Cheat game dragonshard




















Latest on Dragonshard. Dragonshard Gameplay Movie 10 A sprawling city comes under siege. Dragonshard Gameplay Movie 8 Several units explore a dungeon for treasure to fund their city. Dragonshard Gameplay Movie 9 An enemy army flees after it is crushed. Dragonshard Official Trailer 2 Step into the world of Dragonshard in this amazing trailer. Dragonshard Developer Diary 6 - Multiplayer Designer Charley Price discusses the innovative new multiplayer modes, as well as the plans to support the game in the future.

Dragonshard delayed, Ghost Recon 3 renamed? Dragonshard Designer Diary 5 - The Building Nexus Dragonshard will feature an innovative building approach in real-time strategy, and designer Charley Price tells us all about it. Dragonshard Designer Diary 3 - Monsters and Rewards Designer Charley Price discusses some of the terrifying monsters and opponents you'll battle in this next-generation real-time strategy game. Alchemist Apprentice: Simply find and use all four unidentified liquis in the lab to create a random potion.

It is rather easy to find the potions and they are described above, yet sometimes I tend to forget to actually get the potions in the lab later since it requires some backtracking and the last one is found near the end of the chapter.

Ghost Buster: In the mural room you will be attacked by guardians who will summon warriors. If you let the all summoned and kill them before the guardians you should receive this bonus objective. Kill the guardian before it stops summoning all its warriors and you fail the bonus. Starting in the northwest, with an explanation of the nexus. I suggest you build some artificers, titans, clerics, barbarians or paladins, depending on your hero choice, then upgrade all of them.

Only go with a few powerful units rather than many crappy ones. A rogue does not hurt since the underworld has plenty of chests to plunder. Resources are kind of low for now so try not to get your low-level units killed. Also build some walls here for protection later. Once you have some kind of small troops together, make your way south. Soon you will come across an archeologist. He wants you to go and kill the madusa.

Explore the southern area before checking out the east past leading away from the nexus. There is another quest regarding the draw bridge but it requires you come from the south side. Train more units total 10 would be nice and upgrade them before heading into the underworld tunnel further east.

Before you go in you should check out the temple nearby, reading the tome gains a couple of units. Down here you will find a beholder all the way to the southeast.

Kill him, and do not try and kill Lord Ratak'h since he is charmed by the beholder. If any of your units get charmed try making sure that your units do not fight back the charmed unit automatically as you only want to slay the beholder. Once the beholder is dead, and you kept Lord Ratak'h alive, he will tell you about his treasure. Keep him around for now, we will get there soon.

From the center of the underworld, take the upper path leading west and find a Cloak of Invisibility at the end of the north path. There is also a spirit nearby who will give you an item if you can open the treasury to the northwest.

This can be done if brought Lord Ratak'h along. Of course taking any of his treasure makes him mad, but killing him is easy as well. From the center of the underworld, take the lower path leading west and find the assistant in stone form. Use the potion of stone to flesh nearby and he can be freed. He will run through the underworld and back to the archeologist but you can usually let him go by himself.

For your troops you want to head north from this position and enter the medusa's layer. Kill the medusa and cobras, pick up the head and exit out of the underworld nearby. Quickly walk east, there is a small place of interest call the oratory.

Using a cleric for heal the humand here, or an artificer to heal the soldier, and a paladin to smite the devil will gain control over it. There does not seem to be much use for it though. You can also find dragonshards here.

Quickly move north and open the drawbridge. This will trigger an assault from the lizardfolk. Run back to your nexus which I hope has some towers, then keep your units around the nexus for best defence. Keep your army up, or replace units if required. The rest of the attacks in this level are a lot easier to handle, so you can move your army out and across the bridge again. First finish of the architect quests by giving him the medusa head, and talking the assistant if he survived.

Your next goal is the lizardfolk east of the oratory. Make your top priorty defeaing the fighters nearby the cage containing Lady Marryn. Once you have freed her she will fight on your side and the rest of the chapter is a piece of cake.

You can skip the nexus in the southeast corner but it is worth destroying the lizardfolk entirely, but nevertheless you want to take the path at the south side leading west and eventually reach the Seal of Light. Silver Flame Temple Read the book at the silver flame temple. Slay the Medusa Killed the medusa. The Archeologist Delivered the medusa's head to the archeologist. Escort the Archeologist Assistant Helped the assistant make it back to his master.

Idol of Binding Acquired the idol of binding. Destroy Lizardfolk Outpost Destroyed the Lizardfolk outpost. Bonus: Honorable Combatant Did not use the idol of blinding on the medusa, or the medusa's head on Blackclaw. Bonus: Holy Crusader Defeated all of the Lizardfolk units and structures in the area. Lower the Drawbridge Lowered the drawbridge. Silver Flame Oratory Activated the silver flame oratory.

Against All Odds Bonus Created less than nine captains. You should be doing that anyway Holy Crusader: Slaughter the entire map, not hard. Upon entering the swamplands, they discover a ruined outpost, all that remains from the Order's previous attempt to claim the Heart. Now, Lady Marryn's forces must succeed where their predecessors have failed. You want to start that now and also defend against the attacks from the west and north side. The troops you have at the moment are good enough but yours wall defends are better so fix it up to the required level of the objective and note that there is a bonus objective of not fully fixing it.

When your walls are decent you can attack the lizardfolk camp in the west. This is a little easier than trying to destroy the skinks to the north.

