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H7: Would you prefer 2D or 3D townscreens?
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Celestial Heavens  → Might & Magic: Heroes VI - Sanctuary - Death-In-Life and Life-in-Death

by maltz

INTRODUCTION

Mission 4 has a simple layout - all towns but no fort, all surface but (almost) no underground. You are up against two factions, Haven and Inferno. Both send heroes to invade you from their respective bases. While this sounds easy, many people have reported problems in this mission even on normal difficulty. The first wave of invasions from each faction could be especially difficult while Irina is still weak. To make the matters worse, the invasions tend to arrive all together.

Fortunately, we also have full control over when we receive the shock - until we have what it takes to crush them. For a magic hero, this could be as early as Week 3-4 of the first month.

A second, more unorthodox challenge of this mission is that the scripted armies could be... I am out of words. We have seen some large scripted army in Necropolis mission 4. Here, one Inferno town will be particularly hard to conquer early on, but it is at least possible. However, two Haven towns will field stacks that show 5 digits well over 65535. How about 90000 in each stack?! Fortunately, they are optional, and Gelhart is never smart enough to withdraw just 1% of that army to kick our little ass. With that army, we have to wonder why Gelhart has not conquered Asha himself (or more logistically, how does he manage the salary and ration?).

By the way, there is a bizarre side quest that requires you to avoid occupying any territory owned by the Wolf Duchy. Taking Haven towns controlled by the Orange Inferno player or getting neutral Haven towns from quest do not fail this quest, so Blackhole probably specifically refers to Haven towns controlled by the Red Haven player - if you can somehow defeat those monster stacks.

Sanctuary Campaign Mission 4
Level cap: 30
Difficulty Index: 5/6 (*6/6, if counting the optional battles)
Last updated: December 5, 2011

WALKTHROUGH

Dynasty Traits: As usual, free first generic hero really helps. I also lean towards +3 core and +1 elite creatures, but money is again the bottleneck in this mission. Technically, when you start feeling the money restrain, you should be far enough in the game and have won the most difficult battles. These traits still help at the beginning and middle, which are the most important anyway.

Irina starts in the southwest corner with Town A. She has quite a bit of resource buildings to flag to the south and north, so let's get them done as soon as possible. Your free hero should be Might to get the daily +1 Wood and Ore bonus. Don't worry that you have no priestess - simply sweeping the area with Earth Elementals, Phoenixes, and other powerful spells. The size of neutral creatures rises pretty dramatically in subsequent areas.

North of Town A is Town B, an Inferno-controlled Haven town. Needless to say, the resistance there is very weak there. You should be able to take Town B very soon, which also completes a side quest. East of Town A is Town C, a neutral Haven town. You can either attack it (blood path) or solve a simple quest (tear path) to let it join for free. The quest involves cleaning some inferno creatures on the Lighthouse island of (1), after which the town joins you immediately. There are also quite a large number of floating resources on the sea, worthy to send a hero after them.

Before we go further, let's look at the layout of towns, so we can avoid facing powerful invasions too early. Town D, E, and F are controlled by the Inferno Orange player. Town G, H, and I are controlled by the Haven Red player. The AIs will invade you if you take a town beside one of theirs (except for Town A at the very beginning), and the first invasion comes immediately. For example, if you own town B and C, you can expect invasion from the demons only. If you own town D, you can expect invasion from both human and demons.

In my game, I stole Town D quite early - at the end of Week 2, and had to face three to four quite powerful invasions from both enemies all during Week 3. This made my game very difficult (I was able to drive them off only if Irina turtle inside Town D's level 2 wall). For a Might Irina, it is probably better to delay Town D as much as possible. But as Magic-Tear, you may as well give these 5:1 battles a shot and show the AI what humans are made of. By the way, the Inferno AI in Town D does not invade Town B even if it has the army to. So it is possible that AI is scripted to ignore Town B (not sure about Town C).

So what should we do if we run out of things to kill in the starting area? Actually, there is a secret recruit island waiting for Irina on the very northeast corner of the map. This island isactually part of the mainland if you look it up on the Ashan map (provided on the top of this article. Kudos to Blackhole, for they really make an effort to match up mission maps and the campaign map terrain). On the "island" you will see numerous passive sanctuary creatures, which may join you for free or for money. The four whirlpools on this map (all marked by (2)) are inter-connected. Entering one of them will randomly transport your hero to any one of the other three. Eventually, you will emerge from the whirlpool close to the recruit island at (3).

