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Features → Walkthroughs  → The Cultist → The Betrayal

by Robenhagen


  • Find a route to Sheogh
  • Agrael must survive

Carries Over:

  • Agrael (Max Level: 10)
Spoiler: view a screenshot of the surface (1.5 MB)


The tutorial is over; we will have some real challenge soon. Before we start this exciting campaign, let's briefly discuss what skills are useful for your main hero - Agrael. If you want to survive heroic, you better start planning early.

Agrael is a typical might hero. Most of his stats will be distributed to attack. The lack of spell power and knowledge makes him a rather-ineffective user of destructive magic and summoning magic. Therefore, if you want to pick up a magic school for Agrael, Light or Dark magic will be higher in priority. While picking up either Light or Dark, consider Master of Wrath / Mind, which has the best mass-effect spells in the game. You can forget about Sorcery as you can pick up Phantom Force as a free spell in mission 2.

A handful of passive skills are useful for Agrael. Logistics, which brings the feat Swift Gating, will be given automatically early in the campaign. You may also want to pick up Luck (with Swarming Gate), and probably Leadership (with Master Gating). Agrael also starts with Attack. If you pick up the feat Tactics, then a couple of your units will be able to hit enemy's range units before they even act! You may also just pick up Enlightenment and enjoy the stat bonuses and the 50% extra mana with intelligence (might be really useful in patch 1.3, where Phantom Force requires a lot more mana to cast).

Another popular Agrael build is to follow the racial ultimate skill -- Urgash Call's skill set (Logistics, Luck, Dark, Attack). Even if you are lucky enough not to be forced to pick up useless feats, you will probably hit it in mid-late mission 4, or even mission 5. The hardest part of this Demon Lord campaign is actually mission 3 and early mission 4, so by the time you get Urgash Call, it is not very meaningful.

At the beginning of the scenario, you must choose a bonus from one of these three:

  • Necklace of the Lion (+1 morale)
  • Cerberus: 8
  • Hell Charger: 3

The hell chargers and the cerberi are both pretty useful.

This scenario is all about speed - so you have little time to explore the entire map. This is not intended as a complete guide, but rather just a walkthrough. If you want to explore more of the map, feel free to do so. Either way, you'll need a significant army at the end of the scenario, so it's important that you preserve your troops through good tactics. Most Inferno creatures can, depending on your Demon Lord's Gating skill, gate in more troops - that is one way of maximizing the potential of your army. When gaining a level, take the Gating skill upgrades.

Follow the road south until you see some priests guarding the Boots of the Swift Journey. Kill the priests and pick up the boots and the campfire. On heroic the boots might be simply too costy to you, but you should do fine without it anyways. Visit the Hut of the Magi; you'll see a Red Keymaster Tent. This is your first target. Continue south to the Witch Hut and learn Logistics (very useful throughout the campaign). If you head south from there you will be able to gather some free demons and imps.

At the start of day 3, Godric (and his insanely large army) appears at your starting point. You can, of course, not allow yourself to get caught by Godric. Rutger, who appears in the north western corner, has a smaller army and is possible to defeat - but that will cost you a lot. You should try to keep yourself as far away from them as possible. If they get too close to you, try to seek refuge in a Sanctuary, and run towards the opposite direction once they gave up waiting.

Continue eastwards to the war dancers and past them, along the grassy path in the forest. At the other side, next to the Redwood Observatory, is a stack of hell hounds waiting to join you. Head down the south western path towards the Archers Tower and turn east and then south to enter the Stables. South of the Stables is a Crystal of Revelation, kill the skeleton archers and head east to get some cerberi (your inferno army power house!) to join you. You should also have time to visit the Dolmen of Knowledge and get the treasure chest guarded by the squires.

Head back, past the Stables, and turn east along the road. Turn south on the other side of the mountains, towards the footmen. Eliminate them and continue south past the Sanctuary to fight the minotaurs. Get the Red Keymaster Tent and the treasure chest. Go through the portal, through the Red Border Guard and down through the Subterranean Gate Entrance. You can pick up a powerful artifact (+4 attack) just east of the stairway, if you are willing to lose some units to the tough creatures guarding it.

