|H7: Would you prefer 2D or 3D townscreens?|
Features → Walkthroughs
→ The Queen → The Fall of the King
- Rescue Isabel and capture Dunmoor
- Capture any town in 1 week
- Hold Dunmoor against enemy attacks (later during the mission)
- Set up Tears of Asha in Dunmoor (later during the mission)
- Send Godric to Nicolai (later during the mission)
- Isabel and Godric must survive
Spoiler: view a screenshot of the surface (1.5 MB)
- Isabel & Godric (Max Level 24)
At the beginning of the scenario, you must choose a bonus from one of these three:
- Imperial griffin: 4
- Four leaf clover
- Gold: 1500
It's not vitally important which one you choose, but the gold is useful at the beginning of this scenario - so that'll be my advice. You could argue that 4 imperial griffins costs more than 1500 gold, but you can't use the griffins to build structures in your town. If you are playing on high difficulty then you really need the griffins' battle dive to succeed in the first half of this scenario.
Capture any town in 1 week / Rescue Isabel and capture Dunmoor: These two objectives are tied in with each other. There is only one accessible town on the map, and that is Dunmoor (you can see it on your minimap from the start). So that'll be your first objective.
From your starting point go immediately northeast to the Garden of the Wee Folk (that's the leprechaun for all you old-timers) and then follow the road east. Avoid the Artifacts' Merchant for now. You'll need your money for troops in the beginning and there'll be plenty of time to visit it later. Once you get to the crossroads; turn north towards the Haven Military Post. It's guarded but you should easily manage. Get the monks and griffins of course and continue north until you see a Ore Pit to the west - flag it and continue along the road towards Dunmoor. Don't forget to visit the Crystal of Revelation on the way.
After you've captured Dunmoor, you can see Isabel's prison just northeast of your town; it's guarded by a few pit lords. Build either dwellings or town hall in the town, get what troops you can and then go bash the pit lords.
A particularly cheap but effective tactics in this scenario is to abuse imperial griffin's battle dive. If you deploy nothing but these armored birds, the enemies will stand still and wait to be dived to death! You will lose your first aid tent to the fireball, but it's useless anyways.
Once you've freed Isabel, give her the main part of the army and send her to Dunmoor (again, don't forget the Crystal of Revelation for Isabel either). From Dunmoor Isabel should head to the northwestern corner of the map to the spectral dragon. Try to use good tactics to preserve your troops. Whatever the outcome, it will be worth it; there's a Gold Mine and some treasure that you want to cash in. Next return Isabel to Dunmoor.
At the beginning of week 2, you'll get a new objective: Hold Dunmoor against enemy attacks. At the same time you should be able to spot the Demon Lord Agrael (red hero) approaching from the south. He's coming for Dunmoor, so if Isabel and the army aren't already there ... well, then get a move on. Be sure to keep Godric out of the way, as the Demon Lord will attack him if he gets a chance. He can hide out either near the Gold Mine to the northwest or near a Saw Mill to the east.
Once you've defeated Agrael's army you'll have about 10 days until the next attacker arrives, so spend the time well. Let Godric pick up the troops from the Haven Military Post and have Isabel ride east along the road to the Saw Mill. (Since patch 1.1 the Haven military post in this area has been removed.) There are a couple of mines around here, but you shouldn't engage in combat that'll give you too many losses. Since patch 1.3 you will probably have a severe mercury shortage, so consider flagging the alchemy lab east of the Haven military post ASAP.
While Isabel stays fairly close to Dunmoor, Godric should explore the northeastern part of the map. There are three significant places he should locate there. The first, and most important, is a portal exit, because this is where the next Demon Lord will arrive - so once Godric has found it, he should stay clear of it. There are a few of creature stacks, but Godric can easily move around in the area. The two other locations are a Subterranean Gate Entrance and an Obelisk in the very NE corner that Godric should definitely visit.
In the middle of week 3 the next Demon Lord arrives not far from Dunmoor, so make sure Isabel can make it to the town before the Demon Lord. After the battle with the Demon Lord, you'll be given a new objective again: Set up Tears of Asha in Dunmoor. Every now and then (roughly weekly) a quite-powerful Demon Lord will appear from the one of the two portal exists (S and SE)- they will attempt to take Dunmoor, but not if you have some troops in the garrison (you'll need more than 1 peasant of course, but a huge army isn't needed). If you get the chance, let Isabel deal with these roaming Demon Lords.
