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Features → Walkthroughs  → Tribes of the East → Will of Asha → The Bull's Wake

by maltz

Will of Asha
M3: The Bull's Wake

Map Size: Normal
Level Cap: 20
Difficulty Index: 2/5
Last Updated: October 30, 2007, Patch v3.0

Our focus is shifted back to Ornella. Your first impression is probably disappointment, though. Ornella has lost all stat points, skills and spells from mission one. Her stats probably looks very ugly now, with very low Attack and Knowledge. Fortunately, this mission is very straight forward. You capture a town first, develop it, and wear down the other player.

Pick Markal's Skull as the starting bonus. This is an excellent artifact (+5 Spellpower, +5 Knowledge) that saves Ornella's low Knowledge trouble. The morale penalty does not apply to undead units anyways. Too bad this artifact does not carry to future missions.

Ornella starts at (1), with a tiny army. Head north a bit and you will be greeted by some Peasants (a), strangely standing on a Necro symbol. They are actually camouflaged Necro units left over by Ornella's ex-mentor Giovanni. Since these peasants' brains have rotted long time ago, they swear loyalty to you without asking any question.

Even better, the two nearby "Peasant Huts" are automatically flagged to you and the guarding stacks will also join. Each week you get 20 Skeletons from each hut. Throughout the map, you will see several more stacks of Necro units this way. A small Necro symbol on the ground is never a trap! For example, in (b) you will find some Zombies saying Happy Halloween fresh from their tombs.

Visit the Stable (S) and head towards Giovanni's old castle. This battle is really easy. This is the only Necro town on the map, and will be your only base for quite a while. Flag the Ore Pit and Sawmill to the north immediately - you will be short of Ore again in this mission. Surprisingly, the mines are not guarded by anything. Hire at least one secondary hero to pick up various resources after Ornella. In my game there is a great Gold Bag (+1000G/turn) artifact at (2).

Ignore the stack at (3) as they will crush you mercilessly. At (c) and (d) you will find more volunteers. Visit a mana x2 spring at (4) to make Ornella's adventure even easier. Send a secondary hero east of (4), and turn north to land on a long island in the middle of the river. You can find a decent artifact there.

There is no easy way back to your town, so it is better to hire yet another secondary hero to ship new troops to Ornella. You can make these mule heroes travel a little farther by waiting them in front of the Stable (S) at the end of a week.

In this mission you will collect the rest of the Death's Embrace set - the best artifact set for a Necromancer.

Keep going south and flag the two mines along the way. (Since there is no Mercury Lab you have to build the 5000G silo in the town.) At (e) some Zombies ask you to speak to their masters - several Vampire Princes. The Vampires give you a choice of either taking 300G per turn, or simply recruit the Zombies. By clicking "OK" you will take the Zombies, the Vampire Princes, and the two nearby huts which produce 40 Skeleton a week. Cash is not really an issue in this mission (because of the Gold Bag) so don't feel bad about missing 300G/turn.

There is a Hill Fort (5) further down the road. Convert the Vampire Princes into Vampire Lords for their no-retaliation attribute. If you don't have space for Vampire Prince to join, visit the Hill Fort first to merge some stacks. The presence of a Hill Fort in each of the first three mission completely killed the need of upgrade buildings in the towns - we are so spoiled.

Don't challenge the mission-related stack south of (5) yet - you can't win without Frenzy or Puppet Master. Yes, you know what to do now - build up the mage guilds in Town (A) and pull back Ornella to learn them all at once. If you don't get Frenzy or Puppet Master, it is probably easier to restart the map now. :P

Around this time, the Red heroes should have started pouring through the one-way portal (I') just beside the Hill Fort. Fortunately, they are very weak. Let them flag your buildings and mines for now. Ornella has more important tasks to deal with.