Once undergound, kill the plague zombies and take their gold. Turn north west and get the troops from the Demon Tower. At this point your credit balance is important. I had about 4500 gold and was able to buy all the available troops from here on. If you have less than 4500 gold, you should consider not buying the demons as there are better creatures ahead. Head north and kill the vampires so you can snatch their gold. Continue north to another Demon Tower and get some cerberi to join you. Keep heading north until you get to some Howling Kennels. Buy all of them and head south west to an Imp Crucible. From here on it's straight south, ignoring the fire elementals, until you get to a Hill Fort guarded by some wights. Kill them and upgrade as many of your troops as possible.

Follow the tunnel as it bends to the south west, past the water elementals and the Artifacts' Merchant (the scenario is nearly over and the artifact doesn't carry over). Kill the spectral dragons and get experience from the treasure chest (you won't need any more gold in this scenario). Only thing left to do is to head up the stairs and hope you've brought enough troops. Good luck.

Felix Krull at 2014-08-25 03:44 wrote:
Now I played this again. I split my imps in three stacks and gated in beside the priests. The priests don't attacking the gated imps, rather than advancing towards your end line, so hold back the real army, while the pit lord cast vulnerability and the gated imps harass the priests and, eventually, attack them to suck up the retaliation. With a bit of nimble maneuvering, you should loose only the imps that the priests target in their first salvo.

The rest should be a walk in the park, especially if you get advanced logistics.
Sunlover at 2014-04-04 18:51 wrote:
Just some small notes...re: the priests guarding the Boots in the starting day [this was on Hard, v1.06] - they foolishly seem to attack whatever group is closest to them. I started this scenario taking the Cerberi group and rushed forward with them vs a single stack of Priests. As a result my Cerbs got pummeled down to 12 or so. I disliked that, so I restarted and took the Hell Chargers this time - got the 3-stack of 2 stacks Priests and 1 stack Inquisitors. I charged forward with the Hell Chargers and the Familiars, and just trotted the Cerberi about 40% of the "field length" so they could charge forward next turn. My losses were much fewer this time; I lost 1 charger, a little more than half the Familiars, but very few Cerberi. That's great because they're going to be the primary non-ranged force you use in this scenario.

So far on this run, I have Expert Logistics/Pathfinding, Expert Gating, and amazingly, I got blessed with Light Magic again - got Expert Light Magic, all by the time I finish the 1st scenario. Oh, and Basic Destruction Magic. Can't forget who Agrael is, after all. ;) If I can get blessed with Dark Magic, I will consider my life (as far as this run goes) complete.
Felix Krull at 2013-12-06 04:09 wrote:
The priests are much about luck. First time I tried, I got 18 priests (seven of them inquisitors) in three stacks and was absolutely savaged. After a few tries, I had 15 priests in one stack, no inqusitors and paid a toll of 20 imps an ten dogs - and I figure I could've done better if I'd tried out a few opening moves, but I'd forgotten to save before starting combat.

ShadowLiberal at 2012-10-04 21:48 wrote:
The hell chargers aren't worth it for a few reasons.

1) You only get 3 of them, and no more. Hell Chargers are fast and fragile, so they'll die easily, and they'll never be a powerful group

2) Cerberus on the other hand you can find quite a few of on the map, plus you can upgrade your hounds to give you well over 150 at the end of the map. And Cerberus have the no retaliation ability, and thee headed attack, much better then the Hell Charger.

As for how to win this mission, some advise.

1) Get the boots guarded by the priests, even on Heroic, it's worth the losses. If you do things right you can suffer loses mainly in just your imps, which aren't too useful anyway. If you don't get the boots then Godric will give you absolute hell for the rest of the mission.

2) When you get to the fork in the road, go east, and fight past the blade dancers, to find some Cerberus reinforcements.

3) Next head south, and a bit to the east when you hit a wall of trees. There's some hell hounds over there.

4) Now head west, grab the imps by the church and then hide inside if Godric is near.

5) Once it's safe, go where you found the imps and head southwest, to get some horned demons, and to hire some more.