Keep exploring the lands, while keeping an eye out for enemy heroes. It's helpful to remove some of the fog of war in the southern part, so you'll be warned earlier if enemies approach. To complete your newest objective, you'll need to visit some Obelisks. There are 3 on the map, but if you try searching the map, you can probably figure it out after visiting only 2. When you have an idea of its location, move a hero and start digging in the area - if you're close, the game will tell you in what direction to dig. Once you have it, take it to Dunmoor and construct it.
During week 1 of month 2, yet another Demon Lord is released in the south, so it's time to head home. If you think you have enough troops then head out and meet Alastor, instead of waiting for him to come to you. Defeating him triggers the final objective: Send Godric to Nicolai.
If you just want to complete the scenario, then load Godric with troops and send him along the road leading south from Dunmoor, near the bottom of the map the road turns west. Follow it across the bridge (see the picture at the top). Keep heading east until the edge of the map, then turn south towards the garrison (it's visible in the southeastern corner) and watch the spectacular ending.
If you don't want to finish just yet, there's plenty of stuff to explore. From here on the demon armies will pose only a minor threat to you, but from time to time - they prove no real threat since you have a lot of cash now. There's a large tunnel system underneath the surface, that has a lot of interesting things; Marletto Tower, Arena, Star Axis and 2 Crystal Caverns (a big help when building and upgrading the Jousting Arena and building high-level Mage Guild). If you want to level Godric to level cap (quite useful later, but might cause you headache as well), make him stay at home to fight all spawned demon lords. They are very juicy.
There's a special place in the northeastern corner, to get there use the entrance to the underground near the northeastern corner. Then head north along the curving tunnel until you see stairs leading up. Once above surface, head south - there's a powerful artifact here, but it's guarded by LEGIONS of imps. Kill them and claim the prize, but bring enough troops. In the same area, you can venture west from the Subterranean Gate to find some level-7 creatures guarding another artifact and some treasure.
A very useful spell "Town Portal" can be learned when you build the lv-5 mage guild and reach lv 20 with your hero. This spell portals your hero from any position back to the nearest town under your control. If you have this spell, then you can travel very far away, and portal back just the day before a demon lord reaches Dunmoor!
|stachnie at 2014-07-01 12:58 wrote:|
|Patch 1.6, Heroic. I let Godric to free Isabel, capture gold mine and finally capture the town (at 7th day) and... I had almost no enemy attacks! Only one-two weak Inferno heroes and one Wizard with a Gargoyle. It turned out that Agrael was sitting next to the Inferno town and somehow his army was growing. Then I sent Isabel to clear most of the map (she finally reached the level cap). After I had built the Tear building I sent Godric to dispatch Agrael and the scene with Godric congratulating Isabel was shown.
Later Godric managed to beat the garrison (expert Dark) and capture the Inferno town. It turned out that the garrison provides 5 Archidevils, 10 Pit Lords, 15 Nightmares and 20 Succubi Mistresses each day! Inferno heroes kept trying to capture the Haven town, they appeared each week with incomplete 3-4 week armies. Godric was accumulating mixed Haven (Marksmen, Crusaders and Paladins) and Inferno (lvl 4-7) army. At late Month 6, when he had 250+ Archidevils, 500+ Pit Lords, 750+ Nightmares, 1200+ Succubi Mistresses and (IIRC) about 500 Crossbowmen, 400 Crusaders and 200+ Paladins (training!), I decided to try to defeat Agrael. I have given this army to Isabel, leftover went to Godric and moved Godric to the SE corner.
The fight seemed to be difficult, but only at the beginning (Agrael had less stacks, but stronger, e.g. 3k or 6k Hell Hounds). Isabel had much stronger stats, she managed to cast Mass Confusion, Mass Slow, Mass Haste, Mass Righteous Might. The next spell would be Mass Weakness but there was only one enemy stack left :) Agrael only used his regular attacks.
After defeating Agrael Nicolai has not appeared. It seemed I would be stuck but when I moved Isabel a bit furhter from the Inferno town, the final cutscene appeared.
