Welcome Visitor [sign up] news downloads walkthroughs forums about  
Welcome to Celestial Heavens! - all things Might and Magic
my account
  Forgot password?
  Submit Map
  Contact Us
my account
  Academy Guide 3.1
  Creature Abilities
  First Month Utopia
  Hero Screen
  Inferno TotE Guide
  New Sylvan Strategy
  Skill Wheel
  Unofficial Guide
my account
  Hammers of Fate
  Tribes of the East
my account
my account
my account
  Equilibris Mod
  Thunder Maps
  Wake of Gods Mod
  More Links
my account
  Map Reviews
  Special Features
my account
H7: Would you prefer 2D or 3D townscreens?
I don't care.
game selector

Features → Walkthroughs  → Tribes of the East → Flying to the Rescue → Summoning the Dragons

by maltz

Flying to the Rescue
M3: Summoning the Dragons

  • Map Size: Small
  • Level Cap: none
  • Difficulty Index: 3/5
  • Last Updated: November 15, 2007, Patch v3.0

    In this mission, Zehir teams up with yet another Hammers of Fate main hero, Wulfstan. To say they'll team up isn't very accurate. For the most part Zehir goes solo on the surface, and Wulfstan has to remain underground to swat an endless stream of flies from left and right. These flies always flee so you can't even gain experience from them! Now where is the Shackle of Last Man when you most need it?

    Wulfstan starts with Expert Light magic and every Light magic on the spell book. He also has a standard might build that makes him a decent army commander. Yet you can still visit a Memory Mentor to shuffle his skills. No matter what you decide to do, keep Logistics for now, because you need it to catch up enemy heroes from both sides.

    Have fun catching flies with chopsticks, Wulfstan!

    If you have not, it will be a really good idea to give Zehir Arcane Omniscience now, unless you already learned the most useful high-level spells such as Summon Phoenix, Vampirism, Puppet Master, Frenzy, Word of Light, Resurrection, etc. (It is very unlikely that your Zehir has learned all of these without Arcane Omniscience.) There are many tough neutral creatures on the surface, but Zehir should be able to score perfect victories with a tiny army and a huge spell repertoire.

    If you have Mentoring (which is a requirement for the ultimate), every new Dwarf hero you hire will enjoy a roller coaster ride of levels to around 17-18. You can give them Enlightenment + Scholar and the appropriate Expert Magic school(s), so you can transfer spells from Zehir to Wulfstan. Note that you can only pass down spells that are actually learned from a mage guild or vault. The spells that only becomes available through Arcane Omniscience are not transferable.

    Pick the Crystal silo as the starting bonus. Mercury is only for Zehir's Call to Arms mission special: 20 Murcury + 6000 EXP for 5 Rakshasa Kshatra. This is a rather expensive and unnecessary deal, and you might not want to waste your EXP points like this. While there are already lots of Mercury production, you will be short of Ore and Crystals in this mission, especially Ore. Don't waste Ores on upgrade buildings yet, but build up the basic structures and the walls first, to start accumulating available creatures. Also, if you are like me who tried to give Wulfstan Town Portal from lv-5 mage guild - save the Ore because Town Portal spells are disabled for all Dwarven heroes in this mission. They can't even learn it.

    You start out with a Dwarf town (A). Now if you chose to let Zehir to keep the Tear of Asha back in mission 2, he starts the scenario with the Tear. There will be yet another Tear of Asha to be dug up soon, so don't hesitate and install this one in town (A) to give you a head start. To the north you can take another town (B), which remains completely defenseless. Take it as soon as you can, and don't forget to flag the nearby creature buildings of town (B). If you let Duncan keep the Tear back in mission 2, you will have only the new Tear, and you have a choice of where to install the new Tear - more on this later.

    You are against the Yellow dwarfs based in town (C). There is no way to wipe them out for now, and they can harass you through two 1-way portals (a') or (b'). Earlier in the mission whatever they send here will either (10%) die or (90%) flee, but later on the heroes will learn Town Portal. Watching them coming and going is quite amusing, but you can't even touch them unless you park Wulfstan within 1-day travel distance of one of the portals (I suggest (b'), since (a') is too far away from town (A)). Productions from both (A) and (B) will keep your defense sound. Just make sure Wulfstan is not too far away when multiple yellow heroes approach from two directions.

    First, flag everything underground with both Zehir and Wulfstan. The Memory Mentor is just to the west (1). Pick up the Boots of Open Road (2) and put it on Zehir. The location of Tear of Asha is marked with a red (X), and you can see its exact location here (fixed spot, v3.0). If you already have the Grail structure in town (A), give the new Tear to Zehir. You can pick up the Shield of Dwarven King at (K1). There is an artifact merchant at (3); if you have the Grail structure (5000G/turn), you may as well go broke on useful artifacts.