After learning the lv4-5 Dark Magic spells, Ornella is powerful enough to crack the stack at (3). If you can predict the Battle Griffins' battle dive route (they usually aim at your strongest stack, which is usually Vampires), you can win this battle almost unharmed. The three Windmills is a great visit for a secondary hero. The little necro symbol in front of the Haven creature building (f) gives you the best reinforcement in this map. The building also produces nice high-level creatures. Also in this area don't forget to pick up the third Death's Embrace artifact at (6). Next, head straight to (7) to collect the fourth.

It is finally the time to swat the little red flies! Watch them flee in horror! Next, challenge the stack south of (5) to trigger the arrival of Ornella's idol, Arantir. Notice that the night has come and the map becomes foggy. You have two great heroes, plus four Death's Embrace artifacts and other goodies - now go on and resume world domination! The evil undead empire strikes back!

Your goal is to defeat the Red Player of Renegade Haven, currently owning town (B), (C) and (D). The mission becomes very easy from this point on. I will just mention a few scenic attractions along the way.

  • On your way to town (B) you can see the one-way portal entrance that the little red heroes used to take.

  • There is another mana x 2 spring at (8).

  • After taking town (C), visit the Observatory ("Astrologer Tower") at (9). This is a new type of building in the expansion. You can take a peek of a couple of weeks coming ahead, and pay 10000G to alter the next week into one of the three options below. In my game I successfully dodged a very bad week for Necro cratures for my last battle.

  • There is a Witch Hut at (W). If it offers a junk skill (for me it was Destructive Magic) I suggest not to pick it up. There won't be another Memory Mentor until late mission 5, so you will be forced to spend skill points into garbage for quite a while. Your levels will certainly be high enough for the ultimate by then, so don't worry about this one extra skill point.

  • On my way to town (D) I was greeted by a Red hero. While she decided to flee after taking two shots of Curse of Netherworld, she left an glowing artifact on the ground. It is the Dragon Scale Armor! I am not sure whether the AI bought it from the merchant or picked it up from the ground. It carries over to future missions and will become really useful.

  • If you haven't, it will be nice to give Arantir Enlightenment + Scholar, so Ornella can directly pick up all of the spells she missed from Arantir. If not, fully develop the mage guilds in town (B) and (C) (if the AI hasn't already done so) and hopefully she can pick up a lot of useful spells.

  • Try to level both Ornella and Arantir to the level cap. Mission 4 is a little more difficult at the start and you need them to almost "solo" the earlier neutral stacks.

    You face Orlando in the final battle of town (D). In my game he is a level 15 hero with stats 5/11/2/3 or something equally funny. If you think this is an exciting battle with thousands of damages flying across the sky... you have played too much Dungeon and Haven campaigns. The opposite is quite the truth here. Both you and Orlando have low Attack but high Defense. Orlando actually specializes in Defense. If you right click on his units you can see a complete selection of damage-reducing feats!

    It is aggrevating to see large stacks scratching each other for a dozen turns. Even your mighty Avatar of Death and Phoenix does mediocre damage. However, a slow battle actually gives you more turns to cast magics. First, throw a Mass Confusion to completely abolish Orlando's ranged power, followed by Mass Slow, turbo Banshee Howl, Mass Weakness, Mass Suffering, Avatar of Death, Phoenix, Curse of Netherworld, Raise Dead... With the Mark of Necromancer you have infinite mana. You should be able to win this one blind folded, right?

  • Comments
    bravehome at 2015-07-19 00:32 wrote:
    To add to Vil2's point about the Hill Fort, it is very useful mid-game to have the upgraded units available from your town (when it is the only one you have), for the very practical use of Summon Creatures (Vampires and up). This avoids some of the lengthy scurrying back and forth to the Fort for your most powerful creatures.
    vil2 at 2014-07-18 08:55 wrote:
    I would recommend NOT to use the Upgrade Fort.
    By doing so Ornella was more powerful but as I went to the Fort, a strong Haven army led by Dougal used the portal and started to roam in this area. I was unable to upgrade the troops I recruited during the subsequent weeks...

    Fortunately, I went back to my town, managed to upgrade a few dwellings (the Gem penury is problematic), sacrified my mule hero and put Ornella behind the city walls.

