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Features → Walkthroughs  → The Mage → The Liberation

by Psychobabble

Map 2 - The Liberation
Size - Very Large
Level Cap 20

Spoiler: view a screenshot of the surface (1.4 MB)


To be honest none of the bonuses (bonii? :) you get offered here (or in the next couple of maps) are particularly useful. The breastplate is probably the best of a bad bunch, though, because it will boost your summoning spells. While clensing is useful there's a bunch of life towns (which should have it) coming up on the next map which is when you'll really nead it. Five Iron Golems are laughably weak, but if you break them up into 1s, you have five more chances of elemental replacement.


This is quite a fun, large map, though not particularly challenging, and if you think it's a bit familiar you're not imagining things! It is a remake of C3M3 map, with the removal of certain features (such as the Sylanna's Ancient) and the addition of quite a few artifacts.

Your first goal should be to flag some mines nearby, including the Saw Mill and the Gem Mine. There is a Sulfur Pit a little north. When you head south, you will enter the Inferno terrain. Here you can flag some more mines. When you head to the very south, you can grab two abandoned mines at 1, which are always 1000/day gold mines.

Thanks to Summoning (phoenix when you have the mana, elementals otherwise) Zehir should have no trouble taking on neutral stacks (except perhaps cerberi and succubi) with just his starting forces and what you can hire from the town on the first day.

Note: On heroic, you can actually leave almost all units at home, but just bring the gargoyles with you. Split them up to multiple stacks of ones (hide the reserve stack to avoid heavy casaulties). You go into battle with 6 stacks of 1 gargoyles. If against a human player you will soon be fried, but the AI enemies usually target the elemental replacements as they are more "worthy to kill". This way, you only lose a few useless gargoyles in each battle, even against lots of liches or cerberi. Since patch 1.3 increases the mana requirement a lot, you should try to avoid Summong a Phoenix (35 mana) if you can handle things with just Elementals (17 mana).

Be sure to avoid the pictured area (2) on the way down... it's simply not worth fighting a hoarde of succubus mistresses for the sake of a level 3 spell and a pile of ore! Also ignore the large arch-devil and pit fiend stacks on the east of the island as they aren't guarding anything important, just a shortcut to the south.

At about the start of Week 2, an enemy hero will probably attack from the north. This is nothing to worry about - even on heroic difficulty I was able to repel him with just what I had hired in the town by the end of the first week and a hired hero. If you're worried, though, then keep your main hero within a days walking distance until you get attacked. There will be no subsequent attacks. (On patch 1.3 heroic, there will be one more, quite a tough one actually (like outnumbering you 5 to 1). But that won't arrive for another two weeks, and your phoenix and elementals should be able to take care of them.)

Also, be sure to enjoy this town and build it up properly because it'll be the only Academy town you get to play with for the entire campaign (with the possible exception of this map's objective - Al Safir (11) - depending on the order you capture the towns in). I would definitely recommend building the Arcane Forge and messing around with the Artificier special ability, because it's quite fun. They take quite a lot of rare resources to make, though. It gets 50% cheaper if you wait until you get the pendant of mastery (sometimes offered on the map at 7).

I recommend giving your shooters luck and higher initiative your Rajas' speed and initiative and your golems/gargoyles health and defence. My Djinn's always die so I don't know what's good for them - health/defence artifacts makes too little difference. For the third slot it depends on the creature, +health is good for low level creatures, morale is good for titans and raja's but you want at least one of your creatures to reduce enemy defence. Experiment yourself, particularly when you hit the level cap as the power of your artifacts depends on your Knowledge points. If you can buy some artifacts that increase knowledge, put them on Zehir and then make the equipment.

Note: In recent patches (at least in 1.3), you can no longer build up the mage guild of your starting town past level 2. This is rather inconvenient as you lose the chance to learn Resurrection early on, and you cannot even Summon Creature until you take one of the cities on the southern continent.

Once you've cleared the large peninsula that you start on and built your town up a bit, it's time to enter the portal at 3. There are exit points at 4, 5 and 6. Your exit point is randomly determined. The map is very open-ended at this point, but I recommend that you head to 5 to start with and go south until you find the path to Yafia, the town at 7. It shouldn't be too hard to take this town. Clear as much of the surrounding areas as you feel like. If you picked Expert Dark Magic, Sandro's Cloak may be handy to you (to mind control undead and Titans).