    After flagging everything underground you should start exploring the surface through the stairway at (c). Wulfstan and all dwarf heroes have to stay, says the game, so you can only let Zehir go. Before Zehir sets out, give him several dozens of cheap Fortress units (tier-1 is fine). Some battles up there are pretty tough and what Zehir was given initially might not be enough to stay alive. By the way, I find it effective to start a battle with Mass Slow (or Mass Confusion against shooters), and follow with the Phoenix or Vampirism on your HP pool stack. You then have all the sweet time to revive dead creatures.

    It is a great white world up there, with maybe some blizzard going as well! Since Zehir is all alone, you can be pretty selective on targets and do not waste movement points picking up things you don't need. Generally you want to pick up all the Ores and Crystals, break through all the treasure chambers (for more Ores and Crystals), and flag all Yellow creature buildings. It is going to take quite a while.

    Go west and then north. When you reach (D) the game asks you whether to sacrifice 15000 EXP for Zehir's town to be moved here. That's a big YES - you can always use another Town Hall plus the creatures to keep Zehir alive. You can also install another Tear of Asha (or maybe it is your only Tear) in Zehir's town. You might think you are rich enough, and you don't really need to waste a second Tear on an easy mission. Your Fortress army is growing from gigantic to humongous so there is no need to develop a big Academy army as well. Yes, you are right! However, even if you "waste" the Tear on Zehir's town in mission 3, the Grail building will show up in mission 4! So get the Skyship!

    Yes, the ship carries over as well! Too bad you probably won't even need it there, either.

    Unfortunately you cannot hire any new hero from town (D), so Zehir is still alone. From here you have different routes to choose from. Your eventual goal is to visit the Red Keymaster Tent (red R), while all of the other destinations are purely optional. The two-way portals (d-d, e-e) are usually similar to tunnels of the mountain so there is no fancy connections. Here comes list of what to do:

  • There is a much needed Ore Pit at (4). You may as well flag the Sawmill and Gem Mine.
  • A Hill Fort (5) is useful to upgrade and merge units.
  • Get the Armor and Helm of the Dwarven King set (K2), (K3) and the Crown of Sar-Issus (S). This should complete your Dwarven King set and Sar-Issus set! Also grab the Lion's cape (L).
  • There is a Dragon Eye Ring (D1) guarded by Titans, and somehow I got the 4th Dragon Teeth Necklace in 3 missions!
  • A one-way portal at (f) appears to be blocked. This is not for you - but for the Yellow's cravens go through. Why can't I just split a Dwarf stack to block it? :)

    If you attempt to venture underground through (g), you can see the much hated Yellow town but unfortunately your route is completely blocked by the unpronounceable Dwarf hero. (6). The game suggests you NOT to attack him (keeping him alive is actually a primary objective) but you can still attack him if you insist. Not sure what happens next, though. Maybe you can find out and tell us!

    By the way, you can find a Pendent of Mastery underground at (7). There used to be a bug about it to give you unlimited resources from Artificer's resource discount. Will it work here? You are too rich to cheat here! :)

    Endless Rune and Puppet Master - it is a test for a Dwarf's endurance! I started this battle in the morning and finished it at night - because I had to leave the machine on and went to work.

    After visiting the Red Keymaster tent you are now ready for the boss fight. If you unlock the Red Gate (red G), Rolf (Wulfstan's bad brother) spawns with a good army of about 10 weeks of town productions. Rolf won't chase you around - he'll keep waiting. Theoretically you can run over Rolf with the biggest army even seen on HoMM5 (thanks to Asha), but you can certainly slap him with a smaller force.

    But Rolf is no pushover this time. His stacks use Rune magics every turn, and apparently he has the Empathy feat so every time a high morale triggers, Rolf is moved up in action. So what is bad about Rolf's action? He has an entire spell book of Dark magic, and he will be happy to cast Puppet Master on your best stack. When Puppet Master hits (Rolf wears Sandro's Cloak, so he can even PM your Titans), Rolf's stacks will simply rune-charge up and tear your stack in pieces without being retaliated. Even if the Fortress creatures are not really effective at dealing damage, being hit from all directions every turn is not going to look good at all.

    On the other hand, your Zehir has his own advantages. You have a lot more spells to choose from (you did get Arcane Omniscience, right?), good artifacts (Sar-Issus and Dwarven King) to equip, an ultra-long mana bar, various morale and luck boosts to visit before the fight, and as a last resort you have the load game button. Rolf is not Arantir, so his mana will run dry and there will be no more Puppet Master. You can also accelerate Rolf's embarrassment by going to the Memory Mentor and get the Suppress Dark feat from Dark magic (twice mana consumption).