    Thanks to Frenzy and PM, the huge haven army fled just before loosing. Dougal had 30 red angels, 60 paladins and the adequate army. He has decent stats (although he is level 9) so he was far better than me, especially after casting all his buffs. First time I tried to fight him outside, and barely won. But behind the city wall it was far more easier.

    So definitely, do not rush for the upgrade fort, just focus on economy (I had two bags of gold) and build your upgraded dwellings asap or you will have too many different troops for the defense...

    I think that a better overall strategy would be to rush for those high level dark magic spells (frenzy/PM) and kill the south angel stack at 5 ASAP. By doiing so, you get Arantir back and assemble the necromancer's set much more quickly, which in my opinion gives you a better advantage against AI than upgraded troops.
    Edited on Fri, Jul 18 2014, 04:57 by vil2
    Pacifist at 2014-01-01 20:42 wrote:
    "Help. I can't complete the mission. I've done everything required. But when I tried to attack the last town (D), I couldn't attack it. The game just wouldn't let me. When I double click the town, nothing happens. I can sit in the town just like I own it, but it isn't mine. I've already captured the other 2 towns. Must I do something before I am allowed to capture the last town?"

    I had the same problem with another town but I have a clue of the reason. I defeated the guy wearing the dragon scale artifact just before the gates of the city so the artifact dropped in the ground and I had to pick it up. For some reason that square is disabled then and you can't attack the town now. Maybe it's just the same that happened to you but in front of the final town.

    Shimdra at 2010-06-07 18:53 wrote:
    None of the neutral stacks posed a problem at any point. Not even the impressive final-battle-sized neutral stack south of C sporting among other things a stack of 50 tier 6 renegade units was a threat in the face of mass decay. It also helped that I was able to learn a lot of high level dark magic spells from the haven mage guilds along the way.

    Another thing to note is the stack at 5 is probably the third.. maybe fourth strongest stack on the map. I was able to take it with minimal loss with just the troops I had a acquired from my trip and one ferried set from a secondary hero before turning south to meet the stack. After the cutscene Arantir had enough points to challenge a hero sitting sideways at the teleporter (probably placed there and not scripted to go through yet.) Red never had the opportunity to use it.

    Final battle was a mess of mass dark magic. Sure even stacks of 60 archliches and 1400 skeleton archers didn't do much damage, but mass decay and curse of the netherworld made life miserable for them... literally. :P
    pizzoffper at 2009-12-20 15:53 wrote:
    Help. I can't complete the mission. I've done everything required. But when I tried to attack the last town (D), I couldn't attack it. The game just wouldn't let me. When I double click the town, nothing happens. I can sit in the town just like I own it, but it isn't mine. I've already captured the other 2 towns. Must I do something before I am allowed to capture the last town?
    kadjii at 2009-10-26 03:53 wrote:
    One word: Decay

    Use it to beat the battle at 5 early and take the final castle.

    Also you can pick of both of the enlightenment artifacts (scale mail & helm) which will carry over to the next scenario.

    And, well, I experienced something while playing this map that is not discussed here. I received 40,000 gold and lots of resources when Arantir came in--- this happen to everyone else??
    F_I_X_E_R at 2009-08-24 20:05 wrote:
    Nooo. I missed the Staff of the Netherworld :(((( I completed the mission with only 3/4 of the set. I'm too lazy to redo the mission, It'll be just too frustrating. Isn't there any chance to get the staff in future missions? Artifact merchants?
    some_pete at 2009-06-27 16:44 wrote:
    No need to hire a second hero to ferry troops in: caravan them. A second hero will come in handy though for the windmills. Because I wanted Ornella to maximize her spellbook I had to return to the old castle a few times in any event as I was upgrading the guild, so I could pick converted troops up at that point. As for the battle at (3): I did it early - after exploring to 'c' and 'd' on the map and a couple of visits back to the castle. Vampire Lords to do the damage and magic to hinder and impede the opposition. Skeleton Archers as bait ... those battle griffons go down comparatively easily, the Zealots' spells and toughness are the problem, always.
    csarmi at 2009-02-04 09:40 wrote:
    What I did was: (on heroic)

