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Author: Cesar (Sweden), 26-03-2017 15:52

nice map - Balance - Heroes 3 map

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Author: Dalon , 26-03-2017 08:34

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Heroes 5 walkthrough | Campaign 4 - Dungeon | Mission 5 - Raelag's Offer

Other walkthrough

I just completed this and had read through the other Mission 5 walkthroughs. Thank you thank you for the awesome posts that were definitely a huge help to me.

It seems apparently there are various ways of completing this mission, but it presents many logistical problems. So here is yet another recount of a completed mission - including two errors I made which could be avoided.

1) FIRST GARRISON: Raelag takes all the troops and conquers first garrison, no problem.

2) TENT KEYS: Raelag goes south to take the blue tent key, and north where there is a sanctuary to get the red key. Here is a mistake: the blue key is not necessary to win this mission. Shadya can pick up gold and sulfur that's available, as there are three forthcoming Dungeon Outposts with one dragon per week, if you want to use them.

3) GOING UNDERGROUND: Raelag AND Shadya go underground at this point. Take the nothernmost gate/staircase, near the sanctuary.

The underground here is shaped like a C. Your initial position is going to be at the top of the curve. If you go around the C to the lowest curve point, there will be a monolith that will take you to the northwest parts of the underground. All of that is unecessary to win.

Go to the very center of the C. To the left, if you want it, is your first Dungeon Military Post with one dragon a week.

Go to the south of the C. There is a road there that heads west. On that road is another dragon outpost. Follow the road all the way west. There's a blue hero standing there.

4) ATTACK IDLE BLUE HERO (ALASTOR): He might have a different name, but he will be an idle inferno hero. Raelag attacks and defeats him.

5) GOING ABOVEGROUND: The inferno hero you just attacked was blocking an entryway to a passage south. With him out of the way, take Raelag south. There is your third dragon outpost. (All these dragon outposts give Shadya something to do, but this is your last chance to give whatever she has accumulated to Raelag.) Then you will see the stairway/gate leading aboveground.

6) SECOND GARRISON/JOURNEY WEST: You will come up by a hill fort. (Want to upgrade dragons? Got cash?) At left, take the garrison, not difficult.

Head west along a dirt road, past a gold mine. Enjoin the main road slightly north. Keep heading west. Watch your timing with GRAWL. If you time it right, you will avoid him altogether. If you can't avoid him, go back to an earlier save before coming up.

7) THIRD GARRISON: That's right, do not bother with the Inferno town. Just go west to the garrison on the far southwest corner. Mission objective, right? One key thing, Shadya has to go through this garrison as well. Take the garrison, again, not a hard one. Then see that Shadya safely traverses the road and have her go through where Raelag is waiting.

8) MISSION ACCOMPLISHED - Remember your battle was always with Veyer, not with Grawl.

NOTES: Looks like without the 1.1 patch you can get the spell Instant Travel or some such spell, the new Dimension Door. The scenario is very different then. What I've described above is with the 1.1 patch installed.

The towns are not worth taking, and are unecessary to mission

STATS:

RAELAG: Level 28. 16A, 12D, 32SP, 21K. Enlightenment, Intelligence, Scholar, Empowered Spells, Expert Destructive, Boots of the Swift Journey.

14 Black Dragons
7 Shadow Dragons
52 Deep Hydras
26 Matriarchs
47 Min. Guards
342 Assassins.

Battles: Poision with Assassins. Empowered Meteor Showers on cluster groups. (BTW, activate the grid for better view of this spell.) Empowered Implosion for single units. Emp. Chain Lightning for strings of four. Dragon and Hydras wipe out whatever makes it to your side of the battlefield, where they lay in wait. Matriarchs using slow or attacking outright.

FYI, VEYER: Level 24, 12A, 5D, 6SP, 10K.