There is one little trick (only applicable prior to patch 1.2) which is fun to use to take on large-sized neutral creatures is pictured to the left. Place your master gremlins in the corner of the battlefield with steel golems placed diagonally in front of them. This means the only creature (large) neutrals can attack is the golems. Let your gremlins repair the golems while your phoenix pounds on the attackers (golems defend) and when the attacking stack starts running out of steam stop attacking it until all your golems are repaired. You can take on stacks many times your size without any casualties in this way.

When you're done head to the portal at 6, to go to 3 and summon some creatures if you need to. Otherwise follow the path towards portal 4 until it branches off towars Ulamburiash at 8. This was a rather useful town for me - the AI seemed to forget to hire dragons so there were a bunch left over for me to give to a secondary hero. (the recent patches has improved AI's building and hiring, so this no longer happens.) The area to the south west of this town has two skill boosters - spellpower and attack/defence - which are worth grabbing.

Note: Somtimes, you can see NO teal AI hero defending a castle. This is because that there is a cap of the number of heroes AI can have. Somehow AI likes to hire new heroes in the southern continent, which is blocked off by two very powerful stacks of neutral creatures. When all available AI heroes are trapped down there, the main continent becomes yours to explore.

You are theoretically meant to capture Al Safir (11)at around this time. I wouldn't recommend it. The town (at least on hard and heroic) starts with a large head start on you in the creature race and even if you take minimal casualties and hire every creature you can from your main town you will be massively outnumbered. Even a summoned phoenix can't turn odds like this, unless you can somehow outlast the assault while casting Frenzy and Puppet Master like mad.

So I recommend you ignore that objective for the time being. Build up your two necropolis towns if the AI hasn't done that for you, and move Zehir back down to the shipyard near 1 (after flagging as many mines to the east of the town at 8 as you feel like - remember, high level artifact crafting burns through resources). Hop on a ship and head to the large island to the south. There's not much to do on the seas, the only stat booster is a knowledge one and you should have plenty of spell points by now. The first town there is Newpost (Haven) which isn't your aim. You can't see it now, but one of the map objectives (unlocked when you catpure Al Safir) is to capture the town Lorekeep at 9.

If you land on the west shore of the island, you will be greeted by a large number of cavaliers (on heroic you will see more than 200). Don't even think of landing on the east -- it is worse. If you have Expert Dark magic and learned Frenzy / Puppet Master from the previous mission, then you should be able to pull off unharmed.

Head head over to Lorekeep. It shouldn't be too tough to take over, just expect some losses. That's to be contrasted with the insanely tough stack of wraiths guarding the east shore. In my game there were 1000(!) of the beasties, which was way too much for me to handle. (Unless again, you have Sandro's Cloak + Expert Dark!) In the earlier game versions, Lorekeep was called "Undefined"; this is corrected as of patch 1.3.

After taking Lorekeep you'll get a cutscene. Before leaving the southern island, build up the Mage Guild in Newpost to level 5, and see if you can learn a few good high-level spells. On patch 1.3 this is the only other town on this mission that builds mage guild past level 2.

You're pretty much done with the map. The force in Al Safir will be truly formidable by now, though, so I suggest you gather as many troops from your necromancy town as possible and put them on a secondary hero. Head both these heroes to the portal exit at five and along the road towards Al Safir. If you want to go back to your Academy town to pick up some more creatures, the portal at 10 exits just north of 2. Weaken the Al Safir defences with your Necropolis troops (which should be fairly substantial given that you have had at least two towns worth of growth going into them) and then finish the map off with Zehir.

If you use only Academy units, you will be outnumbered about 2 to 1. The good news for you is that the castle is not defended by a hero (not even level 1). Also, if you can Frenzy or Puppet master some of the huge stacks, you will be surprised how easy this fight can be.

