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H7: Would you prefer 2D or 3D townscreens?
2D
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I don't care.
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Celestial Heavens  → Might & Magic: Heroes VI - Necropolis - Circumradiant Dawn

by maltz

INTRODUCTION

Your relatively safe quarter consists of 1 town and 2 forts. There are three hostile factions: Inferno (1 town + 2 forts), Stronghold (2 towns + 1 fort), and Necropolis (2 town + 3 forts). They all launch sizable invasion to your land whenever possible. There is also a friendly Necropolis faction (1 town) which you can incorporate.

How do you deal with enemies 4 times of your strength? The loading screen gives a good hint: "when you are surrounded by enemies, finish them off one by one." This is exactly what we will do here. There is a simple way to focus on only the first enemy (Inferno) at the beginning. The second enemy (Stronghold) can be crippled in a blitz. Then, with superior economic and population, it is only a matter of time to take down the last and toughest (Necropolis) faction.

While the mission has a high level cap of 24, you will have plenty of huge battles to fight to reach the level cap long before the final boss battle. Also, as you are able to unlock more buildings and creatures, you will be short on cash to recruit all available units. So it is a good practice to cash every chest.

Necro Campaign Mission 3
Level Cap: 24
Difficulty Index: 4/6
Last Updated: November 12, 2011


BASE

If you play on Hard Difficulty, for the starting bonus it is a good investment to get the 5 Wood + 5 Ore bonus, since you would start with none of them. You want to start building your primitive town right away.

The mission begins in the northeast corner at Town (A). Ana is given a puny army, which is much smaller than the neutral stacks nearby. However, by now your Ana build should have matured. Open every battle with Summon Earth Elemental right in front of the enemy line. With the enemies occupied with the summoned creatures, you can wear them down with Ana's direct attack.

Earth Elemental is the best among all the elementals for tanking purpose. Their special ability petrifies a stack for 2 turns, enabling you to concentrate on other enemies. They also carry a build-in Regenerate, which can be stacked with your Regenerate spell. Against living creatures, you can even slap a Life Drain on the Earth Elementals.

Whenever your mana drops to about 1/2 full, do a Meditation to refill it to the top. From now on, you will never run out of mana except for the toughest and longest boss fights (Meditation can be used only once per battle).

In your Town A, aim for the Archlich building and the Fate Weaver building (customize a market-friendly generic hero to regularly trade for gems) as soon as you can. The toughest battles of this mission and the next are almost exclusively castle assaults. Your success relies almost solely on the power of your ranged units. Great news: Life Drain also heals ranged units. The bigger your ranged stack, the more they damage, and the more they heal. The Fate Weaver (tier-7 upgraded creature) can transform into a very powerful ranged unit.


Make a round trip of your surrounding area, flag the Sawmill and Ore Pit, and head south to the neutral area to claim Fort (B). Clear everything with your Earth Elemental.

For the next step, you can either go southwest or southeast from here. If you go southwest and step in the friendly Necro territory of Town (G), you will trigger a conversation and suddenly have to face two additional enemies coming through the opened gate at (1). That's never a good idea while your army size is still miserable. Go southeast first and claim yet another neutral fort (C) and all its riches.

Now is a good time to hire a secondary hero to ship you the latest town productions to Ana. If you have reached the Bronze rank in your Dynasty, it is a good idea to pick up the "free first generic hero" trait as one of the starting bonuses in mission 3s and 4s. These generic heroes can cause a fortune at high levels.

Now your home base is secure and prospering. Let's deal with our first enemy - Inferno. Head down the stairs at (2).

INFERNO

The underworld is a very large area, with its only exit to the surface right where you are (2'). Ana will be down here for quite a few weeks, so better get used to shipping units from home. An Advanced Town Portal really helps. When you have some extra cash, hire the second secondary hero so you can ship the new units to Anna more efficiently.

Your objective down here is to defeat the Inferno faction (as a large and difficult side quest). The demons send a constant string of quite powerful army your way. You might have to face the first invading hero not far away from (2').

