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Features → Walkthroughs  → The Warlock → The March

by Maltz

Map 4 - The March
Size - Big
Level Cap - 28
Carry Over: Raelag & Shadya

Warlocks get their ultimate satisfaction from destroying the opponent's entire army with only destructive spells. This mission serves precisely this purpose. Forget about your puny army; you don't need them, and you are not given anything significant later in the map. On the other hand, if for some reason you didn't develop either Destruction or Summoning magic, you will probably be eaten alive here on heroic!

There will be no town in this mission, and you only have one enemy to defeat. For the rest of the mission, you can explore around and defeat zounds after zounds of neutrals, but you have to get out before the two-month time limit. A little trick to conserve your troops against ranged / caster neutrals is to separate them into little stacks of 1. This way, each time the neutrals shoot, you only lose ONE unit.

Starting Bonus: Doesn't matter. The 8 minotaurs are slightly more durable, but the 14 assassins give you six more "hit points".

From your starting point, follow the tunnel north, and rescue a few endangered dungeon species along the way. There is a red keymaster tent at (1). When you pay a visit to it, a cut scene tells you that the key has already been stolen by an Inferno hero, Grawl, who got here just before you. (This Grawl does not use "Grawl's face", though.) Therefore, you can't pass the red gate at (2) unless you defeat Grawl and take the key from him.

Turn south, and at the end of the tunnel you will bump into a portal (Ia). There are a total of 15 portals in this dungeon, and this very portal is your only exit to The Maze that lies ahead! Let me explain a little how these 15 portals work:

The portals are organized into groups of threes (triplets). Portal Ia may carry you to Ib or Ic. Ib carries you to either Ia or Ic. And Ic brings you to - guess what - Ia or Ib! At the beginning, when Raelag enters Ia, he always comes out at Ib. After that the transfer pattern is possibly random, but if you try a few more times in and out, eventually you will visit all three portals in the set.

There are five groups of three linked portals. I've marked them all with different coloured Roman numbers I, II, III, IV and V.

You can only travel WITHIN a certain Roman number. Entering a portal of the IV triplet can never bring you to a portal of the V triplet. Therefore, after you defeat the Inferno hero, you can exit this dungeon only by entering either Ib or Ic.

Back to Raelag. When Raelag enters Ia, he comes out at Ib, with a stable located conveniently nearby. A cut scene plays and Grawl has escaped in front your eyes. He is now waiting on the ground level, marked by a red X. The fastest way to get him is to use the stairways 3 or 4. Stairway 3 is to your north, and you will come out on the corresponding stairway (3) on the ground level. You will be very close to Grawl.

Alternatively, you can take stairway 4, which is on your south. The good thing about stairway 4 is that you can visit an artifact merchant just beside the ground level exit 4. One great artifact for Raelag is the Emerald Slippers (5000G), which offers +50% damage to earth spells -- both Meteor Shower and Implosion!

The best way to fight Grawl - as I am sure you know by now - is to pound his troops non-stop with your most powerful spells. This fight is not difficult at all if you follow "the Warlock's way" - meteor shower for multiple stacks, implosion for individual stacks.

After defeating Grawl, you may travel inside this maze freely. Since now you know how the portals work, you can actually plan out an effective route to sweep the underground clean in one go. You can split troops between Raelag and Shadya, and have each explore half of the map. There is a trading post, a Hill Fort and a Witch Hut at 5. The only stat bonus on this map is located at 6.

When you are ready, use either portal Ib or Ic to return to Ia. You might need to try more than once (just turn around and enter the portal again) to get back to Ia. Then, go north to 2 to unlock the red gate, and use the stairway behind it. As long as you have one character reaching this stairway, you win the mission! Congratulations!

Comments

cjlee at 2012-05-02 07:30 wrote:
Everyone is saying this is easy? Ha!

My observations, having just fought this on 1.60 Heroic:

don't assume Grawl will stand still. In fact, he came after me in Week 2! I had no warning and he just charged me out of the black (shroud underground, that is), with my Raelag only with 89 mana (and Grawl has a decent army of imps so that's very dangerous).

Remember that summoned imps WILL also suck your mana. KILL THEM BEFORE IT IS THEIR TURN TO ACT!

Grawl can cast Puppet Master on Heroic! It isn't that fatal, since it lowers initiative a lot, but he spams Puppet Master or Frenzy every turn so you had better play to your best. He starts out with 22 knowledge, and together with whatever mana his imps and their summons can steal from you, that means he should have 2x as much mana as Raelag if you didn't get Intelligence/ Enlightenment. It was a tense battle.

Playing on easier difficulties should be easier. I played on Normal in 2006 and remembered Grawl was stationary. Of course, that was before v1.60. Well, of course it makes sense for Grawl to attack you. In week 2 you would have a far smaller army and no artifacts - why would Grawl wait for you to keep recruiting, or to be at full mana, or whatever?

In any case, once you kill Grawl, rest of this map is indeed 'luxurious' as they say. On heroic you have the problem of not being able to level up your heroes fully. With careful management I got Raelag to 28 and Shadya to 27 at the last battle at the gate. I had converted every chest to experience and gotten the Turban of Enlightenment, so it was a close call.

btw I have no light magic, so no resurrection. Resurrection makes a difference on this map.

Totally not true that you don't need an army. You do, on Heroic. There are swarms of blood sisters that can't be taken out by Raelag alone (they all split into 4 huge stacks of 100+), and Grawl himself is tough enough to make sure you can't face him with 6 sacrificial stacks and 1 hydra stack.
Edited on Wed, May 02 2012, 11:50 by cjlee
hcdbh14 at 2010-06-24 07:32 wrote:
thanks for the walkthrough
enemy2mankind at 2009-11-21 11:29 wrote:
I have a problem with this one, every time I male Raelag run up to slay Grawl i uses the tp constantly so i can reach him, and finally at some point Grawl reaches Shadya wich Don't have a big enough army to fight of Grawls minions? what do I do?

Grail Quest at 2007-08-29 14:26 wrote:
A surprisingly straightforward mission with a luxurious amount of time to complete it. In fact, I cleared the entire map and exited the maze by the very end of Month 1.
I recommend not bothering to use the teleporters at all. Instead, split up and clear the map. Once the map is fully revealed, click on the Border Guard and let the auto-movement show you the way out.
Convert all chests to XP. Even so, you may not hit the level cap unless the character defeated Grawl.

*

For ranged/caster neutrals, an exception to stack splitting is when you use Deep Hydra. If you completely lose a stack of them, they won't regenerate. For huge stacks of ranged/caster neutrals, try either Master of Ice to delay them, or, failing that, open with Chain Lightning or Meteor Swarm to try to soften all stacks before they attack.

For fast-moving ground-pounders, try to herd them into a corner and field only minotaurs as they they are largely expendable. Used in this way, they can deliver a dangerous retaliation against stacks that you've softened up. And since they are 1-tile, you can often safely use Spike Stones or Circle of Winter near them. In critical fights, they are generally useless as they are too slow to really get to the enemy or get out of the way of your spells.
Edited on Wed, Aug 29 2007, 10:27 by Grail Quest
NickMP at 2006-09-15 17:23 wrote:
Brilliantly thorough walkthrough - thanks! I found the level fairly easy on Hard with the enhanced meteor and implosion spells, though at one point i was running low on troops - be careful not to actually run out and lose!

stefan.urlus at 2006-08-08 14:01 wrote:
nice work - very thorough
metalic at 2006-08-07 15:16 wrote:
Great
Edited on Mon, Aug 07 2006, 09:17 by metalic

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