As a final comment, the creature dwellings in this map are odd to say the least. There's 3 high level haven creature outposts, one footman dwelling and a couple of random inferno dwellings on your starting island. I totally don't understand... would it have been so hard to give you some Academy dwellings?!

vil2 at 2014-03-25 18:21 wrote:
For me capturing the north town during the first week is absolutely impossible.
Don't know if this is version-related but enemy troops just NEVER attack my elementals or my phoenix. Instead he focuses on my lowly troops and wipe them.
I'm sure I could definitely kill'em all if they'd focus summoned troops, but it takes too much turns for those troops to destroy the enemy so I always loose the battle.
I'll try to follow the walkthrough then. Too bad, because capzturing Al Safir was such an interesting strategy.

Edit : so what worked is that I rushed the first necropolis (waiting in my starting zone and trying to get resources was suicidal) during week 1. Then I immediately rushed at the second one. Tough fight, but plenty of mana wells on the way so be sure to fight with full mana and summon elementals/phoenix during the fight. I managed to kill the hero with just 1 gremlin and 2 golems left ! Focus his ranged, and attack his melees with your phoenix and elementals, that way he will focus them and loose some troops. Defend with your regular creatures.

I went back to my academy, bought some troops, and attacked the other academy with 5 Titans and the corresponding army. Enemy had 13 titans plus his undead/academy army...
Tough fight, he was far better than me, but my phoenix and, especially, my fire walls did the job. The AI did not move from the fire patches and he lost his Liches and Archimages this way, while my Phoenix distracted the melee troops.
Again, touh fight, I barely won, after two tries. Rest of the mission was easy.
Edited on Tue, Mar 25 2014, 20:38 by vil2
Wheeler Dealer at 2013-11-18 22:03 wrote:
1.6 hard. I played this about 4 years ago, so I was able to get by without the walkthrough. Then I had to back up a couple of weeks and redo the end game!

I didn't get Summon Phoenix in the first mission. Didn't get Expert Summoning magic! Even so, this mission was not too tough. I did had to back up once to protect my starting city. I was poking along exploring, flagging, building and got too far from my city. Starting about week two I had an enemy hero harassing me every week but it wasn't a great hero and he only had about one week's worth of necro troops each time. Once I had taken the two necro cities I didn't see another enemy hero until I invaded the southern island.

I got things out of order and took Lorekeep before Al Safir. Then when I took Al Safir the mission was over! What's worse, I sent a secondary hero with an undead army in to soften things up and she won! I didn't get the spells from Al Safir and I didn't get to develop my mage's guild in my original city.

I went back and took Newpost but not Lorekeep, (got Puppet Master and I had Sandro's Cloak!!!). Then the AI sent his entire Army from Lorekeep out after me, I guess thinking to retake Newpost. Since I had already won this battle with my enemy behind castle walls I didn't give him a chance to turn around and scramble back.

My Zehir had Expert Dark and Summoning magic, along with Expert Sorcery, Enlightenment and Basic Logistics. I got Frenzy on the first mission, Puppet Master from Newpost, Firewall and Arcane Armor from El Safir and finally got Summon Phoenix when I was allowed to finish the Mage's Guild in my original city. Of course, by that time I didn't need it for this map!

One tactic I used throughout was to start with 2 single gargoyles in front of my mages. That way I could create some elementals without have to wait for them to die in combat!
OEA at 2012-07-03 05:02 wrote:
another thing i just noticed now that i have al safir i can build the mage guild to level five in the first city.
wrong about one thing week later did reach first town where necro hero got smashed on castle walls.
i should also say another thing on 1.5 the ai will ignore summons (and gated) and head straight for your real creatures so some of the tricks in this walkthru are not viable anymore.
Edited on Wed, Jul 04 2012, 19:41 by OEA
OEA at 2012-07-03 04:54 wrote:
i just started this map and decided to do what some of the posters here suggested and went straight for al safir (i am playing 1.5 on hard).
this is definately the way to go! when i reached the city on d1wk2 there were only 20wr, 40vl, 60pz, 30al, 50s (this is starting army) and 1 lone titan!
needless to say my pheonix laid waste to the lot of them while my puny army mostly just defended (the exception being my archmages which cast righteous might on the pheonix).
an interesting note, i think the ai was reluctant to take out a stack as i only lost one complete stack (i had split my gremlins into 3).
i was lucky in that my 2nd week was the week of might and magic (can you say 12 sps to cast a pheonix? i know you can).
in all i cast pheonix x2 (was easier and cheaper to cast a 2nd rather then raise dead on it multiple times), earthquake x2, summon elemental (got fire elems which shot twice finished vls and sps).
in first city all i built was mage upgrade, then tavern (recruited havez) and then city hall.
i had done a quick run thru up to the gate at al safir to see how long it would take (got there day 6 in runthru after having to portal about 15 times to get right one) during this run thru the enemy had shown up by the first city on day 6 of first week. so i decided not to build anything but those 3 buildings (the city hall pays for itself in 3 days) hoping that the enemy would take it over and build mage guild lvl 5. but after taking al safir i think the ai has stopped trying to get to it! one enemy had been playing portal shuffle trying to reach it on day 7 but after i took al safir i end turned thru the week to see if and when it would be taken it; but the ai stopped even trying the portals. so maybe i should have built the first city up more.
anyway that is where i am now in map, d1wk2 enjoying my fully built city with nice flying ship above it, planning what to do with my brand new 3 titans... be afraid necros! be very afraid! your days are numbered...
Edited on Tue, Jul 03 2012, 01:08 by OEA