Follow the paved road down and clear a small area with a creature building at (3). Then go west to take down the Inferno Fort (D). Inferno heroes might try to reclaim Fort D, so stay close to sweep the nearby neutral stack first. In my game, I actually fought a rare defensive siege battle here.

After a while, the Inferno invasion will stop. In my game, I pushed back all the way to the final town of the Inferno faction, but only managed to defeat the smaller army camped outside the gate. Then I came back to take the second Inferno Fort (E) and clear the surrounding area. You might be able to save a few days to go after Fort (E) earlier.

There is a neutral area north of Town (D). Here is a side quest which gives you the Dynasty Weapon Staff of Sandro, located at (4), and the ability to hire the Tier-5 Necropolis creature. In my game, I postponed this side quest until after I defeated the Inferno faction. I also continued using the Soulreaver staff instead of switching to Sandro's since I really like the former's +5 initiative effect. The Staff of Sandro is an enemy army debuff weapon, which, if developed, could be quite handy in very large encounters.

With 1 town and 4 forts, you are now in a great position to take on Inferno's last stand, Town (F). There are various one-time or one-week combat bonus buildings to visit, though the AI frequently deploys one additional hero at the town's entrance to negate your advantage. On the bright side, killing them also makes the army inside the town a little smaller. You can also select "Retreat" (instead of Attack) before the second battle starts, so you can renew some nearby battle bonus.


Assaulting Town (F) is by no means an easy task. It has a unique structure that deals a lot of damage (300+) to your every stack at the beginning of every turn. (And this is the only occasion in the entire Necropolis campaign that you will see it.) A lot of players reported trouble of this battle in particular. You are most likely killed faster than you can heal. If you find it too difficult, take more time to gather a larger army, since you can outproduce the Inferno faction now. Eventually, you will be able to overpower it. You can use the idle time to solve the Staff of Sandro side quest.

I tried this battle as early as I could win, and ended up losing the majority of my army, coming out with only 90% of the Ghoul stack and 12 Archliches. But here is the beauty of Necropolis - I simply go broke at Town A to raise most of the fallen units (requires the Alter of Eternal Servitude unique building)!

STRONGHOLD

Finally, you can walk Ana all the way back to the surface. When she almost reaches the exit (2'), send a secondary hero to the friendly Necro territory of Town (G) to trigger the gate at (1) to open. You are now only steps away to face the boss of the Stronghold faction.

While you might see minor Orc heroes roaming around, your primary objective is to defeat a stationary Orc hero in front of Town (H). This is not really a difficult fight compared to Town (F). It is not even a siege battle. After winning this battle, you automatically take possession of Town (H). It will be a very underdeveloped town, though.

Two down, one to go. You should receive a message to meet with Ludmilla at Town (G). Do it as soon as possible, since that will give you another free town. On your way to Town (G), get a free look of several islands and their goodies at (5).

After completing Ludmilla's quest, you should be able to grab everything that formally belongs to her, whom personally joins your roster (don't forget to assign all of her abilities points). In my game, I could attack Town (G) but only after I loaded a save for an unrelated purpose. That gives me a fully developed free necro town. As for town development, put a priority on ranged units. All your remaining tough fights are castle sieges.

By the way, at this time you should have reached level 20, which enables you to "respecialize" all of Ana's spent ability points (one-time only). If you have wasted points into spells that you never used, this is the time to redistribute them to something else. There won't be any more "respecialize" opportunity after this.

Around this time you should start seeing oversea invasions from the hostile Necropolis faction. They like to land close to (6) and try to steal Town (H). Pretty much like the Inferno faction, they will keep coming until you make an effective counter-invasion. But let's finish local business first.

When you are done with clearing the surroundings of Ludmilla's Town (G), go southwest to claim Fort (I). It might be still under the Orc's control, or the Necro faction has stolen it from them. After finishing local businesses, load up Ana with a gigantic army and set sail! There are two shipyards (SY) you can use. Or you may actually pick up a few abandoned ships from the invading Necropolis army.