    1) took the stacks between, but headed right for the town
    2) bought some more heroes (for later chaining + the usual secondary things... a tip: try to get Zoltan and level him with scholar and magic)
    3) killed (2), (6) and (3) and took all the goodies including the dwellings (all of these were really easy fights with no casualties - I don't have the saves with me, but if I can recall, the most advanced tricks I was using were smart covering of skeleton archer, use of skeleton warriors for ranged shield and using vampires effectively)
    4) took out (7) because of the fancy artifact and the set bonus (-1 speed!!!! is the main strength of the artifact set which comes by just the 2nd piece, I used it as 2*2 a lot of time, unless I had to raise ofc)
    the fight with (7) was the only challenging fight on the map
    To win this, you have to consider that if you can kill the champion stack and the zealots, the fight is over. Killing the zealots is top priority because they can really mess you up with their spellcasting and/or their ranged attack: they might kill your single stacks. So I put the skeleton archers into the corner and made sure I could cover them from champions (the usual two hex lose coverage), put the vampires and the zombies to somewhere safe. Killed zealots asap then kept shooting champions while with nice tactics I managed to hold my archers covered from the vindicators with my zombies and the remaining single stacks.

    Eventually, they broke through, but by then the champions were goners and the vindicators provided an easy hit-and-run (I even managed to sneak my zombie stack away from them: obviously, I had to revive my vampires, they were dead by then)

    Then I cleared all the other strong stacks and headed straight south (other heroes kept assisiting and collecting/transferring creatures). I upgraded creatures at the hill fort (I probably used vampire lords here, but obviously I kept using princes throughout the whole campaign: they have 8 speed which is a huge bonus).

    Then I went straight ahead and took all the red towns in a row. The only remaining problem was to use movement points effectively (and visit enough guilds) and to try and make Zoltan scholar+expert magic (I failed on that: he was never offered the right skills). Used 3 armies from then on: vampires for the girl, some stacks of junk for the boy, and master liches plus a strong stack to resurrect for Zoltan (on whom I failed scholar...).

    In the end, it was a straight walk to the end. I never met any red heroes except in their towns (Ornella got death march for siege and the skill to get extra moves after fights, the scouting+extra scouting skills for Arantir)
    csarmi at 2009-02-03 14:55 wrote:
    the stack in (5) doesnt need any mind spells, I did it with some vampires and 1x1 blocker guys, it's easy: large creatures can only attack your vampires 1 by 1. It takes a bit of effort keeping them alive but then it becomes easy when you wore the stack down. Had a lot of princes by then anyway now that I think about it.

    Anyhow, it was very easy.
    norton at 2007-12-17 13:39 wrote:
    I had a problem with this mission. I attacked town "D", but nor Orlando, neither else, but monsters (soldiers) defended it. I killed all defenders and nothing happened. Nothing! I had my army there, the walls broken down, no enemy alive and I didn't know what to do, because the battle didn't end. Could you explain that? Did I forget something?
    merkantini at 2007-11-17 06:16 wrote:
    Wow Maltz! My compliments for another superb walkthrough!

    The only thing I would like to point out is about the Witch hut, I think it largely depends on luck if you get a good skill or a crappy one, because in my game instead of Destructive Magic I got a very useful Sorcery skill there!

    IMHO another thing to notice is that in ToE, Witch huts and other "free" skill upgrades become extremely useful, even in the case of a very useless skill, because this skill it could be turned later on into something really good thanks to the Memory mentor!

    I think it mainly comes useful in campaings where the heroes carry over, so for example you could take a useless skill anyway earlier on for turning it into something good later on, mainly if you already know that in that stage or in one of the next there will be a Memory Mentor, where you could turn it into something really cool for just some gold. This way we could say that every time you hit a witch hut you get the extra skill of your choice! Cool! :-)
    Edited on Sat, Nov 17 2007, 01:22 by merkantini

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