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Features → Walkthroughs  → Hammers of Fate → Freyda's Dilemma → Rebels

by maltz

Freyda's Dilemma: Rebels | Suspicion | Duncan | Negotiations | Choices

Mission 1 - Rebels


Map Size: Small
Carry Over: Freyda (and Laszlo)
Level Cap: 10
Difficulty Index: 2/5

Primary Objectives:
  • Destroy Lord Caldwell's rebel camp
  • Destroy Archbishop Randall's rebel camp
  • Help Haven troops out from encirclement
  • Seize all (8) Peasant Huts
  • Freyda and Laszlo must survive
Secondary Objectives:
  • Elf druids (mandatory)
  • Eliminate the rebel units
Last Updated:
February 11, 2007, Patch v2.1


Welcome to the Heroes of Might and Magic V: Hammer of Fate walkthroughs. There are three campaigns in total, each containing five missions. Hopefully you will find these walkthroughs useful, and entertaining from time to time. :) The following walkthroughs are based on heroic, so some of the contents may be unecessary for another difficulty.

In the first campaign of the expansion, you again control a female Haven hero - Freyda. You might recall Freyda from the last mission of the Necropolis campaign, where she was taken, by Markal (you), from a prison just east of Newpost. One day later, she was killed and turned into a Spectre. Wait, maybe that happened after the HoF script was written.

As usual, the first mission is just a warmup. You start with two heroes, Freyda and Laszlo, in the SE corner (1). You can concentrate battle experience on Freyda, because Laszlo will not stick for long. I used Laszlo to run errands, such as flagging buildings. There is no town to be developed, and no enemy hero to fight, either. Depending on the difficulty level, some neutral stack might require some tactics. You may spend cash to recruit units from various creature buildings on the map, but extra hirings are not necessary even on heroic.

There are quite a few main objectives and sidequests. Your eventual goal is to take out two hordes of stacks on the NW (Randall, 2) and NE (Caldwell, 3) corner of the map. These stacks appear to be fighting each other, with funny animation and sound effects throughout the mission. Before that, there are quite a few other quests to pursue.

Which skills are useful for Freyda in this campaign? As with Isabel and Godric back in the original HoMM5, Luck and Leadership are very powerful passive skills for a Might (army-oriented) hero. Freyda starts with Attack and Light Magic, so it will be nice to work towards Retribution (requires Expert Training from Counterstrike, works great with Leadership) and Master of Wrath (Freyda's specialty, more powerful Mass Haste when her level gets high).

Starting from mission 3, you will have access to Mage Guilds in towns, and eventually Freyda will visit plenty of Level-5 Mage Guilds. Resurrection is always useful for a campaign hero. Also, since Haven Mage Guilds specialize in both Light and Dark magics, Dark magic is another nice pick for Freyda.

Start by combining Freyda and Laszlo's little armies. After taking out the first stack of Conscripts, you start getting ambushed by invisible Elves. These ambush points are fixed, so one will always trigger if your hero steps on an invisible "ambush trap". The ambushes are not particularly harmful, though. You only lose 20 Conscripts / Peasants, 10 Marksmen, or 3 Imperial Griffins, etc. If you are really stingy about troops, approach these ambush points with a hero leading just 1 peasant. You won't lose anything this way (maybe a little dignity).

Soon, you also receive another primary objective of flagging all Peasant Huts. Their locations are all revealed on the in-game map (marked by yellow P above). You have to flag them all to complete this mission, so don't miss any on your way.

A few days later, you will receive yet another cutscene and primary objective - to rescue a group of encircled reinforcements, located on the center south (4). They are the Renegades, which are essentially alternative Haven unit upgrades. They have slightly different stats from the regular upgrades and they love to wear red. Depending on difficulty, you will receive different number of reinforcements (210-300 Enforcers, and 70-100 Crossbowmen). The higher the difficulty, the smaller the number.

The reinforcements are quite helpful, as your regular Haven units desert you on any random day throughout the mission. A similar thing happened to Agrael and Isabel in the original game (C2M4 and C3M5, respectively), but this time there is no mule hero to give your troop to before the end of the turn. The number of troops you lose is comparable to an Elf ambush.

