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.
I have the puzzle map revealed, but I still can't figure out where the location is. All I see is a cobble stone path and some mountains. That could be anywhere. Oh yeah I am on the 2nd mission the expansion
Anaksulnamun at 2006-11-11 09:12 wrote:
The answer is yet, Farquad. Since everyone here may agree that Logistics is a must (well, for every hero), so we will have 3 skill left for our beloved Realag. Since Warlocks are specialized in Destructive magic so you Destruction is also a must for Realag, too.
And BTW, choose attack for tatics skill and Luck for warlock's luck too ;)
So we dont have much choice for Warlock skill huh ;) ?
Michael at 2006-09-11 20:06 wrote:
Walkthrough Campaign 4 "The Warlock" - Mission 1 "The Clanlord"
The Dungeon Campaign begins with The Clanlord, a mission in which you control of Raelag, an obscure new Warlock who hopes to claim the throne of Clan Shadowbrand (which lost their Chief recently). In order to do that, you must defeat the seven other warlocks who also want to assume leadership for themselves. To make it more interesting, you and every other warlock are sealed off and given a month to prepare. Once a month has passed, you will all be teleported into the underground, and fight each other to the death. The winner, of course, will be the last man standing. Now, onto the walkthrough.
As usual, you can choose one of the three starting bonuses, including:
6 Extra Assassins
The Marketplace built
10 Ore
Go with the Assassins, the other bonuses are not worth the extra boost the Assassins will grant you in the beginning. Raelag starts out with Basic Defense and Vitality, not my first choice when building a Warlock but his specialty - Intimidate, compensates it more then enough.
Basically he will lower the initiative of every enemy unit, and the effect of it will increase as you gain levels. As for the other 4 slots, I suggest you take Offense, Destructive Magic, Luck and Logistics.
The Tavern is disabled for your town so you'll have to trek back and forth with Raelag to get new troops. Start by building the School of the Unseen Hand (Scout building), followed by the Level 1 Mage guild, and then proceed to make the Blood Arena and consecutively its upgrade. Now you can face off most of the melee units guarding the mines, and be sure to grab the Boots of Swift Journey located just south of your town and guarded by level 2 creatures. The Sword of Might (+2 attack) is on the east but it will have to wait since it's guarded by a level 4 creature.
The two key adventure buildings are the School of the unseen hand (on the east) and the Blood Arena (southwest of your castle). More importantly try to get the Blood Arena before the first week if you have to decide between one and the other. Once you have them under your control, do not hesitate to visit them each week and get those extra few Furies and Scouts, they will pay off in the end.
Continue building up your town by getting the Blacksmith => Labyrinth, Town Hall, then branching onto Hydras and Raiders. Get them both but don't waste your money on them just yet, wait to build the City Hall and possibly the Fort => Citadel. If you are on Heroic you will probably have to skip on the Citadel and Castle since the town starts without a fort, however on lower difficulties you can at least manage to construct the Citadel before the end of the 2nd week.
I suggest that (depending on the resources and difficulty) get at least a few Mage guilds before the first month. Having Meteor Shower in the final clash will prove to be most effective, for one, and spells that you learn are permanent throughout the Campaign, so you will carry them over to the next missions, making them easier.
Clear out all the mines, even if it's just for the sake of Experience, but be wary of creatures such as Magi, Druids, Sucubbi and Hunters. If there is an abundance of ranged units such as these, get Offense followed by tactics ASAP so your furies can reach them in their first turn.
Once one month has passed, you will be warned, and the next day, teleported to an isolated location where the only option is to go into a one-way entrance teleport. Walk into it and you will be teleported with all the other warlocks in an underground arena. Here, I suggest you head immediately to the northern part, let them kill each other and then finish off any of the survivors, as if you fight too many they will kill your Blood Furies with spells and you will lose a lot of your damage output.
Once you are done with them, the Dragon guarding the exit will disappear, and the Ring of the Shadowbrand will be yours for the taking.
Thanks CH.
ted at 2006-09-11 16:12 wrote:
basically mission 1 is a dumb 1 bcuz for the 1st 4 weeks just build up ur force.not necessarily powerful just moderate army.when entering the competition hide at 1 corner wait for them to sort it out.it should be the green player who is last.then go for him.u should win him even in whatever mode
Tera at 2006-07-29 09:00 wrote:
I think Lady Farquad is playing the normal or easy mode. The green player practically rips my troops of when I have much more troops than u.
I didn't have enough money at the end, the gold mine was guarded by succubus!
But I Got the extra assassins and furies recruited, which at the final battle made the difference. Finished the scenario with 25 assassins and 3 blood furies.
My question is: the IA never offered me Destructive Magic, only summoning magic. Should I play this scenario again?