In my game, I did not visit this island until mid Month 2. The stacks have grown very much due to neutral stacks' natural growth. Therefore, if you are confident about your Irina build, there isn't any need to get to this island in a hurry - let the stacks grow a bit so by the time you harvest them, you get more free units. At the end of the recruit island there is a one-way portal (4), which will send you to the other side of the straight at (4'). Not particularly useful.

One of the initial demon invasions is actually linked to a quest. You will receive the unimpressive shoulder piece of the Prophet Set. The hero is not really more powerful from the rest, but could be still deadly enough so that you have to defend in a town.

Once you own Town D and have driven off the first wave of Inferno and Haven invasions, it is time to think about counterattack during the intermission. The Inferno faction owns Town E and F. While Town F is a lot easier, taking town F will further expose us to inconveniently quick Haven invasion from Town H (and they come quite frequently). On the other hand, if you take Town E, there will be no more demon invasions! So it is strategically sound to take Town E first. It won't be easy - but possible for a magic hero. (If you play Might, you might have to wait a lot longer before marching toward Town E.)

On your way to Town E, you will see a two-way portal (5), which takes you to the east at (5'). This no-man's area also has a number of neutral buildings to be flagged, but you can do it later.

Town E seems to be scripted so that it has to be defended by just creatures (no hero allowed). So even if there was a garrison hero, as in my game, I ended up facing the hero's army first, then attack the castle's creatures. Heroless creatures defending towns doesn't sound very hard, but in this mission they could reach astronomical numbers. I understand that Blackhole wants some challenges for us, so let's take it!

The picture on the right shows how much I had to fight in Town E at the end of Month 1, Week 4 on hard difficulty (I skipped Town C and went straight for A-B-D-E), with an army about 1/10 of it. My strategy of this 37-turn drag involves using Serenity, the cheapest stack-disabling spell, to block the action of AI shooters, while my own shooters destroy other melee stacks, starting from the fastest (and most dangerous) Pit Fiends. This way, the AI was probably fooled to think "we still have superior ranged power, so we don't have to storm out." For many turns, all AI units just defended behind the walls, allowing my small shooter stacks to slowly scratch them to death (Archery II works really well here).

However, at turn 25 or so the AI suddenly woke up, attacked its own shooters to break Serenity, and charged out all together. I was careless to allow my 28 Kensei to fall in the range of the 883 dogs, which were still in the castle, but the wall has been demolished by the catapult and they have high movement range) and the Kensei were instantly wiped out for good (can't resurrect as Sanctuary). Fortunately, I already scratched 3 stacks to death at the point, so the situation was still manageable with an emergency Time Stasis, Tsunami, plus the usual Serenity and Petrify. I came out of this fight losing nothing else. Lesson learned for you: focus on stacks with high movements first and don't leave anything in their range. Pit Fiends and the dogs must go early.

After taking Town E, don't go down stairs 6 first - you are not powerful enough for the boss yet. Good news for us - the Inferno Orange have turned dormant for good. But there is still a weak Inferno hero camped in front of in Haven Town F - might as well end their embarrassment. Once you take Town F, Red Haven will invade you immediately, and after that, quite frequently. But nothing can stop you at this point.

Now there are no more towns you can conquer - Town G and H are defended by ridiculously large armies, and the gate leading to Town J is closed. It is a good time to collect the neutral stacks on the recruit island if you have not done so, and to visit various stats boosts (s) on the map. When you have enough power to win all the harder Arena fights, you should be ready to take on the second last boss in the underworld. Descend the stairs at (6-6') and kick its mouth!

The Breeder Queen is a very unique boss. Its information lists that it has a weak magic power of 250, but it probably only applies to its regular attack, where an Imp flies out just like the normal version's magic ranged attack. However, the Breeder Queen's special attack is actually very deadly if you are not prepared - it attacks a wide area in front of her for thousands of damage on each stack (so don't crowd in front of her, spread to the sides and back if possible).

p.s. There is an achievement about not allowing the Breeder Queen to use her Imp attack. However, I don't see how it can be done, as she does the "ranged" attack even if she was in contact with multiple stacks of Irina.