However, there is another trick to avoid losses. You can get another random desertion result (including NO desertion at all) by splitting / merging stacks before hitting End Turn. I will let you to decide whether this is considered Cheating. :)

On your way to the reinforcement, there is a stack of Ancient Treants blocking the path (5). They are a headache on heroic, but you should be able to cut your losses by splitting out several single Peasant stacks to buy some turns. Imperial Griffins are handy here, but you have to be a little careful about the battle dive timing.

After clearing the Treants, proceed south and meet a stack of Master Hunters. There is no free lunch (reinforcement), right? Actually there is. Proceed to the battle with nothing but your Imperial Griffins and 6 stacks of 1 Peasant each (give the rest to Laszlo). As soon as the battle starts, battle dive the Master Hunters and rush forward your Peasants. These suicide pawns will use up master hunters' iniative (so they don't just Wait, which only uses up 50% of their iniative), hence your Griffins can battle dive safely in between.

By the way, there is a Witch Hut (6) nearby. You may be able to learn a useful skill from it.

To make yourself more efficient, now split up your two heroes. Let one of them visit the Seer Hut (7) to trigger a necessary sidequest - killing some Elder Druids. You can find these Druids south of the Hut, at (8). With the same tactics described above, you can easily dive these deer heads to death with an insignificant loss of Peasants. After the battle, make the other hero visit the Seer Hut again and choose "Complete Quest" to claim your little reward on this hero (not the one fighting, though). There won't be any Elf Ambush from then on, but troop desertion still happens. You now have free access to the bases of Randall (2) and Caldwell (3).

Note: You can't skip this sidequest. If you directly rush towards Randall's church (2), you will be forced to turn back because "the Sylvan Ambush is too powerful".

You are now ready to finish this mission. Let's start with Randall's church, which is closer. Although there seems to be quite a large number of stacks in Randall's base (2), you only need to fight one battle to take them all out. This battle is ridiculously easy, even on heroic. Each stack you see on the strategy map only represents a few units.

Your final goal is Caldwell's base at (3). If you follow the paved road back to the center and go NE, you will have to break through a formidable stack of Archangels. That's probably not a good idea on higher difficulties. An easier way is via a smaller stack of Spectral Dragons at (9). If you have read the famous "Dragon Utopia" tactics on this site (it is also about single Peasant stacks), you can do very similar things here. Easy victory!

By the way, there is an optional side quest of "Elminating all Rebel units". You have to defeat all of the Haven stacks guarding the creature buildings, where you can recruit. In my game, I completely ignored them, because I could already push Freyda to the level cap without extra battles.

Like Randall, Caldwell is not actually a regular "Hero". Like his model in the cutscenes, he is just one of the Champions. However, Caldwell has a much larger stack of units than Randall. This is the last battle of the mission. It seems that the size of Caldwell's army is not consistent each game. Here is what I had in my game, and some tips of this battle.

Have you visited the two stat boosts, marked by the blue (R)?

Are you a friend or relative of Freyda? Watch out.

Freyda's Dilemma: Rebels | Suspicion | Duncan | Negotiations | Choices
Comments

gsandro1 at 2010-08-31 17:56 wrote:
Thanks a lot maltz for the excellent walkthroughs, the thing especially I found very useful is the hero skills development, since it saved me a lot of time and made me enjoy more the game.

Thanks again

cjlee at 2010-06-21 19:16 wrote:
some questions Maltz:

how does Battle Dive timing work?

How do you ensure that griffins' dives work the way you want? It's great to use battle dive against far more powerful enemies, but if they catch you landing at the wrong time it's game over.
VAMPSVSZOUNDS at 2009-06-16 13:46 wrote:
I fought Caldwell on day 2 week 2 month 3 and he had:4 paladins,12 Inquisitors,25 squires,30 marksmen,50 conscripts and I easily defeated them with my 150+ enforcers,3(!!!)Crossbowmen,no griffins,130+ Archers,500+ Peasants,2 Cavaliers@150+ footmen.I think that completing the rebel units sidequest makes Caldwell receive no units.This Caldwell was weaker than the one I fought on Normal!(PS:2.0 Hard.)
NickMP at 2007-09-03 22:03 wrote:
Yes, excellent as usual, Maltz, but agree with Corribus on the minor points -it's taking all the peasant huts that makes the druids "come out of the forest" and fight like, er, men. And the eastern road gives a route to Caldwell that isn't blocked by archangels or dragons. A clue is right a tthe start if you inspect the roadsigns - straight ahead is "main road" but to the right is the "cut".

