Did we miss anything on this map? Is there something we didn't discover? Let us know!
Description
With all three Seals of Light in hand, the Order of the Flame ascends a towering peak to engage in
the final battle to claim the Heart of Siberys once and for all.
Walkthrough
This last chapter is sort of a game involving the Heart of Siberys. Your goal is to power up the
Heart. The Umbragen's and Lizardfolk's goal is to try and stop you. To power up the Heart, you'll
need to place your Seals of Light (#2) into the three special shrines on the surface (#4). Then if
you can defend the shrines for long enough, you'll win.
The Lizardfolk will attempt to steal Seals of Light from you and destroy them at a special altar
(#5). They can steal Seals of Light if they're on the ground, or after you've placed them into a
shrine. If they succeed in destroying even one Seal of Light, then the mission will end and you
will lose.
The Umbragen, meanwhile, will attempt to drain the Heart of Siberys at special places of power in
the underworld (#8). They'll need to gather five tainted priestess together to start the ceremony,
and it will take a while for the draining to complete, and so you'll have time to send a strike
force at them and kill the priestesses. But if the Umbragen can drain the Heart, then once again
you'll lose.
In all, there are three Seals of Light, three shrines to place them in, an altar where they can
be destroyed, and three places of power where the Umbragen might try to drain the Heart of Siberys.
How can you possibly watch and protect that many places at once?
You can't, but then you don't really need to. It's very easy to foil the Lizardfolk. Just select
three units (we used two paladins and a cleric), have them pick up the Seals of Light (#2), and then
park them inside your nexus (#1) and leave them there. If you press H so that they hold their
position, then the Lizardfolk will pretty much have to destroy your entire nexus to get to them.
In particular, it'll take a long time between when the Lizardfolk army shows up and when it will
be able to reach the Seals, and well before that time arrives, you should be able to bring your
main army back to your nexus to help out.
The Umbragen can be a little more difficult to thwart, but they'll rarely try to drain the Heart, and
when they do, they'll almost always use the western place of power since that's the one closest to
their nexus (#6). Since that place of power is also the one closest to your nexus, it should be the
easiest one for you to get your troops to. The other two places of power require you to do some
exploring, and you should do that relatively early in the chapter just so you'll know the route in
case the Umbragen try to use one of them.
And so mostly what you'll need to do in this mission is what you've been doing in just about every
mission: build up your nexus, build up your army, and then destroy your enemies. The underworld
makes it very easy to build up your army in this chapter. You'll find lots of gold down there, and
a lot of the enemies (such as the minotaurs at #9) will re-spawn, making it easy enough to gain
experience as well.
Once you've gotten your army built up, you should head straight for the Umbragen nexus (#6). The
Umbragen and Lizardfolk don't seem to cheat in this chapter, and as long as you fight them efficiently,
they won't gain a lot of experience, and they won't create hundreds of troops. So once you make an
attack on an enemy nexus, chances are that you'll be able to destroy it. It's important to attack
the Umbragen first, since they're the only ones who can really cause you to lose the chapter.
Once the Umbragen are gone, you should take over their nexus and continue to build up your army, and
then take the fight to the Lizardfolk (#7). Once you've removed both enemy factions from the surface,
the chapter becomes trivial. You'll just need to take the Seals of Light to the three shrines (#4)
around the Heart of Siberys (#3), and then once the Heart has charged up, you'll have beaten the
chapter and the campaign.
1 - Nexus
2 - Seals of Light
3 - Heart of Siberys
If you bring units close to the Heart of Siberys, it might randomly turn them into monkeys for a
short period of time. As of version 1.1.4, this can detach soldiers from their captains, and so
it's best to keep away from the Heart.
4 - Shrines of Siberys
5 - Lizardfolk Altar
6 - Umbragen Nexus
7 - Lizardfolk Nexus
8 - Umbragen Artifact
The Umbragen can use these artifacts to drain power from the Heart of Siberys (#3).
9 - Minotaurs
Here you'll find two minotaurs plus a minotaur lord. The trio will re-spawn from time to time, and
each time you kill it the minotaur lord will drop a
scroll of experience II. That is, this
is a good spot for gaining experience.
10 - Pyrohydra
The pyrohydra will drop a
sword of cinders when it dies.
11 - Mausoleum
You'll find the mausoleum guarded by a necromancer and a few skeleton units. The necromancer will
drop three
rings of necromancy when it dies.
The mausoleum itself will (temporarily) grant you a skeleton fighter each time one of your non-soldier
units dies.
12 - Beholders
You'll find a trio of beholders here. They won't drop anything exciting when they die.
13 - Marilith
The marilith probably won't drop anything useful when it dies, but behind it you can find a
talisman of vitality on the ground.
14 - Scorpion Folk
The scorpion folk will drop a
scorpion stinger when it dies.
Exits:
- Tunnel.
- Tunnel.
- Tunnel.
Mission Points | Value | Description
Defend the Order's City | 1000
| Defended your home nexus.
| Place the Three Seals of Light | 1000
| Placed the Seals of Light into the three surface shrines.
| Protect the Seals of Light | 1000
| Prevented the Seals of Light from being stolen and destroyed.
| Prevent the Umbragen from Siphoning the Heart of Siberys | 1000
| Prevented the Umbragen from draining the power of the Heart of Siberys.
| Slaughter the Umbragen and Lizardfolk | 1000
| Destroyed the nexus and units of the Umbragen and Lizardfolk.
| |
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 11 captains.
| Miser Bonus | 1000
| Used less than 1500 gold and 1500 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.
| |