Apparently, you can cast Time Stasis on the boss, but it will have no effect. The best way to win this battle with minimal loss is to recite a Mass Life Drain scroll on Turn 1, wait for the boss to act then attack (so you avoid the special attack in Turn 1 and heal back the damage), followed by Mass Regenerate and all-out-assault on Turn 2. Then keep healing until the boss dies. Your reward for killing the boss is a Tear of Asha!

After killing the Breeder Queen, the cut-scene suggests that the Haven army "is leaving". Actually the only Haven army left is the one behind the gate between Town H and I, roughly at 7'. (The number marks the exit of a one-way portal, which opens just south of Town I, at 7. I guess Blackhole left the portal there so the Red Haven AI would use the portal to launch its invasions, but I found the AI prefers basic Town Portal.)

Anyway, the gate is now open - one boss fight remains. The final boss in Town I isn't really a 4x4 monster like the Breeder Queen, but a regular hero who commands an OK army - about more than 1000 of core units, hundreds of elite, and dozens of champion when I fought him at the first week of Month 3. Very easy. If he uses just 10% of creatures stocked in Town H (that would be 9000 of each), Irina would have been floating on the sea. Congratulations for winning the Sanctuary campaign!

Finally, let's discuss how possibly we could win the fight in Town G and H on hard difficulty. Since the stacks are so large, if we are ever touched, our stack is gone with the Naga. The key is to avoid all melee contact and counterattack whenever possible. The following abilities therefore are keys:

- Artifact Shadow Comb (1-shot Puppet Master - 2 turns if our spell power is high enough)
- Petrify, Serenity, Time Stasis, Time Stasis (about 5-6 turns at this point)
- Blind (about 2 turns)
- Robe of Sar-Issus (1/2 mana cost) + Dragon Nexus (2 times max mana) + Meditation: so you can last more than 100 turns if required


With these preparations, my Town G battle (the easier of the two, against 45000 Imperial Griffins + 9000 of tier 1-3, but only a few hundreds of tier 4-6) was looking very good. Theoretically, we could PM the Griffins to kill everything else big (tier 1, 2, 3 in the two precious PM turns, as the Praetorians will go down with whatever it protected). Then, we can use Serenity to control the Griffins while shooting it for two rounds every 4 turns (the cool-down time for Serenity). It is even more straight forward than the Town E fight.

I have got some good start in Town G this way, but due to a 100% reproducible game-crashing bug (I have been mentioning this in other walkthroughs), I can't continue the battle. The bug (v1.1.1) is triggered whenever the AI has to act immediately after its PMed stack attacks and kills a lot of units. Well, at least I managed to take a screen shot (see above) 1 second before the game crashed again. The Griffins dealt 194225 damage to the Vestals to wipe them out, and 185509 damages to the Praetorians protecting them. Oh yeah.

How about Town H - 90000 units of tier 1-6? There is some hope. I was tracking the number of creatures inside these monster towns, and found that the garrison does not grow! So if you just keep hitting end turns, you will theoretically outnumber them in the far future. Good luck! Unfortunately, you won't get the 25th year anniversary achievement in campaigns (bug or feature?), or the math will work out just right (100+ creature each week x 52 x 25 = 130,000+)!
Comments
Danny at 2015-07-04 14:34 wrote:
Finally I finished Sanctuary campaign with a might hero today. In the end it was much better with might because I was able to eradicate all the enemies in the pattern described here and those ridiculous demon armies did not appear this time.

Sir_Toejam at 2013-07-28 15:37 wrote:
oh, and sorry, but red is NOT an ally, ever, as of 2.1.1. all are enemies from the start, it's just that orange is between you and him at first, so he has to wade through them to get to you. If you see a red hero, take it out.

Sir_Toejam at 2013-07-28 14:58 wrote:
with breeder queen... what happens if you just take one stack, cast acid cloud on the queen, and just keep petrifying your own stack so it can't take damage? it would take a long time, but it should work, yeah?

edit:

tested. works:

get the biggest possible stack of any one kind of creature you can, preferably one with decent init and morale. kappas are great for this, kensai are good too, if you can get a big enough stack of them.

wear every piece of magic power, mana boost, initiative boost, and morale boost you can. visit shrines that boost morale, luck, initiative, and the shrine that doubles your mana.

the only luck required is to get a morale extra attack on your first turn, which should not be hard. If not, cast stone skin, then regenerate until healed, then cast petrify. or just reload the battle until you do.

have your stack attack ONCE, or if a ranged unit, just move it right into monster's face.

cast stone skin.
defend.
cast acid cloud.
attack with your hero's primary attack, while renewing stoneskin as needed.
when your racial bar completely fills, hit it, and the monster will be hit for significant damage when it attacks your stoneskinned unit. this is why the bigger the stack, the better, though you can do it with just a single unit.

if you see a morale extra attack pop on your unit during the last turn of a petrify, go ahead and attack with your stack, then petrify it, then defend.

you will get both a perfect victory, and the special for it never having used its ranged attack.

the bigger the stack, the faster it goes.