9 Arch Devils
20 Fire Elementals
70 Cerberus
400 Familiar
30 Nightmares

Yes, that's all

FYI, GRAWL: Level 25, 5A, 1D, 6SP, 5K

71 Arch Devils
182 Nightmare
122 Pit Lords
520 Succ. Mistresses
768 Cerberus
915 Horned Overseers

Yes, that's all

One other note, this thread mentions "who Raelag is" - yes, when you bring that up I can see exactly what - WHO - you mean

Written by LadyGem

Ben at 2010-10-28 05:55 wrote:
I got the blue key and went into the tunnel. Went all the way along south-west underground until I got to an exit in the far south west corner. I had to fight a hero before I could get up. Came up and there was a town. I snuck past it and got through the last garrison and then won the mission. Never needed to have any difficult battles. Though I don't think this is the way the mission was really meant to be completed.
j0rdan at 2006-11-13 22:53 wrote:
10x Sasha
Sasha at 2006-11-13 17:00 wrote:
to: j0rdan
Heroes 5 - game saves (all campaigns opened):
http://www.maps4hero es.com/heroes5/downl oad/campaign_sav.rar
j0rdan at 2006-11-13 16:43 wrote:
How i can start directly from Dungeon campaign.
Thank you
Michael at 2006-08-26 01:03 wrote:
Walkthrough "Raelag's Offer":

While the programmers have probably convinced you that Raelag could take over the world all by himself in the previous maps, they will prove you wrong here by boosting the neutral numbers so much that your jaw will drop. There is only so much damage an Empowered Meteor Shower or Implosion can inflict (3000 or so). You need a powerful army to secure victory, and you are given one!

Our glorious Warlock campaign finale is actually a grand escape. Your objective is to reach the opposite SW corner of the map, with BOTH Raelag and Shadya. Your enemy - the blue Inferno AI owns three towns, and steadily builds up its forces. These Inferno heroes will come to you when they have the upper hand; otherwise they hide in their towns when you get close. You have the option of destroying them all, or simply ignoring them.

You might think a town or two will give you some fresh troop supply, but unfortunately that is not the case here. Whenever you conquer an Inferno town, the tower "crumbles" and it is gone permenantly. Therefore, try not to lose any creature during battles against neutrals, and feel free to skip the difficult ones. The good news is there are several high-level Dungeon and Inferno creature dwellings on the map. At certain places, neutral creatures will join you for free as well.

Your way out isn't at all straight forward. The paved road is guarded by a total of nine garrisons. Some of them are particularly formidable. Here is the composition of these garrisons on heroic, Week 1 Day 1:

AD = Arch Devil; PL = Pit Lord; SC = Succubus; SM = Succubus Mistress; CB = Cerberus; HH = Hell Hound; HD = Horned Demon; HO = Horned Overseer; FM = Familiar; IM = Imp; FE = Fire Elemental

Garrison A: 500 FM, 98 CB, 3 AD
Garrison B: 340 HO, 300 CB, 55 SM, 25 PL, 15 AD
Garrison C: 400 CB, 8 AD
Garrison D: 1000 HH, 85 SB, 50 PL, 30 AD
Garrison E: 400 CB, 8 AD
Garrison F: 3000 FM(!), 600 HH, 180 SC, 35 AD
Garrison G: 800 CB, 350 SC, 50 PL, 30 AD, 400 FE(!)
Garrison H: 300 HD, 300 HH, 55 SC
Garrison I: 600 IM, 200 HH, 35 SC, 3 AD

Fortunately, You are not expected to tackle all of them. There are two inter-connected underground passages, as well as a mud-road detour, which bypass the toughest garrisons. There are other enemies you have to face underground, but they are nothing compared to... 3000 familiars, 600 hell hounds, 180 succubus and 35 arch devils!

Note: People used to be able to skip the garrisons with the "Instant Travel" spell, which was conveniently offered in the Inferno towns as soon as you conquer one. However, since patch 1.1 this spell is no longer offered.

Starting Bonus: This mission has more might than magic, so the golden horseshoe (luck +2) is your friend.

Your heroes start out in the NE corner. There is a Hut of Magi (1) on the roadside, telling you where to go. A little further down the road lies the Boots of Swift Journey (2), which is very useful in this mission. Since the movement points are determined at the beginning of the day, you can put on the boots before ending a turn, and swap it for the golden horseshoe before a battle.

Next, you have to break through Garrison A, the easiest garrison among all. After that your have a few choices of where to go:

(Option A) Stay on the the paved road, pass Garrison B, and challenge the NW Inferno town. You can eliminate one of the three towns right away, but you will lose some troops.

(Option B) Take the Blue Keymaster Tent (blue K) in the east, and pass through the Blue Gate (blue G) in the north. Enter the underground passage nearby (3).

(Option C) Take the Red Keymaster Tent (red K) in the north, and pass through the Red Gate (red G) in the east. Enter the underground passage nearby (4).

