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Description
In search of the third and final Seal of Light, the Order of the Flame ventures into the arid
wastelands, where a new ruthless enemy awaits.
New Units
Walkthrough
You'll start out in the southwestern corner of the map, next to an unclaimed nexus (#1) and a few
small dragonshard fields. While you're waiting for the nexus to build up, harvest the dragonshards
and then explore the immediate surroundings. You'll discover a scorpion folk to the north (#2),
which you should leave alone since it'll distract the Umbragen units (for a while) as they venture
away from their nexus in the northwestern corner (#3), and, when you move to the east, you'll once
again meet up with the elderly wizard (#4). The wizard will tell you how you can resurrect the
dead phoenix next to him. Once you've done that (which will require you to explore the underworld),
the phoenix will join your cause, and you'll be able to recruit phoenixes from your keep.
The most difficult thing to do in this chapter is to destroy the Umbragen nexus. From what we can
tell, the Umbragen cheat, and so they won't have any trouble building up an army (including a
juggernaut and a champion) or repairing any damage that you do to their nexus. Fortunately,
attacking the Umbragen nexus is optional, but if you decide to do it -- for the green thri-kreen
(#5) if for no other reason -- then the best strategy is to only attack the nexus briefly, and
then to draw the Umbragen defenders back to your nexus, where your towers can help you defeat
them. Then when you return to the enemy nexus, you'll be able to attack it in relative peace.
You might need to attack and retreat a few times if you're interested in conserving your forces.
Having a phoenix with you for the attack is also a good idea.
The required part of the chapter is pretty straightforward. You'll just need to enter the underworld
at Exit B, make your way through the underworld to Exit C, fight some Lizardfolk (including the
champion Wowen) at the plateau around Exit A, and then re-enter the underworld at Exit D and fight
some mindflayers. Since none of the required enemies belong to an active faction, no troop that
you kill will be replaced, and so even if you can't kill them all in one sweep, you should
eventually be able to wear them down. Once you've defeated the mindlfayers and approached the
final Seal of Light (#19), the chapter will end.
1 - Nexus
2 - Scorpion Folk
This scorpion folk will do a nice job of blocking the Umbragen as they venture south from their
nexus (#3). However, eventually the Umbragen will kill it, so you might want to keep an eye on
it and step in if the Umbragen wound it enough.
3 - Umbragen Nexus
4 - Elderly Wizard and Phoenix
When you talk to the elderly wizard, he'll describe how you can resurrect the fallen phoenix. What
you'll need to do is explore the underworld and find the
torch of honor, the
torch of justice, and the
torch of righteousness (all at #15). Once you've done that, using the torches on the
phoenix will wake it up, and then it'll join your side. You'll also then be able to recruit more
phoenixes from your keep, should you get the first one killed.
5 - Green Thri-kreen
The green thri-kreen are the enemies of the red thri-kreen (#12). If you've helped the red thri-kreen,
then the green thri-kreen will attack you on sight, and vice versa. So you'll have to pick which
thri-kreen you'd like to help.
The green thri-kreen will ask you to destroy the Umbragen nexus (#3) and kill the Umbragen champion
Satros. If you can do that, then the green thri-kreen will give you an artifact.
6 - Expansion Well
7 - Battle
You'll find the Lizardfolk and Umbragen engaged in a battle here. Since the two factions will be
distracted by each other, you might be able to charge in, pick up a lot of experience, and not take
too much in the way of losses.
8 - Tortured Spirit
The spirit will tell you how it was unjustly accused of a crime, and how a jailmaster now torments
its soul for all eternity. You'll find the jailmaster just to the west. If you can kill the
jailmaster, then the tortured spirit will tell you the code phrase "sentinel" that will open a
storeroom to the east (#10).
9 - Scorpion Folk
The scorpion folk will drop a
scorpion stinger when it dies. On the ground next to it, you can pick up the
right half of warden's key. Once you've acquired both halves (the left half is at #13),
you'll be able to use the complete key to open up the treasury to the north (#14).
10 - Storeroom
You'll be allowed to enter this storeroom after helping the tortured spirit to the west (#8). Inside,
you'll find a
ring of the elements, a
masterwork breastplate, and some gold.