Edited on Thu, Jul 03 2014, 08:04 by stachnie
|VAMPSVSZOUNDS at 2011-12-02 18:22 wrote:|
|(PATCH 1.3)Having restarted the campaigns at heroic I think this is a better way to tackle the mission (first week):After 2 days Godric gets to the Ore pit area.Go to the used grass patch there and dig.If it doesn't indcate the Tear,restart the mission.If it indicates the Tear is close,atk Dunmoor,create a hero,give him all of Godric's army but the Griffins and save.We should be in turn 3.Move the new hero to the spot where you think the Tear is.Turn 4:If it isn't there,load and try again till you get it.Then get Godric to take the artifact and move it in town.Turn 5 Attack the Ore pit with the new hero and attack the Pitlords with Godric's Griffins.I lost my Tent and 2 griffins,but if
I'd have bought sth for the PL t obombard I'd have escaped unscathed.Turn 6 free Isabel,move her towards the Sawmill.However give her Godric's former army-Marksmen Squires etc. and move towards the Gem Mine.Turn 7 go to the water wheel,with the new hero close.Turn 8 conquer the gem mine and leave the new hero to flag,move towards castle.Turn 9 Face the easy Agrael which comes with an ABYSMAL army of 5 Archdevils 16 imps and 5 succubi.That's what I have played so far,cheers.Ah,I lost to Agrael just 1 cav due to his AA,not even a Marksman died to the Succubi.
Edited on Fri, Dec 02 2011, 13:23 by VAMPSVSZOUNDS
|VAMPSVSZOUNDS at 2011-12-02 13:32 wrote:|
|A nice idea would be not to give Godric higher lvl Light Magic and instead have him get Dark Magic,in order to keep his effectiveness for C3M2 and ease C3M5,as your troops will be deadmeat and not PM/frenzy/blind-able.For the final 2 spots give him Luck and Attack,as your final battle in C3M5 is going to involve lots of PM/frenzy+phoenix and you want his troops to harm themselves more.|
|Peredhil at 2009-06-14 20:46 wrote:|
|Version 1.6,heroic.The map is easy-Isabel with Imp Griffins and Godric with Champions and AA keep both spawned and coming from the castle red heroes at bay,while leveling and visiting stat bonuses.I've defeated the huge garrison at the end of month 4,using 313 IG, 6*1 squires,tent and ammo cart;Isabel had Expert Dark(with Master of Mind),Enlightenment(with Intelligence),Light and Sorcery(full).I've lost just the war machines.
Key spells-Puppet Master,Blind,Resurrection;also Slow,Vulnerability,Phantom Forces.Control the Nightmares and destroy one stack at the time,added by divings.
Had 790 spell points(Intelligence,some artifacts,the fountain underground).After the battle I still had 50 left.
The hard part was to get the right skills,perks,and,finally,spells.Quite a few restarts(but this was my final purpose in the campaign). :)...
Edited on Sun, Jun 28 2009, 22:22 by Peredhil
|Grail Quest at 2007-07-07 15:27 wrote:|
|On Hard, the Pit Lords guarding Isabel usually spawn in 2 stacks. Instead of fielding just the griffins, send both the Cavaliers and the Griffins. The Pit Lords will both cast Vulnerability on the Cavaliers, which won't help them because the Cavaliers can kill one stack with no retaliation, and the Griffins will Dive the other stack before it can act again.
If you field only Griffins and send them all to Dive, you will lose the First Aid Tent.
Money is tight in the early game, especially if you see Ellaine in the Tavern. I recommend against buying the Griffins and Monks en route up to Dunmoor/Isabel, as they are too few and just soak up cash much-needed for a rush toward Capital.
