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Thread: Heroes 5 Campaigns: Dungeon Walkthrough | This thread is pages long: 1 2 3 4 5 6 7 8 9 10 11 · «PREV / NEXT» |
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Illusion
Tavern Dweller
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posted May 30, 2006 07:51 PM |
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This may be possible. But I could complete it with the help of sanctuaries in the meantime ^^
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Sabinrene
Tavern Dweller
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posted May 31, 2006 04:06 PM |
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yea great..i had to replay first mission cuz i had bad skills..and now replay the most snowed up mission in game...snowIN LAME GAME WTF
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Nebuka
Promising
Supreme Hero
Save me Jebus!
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posted June 03, 2006 03:15 AM |
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Unfortunatelly, bug. After you take every two dungeon towns, inferno hero should spawn above ground and will head towards you. So, 7 blue towns, 3 heroes. But if you didn't encounter first one after first two towns, better to restart.
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Snap
Hired Hero
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posted June 04, 2006 02:00 AM |
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Quote: Also, while War Machines was quite usefull to me in previous campaigns, don't take it here.
Being an H3 veteran, I have been taking War Machines mainly for the catapult, as it is supposed to make castle assaults a lot easier. However, in the Haven campaign there were practically no castle assaults, in Inferno you had gating to subvert the walls, and in Necro you had shooters and flyiers galore. Are there many castle assaults in Dungeon?
Other than that, I hear that the ammo cart is really essential in Dungeon, and with War Machines it also gives a bonus to your shooters. Plus if you take Catapult, you get Ammo Cart regeneration thrown in.
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Hozz-Midnight
Tavern Dweller
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posted June 06, 2006 03:41 PM |
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Coming on the heels of the Necropolis campaign, this one is tougher. Necromancy felt overpowered, I really didnt need to develop towns or buy units, I just had to fight a lot and get more skel archers, and keep them refreshed with Raise Dead.
The Warlock specific skill feels a lot less potent, what am I missing?
My skills are:
Luck
Sorc
Dest
Def
Attack
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Campaigner
Hired Hero
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posted June 06, 2006 06:50 PM |
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Warlock 1
After a month or so the text "You lose!" come up. I had just gotted a lvlup and selected a new skill or ability and after I've choosen one the text comes up....How do I get transported to the underworld area then?
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Sun goes up, sun goes down, I always win. Logical things in a logical world.
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Hozz-Midnight
Tavern Dweller
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posted June 06, 2006 06:53 PM |
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The transport happens automatically. Initially you get weekly warning messages (21 days until the tourney, etc) but when the count hits 7, they are daily. On the day of the tournament you get ported down with the other heroes, so make sure you have your army all set beforehand.
H
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Campaigner
Hired Hero
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posted June 06, 2006 06:59 PM |
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....Seemed it has bugged sinec I don't get transported anywhere....just: "you lose!"....Maybe it was because I gotted a lvlup...on the other hand I didn't get any warnings the last 7 days....
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Sun goes up, sun goes down, I always win. Logical things in a logical world.
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Nebuka
Promising
Supreme Hero
Save me Jebus!
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posted June 06, 2006 07:13 PM |
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Quote:
Quote: Also, while War Machines was quite usefull to me in previous campaigns, don't take it here.
Being an H3 veteran, I have been taking War Machines mainly for the catapult, as it is supposed to make castle assaults a lot easier. However, in the Haven campaign there were practically no castle assaults, in Inferno you had gating to subvert the walls, and in Necro you had shooters and flyiers galore. Are there many castle assaults in Dungeon?
Other than that, I hear that the ammo cart is really essential in Dungeon, and with War Machines it also gives a bonus to your shooters. Plus if you take Catapult, you get Ammo Cart regeneration thrown in.
I should've said, useful in Inferno campaign.
And mostly for ballista, not catapult. For dungeon campaign it seems like a waste of skill. Last two maps you'll face swarms, zounds, and legions of critters, not much can ballista do against them. And as for sieges, there are many in campaign (though only in maps 2 and 3), but not really needed. You'll get hit by towers, but they wont do that much damage. And as (hopefully) you'll have destructive magic and nice spells, maybe it's even better for enemy to stay behind gates. Nicely set up for your area effect damage spells. As for ammo cart, and getting the skill just for it...not worth it. You get bonus, but just for low scouts/assasins and witches/matriarchs. Many other skills are just more useful for the campaign.
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larra
Hired Hero
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posted June 09, 2006 03:07 AM |
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Edited by larra at 03:10, 09 Jun 2006.
