled everything I met by doing this:
1. When I had room, I always broke up my shooter stacks. For example, two stacks of master hunters or druids. That means more chances for warding arrows to go off, or more lightning damage.
2. When I fought overwhelming odds, I used phantom forces to clone my shooter stacks. If it was really hard, I mashed my stacks back together to get better phantom forces. You can clone anything on level 1-4 without even knowing basic summoning magic as long as you have that skill in sorcery (can't recall the name, sorry).
If you don't know any above second level my best advice would be to spread out your master hunters to try for more warding arrows. Also, it's cheap but sometimes if you bring different combinations of creatures it will give you a different initiative bar. For example, if every time you attack those water elementals they are going to ice bolt your faeries to dust, try not bringing them or only bringing half -- eventually you will find the magic combo that lets your hero or key unit go first.
With that in mind, I schooled everything I met by doing this:
1. When I had room, I always broke up my shooter stacks. For example, two stacks of master hunters or druids. That means more chances for warding arrows to go off, or more lightning damage.
2. When I fought overwhelming odds, I used phantom forces to clone my shooter stacks. If it was really hard, I mashed my stacks back together to get better phantom forces. You can clone anything on level 1-4 without even knowing basic summoning magic as long as you have that skill in sorcery (can't recall the name, sorry).
If you don't know any above second level my best advice would be to spread out your master hunters to try for more warding arrows. Also, it's cheap but sometimes if you bring different combinations of creatures it will give you a different initiative bar. For example, if every time you attack those water elementals they are going to ice bolt your faeries to dust, try not bringing them or only bringing half -- eventually you will find the magic combo that lets your hero or key unit go first.
achipelago (spoilers)
I just finished this map. 2 questions. The first one, I think is a dumb question. There's no way to really save Tieru right? Right. The only reason why I ask is that it gave me an "objective failed" and a red x on the objective list that made me wonder if it would've actually made a difference if I were a little quicker.
The 2nd question is about the side quest for super artifacts. I didn't do that. Are they something you get to keep for the next map? If so, what are they (are they worth it)? Thanks.
The 2nd question is about the side quest for super artifacts. I didn't do that. Are they something you get to keep for the next map? If so, what are they (are they worth it)? Thanks.
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