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Description
After decades of peace and prosperity in solitude, the Lizardfolk must rally together and once again
defeat the forces that seek to invade their lands.
New Units
- Lizardfolk Fighter
- Night Skink
- Poison Archer
- Tribal Shaman
Walkthrough
You'll start out with just your champion unit, but as you make your way to the expansion well to the
north (#5), you'll pick up some lizardfolk fighters (#3) and a poison archer (#2). Then later, in
the underworld, you'll find some night skinks (#7) and tribal shamans (#10). In fact, you'll find
enough units in your travels that you won't really need to do anything at the expansion well, other
than place a couple of training buildings so you can upgrade your units.
Eventually you'll come to the Order of the Flame units that you saw in the introduction to the
chapter (#17). When you approach the gate that they're attacking, a night skink will call up some
undead skinks to help you out (#16). Then once you've defeated the Order of the Flame units, the
chapter will end.
1 - Starting Point
2 - Closed Gate
So far as we can tell, there isn't any way to open this gate and explore the southwestern corner of
the map.
3 - Lizardfolk Fighters
When you approach this spot, two Lizardfolk fighters will accuse each other of killing their master,
and then they'll start attacking each other. The only way you can break up the fight is to uncover
the real killer, a rogue hiding in one of the nearby containers. Once you've defeated the rogue, the
Lizardfolk fighters will come under your control.
4 - Poison Archer
The poison archer will warn you about the rangers who are guarding the bridge to the north, and then
he'll join your cause. You'll have to defeat the rangers to reach the expansion well (#5).
5 - Expansion Well
6 - Drawbridge
The Order of the Flame will raise the drawbridge when they see you coming. You'll have to circle
around through the underworld to lower it back down.
7 - Night Skinks
You'll find some night skinks battling some rogues here. Any night skinks that you can save will
join your side, and, after the battle, another night skink will appear next to the expansion well
(#5).
8 - Ancient Text
You'll find an ancient text here, and only the champion Blackclaw or a night skink unit (#7) will be
able to read it. If you read the text, then several zombies will appear and attack you.
9 - Necromancer's Room
In this room you'll face a grave keeper plus a bunch of undead units. When the grave keeper dies, it
will drop a
necromancer journal, which contains its plans for world dominance (but which doesn't
seem to relate to anything in the chapter).
Note: If you destroy the necromancer font in the room, then you'll find a
potion of clarity III and a
potion of cure severe wounds.
10 - Darroc's Shrine
When you approach the shrine, a pair of tribal shamans will tell you that rogues have stolen the eyes
out of the shrine, and that one rogue escaped to the north while the other fled south. Then the
shamans will join your side.
You can find the rogues at #11 and #13. When you kill the rogues and return
Darroc's eyes to the shrine, the shrine will turn into a place of power, and your units
will gain the ability to stun their opponents.
11 - Crypt
When you step on the pressure plate in front of the crypt, a zombie will appear and attack you. The
first time you do it, the zombie will kill a rogue who will drop one of
Darroc's eyes.
You can summon a zombie as many times as you'd like (or at least so it appears), and each time the
zombie will drop a random artifact when it dies. So you can use the crypt to level up your units
if you'd like.
12 - Treasure Room
This room is trapped, so unless you selected Silverblade as your champion, you'll take some damage
if you want to loot the artifacts inside. However, the only really useful item in the treasure
room is the
bracers of armor, and you shouldn't have any trouble running your champion in and out
to get it.
There's also a locked chest in the room. Gold shouldn't be a problem at this point, but if you decide to loot the chest, you'll have to use the
scroll of knock, also found in the room.
13 - Rogue
The rogue will drop
Darroc's eye when he dies.
14 - Minotaur Monument
You'll find the monument guarded by some minotaurs, including a minotaur lord. The minotaur lord
will drop a
minotaur horn when it dies. The monument itself will cause your units to fight more
fiercely the closer they get to death.
15 - Caged Minotaurs
When you approach this area, a rogue will release three minotaurs from their cages, and you'll have
to fight them.
16 - Undead Skinks
When you reach this spot, a night skink will call up 10 undead skinks to help you out.
17 - Main Gate
This is where you'll have your final battle with the Order of the Flame units.
Exits:
- Tunnel.
- Tunnel.
Mission Points | Value | Description
Defeat the Invaders | 1500
| Killed all of the invaders at the main gate.
| Find the True Killer | 100
| Found the killer of the Lizardfolk teacher.
| Reclaim the Bridge | 100
| Defeated the rangers guarding the bridge.
| Save the Night Skinks | 250
| Protected the night skinks from the rogues.
| Solve the Mummy's Tomb | 250
| Read the ancient text and defeated the zombies that it created.
| Restoring Darroc's Monument | 500
| Returned Darroc's eyes to his monument.
| Bonus: Minotaur Slayer | 250
| Killed all of the minotaurs in the area.
| Bonus: Undead Hunter | 250
| Killed all of the undead units in the area. (This bonus might require that you kill a few zombies
at the crypt.)
| |
Bonus Points | Value | Description
Great Commander Bonus | 500
| Allowed fewer than 25% of your units to die.
| Against All Odds Bonus | 500
| Created less than three captains.
| Miser Bonus | 1000
| Used less than 400 gold and 400 shards.
| Meticulous Bonus | 2000
| Completed every possible quest.
| Time Bonus | 0
| Beat the mission in under 10 minutes. (You can actually score up to 1500
points here, but this bonus will never count against you.)
| Difficulty | Varies
| Easy is worth 0 points, Normal is worth 500 points, and
Hard is worth 2000 points.
| |