THE STRAIT OF JADE

Before launching the final invasion on Miranda's Necropolis faction on the other end of the strait, there are quite a few things you can do on the islands - two Shrine of Seven Dragons (SD) and more stat boosts. I recommend not using the shrines at all, since you need the Blood Crystals for units, and you will have enough EXP to reach the battle cap anyway.

On the central island you will come across the strangely colored Heroes6 Phoenix (higher flame temperature, maybe?). While they seem to forget about their rebirth ability, try to avoid any melee attack on them. Each physical contact gives you a fixed amount of irreversible damage - these units are gone for good for the battle (you can still buy them back at home). Since your Ana is away from home, you don't want her to lose a sizable army on an optional neutral creature encounter. Powerful ranged stacks, combined with Time Stasis, Earth Elemental's Petrify ability should bring you perfect victories here.

Once you are done with the islands, go south to land on the other side of the Strait. There are actually two landing beaches. The southern beach leads to you to Town (J) which is probably still under the Orc's control. The northern beach leads you to a Necropolis Fort (K).

While Ana is away, the Necropolis faction might launch more attack from the sea. It is a good idea to let a hero carry the newly recruited units for defense just in case. Ludmilla is ideal for this task. After the invasion stops, she can ship her army to Ana for the boss battle.

MIRANDA

Your first goal is to take Fort (L), followed by Town (M), which should be defended by a quite powerful Necro hero. While you want to minimize losses, you can immediately buy back the fallen units at Town (L).

You are just two steps from victory! On your way north lies Fort (N). The final fight takes place at Town (O), guarded by a very powerful Miranda. In my game she carries 110+ Fate Weavers and hundreds of other creatures. While even quick-combat assigned me the victory, when I fought this battle manually, I ended up walking out with just 20% of my army.

If you find Miranda too powerful, there are various combat bonus buildings to visit. By now your unit production should totally overwhelm Miranda's. You can pass the time by fighting some more neutral stacks to accumulate more Dynasty Weapon and your account's EXP. Eventually you will overpower the boss.
Comments
Zsooo at 2014-07-26 17:18 wrote:
You have to let the enemy necro hero capture town G and then you can take it from him. Let him take fort I but block his way towards town H with a strong hero and when he goes for town G just follow him, and take it after he captures the town.
rboy3 at 2014-06-24 05:29 wrote:
I too could not capture castle G. I am on the blood path so Ludmilla joined me. But when she leveled to 18, her stats did not increase. But from then on her stats increased on level. As well, I added Heroic Charge, but I cannot use it on my Necro army - only live creatures. Not sure where they explain that? Enjoying the game nevertheless.
harry49082011 at 2014-03-29 12:22 wrote:
Controlling Castle G:is already owning an L4 castle the problem?
tried this on easy for speed:
1,start as normal: take 2 forts, DO build to L4 and the resurrection structure.
2.visit Ludmila
3.attack Sharka (Rangi orc miust be active), Castle H will drop to L3
4,Follow Rangi north to retake forts C&B
5.Bring back your undead and move with a secondary to resupply Anni.
6,Allow Rangi to take Castle A which will drop L3 as the orcs have upgraded J
7,Visit Ludmilla she joins but castle G does not even though you only own
Castle H which is L3.
So the L4 issue cannot be the cause of G not joining as it would be your only L4 location.
Since H3? if you own an L4 castle and capture another it downgrades to L3
Does anyone know how to get hold of G?On hard it would provide an interesting change by going for the orcs before the demons

Sir_Toejam at 2013-07-16 18:01 wrote:
the only dangerous thing about Sharka, is if he puts centaur marauders in the arrow tower... he had 70 of them in there when I took him on (after doing the inferno), and that tower would take down a stack of 24 vamps in one shot, and they get two shots at the start of the fight. so, if you can disable that one stack (stasis, petrify) until you have the rest of his army under control, ur good.

Sir_Toejam at 2013-07-16 14:13 wrote:
oh, also, it is very worth it in the first week to hire the hero that gives you +2 liches per week, and give her the economics and architect skills. build your spinners in the second week. you should have a stack of over 2 dozen archliches by the end of the second week, and 5 spinners if you build all the fortifications and take the lich generator to the southeast.

