Necro Walkthrough Started

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Angelspit
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Necro Walkthrough Started

Unread postby Angelspit » 02 Jun 2006, 14:39

<a href="/https://www.celestialheavens.com/543"><img src="/https://www.celestialheavens.com/homm5/ ... rkal_s.jpg" align=right hspace=10 vspace=10></a>As you progress from one campaign to the other, things get trickier, especially if you play at the highest difficulty level. You need to pay much more attention to the development of your heroes, and the choice of a starting bonus can sometimes make the difference between a long struggle and a walk in the park.



You will find in the <a href="/https://www.celestialheavens.com/119">Walkthrough section</a> an article for the first scenario of the Necropolis campaign, <a href="/https://www.celestialheavens.com/543">The Temptation</a>. Our new writer Rapier provides tips for Markal's skills and guides you through the whole scenario. He also includes advices for the Heroic difficulty setting, something we plan to add to all other Heroes V walkthroughs as time goes by.

If you would like to take a look at the original page visit this link:
https://www.celestialheavens.com/543
I'm on Steam and Xbox Live.

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levi28
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The Necromancer → The Temptation

Unread postby levi28 » 02 Jun 2006, 14:50

Just a comment: orange will follow you under ground sometimes. I couldn't figure it out when and why but it happened to me. Not imediately, but after like 4 turn ( I took my time and went to the Dungeon town to build some mage guild there) he came after me and actualy took the dungeon town but after that he stopped and didn't followed.

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Rapier
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The Necromancer → The Temptation

Unread postby Rapier » 02 Jun 2006, 15:29

I wasn't aware that orange would continue to pursue you that far. I spent several turns in the dungeon and orange just stopped.



Did you stay close to the subterranean gate? So that Orange could reasonably expect to catch you? If not maybe it detects your proximity irrespective of the underground (despite it having no way to catch you if you stand underneath orange…)
~ Rapier.

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Gaidal Cain
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Unread postby Gaidal Cain » 02 Jun 2006, 16:29

I believe the orange hero starts to follow you if you capture the purple town.
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DaemianLucifer
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Unread postby DaemianLucifer » 02 Jun 2006, 16:54

No,it didnt follow me.But it did sense me when I was under him,so I got the objective about escaping the pursuit again.

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The Necromancer → The Temptation

Unread postby Campaigner » 02 Jun 2006, 18:14

Capture the town and he didn't follow me.



Damn, I must play quicker so the walkthrus don't catch up to me :p

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asandir
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The Necromancer → The Temptation

Unread postby asandir » 06 Jun 2006, 00:30

well, i'm playing on normal .... and he just sat at the redwood observatory and let me collect away, found this a particularly easy mission ....
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The Necromancer → The Temptation

Unread postby Grumpy Old Wizard » 06 Jun 2006, 10:14

Orange went underground after I killed one of the heroes there. He went far north and into one of the side caverns. After hanging out there for a few turns he decided to conquer my town.



It is worth it to explore the underground instead of just going for the exit. There are a couple of power ups down there, artifacts, a spell shrine or 2, and you can build up the mages guild in the town for some spells.
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Unread postby Robenhagen » 06 Jun 2006, 15:48

:up: I had a similar experience with the orange trying to conquer my town, unfortunately I was in the garrison and kicked his butt. This had no effect on the objective to avoid enemy patrols.
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Da_Vane
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The Necromancer → The Temptation

Unread postby Da_Vane » 20 Jun 2006, 08:03

Ack! Orange has just sat down in the only path to the underground and hasn't moved for TWO WEEKS!? I can't even run past, because there's no way around without a fight... :(

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maltz
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The Necromancer → The Temptation

Unread postby maltz » 20 Jun 2006, 16:50

To Da_Vane: I just had the same thing happened to me last night. I read around and found that this mission is F*ing BUGGED. As long as we load from a save file, the orange patrols stop moving. The only way to go around is to never load the game, and keep playing until we pass the left half of the map. I am going to try it tonight.

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maltz
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The Necromancer → The Temptation

Unread postby maltz » 22 Jun 2006, 13:37

The Orange patrol bug goes that if one loads a game, the patrols stop patrolling. This can be a game killer if the 2nd patrol stops on the only route to the right. I had to restart my game when it happened.



We can actually abuse this bug to our advantage -- when the patrols walk to the most distant spot (far north), we save and game and load it. This way they are almost out of concern forever!



By the way, Howl of Terror is not so hard to get in this campaign, one can have it way before level 30. There are 4 witch huts in the first 3 missions, and one of the required skills (dark revelation) provides a free level up. I think the fastest possible level to get it is lv 26 (if all witch huts give something useful, which is very ulikely). If half of the witch huts turn in something good, then it is lv 28.