Edited on Sun, Jul 28 2013, 21:59 by Sir_Toejam

Sir_Toejam at 2013-07-28 01:28 wrote:
I liked the idea of Datau's strategy of pushing hard for the island, but the problem with that, is that orange sends a unit to take your starting town at the beginning of the second week.

I suppose if you don't mind giving up your starting town....

...actually, just leaving changbo behind with your phoenix summon key and a couple of stacks of troops with some decent hps (like a stack of spirits and/or kensai) and a fully upgraded fortification should be more than sufficient for the early enemy forays. use the spirits on your phoenixes for double fun good pain reflection, and your arrow towers and changbo will do the rest.

that said, if you clear everything around your starting town in the first week, and have irina in the town, ready to go on day one of the second week, you should be able to easily make it to town E, even flagging all the mines on the way, before the end of the 3rd week. Recommend: upgrading kappas, snow ball tossers, and your maidens. Leave the rest unupgraded, or you will not be able to take all the stacks that want to join you on the island. Bring from your starting town: A handful of spirits (just for pain mirror and as an archery blocker), as many upgraded kappas and priestesses as you can gather, all of the yuki ona you have, and as many sharks as you can afford without waiting. don't bring anything else, or you will not be able to fit the island armies. The neutral stacks you will face on the way will teach you all about how to handle huge inferno stacks with sanctuary units, in case you didn't already know.

serenity is OK, but really you're better off using petrify on the stack in the tower, and teleporting one of your big core stacks to the top side of the enemy's castle. I put the huge group of sharks you will get on the way at the top of the castle, so no units could get behind it, let the spirits cast pain mirror on it, and I cast acid cloud in front of it, and the snow maidens cast a patch of ice in front of that, so anything running over to hit the sharks walks through the ice... then the acid cloud... then ends up hitting a unit with pain mirror... and then takes 10% of the sharks retaliation damage per turn, along with the damage from the acid cloud as long as it sits there trying to hit the sharks. wipes out stacks in a hurry, and you can keep your other units back to protect your ranged units from gates. kenshi are great for that. Keep the ranged units in the tower pertrified, whittle them down last, while you heal up all your units. If you're patient, you should actually end up with very few losses.
Edited on Sun, Jul 28 2013, 05:56 by Sir_Toejam
xupakabra at 2013-03-22 14:31 wrote:
I wish game could inform you a bit more ( f.e. Dear player, you have captured town D and you are going to be mauled ).. Anyway, thnx 4 this excellent guide, I ragequitted yesterday after I got gangbanged by both armies after capturing D and spending all my mana ;-D
sufficiency at 2012-10-11 10:23 wrote:
Maybe I was lucky, but it seems that the Haven and Infernal factions also attack each other... while ignoring me for the most part. Nevertheless this mission is on-par in difficulty with the Spider's Strategem.

gsandro1 at 2012-09-29 11:44 wrote:
Maltz, thanks for the walkthroughs, they keep us company all the time with some great advices!

As for mission 4, the huge armies in Heaven towns seem to have been fixed to lower reasonable numbers. My game runs the 1.7.1 update.

As for stats I finished with hero rank at hard difficulty at month 4, week 2, day 1
Final battle with Duke Gerhart he had 1160 Praetorians, 1012 Marksmen, 940 Vestals, 274 Blazing glories, 220 Imperial griffins, 341 Sunriders and 35 Seraphs.

I finished him off with no casualties
Datau at 2012-04-12 19:13 wrote:
I found the one way portal at (4) to be quite userful actually. Basically, my strategy consisted in taking as much resources on the sea as possible with secondary heroes while Irina rushed to the recruitement island without expanding in the mainland.