    All you need is a large stack of something that takes a long time to kill (so Rolf's mana runs out first), and then you can slowly drain back lost numbers through the ever-useful Vampirism. I used 81 Flame Lords (tier 6 creatures from Dwarf town, I should have used Thunder Thane to hit multiple stacks effectively) which were just enough to win, after failing 4 times. The difference on my 5th try was that I finally deployed other creatures (even 1-unit stacks are fine) so Rolf's creatures will use their turn on the decoys. I also setup a Blade Barrier in front of my Flame Lords to keep the huge hitters away. On the luck side, my Magic Mirror worked frequently so the several Puppet Masters were reflected to poor elementals.

    No matter what creature you use, protect your main stack with decoys (and the elementals that come afterwards) to block the contact of powerful large creatures such as the Godzillas and Thunder Thane. Blade Barrier is indeed quite useful for this purpose. Phoenix isn't making a huge difference anymore, but with time it can scratch down Rolf's army with Vampirism (plus they can help you block Rolf's stacks, too). Avoid being hit by more than 3 stacks in any given turn. After Rolf runs out mana it is your Puppet Master, Frenzy and Blind time!

    Surviving Rolf's Puppet Master spam is the key to victory. Here comes a trick - when I put Frenzy / Puppet Master on Rolf's stack, I was surprised to see Rolf dispel it with Vampirism. You can do this on your main stack to dispel Rolf's Puppet Master as well! Apparently, Vampirism cannot co-exist with Frenzy or Puppet Master, and the latter will overwrite the earlier, if it has a higher or equal level. (Frenzy cannot overwrite Vampirism, for example.) You can also distract Rolf by casting these spells on his own creatures, and Rolf sometimes will not Puppet Master your main stack, and cast Vampirism on his own stack to dispel yours. You are a wizard, so you are bound to win a magic duel in the long run!

    Or, you can always wait and run over Rolf with a crazy army.

    Preparing for Wulfstan's Final Battle

    Wulfstan is going to fight in the final mission as well. It won't be an easy battle - again your opponent spams Puppet Master like he has nothing else to cast! Before Zehir goes into the portal and end the mission, here are a few things to do.

    First, check your artifacts. The Dwarven King set will look good on Wulfstan, but then Zehir won't be able to access it. You may as well give all of them to Zehir since Wulfstan can function well without it. Make sure you give the Lion's Crown to Zehir, but Wulfstan can keep Lion's Cape to reach the effective morale cap of +5. Give the Runic set artifact to Wulfstan, and if you have any extra Dragon's set also give to Wulfstan. Then, move ALL carry-over artifacts in Wulfstan's (idle) inventory to Zehir's so the game won't make a stupid decision to equip the Enlightenment set in the final battle!

    You should also adjust Wulfstan's skills. It is likely that the enemy heroes have fled so often that your Wulfstan remains at level 25 even at the end of the mission. Here comes my skill recommendation (also shown in the picture above):

  • Expert Runelore: 3 standard feats
  • Expert Attack: Tactics, Offensive Formation, Retribution
  • Expert Light Magic: Master of Wrath
  • Expert Dark Magic: Master of Mind
  • Expert Luck: Magic Resistance, Dwarven Luck
  • Basic Leadership: Runic Attunement

    With Lion's Cape you still have +5 morale. If for some reason you are level 26, get another level in Leadership just to be sure. We will discuss the tactical details in the C3M4 walkthrough section.

  • Comments
    Monthar at 2015-06-29 03:21 wrote:
    I started playing this again recently and I noticed if you give one of the Dwarf heroes Scholar when it it mentored by Zahir, you can then get town Portal from Zahir and give it to all your Dwarves. Then using Town Portal, you can get all your Dwarves up to the surface (2 per turn) after Zahir summons his town.

    I'd suggest getting Expert Logistics, Pathfinding and Warpath on everyone. Then both main heroes can focus on the battles and the others can follow them flagging mines, creature dwellings and grabbing resources.
    1hongkong1 at 2013-12-12 23:30 wrote:
    could you use Magical Immunity on friendlies when you attack Rolf ?? so negate pm and frenzy ?
    Tyber Zann at 2013-08-31 00:23 wrote:
    Jeeze, I also noticed a few people say they hadn't figured out how to use runes! Actually, it took me some time 2. Got through most of the dwarf missions in HoF before I realized how to use them.