Edited on Sat, Jul 07 2007, 11:29 by Grail Quest
|Arithil at 2007-07-07 09:36 wrote:|
|heh, this is the first time i'm playing hommV since until now i had a lame old computer. so i'm playing it on a polish version 1.0 and i reached the fall of the king scenario. i haven't read the walkthrough before so i didnt know what to expect. so, i captured dunmoor in a couple of days. next turn i rescued isabel. agrael appears and doesnt really cause me any problems. godric and isabel talk how they should fortify the city and fightoff new attacks. and since that moment nothing new happened. some little demon heroes appeared trying to capture my mines but they all ended up being massacred by godric or isabel. being bored i explored the map. found the 3 obelisks, set up the Tears (but never got any mission about it). i fought this is how the scenario looks like. so i waited for more attacks. since they werent coming i kept on walking around. finally i gathered an army strong enough to destroy the red player (there were about 100devils in the garnison, 300 succubus etc). so here i am, all alone on the map. no red player and no mission. i read the walkthrough and can see now that there's some kind of bug as i should have gotten some quest a long long time ago. this pisses me off cause i have to do it all over again :/|
|Grail Quest at 2007-07-05 14:49 wrote:|
|Playing v1.5 now. I played the demo long ago, and boy what a surprise that you can't eliminate Red with that garrison! Drat.
Annoying resource shortage, too, unless you accept early losses and take some of the mines, especially the gem and mercury ones. Even sacrificing cash very early on to build the Resource Silo was okay as the combined resources coming in meant I could have started recruiting Angels by around near the end of week 3. Happily I didn't lose too many troops, although one incarnation of the game had Druids guarding the Mercury factory, and it was ugly.
If you don't hire anything other than a few monks from the fort in the first couple of weeks, even if you give Godric the 20 Griffins so he can also wander the map and use Battle Dive to defeat stacks, Isabel can handle all Red heroes on the field without resorting to hiding in town.
(Sometimes, hiding in a town proved more costly troop-wise than fighting out in the open, but I think that is because I didn't want to expose troops to melee, and waiting for the Devils to teleport in usually resulted in them having first strike.)
If you skimp on hiring troops, you can quickly build your town for a Capital, Cavaliers, and Angels by around the end of the first month.
Since Freyda appeared in the intro cut scene, I think it would have been nice if we could start with her as well. Ah well...
|godlyatheist at 2006-11-14 08:51 wrote:|
|on 1.3 heroic red spawns a new hero the day after the previous one gets crushed. so i get a siege every 2-3 days. i can fought them off while building up units(divine guidiance + resurrection). The thing that pisses me off is the computer reuses defeated hero, this is just gay. If Nival continues to cheat and be gay then i will ditch Heroes all together.|
|maltz at 2006-08-04 04:27 wrote:|
|I had done this one on 1.2 heroic.
I don't feel the red heroes are spawned in shorter intervals (about weekly); however, the red heroes from their own city has a more effective AI that enables them to hire and gather untis. At 1.1 I even had a run that the AI didn't build at all. But now they know what they are doing. I've also seen AI combining two weeks worth of full production, making it much more effective. And since 1.1 there is no more instant travel, so we had to bear with the castle AI forever. I've never seen the red hero stopped spawning even on previous patches.
Also, since you've probably played this map at least once before, you can make a good guess of where the tear is. I digged it up when I only saw one obelisk.
It is not as hard as you might have imagined. Isabel was more than capable of handling all of the heroes on her own, if you don't give her crap skills. Godric, on the other hand, can be given most melee units and sent to explore the map, especially after learning the summon creature spell.
Edited for patch 1.3: Er... nothing changes in patch 1.3. The AI heroes are still quite capable of pooling armies together. The initial assault by Agrael is always very weak (like 5 devils, 16 imps and 2 pit fiends).
Edited on Mon, Sep 25 2006, 22:28 by maltz
|joerginger at 2006-08-04 02:42 wrote:|
|It seems there were some changes to this scenario in patch 1.2. At least on heroic the enemy attacks don't stop at all until Godric disappears, the intervalls between the appearances of the red heroes also seem quite a lot shorter. For me this meant that I couldn't dare to explore the underground as I had done before this patch since I never had enough troops to support three heroes, in particular because the neutral stacks were already huge when I entered the underground (about 400 assassins at the northeast entrance). Isabell eventually had to escort Godric, I didn't want to send him away with a lot of troups and because of the following mission I had tried not to develop him at all. But I guess this doesn't really matter, since after Godric's departure the mission is over for the player.
Anyway, I can't remember being under permanent pressure before patch 1.2, after a handful of attacks I had been able to explore the map at my leisure. This doesn't seem to be possible anymore.