I then took the free troops there and entered the portal, directed towards town E. There are some neutral mines that can be flagged along the way, and some battle boosts locations. The first challenge is Nebiros, then the garrison at town E. Both shouldn't be impossible to win at this point. Congratulations, you just captured a fully developed town (with Capitol!) and can now watch as the AIs butcher each other for town D. Eventually there should be no problems in capturing it and the remaining towns.

BTW: never, EVER capture town B or C before you have a considerable advantage over the enemy. If you do you'll have to spend a lot of resources developing them, since both start at rank 1. Just leave them be, the AI is scripted in these towns: they won't fight for them, they won't build anything in them as long as the respective two quests aren't completed first. And we don't want that to happen too early.
sparhawk77 at 2012-04-06 20:11 wrote:
Just did the Breeder Queen quest and found an extremely simplistic way of killing her. In my battle she only faced either the front or to her left (your right on the screen). I left my wanizames in the square closest to you on your left side of the screen. The Queen just kept firing her Imps on him, and once I put the Waves of Revelation on that stack it resurrected those losses. I kept the rest of my army in the upper right (from your perspective) corner, and finished her off. I ended up not losing any of my army.

Queen Hera at 2012-01-30 10:46 wrote:
I would have given up on this map if it wasn't for your walkthrough maltz.. Thankyou. (also thanks to joakovacs & cde804 suggestions)
joakovacs at 2012-01-22 18:36 wrote:
Thanks for the walkthroughs, especially the maps are very helpful.
I have just recently achived the Imp-possible victory with a Flood Conjurer Irina. :) How to do it, you may ask. Very simple, using muscles, and some nice artifacts boosts.
The Breeder Queen has no might attack, but a magic attack of 8750(!). As her attacks are magical you cannot block them and can only avoid being hit by any of her imp-attacks if you kill her before she can act with her 55 initiative. To do this you will either have to sit for several months to get scores of Sacred Kirin (initiative 60) - as suggested already - OR get some major boost on your initiative, leadership and destiny.
The Ring of Haste (+10) and the Boots of the Waverider (+5) will greatly increase the initiative, even your shooters will have 60 leaving only a Wanizame below 55.
The Guardian Helm (+10), Lion Mane Cape (+6), Crest of Valor (+2) and Crest of Courage (+4) can help you to deal an extra attack to the beast, while the Golden Horseshoe (+8) and Magic Spaulders (+3) can trigger a lucky attack her and there.
If you add a Mass Heroism (+16 Leadership & Destiny and +10% increased damage) to the mix, spice it Sacred kirin Hailstorm attack, Kappa Shoya leap and the obvious Giant Slayer ability then the Breeder Queen won't stand a chance against you. :)

Bucker at 2012-01-21 20:40 wrote:
Achievement for Breeder Queen can be completed by killing her before she has even possibility to move. May take some time to gather units, came here with BIG stack of Holy Kirins(around 400) to do over 70k dmg on single hit.
crislevin at 2012-01-19 17:16 wrote:
red and orange actually attack each other, i waited for them to fight it out. I don't know if that actually reduced either of them tho. maybe a little.
cde804 at 2012-01-16 19:36 wrote:
mirez:same thing happened to me in 'we come in peace' quest.
While in town C during a couple of weeks red player sent heroes that passed by very close but went north to attack town D. I sent a scout all through redīs territory till gates and no hero attacked me. i was never attacked by the red as long as i didnt attack them.
mirez at 2012-01-15 16:50 wrote:
I lost the 'we come in peace' sidequest the moment I gained town C (even if you got it by doing the quest). That aside, red will invade you regardless, while inferno seems to be occupied attacking red.

Also those insanely high numbers have been removed, you can take all towns now.
Edited on Sun, Jan 15 2012, 16:55 by mirez
cde804 at 2012-01-13 22:01 wrote:
My MAGIC TEARS Irina has MightPower:35, Might Defense:21, magic power: 47, magic defense 39 an 470 mana points. Equipment: Staff of the tides, shadow comb, robe of sar-issus, boots of the wayfarer, gauntlets of giant slayer, emerald yumi bow. Might&magic abilities: logistics, pathfinding, reinforcementes I II, Tactics I II, Air magic I II III, lightening bolt (used just a few times, a wasted point), regeneration I II, earth magic I II III, All light magic except:sunburst, blindness and purity mass, time stasis, meditation and teleport.
I played it with patch 1.2 installed, difficulty hard (as always).
KEYS OF THE MAP:
1) The red player is your allied as long as you dont attack red heroes or towns, they wont attack you.
2) Wait a couple of weeks after you take town C, red heroes will be attacking town D. Meanwhile travel with scouts through friendly red lands and as much as possible through hostile orangeīs land.
3) Go after towns taken by orange player so that you dont break alliance with red (if possible).
4)After you defeat orange and red (all but town I), send Irina to kill breeder queen while Changbo or any secondary heroe goes to take friendly troops in the north-east corner and join forces to go inmediatly after gerhartsī head.
I left no creatures in the map and finished it in 4M4W1D. Didnīt use tear of Asha, didnt buy Kirins/sacred kirins. Losses of the map: 30 Kappas shoyas, 20 pearl priestesses and 8 wanizames.
Last fight:

Irina:958 wanizames 1791Kappa shoyas, 986 pearl priestesses, 579 yuki-onnas, 208 Mizu Kamis y 541 Kenseis

gerharts:37 Celestials, 418 Sun riders, 285 Imperial griffins, 487 Radiant glories, 1184 Vestals, 1258 Marksmen, 1370 Praetorians.

For auto-combat against neutral unitīs the best for sanctuary to have no losses is to use Yuki onnas and pearl priestesses and eventualy Kappa shoyas. For manual combat after having tactics II, i used Yukki onnas, pearl priestesses, Kappa shoyas and Mizu kamis. turn 1 casted depending on the size of enemy creatures used reinforcements on Kappa shoyas and used their crashing leap attack. Then casted spirit bond on Kappa shoyas. In turn 2 i used regeneration mass or retribution III or a paralyzer (depending on the creature i was going to use it on). Range shooting, healing and eventually the summoning of light elementals to keep enemies away from shooters and blocking enemy shooters as well did the rest.
To achieve perfect victory over breeder queen you should attack with Kappa shoyas using crashing leap, the other units should go right to its back and attack from there recieving no damage. The breeder queen then every turn will use 2 consecutive times its normal attack. Thanks to pearl priestessesīWaves of Renewal plus regeneration mass plus healing mass or healing depending on the situation in 3 to 4 turns you get that perfect victory. In turn 1 i casted reinforments on pearl priestessess, yuki-onnas or Kappa Shoyas. Breeder Queen tended to attack 2/3 of the times my
pearl priestesses and only 1/3 of the time my Yuki onnas.
As you see it was completely different to what Maltz says. I think the 1.2 patch solved the problems mentioned by maltz as Killing Gerharts is a primary quest (not secondary).
namostmareleg at 2012-01-01 22:37 wrote:
No it's 1.1.3 but still... Yeah, I'm sure, D and E with inferno troops.
Maybe town G and H will also be "corrected" with a later patch?

maltz at 2011-12-29 16:02 wrote:
That's weird - are you sure it is not town G and H? Is it patch 1.2?
namostmareleg at 2011-12-28 23:56 wrote:
Hey, in my game inferno towns D and E already have 5 digit number troops on week 4! Is this some kind of bug or did I miss something important?
VAMPSVSZOUNDS at 2011-12-09 16:26 wrote:
maybe another hero from the tavern?give her a big army,clash with all the big stacks,rinse and repeat.then go PM the enemy towns to hell,with a minimal army,and afterwards mop up with Irina's skills.

maltz at 2011-12-07 18:59 wrote:
Sanctuary and Haven do not have access to Dark Magic.
VAMPSVSZOUNDS at 2011-12-07 13:47 wrote:
question:why don't you have PM?unavailable for Sanctuary?just asking.

maltz at 2011-12-06 23:20 wrote:
Thanks for the information on the Anniversary Achievement. I wonder why would one keep waiting if no enemy remains on the map - looks more like a bug than a feature.
VAMPSVSZOUNDS at 2011-12-06 20:52 wrote:
omg,these number are skyhigh compared to EVEN TEH GARRISON OF VERY MIGHT in HommV ToE!Not even the GARRISON OF DOOM which spawns 1 Archdevil and some other nasties EVERY DAY does not compare to this...wow....

Ell1e at 2011-12-06 17:24 wrote:
Thanks for the walkthrough, at least now I know I should never ever attempt to take on those towns. Btw, you can get the anniversary achievement in campaigns, but the counter only goes up when there's no other player left on the map. So you couldn't get it on this map since Haven sticks around until the end, but could easily get it on the last Necropolis map.

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