    Runes are triggered by individual unit stacks, not the dwarf heroes themselves.

    When a dwarf units turn comes along, there is little bar above the ATB bar on the bottom of the screen that will have a list of available runes. Hover over it to see its cost, and click to activate. Under normal circumstances, a unit stack may activate one rune at a time before each turn (during their turn, before u give them an order) and only if commanded by a RuneMage hero (dwarf).

    I find runes are awesome in the late game, but can seriously f**k u over if used in the early game.

    Unless u have a special ability that reduces cost, each rune requires physical resources to activate. It's not much, but u can easily burn through ur entire resource stockpile in a single battle without realizing it.

    I find it best to wait till uv built ur town and have a good stockpile of resources. then u can Rune away without risking going broke over a few temporary combat perks. The abilities are awesome, just use them sparringly unless ur rich or can reduce the cost through skills or town structures (I think its the grail structure that eliminates wood and ore costs involved with Tuning)
    Tyber Zann at 2013-08-30 17:09 wrote:
    Crazy battle with Rolf. He must have used the Rune of Dumbass when I wasn't looking, cause he certainly f***ed himself. This is on Hard, so maybe he's a little less of a moron on Heroic, but I think he would have done better if he just hit the auto combat button (I always thought the A.I. fought like auto combat A.I. but I guess Rolf just has to do things his way. He's a boss right?)

    Ok, so this is how it happened, ill try to be specific but I don't have my computer in from of me so the figues are approximate (I was up most of last night preparing for this battle. It was actually fun, but when Rolf started doing his thing I could just picture circus music in the background).

    Month 4-5, I actually skipped most of the stray resources and minor artifacts. Just snagged the important ones (and couldnt help remember a few important locations from looking at the map before)(also lucked out with a staff of the netherworld from the artifact merchant in the flying town).

    Ok, so after dropping the Dwarven king set with Wulfy and making a final stop in the flying town, I made it to Rolf near the end of month 4, and my setup was as follows -


    Battle mages x 100 ish w/ initiative + attack arti.

    Master Gremlins x 350 ish w/ health + defense + initiative arti.

    Magnetic Golems x 180 ish w/ health + defense + initiative arti.

    Obsidian Gargoyles x 300 ish w/ health + defense arti.

    Rune Patriarch x 100 ish

    Shield Guard (the 3rd/alternate upgrade, can't remember the name, the blue one, the one without boobs on his head) x 400 ish

    Magma Dragon x 30 ish


    So the army was fairly evenly matched. It was potentialy anyones game, especially considering Rolfs spellbook. (Funny when a dwarf can threaten a wizard with magic).

    As for the heroes, Rolf is Rolf. Can't remember his stats, but he was basically like what I've read (except his behavior on the field, which I'm getting to).

    My Zehir is average. I Didn't get EVERY artifict, and I'm still only level 29 even after the fight (iv also skipped all "call to arms" except in the first mission with the golems).

    I actually skipped "Arcane Omniscience (I know, wtf right?) I did this cause I always just use summoning and destructive magic anyway with Zehir (in the campaigns u can get ur spellpower high enough to use both very effectively). Although, since I'm on Hard, I would probably have gone for it on Heroic (I couldn't get past Raelags crazy soul scar invasion mission in the first release on Heroic so I dropped to Hard and have rolled with it since, but found more than a few levels too easy. Guess I gotta play it all again on Heroic! I'm sure I actually will some day, sooner than later))

    Anyway, no fancy tricks with this guy, I'm a pheonix and fire elemental kinda guy, with a dash of implosion and a %50 chance of meteor showers.

    So, when I went toe to toe with Rolf, I was a little nervous. I knew he'd be jacked, and after reading the page I get the whole PM thing with him. So what did he do with it?

    Basically, what happened in this battle is, I used a standard "shooters behind a checker of small tanks" formation, with the golems on point cause of their magnetism, complete immunity (NOTHING touched these things, even after Rolf read the entire "Dark Magic encyclopaedia 2 times over), their one time re-building thing with the gremlins, and because they can actually attack.

    That left only my magma Dragons, which I put in the opposite corner as a means of forcing the enemy to split their forces and deal with the threat before it reached the other side of the map.

    So, i opened with my summoning (pheonix, then blade barrier, then fire warriors, phantom forces etc.

    So what was Rolf doing when his turn came around? Hmmm, PUPPET MASTER!

    At first I'm thinking "$hit on a shingle", but then I observed the effect this had.