After this the rest of the mission should be easy, just make sure to get the two stat boosters before going underground. And you can win the final boss fight here even if you only have throngs of tier 2 and 3 creatures left.
VAMPSVSZOUNDS at 2011-12-03 08:57 wrote:
@mysticc:you don't need to;I won the scenario last night even though Godric had basic logistics and pathfinding,and without the boots.
mysticc at 2011-10-25 17:31 wrote:
How do you attack the priests at the very beginning and not losing anything or only lose useless imps?

Ceres at 2007-12-07 23:54 wrote:
Thank you! I thought nobody will care to answer my question. :) The Inferno Campaign is the hardest campaign for me. And now I'm going to repeat it again. I was just thinking if I made Agrael with the right build it will lessen the load.

Guarderman at 2007-12-07 15:42 wrote:
try to get hellfire with all perks and mark of the damned with all perks and searing fire. I did that, so bad that this is the only campaign with Agreal

Ceres at 2007-12-07 10:12 wrote:
Anybody knows a good build for Agrael?

Nebs at 2007-10-30 20:40 wrote:
Correction, seems it's not the flag problem, but every time I enter sanctuary. Way to go Nival.

Nebs at 2007-10-30 20:32 wrote:
On 1.6 blue gets neverending turn when Godric visits flag for morale. Damn idiots at Nival.

Grail Quest at 2007-07-09 02:06 wrote:
The Phantom Forces scroll appears to be gone, replaced by Frenzy. :-( Or, it's a random spell?
The Necklace of the Lion can be a nice bonus if you don't develop Leadership. It allows you to mix troops without too severe a penalty in Morale. There are Inferno, Haven, and Sylvan dwellings, so in this mission anyway, you can have at least one stack of something else and still have things even out.
How can I make the succubus mistresses join me? They wouldn't, and before I could assemble a larger army to try again on a reload, Godric cleared that stack.
Edited on Fri, Aug 03 2007, 12:34 by Grail Quest

Grail Quest at 2007-07-09 02:05 wrote:
I skipped the Boots guarded by the Monks because it was simply too costly to take. Later in the surface map, however, there were Boots of the Open Road in the corridor with the Sylvan Military Outpost.
When you and Godric are separated by a terrain feature, sometimes you can go one way and he will go the other because the AI apparently calculated that that was the shorter route. This means you can occasionally get him to clear some stacks for you, like a large neutral stack of hunters guarding a permanent bonus.
There are two permanent bonuses on the surface map, and especially if you've cleared Rutger, you can (with lots of reloads) play cat and mouse with Godric until you pick them both up before heading underground. Meanwhile, you can continue to recruit hunters and horned demons.
With regard to Tactics, I thought about what that extra space would do, and eventually I declined. If I go for gating, I'd spend the first turn gating anyway, meaning the enemy walkers would be coming to me. Also, your cerebus and hell chargers can usually hit large creatures without that extra tile on the first turn (the damned AI did that to me sooo many times in The Queen). Very few creatures have higher initiative to strike you first.
Edited on Mon, Jul 23 2007, 10:21 by Grail Quest
GrimHunter at 2007-02-07 18:13 wrote:
I won this map without even going underground (v1.0). With focus first on logistics and those boots Gothric never comes close enough. The Portal is a good way to escape too.
Somehow I managed once to get the Scurubbi joining, if I just knew how.. :-)
NickMP at 2006-07-21 13:05 wrote:
Apologies for the mistaken info on gated losses!

Shad0WeN at 2006-07-18 20:25 wrote:
- Develop Logistics as much as possible in this screnario... very useful here and especially on the next map

- Also try to get Expert Gating near the end of this map or early on the next... will come in very handy on "The Promise"

- Raise Dead is a nice spell for the Demon Lord if you don't have Phantom Forces as it can be useful in keeping Gated stacks alive. Unfortunately Demon Lords tend to lack in the spell power department though.
Edited on Tue, Jul 18 2006, 14:26 by Shad0WeN

Shad0WeN at 2006-07-18 20:20 wrote:
Gated stacks don't count as real losses. Meaning although it may show losses to gated creatures in the results you won't lose any of your original forces. With the game patched to 1.1 it doesn't count gated or cloned creatures among the losses anymore. I suspect the same would be true for any summoned creatures.