cjlee at 2012-04-24 06:38 wrote:
Am playing on heroic 1.60

this map isn't particularly hard either once the initial difficulties are overcome. For the battle at Al Safir, it is unwise to block enemy titans. (I used artifacts to increase the HP, defense and Speed of my gargoyles and flew them in thinking they could create a distraction). They will call lightning down on your troops, and it is unmitigated by the distance or castle walls. You will take far less damage letting enemy titans shoot.

Also, the 700 wights guarding the eastern side of the south island might be easier than originally thought. Despite their scary numbers, the battlefield is actually very cluttered and there is only 1 easily blocked choke point so I was able to kill all wights with loss of only 2 gargoyles. The key spell here is Phantom Image and of course you must have ammo cart. Cast Phantom Image on titans and gremlins, after which keep casting it on the gargoyles to block the wights.

Don't be mistaken and think the 200+ paladins on the Western side are easier. They are not. Paladins move much, much faster than Wights and their battlefield has no obstacles. Although I sound like a genius losing 2 gargs to the 700 eastern wights, I actually lost over 70 units, 38 of them expensive Rakshasha Rajas, to the western paladins because there was no way to block them.

I think Maltz had more difficulty in his heroic game because he didn't take Al Safir early enough. I had it by week 7 which helped - Al Safir will let you hire 500 master gremlins which will turn the game.
Edited on Tue, Apr 24 2012, 17:46 by cjlee

ShadowLiberal at 2012-02-16 03:38 wrote:
This map is quite simply hell on heroic, unless you can pull off a week #1 of the two necromancer towns. That's really about the only way to do it.

You simply MUST have expert Summoning Magic, expert Dark Magic will help a lot to against neutral stacks, but not so much against the undead (other than the mass spells).

If you wait around to grow stronger then week #2 the AI WILL invade your town and WILL defeat Zehir.

I tried at first rushing a town week #2 after the AI came to invade my town (having Zehir narrowly escape being killed before getting through the portal). I took the town over with heavy loses, but the AI didn't upgrade the town hall at all, and I was flat broke, so I had to restart the game since the AI overran Zehir a few turns later.
darkmage at 2011-11-11 19:42 wrote:
Attacked Al-safi pretty early, defended by 10 Titans, 20 Wights, 30 Lichs, 90 Steel Golems, 20 Rakshasa Rajas and 39 Djinn Sultans.

I had 7 spectres.

