Disciples III: Reincarnation

Disciples III: Reincarnation

Antar Feb 2, 2018 @ 5:27pm
Undead mission 3
I am stuck in this mission. It is very simple, by turn 20 I am chased by super strong human army that I cannot hope to beat. It seams as a bug, or is this normal? The army has 2 white wizards and 3 other top units while I only have the basic units. I am really clueless what to do here, this mission seems impossible...
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Showing 1-14 of 14 comments
Karol13 Feb 3, 2018 @ 1:43pm 
that chase is intended... I had to restart this mission for few times, till I put together all the dialogues and realized that there is a way to put all given info together and use it as pool of hints on "how/where to run" ... yet I had to save each turn and sometimes load 5~15 turns back, in case I made wrong de-tour.

The game is a bit more unforgiving as it could be.
Antar Feb 3, 2018 @ 4:22pm 
Oh well, thanks for the info, but that sounds terrible, not sure I will ever go back to this mission. Can someone unpload a savegame from the begining of next mission please?
Karol13 Feb 4, 2018 @ 5:18am 
If this game did support cloud saving, I might have it...

EDIT:
well, it did not work as expected.
but if you want, you can send me your save and I can try re-do mine extravaganza once again.
karol13@gmail.com
Last edited by Karol13; Feb 4, 2018 @ 8:11am
Antar Feb 5, 2018 @ 11:26am 
Thanks, that is very nice of you, though there is not much I can send you.

I had no idea this is a chase mission where I have to just run, so I spent first about 20 turns xping my army in close vicinity to the castle. So when the enemy hero came, I had nowhere to run. Also, I am used to having infinite time in this game. In literally every single campaign map up until this one, if I needed I would skip 100 or 200 turns just to heal and get some resources. So, I naturally ignored improving movement on land, so the enemy hero I have to run from walks much more tiles then I do.

The stupidity of this mission basically killed all my interest in D3, so I changed my review to negative and moved on.
Antar Feb 6, 2018 @ 6:50am 
I decided to try to get over this again, but I need help as I am still competely clueless:

1) The mission description suggests I am the one who should chase someone, not the other way around, so no help there.

2) Where do I run?

3) When and how the chase ends, so I can actually start playing the game again?

4) I noticed the chasing enemy army level ups basicaly after every battle, its crazy. Is this with this single army or is all AI in this map like this?

5) I have 2 other heroes apart from my main hero. They both walk even less than he does. Is it possible to save them, or do they have to die?


Any help is aprecited.
Karol13 Feb 6, 2018 @ 10:55am 
I wanted to get to the map #3... but got stuck on map #1... the necromancer wanted me to return an artifact / seal from the grave of his father... the quest did show me void / black spot on unrevealed map -> so I had not clue where I am supposed to go. I have then travelled through the whole map and tried to search for anything that resembles a grave... I did visit all ruins and each available corner... yet no seal found :(... (probably I shouldn't have activated the balance mod...)

Ok, found out that after I go near one dead tree trunk to the south-east, I get attacked by a goblin and that opens new path...which led me further towards south-eastern corner of the map - where was the resting place of Murdoch's father (guarded by nasty knight... which I defeated)

Soon I should jump on Map# 2 andthen let's see about Map #3
Last edited by Karol13; Feb 6, 2018 @ 11:32am
Karol13 Feb 6, 2018 @ 1:48pm 
Ok, got to mission #3...
#2 was somehow weird... the final troops were less powerfull (Human) than the middle neutrals (Elves / wild animals) I had to reload much more often while fighting elves, than beating human army in their own castle... but here I am... map #3... with Amina (which is pretty useless... not that the weak mass-piercing attack of main hero is much better, but he is at least faster)
Antar Feb 7, 2018 @ 6:02am 
Thanks for your efforts. I play clean vanilla, no balance or other mods. About the mission 1, yeah many missions are hard to find like that. Playing on Normal, I got thru the missions 1 and 2 without much trouble.