DaemianLucifer at 2006-07-18 16:32 wrote:
PS Comments below relate to Hard level. By the way, nice though gating is, remember that any losses the reinforcements take are deducted from your original force - you can't just gate in new guys and merrily throw them to the wolves without real losses.

Of course you can.Even though gated units are listed as losses,my armies always were the same even though Ive lost all of the gated stacks,but not a single of the original creatures.
NickMP at 2006-07-18 16:22 wrote:
PS Comments below relate to Hard level. By the way, nice though gating is, remember that any losses the reinforcements take are deducted from your original force - you can't just gate in new guys and merrily throw them to the wolves without real losses.
NickMP at 2006-07-18 16:20 wrote:
Very enjoyable scenario - Godric's determined chase gives a sense of urgency that was missing in the initial Haven campaign, when you could amble around bopping this and that without pressure. I took the hell chargers but I suspect various tactics all work. Minor correction to the walkthrough: Rutger comes in the NE, not the NW. Unlike Godric he seems to have no idea where we are and just rides around in circles, but maybe that's because I avoided the NE so he never picked up my scent.

Spoiler tip follows:

When you do the initial magi scan, spot the teleporting entrance. That's where you're heading for. Having guessed that I was able to cut across in natural-looking places and get there without having to reload or draw on the wlakthrough.

Shad0WeN at 2006-07-13 23:47 wrote:
Played on Heroic difficulty and picked the 8 Cerberi bonus. Went straight for the Boots of the Swift Journey guarded by the pack of Priests. Then headed South, got Logistics at the witch hut and picked up that crown artifact at the Thieves Den that boosts your scouting radius. Kept riding South until reaching the Horned Demon dwelling, where the Demons guarding it joined my army. Then traveled East towards the road and encountered a sizeable force of Familiars that joined and boosted my Familiar stack to 100+. Let me tell you Battle Frenzy is a pretty sweet skill when you've got a fat stack of Familiars that now do 3-4 damage each.

As far as skill development goes, immediately went for Advanced gating so you could gate Cerberi & Succubi but stopped there because you can't get any more Hell Chargers or Pit Lords, although Expert Gating does come in handy on the next map. Speaking of the Pit Lord you start with try not lose him as the Vulnerability casting comes in handy. Aside from Gating, tried to develop Logistics and since I decided to try to go for the ultimate I went with the relevant skills. Also took War Machines with the extra slot (it was either that or Defense).

Anyhow, at that point Godric caught up with me (b*stard had Expert Logistics & Pathfinding) so I had to take refuge in the nearby Sanctuary. After Godric rode off Southward towards the garrison I bolted back to the North (don't forget to make use of the Stables on this map!) and went for the Phantom Forces spell scroll I had seen earlier, guarded by the Griffins near the starting point. Let me tell you that Phantom Forces is a real boon on this map, particularly later on when I was able to build up my Cerberi stack. There was a group of Hell Hounds to the East near the 2nd Redwood Observatory that joined as well a group of Cerberi off to the South of there that you will see. With those Cerberi the stack increased from like 30 to around 80. Clone them with Phantom Forces and you have yourself a dangerous assault force. That spell without a doubt saved me a good amount of lost troops. Later during the scenario I managed to take out Rutger with minimal losses (+4000 exp.)

Some other tips....

I'd say take gold from whatever treasure chests you encounter as I was able to hit max level (10) after exploring above ground but before entering the subterranean level. You will need the gold later when you head underground so save up! It also comes in handy at the War Machines Factory to purchase Ammo Cart and First Aid Tent (if you have the skill). I don't recommend the Ballista as it's pretty useless on this map and you will wish later that you had saved that 1500 gold. Also, if you pass by the trading post try to stop there and sell any resources you have picked up for more gold.