Only spells I used were Earthquake x2, Summon Phoenix, and raise dead. Easy fight, thanks to the incorporeal ability of the spectres...
obanvar at 2010-05-30 18:43 wrote:
Patch 1.5, Normal. I agree with Peredhil. It IS the best option and it IS possible to conquer Al Safir at the end of the first week or during the first 2 days of the second week, with just what you get on the starting town. One Phoenix and one Elementals did the trick for me :P. Barely made it with a few golems and gargoyles, and some gremlins, but it is possible!. Separate your stack of Gremlins on 3 parts before the battle, it will increase your chances of getting them killed early and get some Elementals, which will add to your summoned Elementals. Then: -First: summon phoenix RIGHT AWAY as soon as possible at the start of battle. -Second: destroy those towers!!! with Earthquake if you have it (if you got Phoenix on the first stage, probably you have Earthquake)., they really do damage to your Djinns and gremlins, and keeping them alive all you can will skyrocket your chances of success on this battle. -Third: cast Righteous Might with your Archmages on your Phoenix, and Divine Strenght too with Zehir, it will give your Phoenix's power a little boost. -Fourth: first kill some Liches with your phoenix, they are devastating, and they have more initiative than the Titan, then kill the Titan, then finish some Vampires (they will come to your Phoenix), then finish off the Liches. -Fifth: by this time, there will be a few liches left, about half the vampires, the Ghost stack will be full, and the Wight and Zombie stacks too. Leave the Wights for the final, they will take time to get to your units. Focus your Phoenix atack on the vampires to finish them now, and your Elementals (all of them) on the Ghosts, to prevent them from reaching your remaining Gremlins, gargoyles and golems. It will be difficult, use Zehir to resurrect some of your remaining alive units, like Archmages and Djinns (Djinns will be surely dead by now, but if you are lucky...), it will gain you some time to use Phoenix. I only used one simple Phoenix during the whole battle :P. -Sixth: sooner or later, those damn ghosts will kill many of your units, which is bad, but you'll get plenty of Elementals, which turns the tide. Finish the Ghosts NOW for good, and then the Zombies (they are crap). There will be only the Wights left. -Seventh and final: probably this battle will provide you with plenty of Air Elementals (both the summoned ones and the ones you get when you get your units killed), which get no enemy retaliation. (If not, then oh God! you are in trouble... I'd re-start the battle). Use them to surround and block the Wights path, to force them to kill your elementals and allow your true units (gargoyles, gremlins and golems if you have any) to escape beyond the castle walls, while you kill the Wights with Zehir's attack (you won't have much mana by now), and the Phoenix.

Congrats! you get a FULLY developed Academy town, with Sky Ship on it :D, and plenty of reinforcements (the AI forgot to hire them :P). Let's kick some Necro asses now :D
Edited on Sun, May 30 2010, 14:43 by obanvar
Minizo at 2010-05-22 05:52 wrote:
OK, here's something I just found out: you CAN get a level 5 mage guild in your starting mage town post 1.3, all you have to do is let the teal player capture it (I left no defenses and captured Al Safir, effectively swapping academies) and when I got Sihaam back, it had a level 5 mage guild.

Fun times :D

Peredhil at 2009-08-01 09:10 wrote:
Heroic 1.6. Aggressive approach is way better.You can take northern necropolis in day 4 and southern in day 8 on mainland,killing two powerful armies on the way(you got Phoenix on map 1,right?).just use Zehir specialty at it's best ;).When I assaulted Al Safir in W2D7 I found 4 Titans, 8 RRaja, 20 Wights, 30 Liches, 40VLords, 70 Specters.Recruit everything and hire as many heroes as you afford for that(even get necro troops).My army was 17 Djins, 12mages, 14 Steelgol, 38IronGol, 28 garg and 146 MGremlins.Barely made it with few golems left.But you get fresh troops,one full town and Grail in it.Waaaay better than taking Lorekeep.
Teal never left southern island.To play safe,just summon it's boat for your own purposes,then it's really stucked.