I was frustrated so much with the mission 3 that I decided to load end of mission 2, and changed the difficulty of the next mission to Easy, not expecting much change. But to my surprise, the mission became super easy - there is no chase on Easy at all! Or maybe the army thats chasing you just doesnt level up after every combat like on Normal. I got attacked with 1 army but it was only basic units. On Normal, by turn 20 I had to fight harder enemy units than at the end of mission 2. Also, only on my last playthrough, I noticed that Amina gets some upgraded creatures in her army at start. Or maybe it was because of the Easy difficulty, not sure. Either way, I finally got over this bloody mission, switched back to Normal for the next mission.
Small tip: I found side quest in mission 3, top right corner of the map, behind some mill. The spot is random and you have no reason to go there, but it triggers nice little side quest, found it by accident late on this map.

So in short, the advice I was looking for for this mission is: play it on easy! Which is surprise to me because I tested difficulties at the start of the Human campaign and found there was little difference back then.
Karol13 Feb 7, 2018 @ 1:22pm 
Thanx for the tip - found that spot near the windmill.

Human forces were somehow manageable (although my Amina did start with just mere skeleton :( )

The whole map was touch on fights, but the worst was the final sundancer with 2 eternal guardians... :( :(
harleyquinrazer Feb 24, 2018 @ 8:06am 
General guide for surviving the first 19-20 turns of Undead 3 for scrub players who blame everything and everyone bar their own incompetence and lack of knowledge:

Normal difficulty, no cheating.

Prerequisites: Sallar level-capped with max leadership and Onslaught.
Level 3 Amina with 4 leadership.
One level 5 thief.

1. At the start, pass the werewolf to Amina. Flag the weapon resistance building and blood pool with Salaar and head to the capital. Buy the player's preferred party configuration. Once done, send Salaar east towards the imp stack. Buy the Academy and research Maw of Death.
2. Amina goes to town. I prefer to drop off the skeleton and hire different units. The werewolf is the only melee unit in the party.
3. Thief heads south to talk to the Vampire who gives the secondary quest.

Turn 2
1. Salaar defeats the imp stack (no problem with Maw of Doom) and triggers the main quest with the talking head. Then head SE.
2. Once Amina has a full complement, send her south to the fearsome tower. From now onwards all she does is farm the tower for loot and XP using the blood pools to keep party HP high enough that no tower combination should give a problem.
3. Thief goes around collecting stuff. Use diversion against the neutral stack with a hunter.

Turn 3
1. Salaar should be able to defeat the hunter stack with help from the thief and maw of doom. Defeating one of the stacks should trigger the brothers secondary quest. Flag the control point SE of the capital. The thug stack just next to the control point can be beaten once maw of doom is cast.
2. Send the thief scouting eastwards. Ignore the torso guarded by the spiders. When he gets to the abandoned tavern, use diversion on the neutral stack guarding the path beyond.

Turns 4 and beyond
1. Salaar to scout out the small area just past the thug stack for loot. Once the area is mapped out, head back to where the thief is to take out the abandoned tavern and the neutral stack. The cutscene giving the main quest to destroy the Empire capital should trigger.
2. Thief scouts out the new area. Say hi to one of the ghost brothers. Trigger the other secondary quest featuring the bickering ghosts. Use diversion on the plague wolf stack nearby since that's another zombie brother location.
3. Salaar to clean up easy stacks in the vicinity using maw of doom and diversion. The big fight which is crucial for finishing the early phase is described below:

Control point surrounded by three healing towers:
Assuming players haven't been wasting time, they should discover that the control point only has a border guardian and two apprentices. Use every available means to weaken the guardian before sending Salaar in to clear it. By this point I had the +1 combat movement buff, the -15HP poison spell, maw of doom, the contagion buff spell and mind rot. Use diversion and all of the spells and take out the border guardian. I lost just about everyone except two fighters but succeeded in claiming the control point.