    It seems the A.I. would naturally target ur "most powerful" stack, which in this case was my Magma Dragons (the highest tier in my army). I had managed to move the dragons halfway toward the enemy before he PM'd them. So I was expecting him to march them right back at me. But, what happened is, HIS OTHER TROOPS STARTED ATTACKING THE DRAGONS!!! Seriously, the PM'd ones. They'd retaliate. Then, when the dragons turn came around, they where already half surrounded on my side, cause all their attackers had turned around. So the dragons had to walk backward towards his army, and his units kept hounding them, so they just got trapped in the corner!

    Rolf went on to use suffering and weakness and such, but since most of my damage was coming from Zehir and recycled pheonix and fire elementals, it was no problem. I cast arcane armor on the dragons and they survived long enough for me to wipe out most of their forces. By the time they got those PMd dragons down to about 5 units, I was finishing off the last of their stragglers.

    It was bizzare to watch this. I wish I'd saved the replay but it was like 3 am and I was half asleep.
    Tyber Zann at 2013-08-29 01:00 wrote:
    Iv noticed people mention that the morale bonus caps out at +5, (I'm guessing luck as well) even though the number can go above 5. In the first HoMM 5 release, it never went above 5, but in ToE it does.

    I'm thinking maybe it still caps at 5, but the extra points only kick in if something reduces ur creatures moral (sorrow, banshee howl, artifacts, etc.) Like, if ur morale was 7, it would still be five, but if the enemy hero had a ring of broken will (-2 enemy morale) it would level ur morale to 5 (7-2).

    This would make sense, cause I'm pretty sure the number represents percentage.

    2 morale means 20% chance to achieve a morale bonus (same with luck for luck bonus).

    So, if ur morale or luck was 10, that would mean 100% chance to achieve a morale or luck bonus, which its not. Iv had 11 morale before and it still only triggered about 50% of the time.

    If anyone knows the actual formula for the morale / luck bonus, a little clarity would be much appreciated.
    Wheeler Dealer at 2012-12-15 20:28 wrote:
    I'm playing on Hard, not heroic, so that might be most of the reason that Rolf wasn't too hard, I hit him in week 2 month 3. My army was 68 Arch mages, 45 Master Djinn, 24 Rakshasha and 12 Titans. I think my key move was castsing Puppet Master on his Thunder Thanes my first chance and then using them to block his Lava Dragons. Maybe I just got a lucky battlefield but the dragons didn't get into the fight until it was pretty much over. I didn't use the trick of having Vampirism overwrite PM.

    I played virtually the whole scenario with Zehir wearing the two enlightenment artifacts and he opened all chests and took experience every time. Zehir was able to mentor Wulfstan up to level 26 at the end.
    Kardszy at 2011-12-08 19:45 wrote:
    Something about dwarf army I found, is that they benefit from soldier's luck the most out of all factions, 5/7 units:
    skirmisher's cripple, bear's roar, battlerager's bash,rune priest's mark of fire, flamelord's flamewave (awsome when it kicks in, small version of Kal'Beleth's attack in HOMM5 final battle :P )

    About prepareing Wulfstan for final:
    Fortress is my favorite faction and Wulf is an awsome hero (had over 60 def in HOF on a Tier1 stack!!! O.O ...not to mention the higher ones :P )
    For this reason I didn't give a rat's *** about the score and waited for 10 months till attacking anything above, ...neadless to say Zehir got over 10mill exp at the end so mentoring Wulf got him right to lvl32 ^.^

    About skills:
    IMPORTANT: unless you love the mass spells, lose light, Wulf will keep the spells, and you will res with runes anyway, so tiny res-ed stack is enough to use the rune.

    I went for the ultimate (takeing only 50% dmg and with high def :P )
    For the other skills I had several in mind but choose:
    Luck-master: Soldier's luck (reason mentioned before) and Warlock's luck due to not so high power
    Sorcery-advanced: insight and brilliance

    -The others I considered are
    a)Luck magic res and dwarven luck, Attack tactics and offensive formation (this skill haven't made as much difference as I though in previous games)
    b) Enilghtenment with tap runes and int. plus Sorcery
    c) Enilghtenment: int., exalation and Leadership rune attendant aaand empathy :P

    Dwarven set: no slow, frenzy... zehir is fine on his own without it
    Dragon set's ring and necklace
    Sar-Issu's set: ring (simple reason: Zehir has enough mana plus 2/4 and 4/4 items give the same bonus for a wizard)
    Death set: staff and cloack, was lucky enough to buy them :P

    have fun in final all ^_^
    Edited on Mon, Dec 12 2011, 07:51 by Kardszy

    cjlee at 2011-05-30 07:51 wrote:
    I played the battle between Zehir and Rolf over many times, and found it pretty tough. Rolf has fantastic anti-magic capabilities, puppet master spam and all his troops can spam runes nonstop.