Sir_Toejam at 2013-07-16 14:06 wrote:
I found going the air spell route to be MUCH better on this map than just about anything else, really.

I chose blood path, but frankly, rarely use the abilities! I found mass agony and mass drain great in earlier levels, but now I find they just don't heal fast enough/do enough damage.

example: Mass Agony even at level 15 with 30 magic power still only does about 175 per turn, for only 3 turns. compare to chain lighting, which does a whopping 1200 damage to the first target, and only 15% less to each subsequent 3 other targets. Usually, I can wipe out half a big army just by opening with chain lighting, usually taking out whatever large ranged stack there is. Follow up next turn with a lighting bolt on the next most dangerous stack.

who needs healing when you basically wipe out anything that would actually damage you?

summon earth elemental is still good, especially for very large spilt stacks of ranged attackers, where chain lightning isn't strong enough to take them all out.

with this strategy, I actually wish I had chosen tears instead of blood, but the big blood spell is still good for finishing off a lot of weak stacks, and doing a final healup on your stacks.

the chain lightning/lightning combo is especially effective during the inferno siege. First take out the hero that is in the gate of the town, then WAIT. DO NOT ATTACK THE TOWN. end your turn sitting in the gate, and the resident inferno hero will attack you... outside of his fortifications! Once you take him and his armies down, taking the town is much easier. Attack on the next turn. You should have taken a level of tactics at some point, so you can remove your squishy stacks (they just get wiped by the inferno firestorm generators). take your spinners and liches and ghouls (ghouls, because they are a damage magnet - the AI hates them). Cast chain lightning on the largest ranged stack, which should take out that stack, and likely 2 or 3 others. there should be breeders left, and one or two other stacks. focus your ranged attacks to take out the stacks that are NOT breeders. hit the breeder stack with lightning on your next turn to take out the breeder stack, and use your necromancy to heal the liches. the rest of whatever is left should come out of the walls at that point, so have your stacks wait till end of turn to attack. you should wipe out the remaining stacks as they come out. I lost one spinner and 2 liches, and about 20 ghouls. that's it! If you build a resurrection shrine in your fist town before you attack the town, those losses will be sitting there waiting for you to resurrect them in your first town.

seriously, you can't heal more than half the damage the firestorm generator does per round, even with your best regeneration or life drain. It's a losing game to play; best bet is to end the battle as quickly as possible, and chain lighting is the way to do it.
Naki at 2012-03-25 15:28 wrote:
............. On your way to Town (G), get a free look of several islands and their goodies at (5). .................
Should be like this:
Once you beat the Orc Boss hero, you need to go south, visit the Arena to get +2 def or attack, then buy a boat from the shipyard (a bit further south) and travel around the islands to get the goodies there - if you don't do that, a Necro hero most probably will get all the stuff instead.
----------------

In my game, I saw a Necro hero come from the mainland, travel to an island in the sea, and he was about to start looting one of the islands - he was in a boat about to disembark, but when I approached him, he town portalled back to his own town, so I was able to get all the islands's treasures/scrolls/etc before he was able to do it (as he did not try to come again).
Edited on Sun, Mar 25 2012, 12:13 by Naki
Naki at 2012-03-21 21:25 wrote:
What am I doing wrong? The Sharka (Stronghold) fight is a castle siege for me, and you said it is not!

Latest patch (1.2.1) as of 21st of March, 2012. Playing on Normal difficulty.
Edited on Wed, Mar 21 2012, 17:33 by Naki
Naki at 2012-03-14 21:58 wrote:
.....By the way, at this time you should have reached level 20, which enables you to "respecialize" all of Ana's spent ability points (one-time only).....

Um, what?? Does this not happen at Tears/Blood Level 2? I don't think the level of the hero matters here. Only the reputation points do.
Naki at 2012-03-13 19:45 wrote:
.....These generic heroes can cause a fortune at high levels. ....