Grail Quest at 2009-07-15 02:27 wrote:
Just some notes:
In later patches (I was playing Normal on 1.5) the AI no longer tries to target summonned creatures, but the sacrifice units for elemental replacements strategy is still sound.
The AI doesn't build up its cities much, not even LoreKeep or Newpost. If you can take Al Safir first, you'll be able to recruit a VAST number of gremlins because it looks like the AI is not scripted to buy any.
Against the cavalier stack - I survived with no losses, no light magic, no dark magic -- Field a huge stack of gremlins covered by golems. use firewall and phoenix to kill the cavaliers. Toward the end, use Wasp Swarm to delay the cavaliers so that you can repair your full golem stack with your gremlins without letting the cavaliers hit them again.
If you don't field the golems for the cavaliers to hit, they go for your war machines (which, however, you can replace quickly at NewPost).
VAMPSVSZOUNDS at 2009-06-14 14:26 wrote:
I decided to capture Lorekeep first(I'm playing on 1.0 hard so I can learn Instant Travel) and I learned PM from Newpost.(I have 3 out of 4 schools at expert.)As I conquered Lorekeep an enemy hero,Vittorio,came out with about 2 castle weeks of necro growth.Suddenly,when he lands near Yafiah he has 20+ base growth weeks of Academy production!!! Then I hide at Ulamburiash and suddenly I was attacked by 74 Titans+35 base growth of other Academy soldiers!!!!P master+mass confusion+sandro cloak turned the tide.Well,not really,as the enemy fled when I pm-ed the 500 Steel golems and 74 Titans,all mass-confused.Now I am alone on map,except I have to capture Alsafir. How did Vitorio get so many soldiers?
Answer:probably he summoned them,but 700 M gremlins cannot be just summoned!!!!!!!!!!!!!!!!!!!!!!!!!
akaihane at 2008-02-20 07:23 wrote:
On heroic 1.5 , the first necro hero is impossible to defend against without zehir in town and with summon pheonix. He has about 100 skeleton archers , 90 zombies , 60 ghosts , 40 vampire lords , 3 wights. And he is level 11. The walkthrough suggest hiring a new hero to defend? Even with all troops including those that zehir start with , a new hero don't have a chance to defend against that. Plus its almost impossible to buy all the available troops at the start of week 2. Rushing the necro in week 1 might be the solution to this instead of sending zehir off south to flag mines.
I think Nival is very bad when it comes to making the difficulty of the map. Before the introduction of memory mentor and the spell shop , the difficulty of the campagin is mostly determined by the luck of your first map. Why did they even take out mage guild level 5 on map 2 but give you mage guild level 5 on map 1? Yes , Nival is been lame and wants you to restart map 1 thousand times until you get your summon pheonix and/or frenzy/pm. The same can be said to the previous campagins. This is never a problem in heroic tote as there's always the memory mentor and towns almost always allow you to build to mage guild level 5.
I want a challenge but its no longer a challenge when a map totally depends on your luck of getting the right skills and spells on map 1-2 of the campagin.
Edited on Wed, Feb 20 2008, 02:42 by akaihane
jmarling at 2007-12-11 14:11 wrote:
Good News! Apparently Al-Safir has been greatly toned down. In patch 1.6 I attacked Al-Safir toward the end of week 4. The stacks defending were quite modest: 10 Titans, 20 Wights, 30 Lichs, 90 Steel Golems, 20 Rakshasa Rajas and 39 Djinn Sultans. My Phoenix had no trouble eliminating them(I have no dark magic skill). I just had 2 weeks worth of Necro troups, who mostly just watched the Phoenix[because of the high Phoenix initiativeand damage, the Phoenix attacks are like having 2 to 3 extra implosions per round]
Edited on Tue, Dec 11 2007, 09:16 by jmarling
Naki at 2007-12-05 13:47 wrote:
The only thing that helped me take Al Safir was a Frenzy spell scroll (my Zehir did not have Dark magic skill)...

I'm not sure if the game always gives the Frenzy spell though, maybe if I replay this scenario it will be another spell. Frenzy was needed to beat the Rakshasi, who were maybe about 80-90... Basically the Rakshasi killed all the town troops (including lots of Titans) and then I finished them off with my units + spells.

Note: I played on Normal.
Slammy1 at 2006-11-22 11:38 wrote:
Well, I went through once without walkthroughs and going the power gamer route this time through using them. The previous walkthroughs were spot on, with some minor variances, This one's way off, I guess patch 1.3 really changed things. 2 large armies come at you day 5 of week 1. The other walkthroughs have been great, thanks Maltz/Psychobabble.
Edited on Wed, Nov 22 2006, 04:41 by Slammy1

maltz at 2006-10-14 19:33 wrote:
Got some updates here. Patch 1.3 made it impossible to build mage guild past level 2 in the starting Academy town. You could build to lv 5 in a Necro town previously, but you can only build to lv 2 in a Wizard town. Yeah that makes sense. Good job, Nival.
sylvanllewelyn at 2006-09-15 12:40 wrote:
Rather than wandering around, you could beeline towards Al Safir immediately. By the time you get there, it will only have a week's worth of creatures plus some undead, stuff that your phenoix plus raise dead (even the patch 1.3 one) could handle.