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I tried 3 times and feel that mission 3 is f**kin impossible. The first 2 towns are easy, well, but all enemy heroes have good destructive magic, level 22+, which kill my troops partly each time, then after defeating the first demon hero, I have almost no troop anymore. Then at the beginning of week 2, 1 hero comes from the wes with army begins with 50 assasins, he has implosion, 2 hero come from the north east with 150 assasins, has mass decay, fire ball, circle of winter. My whole army begins with 10 assasins. What a joke ! And like thats not enough, each has protection and magic resistance skill to humiliate me.
I died easily to each of them. So if anyone has killed those bastards, plz share the experiences !
ps : my 2 heroes have expert des magic and learnt all magic possible. 16 spell power. Just cant kill enemy's army fast enough as he kills mine.
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Greggy
Hired Hero
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posted June 09, 2006 06:29 PM |
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You can build the first castle up before taking the second castle. That way you have "enough" to withstand the attacks. Plus, remember to level up Shadya in the prior campaign and get spells.
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Xar
Tavern Dweller
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posted June 10, 2006 04:19 PM |
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Warlock Level 2 Tents
Help....
I'm stuck with the tents and key gates on Level 2. I can't find the Tan Gate that goes with the Tan tent you get near the start (next to the dragon's hut) and I can't find the Red tent that goes with the Red Gate that is south of where you first emerge on to the surface.
I've beaten Orange, the pheonixes in the southern cave, dragon utopia and even freed the bonus hero in the bottom left "haven" area, but still can't find either gate of tent.
Can anyone tell me where they are? (Or is it a case of the game screwed up and it should have been a Red tent in the start cave)
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Snap
Hired Hero
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posted June 10, 2006 04:54 PM |
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Edited by Snap at 16:55, 10 Jun 2006.
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Quote: Coming on the heels of the Necropolis campaign, this one is tougher. Necromancy felt overpowered, I really didnt need to develop towns or buy units, I just had to fight a lot and get more skel archers, and keep them refreshed with Raise Dead.
Yeah, the Necro campaign also coddled you with free joiners - in most scenarios they constituted the bulk of your army, apart from the skeletons.
Quote: The Warlock specific skill feels a lot less potent, what am I missing?
My skills are:
Luck
Sorc
Dest
Def
Attack
Destructive magic + Sorcery are the key - the rest are up to you. I would take logistics as well: the maps are mostly large in this campaign.
I didn't take War Machines, after all, and it was rather painful in 2nd and 3rd campaign, where you had many castles to take over. Your shooters are rather weak, and you have no fliers apart from dragons. Fortunately, I never lost a castle, so didn't have to retake it And like another poster said, in late scenarios war machines would've been pretty much irrelevant.
In the 3rd campaign I took one city (I caught the warlock on the first day sitting in front of the gate), then built it up a bit before taking the next one. In the meantime I explored and ran into 1-2 other warlocks. The fights were rather difficult, but I managed. Destructive magic rules in this campaign! Edit: after you defear that level-20 warlock, you can hire him or her almost immediately!
One tip I have when fighting against another hero with a smaller army: keep your precious blood furies in reserve. They are an ice bolt magnet: it's not uncommon to lose half a stack even in an otherwise easy fight.
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silentbobus
Adventuring Hero
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posted June 13, 2006 08:55 PM |
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Quote: Warlock, map 2.
Uhm, stupid question, but where is the artifact burried?
I just can't find where it is burried (I have killed all oponents and I can see the puzzeled map, I just suck at locating it )
Any clues?
I think it's in a different spot in each game, for mine it was on the road to the Dragon Paradise in the NorthEast corner of the map. For my puzzle, there were only a few sections of road that fit that road in the map.
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WesJanson
Tavern Dweller
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posted June 14, 2006 07:13 PM |
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Dungeon mission 1
Hi!
For an obscure reason, I really don't know how to build a sufficiently great army to beat everybody at the end?
Does anyone have tips on that?
Thanks!
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Incendax
Tavern Dweller
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posted June 14, 2006 10:32 PM |
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Naturally, figuring out who Raelag is shouldn't take you more than a few seconds.
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jmeyers655
Tavern Dweller
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posted June 15, 2006 08:36 AM |
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Mission 2
I keep getting my butt kicked here. I've built up Raeleg's army, I've cleared everything in above ground area around the stairs (without taking control of either gate house). Every time I take on one of the gate houses and leave the area, I come across an orange hero who kicks my butt, hard. Any suggestions? How long did any of you wait before venturing out and defeating the gate houses?