    You, Zehir, are a nerdy, weak wizard with absolutely nothing superior to Rolf except lots of mana. Even if you outnumbered him using a huge dwarven army, your dwarves are far inferior to his dwarves due to the lack of perks and runes.

    On average Rolf inflicts 3-4 times as many casualties on you as you can on him. So his troops are really stained with blood...

    Eventually i figured out the real way to win. It really foreshadows Wulfstan's winning trick in the final boss fight as well.


    Since Zehir's troops are close to useless, Zehir is the guy who makes the difference. I separated the troops early on without attacking the enemy. This keeps them apart so that storm strike can't be transmitted.

    Then I put everyone on defense. Didn't attack a single enemy.

    The enemy came to me and started killing away. Rolf blasted away with his puppet master and frenzy spam. I let him do as he pleased, keeping Zehir waiting so Zehir's initiative keeps rising.

    Then I got into action and practically wiped out 90% of Rolf's army using divine vengeance alone. (The rest were killed on retaliation strikes). It was awesome; after about 3 complete turns were over, entire enemy stacks were vanishing each time Zehir cast divine vengeance. And there was nothing Rolf could do! He had already puppet mastered and frenzied my guys...
    Edited on Mon, May 30 2011, 04:13 by cjlee

    cjlee at 2011-05-11 13:17 wrote:
    On my latest run on Heroic, I got Zehir to level 28 on the first map. (You can read how I did it there.)

    By this map, Zehir was level 30. That still isn't enough to do anything for Wulfstan since his level 25 is about 1/4 Zehir's exp, but it means I created two other level 25 heroes on day 1!
    (All with town portal, learned through Scholar since I got Inga offered to me right away.)

    But don't think I've outsmarted Nival!

    Since I've played this map several times before, I notice that enemy heroes got much tougher on this map.

    When I had a weaker Zehir, enemy heroes were only level 25 and fled all the time whenever my level 25 Wulfstan approached with a sizeable army.

    Now with Zehir at level 30, it seems Nival sends level 28 heroes (i'm guessing, between Zehir and Wulfstan's level) on this map. They don't carry big armies, but are very, very tough and don't flee until after a lot of damage is done. Sure, I know I'll win - but I keep suffering severe casualties because they can hit and kill faster than I can resurrect. And my other two level 25 heroes are useless because they don't have good artifacts and I don't have enough troops to spread out to them - they need very big armies to take on the level 28s.

    So evidently Nival planned this map to give Wulfstan a hard time without assistant superheroes - and they succeeded.

    But on the good side,Wulfstan gets thousands of xp every battle.
    Dstr at 2010-11-28 14:49 wrote:
    Another pretty easy mission on heroic... but it took some time because of the battles, i only used the summon phoenix spell and phantom forces on rasha... those were all my troops on the surface, I resurrected them using regeneration while the foes were blinded or puppet mastered.
    I was harassed by heroes spawning and took very late the town no. B, in fact I wanted to flag all mines first and didn't have time to explore...
    Edited on Sun, Nov 28 2010, 09:50 by Dstr

    gsandro1 at 2010-10-12 20:54 wrote:
    I good way to upgrade Wulfstan is to use mentoring with Zehir, in my game (heroic) Wulfstan reached level 27 from Zehir mentoring who was level 31. Thanks again for the great walk through I am excited to play the final mission now!

    Shimdra at 2010-07-03 00:05 wrote:
    Went through a portal before reaching the castle landing area, so I was extremely behind on Academy troop production by the time I found it. Went into the Rolf battle with an insignificant force, though vampirism on a large stack of accumulated Rakashahshahsa whats-its and summon pheonix made the battle surviveable (Especially with a 43% initiative 11 attack and 11 defense item equipped)

    Maciek at 2009-12-12 22:57 wrote:
    Okay, so when you beat Hangvul, nothing extraordinary(like a cut-scene) happens. You just immediately get the screen saying that you've lost.
    Ps. Destructive with magnetics and last stand works great!
    Edited on Sat, Dec 12 2009, 17:59 by Maciek
    Wheeler Dealer at 2009-09-19 05:05 wrote:
    You can't get Town Portal from the mages guilds, but you can through Scholar. I hired a dwarf hero which immediately grew to level 22 or so upon meeting Zahir. By grabbing enlightenment and scholar, I could transfer town portal to Wulfstan. That also let my helper hero go to the academy city and ultimately transfer the level 5 dark magic spells from Zahir to Wulfstan, once Wulfstan acquired expert dark magic at the memory mentor.