magerette at 2006-08-20 22:44 wrote:
Playing on hard difficulty post 1.2 the early days were really hectic. Far from having no further attackers after the first assault, there was a constant stream of teal heroes. Day 5, Week 1 they started and they kept coming, two and three at a time, until I took BOTH necro towns. It was like stomping roaches--one would die and four would come to the funeral ;) Anyway, the map was a lot of fun once the early feeding frenzy was stemmed, and I finally managed to beat the garrison in Al-Safir with the use of Phantom Forces,which I picked up at the Shrine guarded by the Succubi that supposedly wasn't worth it. Don't think I could have won without it. Great walkthru, though, and I know I couldn't have made it without the help. Thanks!
Malthus at 2006-08-03 15:05 wrote:
I'm a newbie when it comes to the Might and Magic series, so I'm playing this through the first time on "easy". Tips on first map, getting Summon Phoenix etc. were invaluable, but I still found that heroes were taking my starting castle on this map no matter how hard I tried to keep it. I found that the most effective strategy was to take out the Necro castle to the NW with Zehir within the first week. Visitors to my island then became much less frequent, so I was able to concentrate on building up the Academy and taking the next necro town
Edited on Thu, Aug 03 2006, 14:21 by Malthus

stefan.urlus at 2006-07-27 07:30 wrote:
this is all good to know, as i head into this map - cheers PB

maltz at 2006-07-21 04:25 wrote:
When I took Lorekeep it was called "Undefined". Is that true in other people's game? Is this the wizard's way to humiliate the necromancers? "Oh! Your crap town is UNDEFINED in our dictionary. We don't recognize your existence."
sumalmamus at 2006-07-09 15:46 wrote:
I was extremely frustrated that Zehir was limited to a level 20 on this map as it is a large map and lost of available battles. I didn't get expert summoning magic skill offered to me on these first two maps but others were offered on the way to ultimate, but to my dismay even though I got summon phoenix in my mage guild Zehir couldn't learn it. I was at 20 before I had completed 1/4 of the map. However the battle at al safir that i did before any of the necropolis cities was a romp even though I seemed to be vastly outnumbered. I just kept phantom forcing my rajas and djinn and they kept targeting them while my 10 titans and 75 mages cleaned up.

Sikon at 2006-07-09 15:13 wrote:
I didn't build a level 5 mage guild in the first mission, so the siege of Al-Safir proved difficult without Summon Phoenix and mind control spells. Eventually, I combined the most powerful Academy and Necropolis stacks with Zehir and kept casting Raise Dead on the undead, especially bone dragons, which decimated lesser stacks while summoned elementals were destroying the enemy Rakshasi and Titans.

And Newpost isn't that useless, you can build a level 5 mage guild there, while the Necropolises are limited by level 2 or, for Lorekeep, 3.
sezerp at 2006-06-28 08:36 wrote:
In my game (normal difficulty) the army guarding Al Safir was somewhat lesser, but still formidable (22 titans, 44 Rajas, 100 magi, 86 genies, about 300 gargoyles and about 200 golems). And my army was also weaker than Psychobabble's. Still, it was possible to win, The trick was to hypnotize/berserk genies and rajas, kill everything with enemy's own stacks and then summon large stack of elementals. The loses I took where extremely heavy so I'm not sure it is worth the bother. (I didn't finish the map yet - damn those duty travels :-))
Edited on Wed, Jun 28 2006, 08:15 by sezerp
hoanghaicv at 2006-06-26 14:13 wrote:
Thanks for the heads up

Psychobabble at 2006-06-26 08:59 wrote:
Thanks for the heads up, I didn't encounter that on either of my plays but it's good to know.
arkali at 2006-06-24 21:32 wrote:
FYI - I've had the enemy periodically sending heroes against my starter town. They seem fairly content to flag that mine that's just southeast of the portal, and have occasionally made deeper forays. The troops they're sending are laughable - but they *have* been sending.

PS: Playing normal difficulty.
Edited on Sat, Jun 24 2006, 15:32 by arkali

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