I've just gotten Raeleg's army back up to a good size, after defeating one orange hero who did a good job of stripping me bare.
Jackie
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TemjinGold
Known Hero
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posted June 19, 2006 10:25 PM |
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For those having trouble with 4-1
I remember I had a bit of difficulty with this myself at first. I'm playing Heroic so most of the guards on the map were horde/throng/etc. A couple of things that might help:
1) The idea is to take everything on the map with minimal losses. The ONLY units you want to use are your Blood Furies and (in some fights) your Assassins. No other units (except maybe the witches but they're weak) can kill things without taking hits in return so don't waste your money on them.
2) In the first week, concentrate on getting your money buildings (ignore the resource silo), the Level 1 mage guild, and the Blood Fury building asap. With 5 Blood Furies and a Level 1 mage guild, you should be able to take 1/3 of the guarded stuff easy. Keep the assassins out of the big fights. If you're lucky, you'll have throng squires or some similarly speeded walkers guarding the gold mine (if it's a shooter or something really fast, you might wanna reload). I took that mine at the end of the first week with my 5 Blood Furies (that helps a LOT). If you can't take it by at least the 2nd week, you need to work on your skills with Blood Fury use (lots of hit and run).
3) In the second week, I built the hissing cavern/dark enclosure (I didn't use witches OR minotaurs in the end) and, more importantly, the castle. Your 10 total Blood Furies should be able to take at least another 1/3 of the map. The castle gave me 20 Blood Furies total by the third week. Don't upgrade any other building and don't recruit anything other than Blood Furies. With 20 of them, you should be able to clean out the rest of the map.
4) The very last thing I took on that map was the arena guarded by lots of imp. griffins. (If you had easier guards, you might wanna take that sooner).
5) Don't bother with the elemental chains building on this map as you won't have it for the fight at the end.
6) Make sure you get Adv. Destructive magic and build up to mage guild level 4 (your hero should cap before you head down). This netted me empowered meteor shower, which makes a huge difference. You can build the mage guild on the last few days.
7) Upgrade the Assassin place (forgot name)/Hissing Cavern/Dark Enclosure during the last week.
If done correctly, you should have enough money for ALL the creatures in the stockpile (assassins, furies, grim, deep hydras) with money to spare.
Oh, and start with the 10 ore bonus.
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Incendax
Tavern Dweller
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posted June 20, 2006 11:23 PM |
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The above poster is absolutely correct. Your first 5 to 10 Blood Furies will dominate a decent portion of your opposition. You have the slow spell for a reason, and it really makes a difference with hit and run tactics.
However. I deviated slightly by buying Deep Hydras as early as humanly possible. Just 3 will take out another chunk of enemies, and by the time week 2 turns into week 3, I've got growth enhancers up and pick up 6 more Deep Hydras. With 9 Hydras at the start of week 3, there are almost no encounters you cannot beat with zero losses and a bit of patience. My entire fourth week was just sitting around since I had beat everything and built everything.
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larra
Hired Hero
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posted June 21, 2006 03:17 PM |
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Is it supposed to be a joke ? or are you playing in Easy mode. I played in heroic and I dont take any mine except wood and ore. Why ? Because the others are guarded by lots, horde of druids, grim raiders, master hunters, mages, throng blood furies etc ... How can you kill anyone of those with several blood furies or hydras ?? I try to test on every mine to see if it is worth to lose some force to gain that mine, but it simply isnt.
I build up an army of lv 1-5, with no upgrade lv3-5. I fought only a few neutral monsters, but I did kill the griffin to take the arena, coz +2 defense is very nice for a warlord. Btw, I dont lose a single unit till the last battle.
The key to win is Do Not fight others warlords in the beginning. Just sneak around the black dragons and wait 2 turns while they kill each other. Then only 1 warlord survives, he is very strong but have few army left, so auto combat is enough for me to defeat him.
Quote: The above poster is absolutely correct. Your first 5 to 10 Blood Furies will dominate a decent portion of your opposition. You have the slow spell for a reason, and it really makes a difference with hit and run tactics.
However. I deviated slightly by buying Deep Hydras as early as humanly possible. Just 3 will take out another chunk of enemies, and by the time week 2 turns into week 3, I've got growth enhancers up and pick up 6 more Deep Hydras. With 9 Hydras at the start of week 3, there are almost no encounters you cannot beat with zero losses and a bit of patience. My entire fourth week was just sitting around since I had beat everything and built everything.
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