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-   -   Beating the game with no losses (Paladin) (http://forum.fulqrumpublishing.com/showthread.php?t=4979)

sector24 12-12-2008 02:02 PM

I killed every stack possible except the Green Dragon in the starting area, and a couple stacks of Giants in the Underground Sea that I accidentally set to neutral when I made peace with the Dwarves.

I did all the quests I could find, I think the screenshot I posted said I completed 101. I definitely didn't go back to the Freedom Islands to recapture the embassy, so if that's a quest then I missed it.

Gatts 12-12-2008 02:39 PM

Quote:

Originally Posted by sector24 (Post 61697)
I killed every stack possible except the Green Dragon in the starting area, and a couple stacks of Giants in the Underground Sea that I accidentally set to neutral when I made peace with the Dwarves.

I did all the quests I could find, I think the screenshot I posted said I completed 101. I definitely didn't go back to the Freedom Islands to recapture the embassy, so if that's a quest then I missed it.

Don't worry about the underground sea area - these dwarven units would not attack you anyway... I tested it in all versions (oldest 16b7) and they never attacked me (test was based on going directly in the undeground sea w/o any quest in dwarven lands)

YENKO 12-12-2008 03:53 PM

Same here: I went to the under.sea way way before signing the peace with the Dwarven King, and the giants were 'neutral' to me.
At one time, I went back to the Orc Embassy and recaptured it. The only benefit was that now I can recruit goblins, shamans, catapults AND Orc Veterans....
Funny thing was that i went to the Embassy because i needed to recap my stack of Shamans, I had no idea of the forthcoming battle. Now, that was one helluva nasty surprise! Bravo, Katauri! :)

sector24 12-12-2008 06:56 PM

Thanks for the info guys!

YENKO 12-12-2008 07:58 PM

Quote:

Originally Posted by sector24 (Post 61734)
Thanks for the info guys!

Thank YOU for this thread!
I've just re-read this thread from the beginning, and realized that I missed many good tips on my first read, because I was much more green than I am now. I 'discovered' that I can cast Sacrifice on one my stack, then boost another stack, cast time back and voila, zero losses. But, in doing so, I missed the point: you need rage for time back AND mana for Sacrifice = fail.
A couple (dozen) posts ago you clearly explained a much better and efficient method to achieve the same goal for those that employ Inquisitors (like I do): Inquisitors: Resurrect, Reaper: Time Back. Done. Cost? Rage only, which I usually have tons anyway, because of Inquisitors (holy anger) and Lina's Chargers (6 mana+12 rage for 20 rage at the moment).
Thanks again for the tip ;)

worm_wood 04-18-2009 07:19 PM

The only reason I signed up for this board is to give props for a great thread.

Thanks for the posts sector24

Cheers,

BB Shockwave 04-20-2009 01:29 PM

Quote:

Originally Posted by Xelian (Post 55864)
I've done that too. But later on it is impossible to do it. So far you are managing to kill almost everything fast enough but later on you will be unable to do it. You won't have enough mana and intellect to resurrect everyone. Also you can't beat your Future Double :) You can barely beat him without losing your whole army.

The giant turtle is the easiest boss - I killed him in like, two rounds. Without losses, and I didn't even have Resurrect at the time...

basically my tactic with him - and later the giant spider too - is to attack him only with troops who have "no retaliation" ability, or with cloned stacks.

For the turtle, my troops were: Royal Snakes, Griffins, Alchemists, Inquisitors, Evil Beholders. I just went straight for the Turtle with the Snakes, then cast Phantom Image on my snakes. All the others attacked the turtle afterwards, except the griffins. Next round I hit him again with everyone and used the Inquisitors to resurrects the few snakes that died.

For the Spider, (I had almost the same troops but the last 3 were replaced by Giants, Evil Beholders and Shamans) I always killed off all the spawned spiders, while my Snakes, cloned snakes and cloned Giants were hitting the Spider. That way, he attacked me directly only twice during the whole battle, otherwise he just kept summoning the useless spiders. Even the Shamen could easily take out one stack of those without fear of retaliation. I have split my Griffins to help in the cleanup.

Ryder 05-13-2009 12:43 AM

3 Attachment(s)
I finally completed my own no loss Paladin on impossible game. I have a screenshot there of my longest battle (except the final battle), which went for 209 rounds. The only way I could get spell points was to use chargers, so I was getting 4 spell points every 5 rounds. Then on some occassions I had to summon the ice ball to put in front of the 2 Alchemists that were left. The worst thing was is that I had to do the battle twice as the game crashed before I got to save it after the first time. The final battle went for about 350 turns, I forgot to take a screenshot in my haste to save it incase it crashed. It took about 4 hours to finish that fight.

The battle arena goes a bit crazy after 100 odd rounds, you'll see that some hexagons are missing for one. The biggest pain of all is that when Lina summons the chargers and you cant see where they are, so you have to go to every hexagon on the arena to hope you run into it.

Finding out that you can use Time Back on killed units after as many rounds as you wanted was a lifesaver. I lost my Elves in about round 3 of the final battle and didnt resurrect them until about round 100. The same with my Inquisitors, they were down to about 12 left at the end of round two so I cast time back on them and then I lost them the very next round, I then got them all back about 10 rounds later.

I love pain mirror. That is all.

Metathron 05-13-2009 10:48 AM

Quote:

Originally Posted by sector24 (Post 55772)
Yeah, the turtle is no big deal, I think I could beat him 1 Archmage and 2 Griffins if necessary. :)

Turn 1, move your Griffins forward 4 squares, separate, then move the new group into melee range and defend. Cast Stoneskin on the Griffins. Archmage puts Magic Shield on the Griffins. Turtle deals about 40 damage and pushes them back 1 square.

Turn 2, move your Stoneskin Griffins back into melee range and defend. Cast Magic Spring on the Griffins. Turtle deals about 25-30 damage and pushes them back one square. You gain 5 mana.

Turn 3, move your Griffins back into melee and defend. Cast Healing on them. Turtle deals about 25-30 damage and pushes them back one square. You gain 5 mana.

Repeat turns 1 - 3 until the turtle is dead.

This will seem like a silly question, but just how does the turtle die using this strategy? I see no damage being dealt to it? :confused:

Ryder 05-13-2009 11:12 AM

Quote:

Originally Posted by Metathron (Post 76157)
This will seem like a silly question, but just how does the turtle die using this strategy? I see no damage being dealt to it? :confused:

It confused crap out of me too, plus it also didnt work for me as the Turtle kept jumping.

I ended up using Knights from the tent in Greenwort and two stacks of Archmages, one of one and the other of four. I used their teleport ability to get the Knights to the turtle quickly, and attacked with the stack of four while the single one cast shield on the Knights. I used stoneskin and heal aswell.


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