    Near the end I had two level 26 helper heroes. I missed the academy city location on my initial trip through the upper map so when it came time to fight Rolf I didn't have much of an academy army (I only accepted one magical reenforecment). I took all my mountain dwarfs, berserkers, rune patriarchs and thunder thanes along with some academy troops to meet Rolf. I tried a few single stack battles but ultimately just threw all my troops in for an easy battle (hard difficulty, not heroic).

    I got lucky and got the shackels of the last man from the artifact merchant about midway through so Wulfstan got an extra level or two.
    revael at 2009-07-25 00:37 wrote:
    hey spytor, i just finished the game and saw ur comment, how did u manage to go through the campaign without losing a single unit and not taking dwarven reinforcements for zehir?? i played on heroic as well n had omniscience too and didnt take any dwarven reinforcements just call to arms (summoning the raksasha), didn't lose a single unit in zehir's army until in the end when fighting rolf, had about 40+ raksashas but my 40+ raksashas just get pawned... had to travel all the way back n get some dwarven reinforcements... orz... u r the man!! :)
    spytor at 2009-07-17 13:41 wrote:
    Yes, as HereticPriest pointed out, the key in this campaign is the mission one. It is quite easy to pump up Zehir quite high there, I think I left at level 28 (should have than 30 though :(). In mission 3, I recommend to let Zehir do all the work to max his experience. This way Wulfstan can go to level 28 (my case) or even higher without fighting even once. By the way, if you use Zehir's abilities wisely, it is possible to get through the mission with Zehir's initial stack. This means no loosing exp on Call to arms and summoning the flying castle. Zehir can do just fine and doe not even have to take dwarven reinforcements. In fact he can get through without loosing single unit :) And yes I am speaking about heroic difficulty :)
    mmontgomery at 2008-07-14 03:59 wrote:
    I was playing on heroic also. My final Wulfstan build starts like stachnie. Expert Light with M. of Blessings, Expert Dark with M. of Mind and two Dark-reducing perks, Expert Enlightenment with Intelligence. I also added Tap Runes, so I would effectively never run out of mana.

    Finally, I added Expert Sorcery, primarily so I could get distract. This allows me to cast spells 30% faster, while the enemy casts 20% slower.

    I also got the Staff of Netherworld and Cloak of Death's Shadow. Due to my magical superiority, the battle in the next chapter was a piece of cake. I cast mass confusion, mass slow, mass righteous might, and mass haste. It was interesting that mass haste started a spell war, with the enemy forgoing puppet master to try to keep mass slow on my troops, which I would dispel with mass haste, and then mass slow again. Because of my faster casting rate, I would getting about 3 spells to his two, so while keeping mass haste on my troops, I could toss in another spell about every other turn.

    The battle against Rolf was initially very difficult, mostly because I had rushed through in less than two months and only had 4 weeks troop accumulation from my town (12 Titans. 24 Rakshasa Rajas, etc.) I had cleared the entire board with nothing more than a couple hundred mountain guards I had brought from underground; I never used the Call to Arms. I was trying to figure out how to beat Rolf, when it occurred to me that I had forgotten to equip my army with artifacts, so I loaded a save to correct my mistake.

    Luckily, I had just picked up the troops a few turns before, and still had an autosave at my city. Once I equipped my high level troops with +48% initiative/+13 attack/+13 defense, and my low level troops with +48% initiative/+13 defense/+10 health, the battle was a piece of cake, even though Rolf had a huge numeric superiority.

    The battle was even more difficult since along with Arcane Omniscience, my other skills were of little help for the battle: Expert Logistics with pathfinding, and Expert Luck with resourcefulness and Spoils of War. But I wanted to keep these skills for the next level, so I decided to try the battle with effectively nothing more than Arcane Omniscience and Luck+3 on my side. I outfitted Zehir with the complete Dwarven Set, Ring and Staff of Star-Issus, Dragon Ring and Necklace, Lion Cape, and a Golden Horseshoe.

    Rolf's Puppet Master was mirrored to Zehir's obsidian gargoyles. I figured that was a pretty safe stack to be controlled, so I made no attempt to dispel it, and sure enough Rolf did not cast Puppet Master again. In fact, he did not cast anything for awhile, just did normal attacks! Later he cast mass suffering. Finally, when puppet master wore off of the gargoyles, he cast it on my titans, which I immediately dispelled with Vampirism.

    Meanwhile, I puppet mastered his thunder thanes then summoned phoenix, which destroyed his magma dragons over 4 turns. I cast vampirism on my rakshasa rajas, which keep them at full strength the entire battle.