11 - Alchemy Lab
If you read the plaque next to the lab, you'll receive some lore information about the lab, including
the only three formulas that work with it. If you number the levers from left to right, then pulling
the levers "112" will create a
potion of rage, pulling the levers "132" will create a
potion of cure moderate wounds, and pulling the levers "223" will create a potion of
alchemist's fire.
Note: As of version 1.1.4, the lab is slightly broken, and the first time you pull a lever, the lab
will create a fizzled potion. That means it's currently impossible to receive the "meticulous
alchemist" bonus at the end of the chapter.
12 - Red Thri-Kreen
The red thri-kreen are the enemies of the green thri-kreen (#5). If you've helped the green
thri-kreen, then the red thri-kreen will attack you on sight, and vice versa. So you'll have
to pick which thri-kreen you'd like to help.
The red thri-kreen will ask you to kill the beholder lord to the northeast (#13). If you do
that and return the
thri-kreen gold that it drops, then you'll gain 500 gold.
13 - Beholder Lord
When the beholder lord dies, it will drop some
thri-kreen gold and a
beholder's eye. Also, on the ground next to the beholder, you can pick up the
left half of warden's key. Once you've acquired both halves of the key (the right half
is at #9), you can use the complete key to open up the treasury to the north (#14).
14 - Treasury
You'll need the
left half of warden's key (#13) and the
right half of the warden's key (#9) to open the door to the treasury. Inside, you'll find
a
masterwork breastplate, a
masterwork sword, a
qabalrin priest robe, and some gold.
15 - Torches
In these three places, you'll find the
torch of honor, the
torch of justice, and the
torch of righteousness. You can use the torches to awaken the phoenix on the surface (#4).
16 - Graveyard
The two entrances to the graveyard will start out blocked by forcefields, but to the south of the
graveyard you'll find a plaque and a gong. If you read the plaque, you'll learn that the graveyard
is the final resting place of Taen'cradus the Ruthless, former captain of the elite guard and elder
tribunal of the Qabalrin. If you hit the gong, you'll wake Taen'cradus up, and he'll attack you.
For all that buildup, Taen'cradus shouldn't be all that difficult to kill, and when he dies he'll
drop a
helm of willpower and
Taen'cradus's breastplate.
17 - Elder Brain
When you kill the elder brain, it will drop an
elder brain fragment.
18 - Door
This door appears to be linked to the mindflayers outside of it. That is, you'll need to kill the
mindflayers to go through.
19 - Seal of Light
Exits:
- Teleporter circles. You should know the drill by now. You won't be able to use the teleporter
circles until you've defeated the bloodroot attacking the eastern instance. And to get to the
bloodroot, you'll need to deal with a large group of Lizardfolk, including the champion Wowen.
- Tunnel.
- Tunnel.
- Tunnel.
Mission Points | Value | Description
Gain Access to the Warden's Treasury | 1000
| Opened the warden's treasury.
| Resurrect the Fallen Phoenix | 1000
| Located the torches of honor, justice and righteousness, and used them to resurrect the phoenix.
| Bonus: Perceptive Assassin | 500
| Killed the mindflayer illusionist without killing any of his illusory forms.
| Destroy the Elder Brain | 500
| Destroyed the elder brain.
| Claim the Third Seal of Light | 2000
| Reached the third Seal of Light.
| Defeat Taen'cradus | 500
| Defeated Taen'cradus.
| Save the Tortured Spirit | 500
| Rescued the tortured spirit from the jailmaster.
| Bonus: Horde Robber | 500
| Acquired both halves of the warden's key without defeating their guardians.
| Bonus: Meticulous Alchemist | 250
| Created as many potions as possible from the alchemy lab. (As of version 1.1.4, the alchemy
lab is slightly broken, and it isn't possible to earn this bonus.)
| Aid the Redbloods -or- Aid the Greenbloods | 500
| Defeated Satros and the Umbragen nexus for the red thri-kreen. -or-
Defeated the beholder lord for the green thri-kreen.
| |
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 nine captains.
| Miser Bonus | 1000
| Used less than 2000 gold and 2000 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.
| |