***



Edited: As of patch 1.3, the starting Orange patrol bug has not been fixed.
Edited on Sat, Sep 30 2006, 21:35 by maltz

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The Necromancer → The Temptation

Unread postby NickMP » 10 Aug 2006, 17:58

Played on Hard. The most difficult bit was beating the archmage stack at the underground entrance - I needed to reload and accumulate force a bit first. The hill fort in the NE of the overground map can be useful.



Like all the pursuit scenarios, this gives an enjoyable sense of fear as one dodges the patrols. However, although the orange patrols are quite persistent, the purple ones in the underground seem incompetent, and at one point rode straight past us. Just as well, in view of lack of maneuver options down there. All good fun.

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wimfrits
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Re: The Necromancer &#8594; The Temptation

Unread postby wimfrits » 11 Aug 2006, 06:31

NickMP wrote:However, although the orange patrols are quite persistent, the purple ones in the underground seem incompetent, and at one point rode straight past us. Just as well, in view of lack of maneuver options down there. All good fun.
I only recall meeting 2 purple heroes in the underground, which got immediately trampled beneath my skellies. I don't think they had a patrol function like the orange heroes.
Are you suggesting coconuts migrate?

ceesr
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The Necromancer → The Temptation

Unread postby ceesr » 21 Aug 2006, 14:25

So, at the end of the game only the orange hero before the castle needs to be beated ? Or also the blue one inside the castle, I can not even manage the orange one, how many troops are needed to win this battle ?

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maltz
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The Necromancer → The Temptation

Unread postby maltz » 01 Oct 2006, 19:51

You only need to defeat one hero. The other will become your ally and the mission ends.

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Grail Quest
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The Necromancer → The Temptation

Unread postby Grail Quest » 01 Aug 2007, 14:52

Amazingly straightforward mission on Heroic. The Orange Heroes don't always beeline for you, so they are generally easy to avoid. Although stacks grew quite quickly, undead stacks were also plentiful, and next time I might not spend so much time re-visiting creature generators. Having a single large stack of ~30 Vampires will let you defeat a lot of neutrals. The amount of time allowed for wandering around was luxurious, especially in the underworld. Purple avoided me, and it took a long time for Orange to finally come down. Maybe it blocks the eastern path by script, so that it won't follow Markal too closely in the underworld?

Couldn't build up the underground town for spells as Orange came down, but will try that next time.

*

I highly recommend taking the first chest for XP. If you get 1000+ XP, you can (hopefully) pick up Mark of the Necromancer right away, which can make the initial game go much more smoothly.
Edited on Sun, Aug 05 2007, 11:13 by Grail Quest

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The Necromancer → The Temptation

Unread postby Peredhil » 03 Oct 2007, 16:13

You can beat one of the Orange heroes(in 1.0,at least) if you stay inside the Dungeon town when he comes underground and attacks you.That way you won't trigger the "mission failed" script.Sadly, the other chaser get stucked in the NE corner and only Markal can reach him (but with a "mission failure" not-so-happy-ending)
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Deja
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The Necromancer → The Temptation

Unread postby Deja » 16 Oct 2007, 03:30

I don't think it's fair to say the purple heroes are "incompetent". Only Orange is patrolling for you; Purple is not. If you leave them alone, one Purple hero will head topside (I didn't watch long enough to see what he'd do). The other one heads straight for the Dungeon city to capture it, which seems a reasonable action for a player who has no cities.



I don't know if this item always appears, but in my game I found a Wand of Fire Trap. I built up the Mage's Guild in the Dungeon city, which happened to teach Fire Trap. But I found that Fire Trap did not get entered into my spell book. I had to unequip the wand, exit the city, and re-enter to receive the spell. This was with version 1.41.

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Shad0WeN
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The Necromancer → The Temptation

Unread postby Shad0WeN » 07 Oct 2008, 08:10

Quote:

--------------------

I highly recommend taking the first chest for XP. If you get 1000+ XP, you can (hopefully) pick up Mark of the Necromancer right away, which can make the initial game go much more smoothly.

Edited on Sun, Aug 05 2007, 11:13 by Grail Quest

--------------------



My thoughts exactly. It helped me avoid losses early on by allowing me to cast Raise Dead more often. This ability is also pretty sweet when combined with direct damage spells. I learned Magic Arrow & Ice Bolt at a couple of the shrines and when cast on a creature enchanted by the Mark of the Necromancer you get some mana back based on how much damage is done, essentially allowing you cast those spells at a reduced cost. The higher your spell power (and thus the more damage done), the more mana you get back.



By the way, the Wand of Fire Trap is always there next to the Knowledge Crystal on the West side & is very useful for taking out some neutral stacks (like Djinns & Rakshasas) that may otherwise give you trouble. One thing to be careful of though - even if you have the "use magic in autocombat" option disabled, Quick Combat will still use this wand.


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