Another thing, don't hesitate to recruit the Hunters at their dwelling even though their morale will suffer what with being combined with Inferno forces. Your ranged attacking ability is going to be very limited with only the pack of Succubi that you start with and the Hunters are pretty good so they will definitely help. I managed to build up to a stack of 28 at the beginning of week 4 just before heading underground. Just one thing to keep in mind with the Hunters.... don't upgrade the Succubi when you finally make it to the Hill Fort because the Chain Shot will hurt them. This isn't really a big deal because the unupgraded Succubi deal the same damage and the only differences are the Chain Shot and increased hit points. Besides, if you are letting attackers reach your shooters then you are doing something wrong.
Edited on Fri, Jul 14 2006, 11:49 by Shad0WeN

Gaidal Cain at 2006-06-24 08:16 wrote:

Taking hell chargers wasn't such a good idea though. The more stacks you can gate, the easier your fights are.
And fire elemental can't be killed without losses. At least I can't see how. Hm Maybe you can gate hell chargers by then too? Well I wasnt lucky enough to get gating levels up fast enough.

I made sure to get Expert gating, which allows you to gate chargers (you need to keep all three alive for that to work with any certainity, though). And they can be used to soak some retals early one when you only have one stack that can gate.

As for Fire Elementals: You need enough creatures that the gated creatures alone can kill them (Fire Shield is a good ability)., and Hell Chargers who are fast enough that they can gate in reinforcements next to the elemetals before they can act. Of course, this only works if the elementals are inj one stack, but the gold and xp is nice.
csarmi at 2006-06-23 22:38 wrote:
Ah it was some easy guys... actually I just went straight through the map, I didn't even fight vampires or took extra troops I just fought what was on my way. Those fights weren't hard (gating is powerful), but in the beginning I lost all my cerberi then my Pit Lord before getting used to it.

Killed the spectral dragons and the wights though - gating rocks against large creatures.

Taking hell chargers wasn't such a good idea though. The more stacks you can gate, the easier your fights are.

And fire elemental can't be killed without losses. At least I can't see how. Hm Maybe you can gate hell chargers by then too? Well I wasnt lucky enough to get gating levels up fast enough.

Gaidal Cain at 2006-06-23 21:31 wrote:
1 Arch Devil, two pit fiends, some Succubi, etc. If you've conserved troops earlier, it's not a very difficult fight. But if you lost Cerberi against the priests, it seems to me that you've made some errors- I took Hell Chargers as the bonus and only lost like 13 imps (the chargers will be useful later on, so they need to be conserved, though)
csarmi at 2006-06-23 20:28 wrote:
Okay but what end army shall I have to kill?

ThunderTitan at 2006-06-23 19:28 wrote:

You can still get some more from neutrals around the map, they should join you. And the Sanctuaries help against Godric. Once you know where you're going it shouldn't be a hard map.
csarmi at 2006-06-23 19:12 wrote:
Hm I lost half my dogs right in the first fight versus the priests, they went after them... Godric has expert logistics and pathfinding as well, do I still have a chance or should I start over?

I can't save and reload because it takes about 25 minutes everytime I load (I have only 256m memory).

Sauron at 2006-06-18 16:01 wrote:
I killed Rutger tough I have lost a half of my army and have gone throughout the whole map. However, I didn't have problems escaping Godric, defeating all stacks, buying hell hounds and killing the demon lord.
Easy, but fun sceanrio IMO.

Robenhagen at 2006-06-01 16:12 wrote:
:up: :tsup: That's definately worth considering. You can always play the campaign again later and then go for the ultimate ability then.

DaemianLucifer at 2006-06-01 15:57 wrote:
You can also decide not to chace the ultimate ability and take tactics instead.That extra tile is exactly what your nightmares need to reach the shooters,and makes your cerberi even more deadlier.

Robenhagen at 2006-06-01 15:45 wrote:
... and it's nearly invaluable in the coming scenarios.
Mozza at 2006-06-01 11:20 wrote:
I agree... Gating becomes very useful against ranged attacks.

Gaidal Cain at 2006-05-27 06:32 wrote:
I'd take the hell chargers over cerberi any day, they allow you to win over Fire elementals in the underground without losses if the elementals don't split. Oh, and focus on Gating and logistics in this scenario- both will be very useful now and later.

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