Edited on Thu, Aug 03 2006, 20:43 by joerginger
|maltz at 2006-07-24 03:49 wrote:|
|I just read about some guy beat the garrison with less than 300 Imperial G! The key was to have:
1. Lots of knowledge points (even better, inteliigence). Step on the 2X mana fountain to survive the initial 250 mana drain from the 1K imps.
2. Dark (frenzy / blind work wonders)
3. Summoning (duplicate the Imperial G. who battle dives and thus does not get counter attack.)
4. Separate out six 1-unit armies to soak up insane attacks.
And this guy made it and posted a screen shot. Really nice work and got to love Dark Magic. :)
Unfortunately he did it before Instant Travel was taken out (post patch 1.1), so he could develop his force with incomes from both cities, and no need to worry about the red heroes.
p.s. After patch 1.1, the Haven troop post NE of the town has been replaced by a chapel.
Edited on Wed, Jul 26 2006, 09:06 by maltz
|LordErtz at 2006-07-16 21:51 wrote:|
but where are the tears?
in the dirt, you have to dig for them.
|yehuda at 2006-07-16 19:21 wrote:|
|but where are the tears?|
|NickMP at 2006-07-15 11:37 wrote:|
|OK, the Tears weren't in the middle, but putting down hero tracks did the trick. Still don't recognise the map! Thanks for your help.
Completing the scenario, I see the walkthrough misses one final twist in the situation I was in. I used Isabel to clear the garrison, then sent Godric through. Nicolai duly appeared, and then I got a new objective, to send a message to Nicolai (as opposed to sending Godric). Isabel met Nicolai (no special effects) then rode to the mapedge herself. Nicolai then engaged Agrael, with the ending that you'll all have seen.
|LordErtz at 2006-07-14 20:59 wrote:|
Well, this is embarassing - coming back to finish it after a pause, I've found the 3 obelisks, explored all the surface map outside the inferno area (pretty much what is shown in the walkthrough) and I can't recognise the Tears location at all. Seems to have some huge place to its north with hexagonal pillars flanking it. Where is it???
<br> While frantically searching around, I find (on Hard) that powerful enemy armies continue to appear every 6-8 turns, as well as the trivial ones, contrary to the suggestion below that the later demon armies are only a minor threat.
Make sure your camera is facing NORTH. Also, it SHOULD be somewhere in the middle. It was in the same place twice when I played it. Try looking near the shrine with a book. Also, try putting your hero movement around the map, it will show on your exposed puzzle piece, so when you see your movement line, you know where it is.
|NickMP at 2006-07-14 20:31 wrote:|
|Well, this is embarassing - coming back to finish it after a pause, I've found the 3 obelisks, explored all the surface map outside the inferno area (pretty much what is shown in the walkthrough) and I can't recognise the Tears location at all. Seems to have some huge place to its north with hexagonal pillars flanking it. Where is it???
While frantically searching around, I find (on Hard) that powerful enemy armies continue to appear every 6-8 turns, as well as the trivial ones, contrary to the suggestion below that the later demon armies are only a minor threat.
|Shad0WeN at 2006-07-08 02:56 wrote:|
|When I played this map there was no 2nd Haven Military Post to the east of Dunmoor as seen in the surface screen shot. There was a Sanctuary there instead. This is the US 1.1 version of the game.|
|csarmi at 2006-06-23 09:56 wrote:|
|1) It's a very bad idea to recruit the griffins and priests from the dwelling: you'll lose one or two days till you can upgrade your hall.
2) You should kill the pit lords first, and make Isabel go for the town. The Pit Lords fight is easy if you can put your army elsewhere. (you can't, unless you gor for the town 1st but that's a big mistake: costs you a full turn)
a) send in only the imperial griffins divided into two groups, you will lose a few
b) send in 4 imperial griffins (4 groups) and 3 peasants (3 groups)... griffins dive out of the screen and pit lords use their mana on the peasants, after that you just stay alive tillyour hero finished all the Pit Lords (I used this tactics against the other pit lord stack guarding some crystals)
3) The gold mine fight (and any fight against large monsters) is an easy one: send in all your champions and 6*1 peasants. Protect your champions with the peasants when necessary
4) Casters like Arch Magi are tough, but only if you don't have imperials. If you do, just dive them to death.
