Fort Triumph
27 Achievements
GOG
Happily Ever After (Legendary)
Finish Act III on Legendary
1.1%
How to unlock the Happily Ever After (Legendary) achievement in Fort Triumph - Definitive Guide
Whilst not a full guide, here are some tips that should get you through the campaign with relative ease.
1) The campaign is much harder at the start than at the end, especially the first couple of missions. Clear them and you'll be fine the rest of the way.
2) You can constantly reset battles to get a set up that goes in your favor, however you cannot save progress mid-mission. If you save during a mission, reloading it will just act like a reset.
3) You can take your time on the overworld, to an extent. During the first two Acts, you can quite happily explore the map, with out too much worry over the A.I coming in to take over your base or wipe out your team, but during Act 3 that changes. In Act 3 there are 2 enemy A.I to deal with, so you have to be a bit more focused on the overworld. My strategy was to use the main team I'd used through the whole campaign to go round the map and wipe out the A.I units walking around. For the most part you'll be stronger than them, so it shouldn't be too hard. In the mean time, build up a second squad at your base, then once there's 4/5 team members, send them to camp in front of one of the enemy bases. Doing this limits the A.I's units to level 6 when they spawn (same as your new squad) but importantly they can no longer roam the map. Build up a third squad and do this to the 2nd A.I, and you'll then have free reign of the map with your main squad to beef them up for the final campaign missions. Getting to level 20 will really help.
4) Keep multiple back up saves in case of failure. I always had one save held at the start of an Act in case I really messed up, then I'd have 4-5 rotating saves that I'd use before each battle in case it went really wrong. The only way you can fail the campaign is if you loose all your units and your bases, other wise you can keep going.
5) When your characters level up, if you're not happy with the skills on offer, wait until they level up again and you'll get different ones to choose from. As for any 2nd/3rd teams you build, you can only carry over 4 characters between acts, so mainly focus on the main 4 squad members, the rest are mostly just fodder for the first 2 Acts, but they can be handy in Act 3.
6) My set up for the final campaign was as follows (a * indicates a highly useful skill, all skills were maxed and characters level 20);
Paladin - Hammer Strike*, Kick, Healing Aura*, Rally, Evasive Instincts*, Holy Shackles, Bolster;
Barbarian - Claws Attack*, Kick, Daredevil Stance, Dash and Slash*, Evasive Instincts*, Bloodlust*, Terrify (get Frighten instead);
Mage - Magic Arrow, Whirlwind*, Fireball*, Chain Lightning, Vortex*, Dash and Slash*, Healing Aura*;
Ranger - Arrow Attack*, Grapple Hook, Quickshot*, Pacify, Knockback Arrow, Dash and Slash*, Encourage;
Ranger - Arrow Attack*, Grapple Hook, Quickshot*, Pacify, Smoke Bomb, Healing Aura*
I definitely recommend two archers or two mages, either for the double Arrow Attack (100% hit change at max) or the double Fireball (huge AOE at max). I also never paid any attention to equipping items, so don't worry too much about that.
7) Take your time during missions, once you kill everything in an area, skip a few turns to let your skills reset, in campaign missions, the enemy won't engage with you until they become visible.
1) The campaign is much harder at the start than at the end, especially the first couple of missions. Clear them and you'll be fine the rest of the way.
2) You can constantly reset battles to get a set up that goes in your favor, however you cannot save progress mid-mission. If you save during a mission, reloading it will just act like a reset.
3) You can take your time on the overworld, to an extent. During the first two Acts, you can quite happily explore the map, with out too much worry over the A.I coming in to take over your base or wipe out your team, but during Act 3 that changes. In Act 3 there are 2 enemy A.I to deal with, so you have to be a bit more focused on the overworld. My strategy was to use the main team I'd used through the whole campaign to go round the map and wipe out the A.I units walking around. For the most part you'll be stronger than them, so it shouldn't be too hard. In the mean time, build up a second squad at your base, then once there's 4/5 team members, send them to camp in front of one of the enemy bases. Doing this limits the A.I's units to level 6 when they spawn (same as your new squad) but importantly they can no longer roam the map. Build up a third squad and do this to the 2nd A.I, and you'll then have free reign of the map with your main squad to beef them up for the final campaign missions. Getting to level 20 will really help.
4) Keep multiple back up saves in case of failure. I always had one save held at the start of an Act in case I really messed up, then I'd have 4-5 rotating saves that I'd use before each battle in case it went really wrong. The only way you can fail the campaign is if you loose all your units and your bases, other wise you can keep going.