What exactly does that mean? Please clarify.
Maybe "cost a fortune"??
Edited on Tue, Mar 13 2012, 16:44 by Naki
Kelben at 2012-01-14 03:23 wrote:
To follow up on Thoram suggestion not to upgrade town A to capital in order to be able to get town G, I tried it out but unfortunately, following the walkthrough, the Inferno city was a capital and is now de facto my capital preventing acquiring town G anyhow.

maltz at 2012-01-11 14:54 wrote:
You could accumulate Tear points well past the required 250/1000 for the next level, but choose not to level up. The leveling is not automatic.

Queen Hera at 2012-01-11 11:56 wrote:
Another question. Won't casting Summon Earth Elemental all the time build up the Tears Path instead of Blood Path?

Queen Hera at 2012-01-11 02:37 wrote:
Another question. Won't casting Summon Earth Elemental all the time build up the Tears Path instead of Blood Path?

Queen Hera at 2012-01-11 01:07 wrote:
Hi maltz. I'm just about to start this chapter. Where did you put most of Ana's Ability points? (I'm following Blood Path)
Thoram at 2012-01-08 12:09 wrote:
I am also unable to capture Ludmillas Town G (Apil-Sin). This is actually a correct game mechanic considering that you can only develop one town to rank 4. And if you previously developed town A to rank 4 (city hall level 4) - it would make sense that you cannot capture another town that has rank 4. Else you would have 2 Towns at rank 4 which is forbidden. In my eyes a broken game mechanic (bug), but I would advise anyone to NOT upgrade town A to city hall rank 4 (unconfirmed).

aaelgr at 2011-11-15 23:24 wrote:
For some reason when I completed Ludmilla's quest she joined me but her town didn't, and since she was an ally I couldn't attack it...

maltz at 2011-11-15 19:24 wrote:
Interesting! Thanks for the suggestions. I think Black Hole wanted us to use secondary heroes like you did. :)
RollingWave at 2011-11-15 01:54 wrote:
It should be noted that, if you go the tear path this map is much MUCH easier since you start out with Kasper in your army, who starts out 3 level higher than Annie and what's better is that he starts with HIS SKILL POINTS UNDISTRIBUTED. with Kasper you can

1. clear the neutruals much faster, since he can basically start out with 2 summon elemental AND medidtation , which basically means he should easily take out most neutural stacks except for the most powerful onces. (to add insult to injury, he's a regeneration expert, which means his regen spell heal up really well.)

2. essentially let you do a blitz on either one faction or probably two at the same time, I generally suggest you to just blitz the orcs with Kasper while Annie's in the underworld. since Sharka will not come out to fight you all you need to do is make sure Kasper have enough troops to deal with the secondary heroes, capture as much resource asap and then finish off Sharka when you see fit. (note that while the Barbarian town has no walls Sharka is a very high level Barbarian and you probably will not be able to win against him with only half your army early on, his rage army will simply take you down much faster than you can heal them up, though if you just give your full army to Annie she should win without much problem. )

If you have Kasper, taking out Sharka first is actually a better idea, as this article noted the Inferno town is actually quite hard to take due to it's insane fire rain of death. just have Annie down there and take out the other two forts (And soften them up by killing their heroes outside the towns, then once you have advanced portal build go back, meet up your army with Kasper and finish off Sharka fist. then split up again and have Kasper mop up the rest of the resource on your starting isles.

Also, in the tear path Ludmilla will not join you after you finish off Sharka, BUT you can attack her and take the town anyway :P .

It is highly suggested that you give Kasper the mentor ability, and then hire a 3rd hero early, Kasper can keep lvling him/her up as he lvl up, a 3rd hero with full market and architechture is really helpful here, since you'll have a lot of towns to convert and build up.

The Miranda fight is tougggggh. her army is huge and heals like crazy, it is highly HIGHLY suggested that you have teleport and use it a lot here, a major trick is to teleport in your Fate Weavers (in range mode) in the the middle of the enemies (after your other flies have gotten in of course) and then use her spell , which is essentially Time statis on everyone around her. a very very powerful trick. (and later on Teleport in Lich and Skeleton as well to negate the massive range penalty espeically on Skeletons), next turn go into melee mode and just wack.

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