5) The 266 Skeleton Archers guarding the middle obelisk are defeated easily with 3*3 champions and 4*1 squires. Just watch your HP:
|Bandobras Took at 2006-06-22 05:25 wrote:|
Godric had Advanced logistic not pathfinding and it works very well
I'll see; just to double check, I've given Godric Expert Logistics and Pathfinding. We'll see if he can cross half the map like he did in the demo . . . :)
Edit: Played it through -- they must have slowed Godric down between the Demo and the Release. Though the tree of Logistics they added helped quite a bit, too. It is possible to beat the map when Godric has Expert Logistics, but it's much, much harder.
|Alkand at 2006-06-21 19:53 wrote:|
|Godric had Advanced logistic not pathfinding and it works very well|
|Bandobras Took at 2006-06-21 01:57 wrote:|
The first mission of the Inferno Campaign is very easy.
<br>You need to take the boots near the place where start Agrael to go faster. The artifact is only protected by one pack of creatures.<br>Edited on Tue, Jun 20 2006, 09:00 by Alkand
Had you given Godric expert Logistics and Pathfinding in map 5 of the previous Campaign?
|Alkand at 2006-06-20 14:58 wrote:|
|The first mission of the Inferno Campaign is very easy.
You need to take the boots near the place where start Agrael to go faster. The artifact is only protected by one pack of creatures.
Edited on Tue, Jun 20 2006, 09:00 by Alkand
|Bandobras Took at 2006-06-18 06:03 wrote:|
|You may want to mention for people going through for the first time that giving Godric Logistics is a remarkably bad idea. It makes it next to impossible to defeat the first map of the Inferno Campaign, or at least it did when I played the demo. Does anybody know if this has changed?|
|NickMP at 2006-06-17 21:04 wrote:|
|Certainly the hardest scenario so far (still working through the Haven campaign as I'm a bit busy). It's tempting to send Godric exploring underground, but if an enemy force comes after him you'll be lucky to escape. My respect for the AI has inched up.|
|ledge at 2006-06-13 02:47 wrote:|
|When you free Isabel you get a cutscene where she says to fight in the open, while Godric tries to convince her to bunk down in town. If you fight agrael in the open with Isabel and win, you get another cutscene, which I didnt get when I fought him in Dunmoor.
Just a fyi, if you like cutscenes.
|dirkformica at 2006-06-06 22:13 wrote:|
|Another little fun side project for this mission can be taking over the enemy base on the map. Normally you have to walk through a gate that is guarded by literally thousands of enemy creatures (it's funny to see 2k as the number of monsters during battle mode,) however, if you use the short range teleportation spell, you can cross the gate and attack the main base. You can give yourself a little early training on using some of the demonic forces. It's also just fun to have Arch Angels and Arch Devils in the same party.
Just a word of caution, you can only enter and exit that town using the teleport spell, so no heroes you buy at the demon town can actually leave from my experience.
Edited on Tue, Jun 06 2006, 16:15 by dirkformica
|Gaidal Cain at 2006-06-04 08:43 wrote:|
It says "0 mana" under the spell.
That's because it doesn't cost anything if you don't select any creatures. A neat way to check which town you'd reach if you cast town portal (or whatever it's called now).
|sumalmamus at 2006-06-03 22:37 wrote:|
|Nope, you spend 1 mana per creature.
It says "0 mana" under the spell. Even if you did have to spend 1 pr creature it is still a sweet spell. Makes up for no caravan to some extent. I'm a little bummed after building Isabel up there is no way to continue using her developed skills once you are finished with her campaign.
|ThunderTitan at 2006-06-03 10:52 wrote:|
You can summon troops permanently to your army from your nearest town with 0 mana requirement on the adventure map. It is so sweet.
Nope, you spend 1 mana per creature.
|sumalmamus at 2006-06-02 23:24 wrote:|
|I haven't seen anyone mentioning the summon creatures from nearest town spell, Isabel got this in the second map where I explored everything thoroughly rather than just the "third" of the map necessary. In the next map I realized i had it in the book. It works like the old summon stones in III, or was that an add on in WOG? I'm not sure. You can summon troops permanently to your army from your nearest town with 0 mana requirement on the adventure map. It is so sweet.|
|HodgePodge at 2006-05-30 23:12 wrote:|
for some reason, i can't start diggin the tears of asha :-(
i got al three the clues and all, but i can't start diggin, because the dig-button stays black :S. i've already tried with 5 different heroes :P
It takes a full day to dig for the Tears. If your Hero moved at all, you can't dig for the Tears of Asha until the next day when your Hero has his/her full movement points.
|HodgePodge at 2006-05-30 23:09 wrote:|
… I wonder what would happen if I waited 40 more weeks to develop a similar army and defeated Agrael before Nicolai met him?