If you have the Resurrection spell, I would recommend option A, because you can to take down both garrison B and the NW town without losing any unit. (Hint for a perfect resurrecting castle assault: deploy assassins only!) Then, you can challenge garrison C, E, the SE town, garrison H, the SW town, and finally garrison I.

If you can't resurrect, then the underground passages might be more friendly to you. Option B and C are roughly the same. Let's discuss option B as an example.

Option B: After taking care of some 1000 Familiars/Imps, visit the mana well, and give Shadya a not-very-useful but durable unit (such as hydras). Now she is ready to visit the Blue Keymaster Tent (blue K). The creatures on the way are quite weak and she should be able to kill them all with her Destructive spells alone. In the meantime, send Raelag and all other units to the the Blue Gate (blue G), and unlock it once Shadya visits the tent. (Someone must have a strong arm to throw the key!) Just below the Blue Keymaster tent is a small group of minotaur guards waiting to join Shadya.

The underground passage here (3) carries an Inferno theme, and so do all the creature buildings you can see. You really don't need them as there are better things ahead. If you follow the road west and south, you will eventually face a stationary blue hero. Take care of him, and the stairway behind this hero takes you back to ground level at (4), with a Hill Fort (for upgrading units) just north of it, and quite a few blood furies willing to join you for free! From here, you can aim directly for the exit (8), after passing through the final garrison I.

The Inferno hero based on this SW town (Grawl/Deleb) might have a large army if you come here rather late. I have also seen reports about an unreasonably powerful Grawl even by Week 3. During my three runs on this mission (heroic, patch 1.1 & 1.2), Grawl and Deleb were always managable, though. (By the way, this Grawl here IS Grawl himself, unlike the previous mission.)

Alternatively, you can go through the only pair of underground portal (P). You will be transported to the other underground passage (5), which carries a Dungeon theme. The nice thing about this Dungeon passage is that you will be able to recruit some shadow/deep dragons along the way. Moreover, there are some nice dungeon creatures waiting to join you not very far ahead.

There is another stationary blue hero waiting at the end of this Dungeon passage. The stairway behind this one takes you to (6), just south of the SE blue town. Again, there is a Hill Fort to the north for you to upgrade the dragons. Also, if you follow the mud road east, you will be greeted by lots of friendly bikini babies (shadow witches) and hydras at (7). These free witches give a huge boost to your ranged power, so don't let them wait for too long! (Er... actually they grow at ~10% per week, too.) You can also hire some other dungeon units here at (7).

If you have decided not to bother with the blue army, you don't have to go back to the paved road. Follow the mud road west, and there is a small garrison H. Keep going west, and you will hit garrison I, and the exit (8) after it.

When both Raelag and Shadya pass the final garrison I, a scripted event takes place and you have to defeat an Inferno hero, which is not hard at all if you have conserved your troops along the way. This is the final battle of this exciting warlock campaign. Congratulations!

Final Note:

The ultimate challenge of the warlock campaign is to defeat all garrisons here, even the craziest ones! One skill that helps a ton here is Light Magic and the Resurrection spell. You could have learned it from a Dragon Utopia back in mission 2 or 3. Note that you cannot resurrect magic-immune black dragons, so it is up to you whether to let them out and take the heat.

The problem for the starting 15 black dragon is that they are not powerful enough to wipe out a super stack (such as 1k familiars) in a blow, and they will suffer from the counter attack. However, since you can now eliminate the blue towns in a blitzkrieg, you can flag their gold mines (3 in total), and keep hiring more dragons. I'd like to make Shadya running a "dragon recruit express line" in the SE corner. Without logistics, she should be able to recruit 3 dragons per week, while Raelag is "cleaning the map" elsewhere.

The 400 fire elementals in garrison G will be a huge headache. When I finally did it on heroic (didn't let out my blackies), I had to spend more than 300 mana to finish this battle without losing unit. Also, the 3000 familiars in garrison F stole all Raelag's mana, so nothing could be resurrected. By the way, I have heard that if you mind control the familiars (Puppet Master, etc.), they also steal mana for you!

Finally, Raelag is going to appear in the last (Academy) campaign, so it is not completely useless to give him a few more stat points and levels in this mission. :)
Thanks CH.
Klaital at 2006-07-19 12:48 wrote:
to: T
You need to go through the garrison at the south west corner with both Shadya and Raelag
T at 2006-07-18 19:06 wrote:
Can anyone advise on how to beat campaign 4 mission 5. beaten every castles and things on map. dont know how to end game Thank you
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