Once the fight is won, send Salaar's party back to the capital for resurrection if there aren't enough resurrect potions to bring back the casualties. The thief needs to stay in the area. What I do is scout southward until I see the path with some ore.

By this point the Empire's lead hero is going to be charging up towards the healing tower control point. Use the thief to block the hero from attacking the thorn of blight. There should be enough death mana to blast the stack with drop of poison to finish off the almost dead party with the thief as the attacker.

Use the healing aura to heal the thief after the fight is over. Wait for the Empire to send its second strongest hero and stack for a revenge mission. Rinse and repeat. After the third Empire hero is taken out, players won't have any problems with overpowered Empire heroes and units breathing down their necks.

Summary for lazy scrub players only interested in clearing the stage:

1. Grab nearest control point. Trigger all secondary quests near the capital.
2. Head east. Win enough easy fights to get units to level 2. Take out the control point guardian surrounded by healing towers.
3. Entrench level 5 thief near the guardian and store enough mana to take out the Empire's lead hero and units. They won't be higher than a battle mage/knight/priestess/marksman if the control point is taken out by turn 19.
Antar Feb 24, 2018 @ 9:13am 
Originally posted by harleyquinrazer:
General guide for surviving the first 19-20 turns of Undead 3 for scrub players who blame everything and everyone bar their own incompetence and lack of knowledge...

Thanks for the guide. I find it ironic that you call anyone who gets stuck in this mission incompetent scrub with lack of knowledge, and then proceed to post a bloody wall of text covering just the first 19-20 turns of the game. The game is completely unbalanced and full of bugs, no need to insult people who get stuck.

And by the way, you are proposing casting a spell every turn from turn 2? I dont have D3 installed anymore, but that would be impossible in my version, not nearly enough mana, I ussually started with nothing and got +50 per turn.
harleyquinrazer Feb 24, 2018 @ 10:14am 
You start with +50 death mana, but you get +150 before turn 10.

You only need maw of death for the first 2-3 battles. The map itself is also VERY generous with the death mana drops.

This coming from the same person who blamed his monitor for the inability to see the phases of the day on the turn number bar. Fairly rich. Only the first 3-4 turns have a specific order to follow, everything else is really up to the player. I say 19 because that's the turn I made it to the control point, it could easily be fifteen for anyone rushing it.

The guide needs tweaking since I did it from memory off a few hours play. Looking for the last brother I missed somewhere (it's not where the plague wolves are, they're guarding the hands).
Antar Feb 25, 2018 @ 6:58am 
Originally posted by harleyquinrazer:
This coming from the same person who blamed his monitor for the inability to see the phases of the day on the turn number bar. Fairly rich.

There is no explanation to it in the game whatsoever, if it not were for few skills that are effected by it, I would never know there is such a thing. You see, the game tought me from the very beggining that turns dont matter in D3. They are there just to make it look like an heroes game, but they do not matter at all. Every single campaign map except for the one we are talking about here, you can literally skip 99999 turns on turn 1, nothing will happen, except for you getting rich ofc.

Also you can play infinite spells every turn even though the game makes it look like you can play only 1 or 2 per turn, again making turns seem useless.

You actually reminded me how terrible and unfinished this game felt, now I do not understand how I left a positive review of it, gonna change that now.


harleyquinrazer Feb 25, 2018 @ 10:37am 
Finished mission 3. Didn't see the need to exploit the spell reset glitch since there's only so many buffs on the hordes spell roster and the key fights don't allow spell debuffs from the overland anyway.

Being passive on the campaigns works, which is just as well since using the random map faction AI on the campaigns would make the game impossible to finish for casual players.

Akella botched the first two games and went out of business before they could finish debugging this game beyond 1.03. A shame since the game is stable and bugs which really kill the campaign mode are limited to the rumoured final boss of the Hordes campaign.
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