You'd get the same ending. I used a trainer to defeat that huge army in the garrison & then defeated Agrael too. Same ending either way. The only difference is you'll get a ton of experience defeating Red in this scenario. :-D
|Angelspit at 2006-05-29 18:41 wrote:|
|Your hero must have all of his/her movement points in order to be able to dig; that's an old HoMM standard. So if you move, you don't have time to dig.|
|haarbal at 2006-05-29 18:34 wrote:|
|i thought i already tried that, but this time it worked (not with all heroes and all of the time though, probably a bug) :D (maybe i only used the 'G' hotkey)|
|Angelspit at 2006-05-29 18:29 wrote:|
|Try the hot key, 'D'.|
|haarbal at 2006-05-29 18:26 wrote:|
|for some reason, i can't start diggin the tears of asha :-(
i got al three the clues and all, but i can't start diggin, because the dig-button stays black :S. i've already tried with 5 different heroes :P
|DaemianLucifer at 2006-05-29 13:34 wrote:|
|I think the hero attacking you is random.I even had deleb attack me once in demo(pretty annoying)|
|Metathron at 2006-05-29 12:44 wrote:|
|"If you think you have enough troops then head out and meet Alastor, instead of waiting for him to come to you. Defeating him triggers the final objective: Send Godric to Nicolai."
I triggered that objective by defeating the hero called Nebiros. I don't know if you made a typo, or whether this differs for each player, depending in what order one has defeated other enemy heroes.
|DaemianLucifer at 2006-05-28 18:51 wrote:|
Contrary to Robenhagen, I actually left Godric to guard the castle and Isabel went of gallavanting around the map. This scenario is a bit tricky, because the player needs to be constantly alert and the distance between an enemy hero and Dunmoor is sometimes extremely deceiving, ie enemy heroes reach your castle in one or two moves.
Only the scripted ones that appear from portals do that.I used both godric and Isabel equally in defending and scouting.
|Metathron at 2006-05-28 18:16 wrote:|
|Contrary to Robenhagen, I actually left Godric to guard the castle and Isabel went of gallavanting around the map. This scenario is a bit tricky, because the player needs to be constantly alert and the distance between an enemy hero and Dunmoor is sometimes extremely deceiving, ie enemy heroes reach your castle in one or two moves.|
|reynaert at 2006-05-27 19:46 wrote:|
Since I'm evil, I'd suggest having fun with both Isabel and Godric. Grooming them up- I mean. They carry over to future scenarios, godric even the next one.
|Angelspit at 2006-05-27 12:36 wrote:|
|Note to myself: I think I saw an Ore mine to the west of Dunmoor, not a Sawmill, but I'll have to confirm.|
|ThunderTitan at 2006-05-27 07:33 wrote:|
I think that's why they made the army so big.
They did it because in the Demo many people kicked Agrael's A$$. And conquered the Inferno town.
Funny thing is when I defeated Agry the final cut scene still played anyway. But other people reported getting stuck.
|Psychobabble at 2006-05-27 06:50 wrote:|
|I think that's why they made the army so big... would you have the patience to build up an army of that size? :)|
|rboy3 at 2006-05-27 06:33 wrote:|
|Spoiler mentioned below:
Just for fun, just before sending Godric through garrison, I had him give all his troops to Isabel and had her wait outside the garrison gates. When Nicolai appeared, I meet him with Isabel and gave him all her troops (15 Archangels, 53 Paladins, 85 Inquisitors, etc and some decent artifacts). But he never left the garrison. Since Agrael was too difficult to defeat by Isabel, (150 Archdevils, 360 Pit loards, 3021 cerebus, etc) I gave up and loaded a previous save, sent her away from the garrison after Godric entered. Then the normal ending triggered. I wonder what would happen if I waited 40 more weeks to develop a similar army and defeated Agrael before Nicolai met him?
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