Played on normal (I like to avoid having to worry about gamey tricks and just 'play the story' - just a personal preference) and it's certainly very easy at that level so long as you resist the temptation to assault the few super-stacks on the map - the dragons, archangels and phoenixes.

Corribus at 2007-07-30 15:53 wrote:
Nice walkthrough for map 1, but I found a few things that appear to be incorrect.
<br>
<br>I didn't have to do the druid sidequest - once I got all the peasant huts, green heroes appeared which, once beaten, allowed me to approach the two final areas - and I didn't have to beat the shadow-dragons. It's easy to go around.

Gaidal Cain at 2007-03-02 21:00 wrote:
Try enclosing the code in code tags:
[code]Code goes here![/code]

maltz at 2007-03-02 15:35 wrote:
I just checked the mission script, and found the lines where it says your mission can fail. But I can't post the entire code here as it is screwed up by the html format.

It roughly says that if "j" is less than 2 (I don't know what it means before checking further), and if your removed_rebels is not < 16, then you fail the mission. This doesn't make sense as you should be rewarded for removing more than 16 rebels...? (There are 32 in total).
Edited on Fri, Mar 02 2007, 07:37 by maltz
Shad0wRi0ts at 2007-03-02 10:38 wrote:
How do you "Eliminate the rebel units" because i was flaging all the peasant huts and it said i failed that mission.
shep61 at 2007-02-18 18:21 wrote:
Actually, I tried again and waited even longer, picking up troops this time. Now Caldwell had 6 paladins and a very weak army. Very strange. Anyway, I got through it. Thanks.

maltz at 2007-02-18 08:19 wrote:
17 Paladins? In my game save I only had 11. Maybe you waited a little too long? EVen with only 11 paladins it will be a close call. Here are a few tips: (1) Don't position anything within the Paladin's striking radius first. (2) Move away your largest shooter stack, so their Imperial Griffin can't dive them down. (3) Battle dive the Marksmen with your own imperial Griffin.

I hope you gave your Freyda a few useful skills at this point. If you are lucky, you can get high morale / lucky.
shep61 at 2007-02-17 22:51 wrote:
Nice job, Maltz. I've been through the campaign on heroic, but always like to play again with a walkthrough to give a different perspective. So, I played yours and all is great until the final battle. Caldwell has 17 paladins, 37 imp griffins, 150 marksmen, etc. No way I can beat him with my 2 paladins, 70 crossbows, etc., especially with weak level 8 Freyda. His 17 paladins alone take out an entire stack of mine every turn. Did I miss something? I followed you to the letter.
Ben Khor at 2007-02-16 17:18 wrote:
Admins note: Warez discusion is not allowed on this site.
Edited on Sat, Feb 17 2007, 01:20 by Sauron

Pol at 2007-02-16 11:15 wrote:
The guide is perfect, my admiration for it, but on the ch main page you are still having Negociations© special word. ;)

Cleanpea at 2007-02-14 09:21 wrote:
Thanks, Maltz!

It is that much cooler now. Have a nice day to you:)

maltz at 2007-02-13 15:48 wrote:
Thanks!
The sky can be seen through two steps:
1. Adjust camera angle settings in the Game's directory, ./Profile/autoexec.cfg. In expansion this file is autoexec_a1.cfg (or something that has a "1" in its name). By making the camera angle more liberal you can see the sky. On slower PC and a large map, though, you might slow down the game very slow by having so many scenary to show on the screen temporarily.
2. Go to your My Document/My Game/HoMM5/Hammers of Fate directory, and modify the user.cfg file. Find the line that contains the keyword "shader". Change the number from 0 to 1. You'll lose the water color, but will get the sky back. This will screw up a lot of graphics in other places, so I onl do it for screenshot purpose.

The forums should contain details of how to do it. I got my instructions from searching as well.

Cleanpea at 2007-02-13 15:06 wrote:
why can you see the sky in-game in the screenshots! I can't see it in my game. Has it something to do with 3dcard support???

ThunderTitan at 2007-02-13 13:07 wrote:
"The most intelligent woman in the original HoMM5 has returned!"

If you mean Biara then she's the smartest period. But only because everyone else was dropped on their head when they were little.

Loco Blutaxt at 2007-02-13 08:30 wrote:
"The most intelligent woman in the original HoMM5 has returned!"
I've already played the campaign but reading the walkthrough was really a lot of fun not least because of it's humour. maltz is my hero of the day!

Loco

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