5) When your characters level up, if you're not happy with the skills on offer, wait until they level up again and you'll get different ones to choose from. As for any 2nd/3rd teams you build, you can only carry over 4 characters between acts, so mainly focus on the main 4 squad members, the rest are mostly just fodder for the first 2 Acts, but they can be handy in Act 3.
6) My set up for the final campaign was as follows (a * indicates a highly useful skill, all skills were maxed and characters level 20);
Paladin - Hammer Strike*, Kick, Healing Aura*, Rally, Evasive Instincts*, Holy Shackles, Bolster;
Barbarian - Claws Attack*, Kick, Daredevil Stance, Dash and Slash*, Evasive Instincts*, Bloodlust*, Terrify (get Frighten instead);
Mage - Magic Arrow, Whirlwind*, Fireball*, Chain Lightning, Vortex*, Dash and Slash*, Healing Aura*;
Ranger - Arrow Attack*, Grapple Hook, Quickshot*, Pacify, Knockback Arrow, Dash and Slash*, Encourage;
Ranger - Arrow Attack*, Grapple Hook, Quickshot*, Pacify, Smoke Bomb, Healing Aura*
I definitely recommend two archers or two mages, either for the double Arrow Attack (100% hit change at max) or the double Fireball (huge AOE at max). I also never paid any attention to equipping items, so don't worry too much about that.
7) Take your time during missions, once you kill everything in an area, skip a few turns to let your skills reset, in campaign missions, the enemy won't engage with you until they become visible.
1 Comment
Thanks for the write-up @Erutaerc! Fort Triumph was surprisingly enjoyable and not too long or hard either. I liked how much build variety there is and how matching certain items, perks and skills can lead to ridiculously powerful heroes. My ranger went from barely pulling their weight to the kill leader in every single encounter over the course of the campaign. Good stuff!
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One thing I'll share as a word of warning: there's a bit of a difficulty spike towards the end of Act II. After cruising through Act I and defeating the still rather easy 2nd story mission in Act II, your main town gets taken over (scripted event) by neutral enemies. You'll lose all the town buffs and heroes stationed there. Pretty harsh!
Here's where things started to go wrong. The enemy AI team got to the town first and actually captured it completing the quest objective in the process. I thought I got lucky getting to skip a story mission, and followed the quest marker straight towards the final encounter. Big mistake! The finale of Act II is the longest & hardest (by comparison) in the whole game. It also has a few nasty twists like allied units switching sides suddenly. The boss is actually a series of boss fights with no intermission in between.
I ultimately fought to a Pyrrhic victory, beating the scenario with only two heroes left alive. I kept pushing despite the casualties thinking I could rebuild in Act III. Wrong again! Act III, unlike other acts, starts you off with no home town forcing you to do a story mission where you capture one first. That was never gonna happen with two heroes, so I had to flush ~4 hours of hard fighting and go back to a much earlier save. Once I knew what to expect things went a lot smoother. I was anticipating similar surprises in Act III but that wasn't the case. The final boss was a punching bag with a bunch of health.
----
One thing I'll share as a word of warning: there's a bit of a difficulty spike towards the end of Act II. After cruising through Act I and defeating the still rather easy 2nd story mission in Act II, your main town gets taken over (scripted event) by neutral enemies. You'll lose all the town buffs and heroes stationed there. Pretty harsh!
Here's where things started to go wrong. The enemy AI team got to the town first and actually captured it completing the quest objective in the process. I thought I got lucky getting to skip a story mission, and followed the quest marker straight towards the final encounter. Big mistake! The finale of Act II is the longest & hardest (by comparison) in the whole game. It also has a few nasty twists like allied units switching sides suddenly. The boss is actually a series of boss fights with no intermission in between.
I ultimately fought to a Pyrrhic victory, beating the scenario with only two heroes left alive. I kept pushing despite the casualties thinking I could rebuild in Act III. Wrong again! Act III, unlike other acts, starts you off with no home town forcing you to do a story mission where you capture one first. That was never gonna happen with two heroes, so I had to flush ~4 hours of hard fighting and go back to a much earlier save. Once I knew what to expect things went a lot smoother. I was anticipating similar surprises in Act III but that wasn't the case. The final boss was a punching bag with a bunch of health.
By Healtti on 21 Mar 2024 00:12