    It was a slaughter. By the time the battle was over, I had not lost a single titan or rakshasa raja, thanks to vampirism, and suffered surprisingly few other casualties. The mini-artifacts on my troops made a huge difference.
    Crayno at 2008-05-26 12:10 wrote:
    The shackles are of no use, even if you defeat the high level hero he keeps coming back
    stachnie at 2008-05-26 11:15 wrote:
    My final Wulfstan build was a bit different. Expert Light with M. of Blessings, Expert Dark with M. of Mind and two Dark-reducing perks, Expert Enlightenment with Intelligence, Adv. or Expert Luck with MR and Dwarven Luck and Expert Leadership with Runic Attunement. I gave him full Dwarven set, Dragon Ring, Ring of Broken Will, Staff of Netherworld (all three from Art. Merchants), Dragon Necklace and Cloak of Death's Shadow. I have just finished his battle in the last map (Hard difficulty) and it turned out to be not very challenging, e.g. enemy troops very often suffered bad morale. Thunder Thanes were indeed excellent gate blockers ;)

    Thanks for the tip with Vampirism overwriting Puppet Master. However, in most cases I found expert Magical Immunity better because it overwrites any curse and it cannot be overwritten with Dark Magic.

    The battle against Rolf was annoying but not difficult. I gave Zehir Academy troops from more than 10 weeks (Tear-powered; I had about 50% numerical advantage) and all of them were loaded with mini arties (like +42% initiative, 82% MR etc.).
    Lucy Curtis at 2008-05-24 02:04 wrote:
    TB - I have finally stumbled on how the runes work. Wulfstan does not use them - his army does. When in battle and your creaturecomes up to fight you will see at the bottom of the screen to the left just above the creatures the runes. Click on one and that creature will then use it.
    Lucy Curtis at 2008-05-16 07:51 wrote:
    Alas no TB. I am starting to wonder if it is a glich in the programme. I am sure in earlier games with the dwarves I did have rune magic just by going into the castle once I had built it up appropriately. Would reallyappreciate it if there is anyone out there who can help. Lucy
    tracerbullet at 2008-05-11 06:21 wrote:
    By the way Lucy, did you figure out how to activate Wulfstan's runes? I'm experiencing the same issue.
    tracerbullet at 2008-05-11 06:19 wrote:
    Acquiring Arcane Omniscience is really tough! When I visit the memory mentor underground in order to redevelop my skills from scratch, sometimes I get both the skills I require in the same turn, since I can only choose one per level, the second required skill never comes back! Is there anything I'm missing or not understanding? Please help.

    nmiz at 2008-05-04 18:01 wrote:
    about wulfstan's skills: wouldn't it be better to go for the ultimate protection using the mentor?
    with it your dwarves just won't die
    Lucy Curtis at 2008-04-28 03:59 wrote:
    PS I should add that I am on this last level but have had to go back to the one before in order to upgrade Wulfstan's magic powers as he doesn't have mass confusion. Still don't have that but at least I now have mass deflect missile.
    Lucy Curtis at 2008-04-28 03:57 wrote:
    This probably sounds like a particularly amateurish question but then I have never got all that good at playing, despite the number of times I have gone through it. How do you get Wulfstan to activate his runelaw powers? I have the dwarven castle fully built with all runes in it but putting Wulfstan into the Castle does not seem to give him access to these runes. I have also tried clicking on the round centre runelaw button in case I needed to purchase runes with wood, ore etc in order to get them into his spellbook but this also hasn't happened. His profile shows that he has expert runelaw but nothing shows in the darn book when I engage an enemy. Would appreciate some help please.

    HereticPriest at 2008-02-23 12:59 wrote:
    Dude, you are kidding. level 17/18 from Mentor ?
    i spawn level 27 heroes with my 31 level Zehir. how i did that ? Here is a hint, first level of this campaign, lots of artifact traders(in the dungeon towns and the academy home) and a sacrificial shrine where you can convert your artifacts bought every 4 weeks or so into XP !! In the meanwhile you should have a constant supply of troops to another hero that keeps the dungeon player locked in his town, the ai usually does not dare to walk out when your army is strong enough. of course this can take a lot of time, but i dont know where the levelcap is in that map. when i was level 30 or so i got bored :P
    Chevo at 2007-12-31 12:50 wrote:
    Did someone get the little green alien hero plate flying around in a space ship??
    that suddenly apeard day 1 week 1 month 8? called plate?=P
    Edited on Mon, Dec 31 2007, 07:54 by Chevo

    Note: You must be logged in to post comments.

    Copyright 1999-2015 Celestial Heavens. All rights reserved.
    site statistics