When the two camps are destroyed there is only a champion Redfang patrolling to worry about. Use your champion to finish the side-missions or just go directly to the enemy nexus. They want to know why their deathless guardians are so quiet. They will give you a rune that is used in the underworld later which you access just west of here. When you get there you have to destroy some Umbragen and get control of the shrine to produce deathless guardians.

With the deathless guardians you can spot the enemies at the nearby fountain and finally gain access to it. Same goes for having an upgraded tower. When you return to the dwarven mages you get a potion of clarity III as well as those weaklings joining your party just make them harvest dragonshards. There is also a follow-up quest Back at the top then destroy it but wait a minute there is a river with piranhas blocking your way which is not the path you want to take!

Instead go west underground and come up from the western side. As you are out from the west side you can destroy the root blocking the teleporter which will make traveling back to your nexus faster!

Note there are traps and not getting harmed is a bonus objective. Aside from gold you can find a lectern containing a book about the Blood Queen. Reading it yields experience. Use fire to destroy it and they will join your cause when you talk to them in the underworld which is just nearby with this new passage. But wait As you do that you will find 3 special drops: a scroll, two bonecrafted pauldrons.

They will be used at the wizards' tower later. You can also go to the waterfall just to the south and find 2 potions of cure light wounds now. Kill them until they have dropped five fire toad tongues for trading with the wizards later. Their tower is in the far northwest of the overworld. Bring some ranged units and use the scroll of stone to flesh -- mass you found at the graveyard to soften the nearby sorcerers.

A fight will break out between the sorcerers and the pteranodon riders. Help the sorcerers to kill the riders. The sorcerers love you so much they want to join your cause which means you can train more sorcerers too. The elder wizard shows up and you can finally do some trading as hinted earlier: - 5 fire toad tongues exchanges to a sword of cinders - 2 bonecrafted pauldrons exchanges to a scroll of create undead a scroll of monster summoning - 4 duergar bracers exchange to a girdle of dwarven might Remember that you have to collect this in their own miniquests before you can do the trade.

Now that the sidequests are out of the way or ignored you should tackle the Lizardfolk nexus in the northwest. It is not very difficult and there is no special strategy required. After it is gone you can pass through the passage in the northwest. And thus start the trials: First a fight against a few skeleton archers. Ther are traps here so a rogue is useful to disable them. If you go back a bit and take the northern route you can find a lever that drops columns down onto the archers.

Neat huh. Second you just battle some vampires and zombies. Undead mayhem ensues! Finally you need to battle Cryohydra, a big, massive, beast. The worst it can do though, is freeze your units. If you have even a decent attack squad you will easily defeat it. Lady Marryn is almost able to do it by herself but don't try ; After the fight you get a champion's artifact which you can infuse with the champion's weapon and gain a frost attack.

This will lead to the gate opening and the passage to the Seal of Light is clear. Approach the seal to end the chapter.

Cleanse the Ancient Graveyard Destroyed the night skinks and the burial grounds. Plight of the Ancients Helped the dwarven mages. Free the Duergar Freed the duergar. Free the Petrified Sorcerers Turned the petrified sorcerer from stone to flesh. Collect Reagents for the Elderly Collected fire tongues, Wizard.

Destroy the Lizard Citadel Destroyed the enemy nexus. Bonus: Duergar Backstabber Freed the duergar but then allowed them to die. Bonus: Adament Defender Defeated all of the Lizardfolk assaults before repairing the walls of your nexus. Bonus: Bane of the Blood Queen Collected all of the gold at the Blood Queen's shrine but didn't get hurt by any of the traps.

However, they will drop duergar bracers which you can give to the wizards and they give you a girdle of dwarven might which is pretty good. Bane of the Blood Queen: As it says, collect all the gold but ensure your rogue spots all the traps and the units do not release any. Claim is and start harvesting dragonshards and build up the nexus.

Do not venture north as the scorpions are a good shield against the Umbragens which are at the very northwest corner of the overworld. Send a unit north anyway just to uncover the map of the scorpion camp so you can track if the Umbragens have destroyed the camp. This would mean you need to pay closer attention to your defense at the nexus. The best would be to finish the mission without getting attacked too much at your nexus and have the rest of your troops approach the Seal of Light which still involves some fighting of course.

Nevertheless there are missions that involve the Umbragen nexus so you might want to do that. For now we focus on the other missions.

Instead go east to find the elder wizard and a mission to resurrect the phoenix "sleeping" next to him. Doing so will enable you to recruit a new phoenixes if the first should croak. Resurrecting the phoenix requires three torches from the underworld. While down there you can do many other things so if you are not interested skip ahead a bit. The only way below is north of your nexus. As you arrive you will spot a spirit just to the east who requires the jailer to be slain.

We do that kind of slaying all the time so kill the jailer further west. The spirit will then give you the password for the storeroom slightly east of where you came down from above. Inside is gold, a ring of the elements and a masterwork breastplate. South of the spirit is a scorpion folk. Defeating it drops a scorpion stinger and you can find the right half of warden's key.

More on that soon. At the south side is the alchemy lab which involves a bonus objective. If you have updated the game beyond v1. For those with vanilla and below v1. Pull the levers , and to create the different potions and later get the bonus points. Redbloods vs Greenbloods Thri-kreen. The red guys are near the alchemy lab. The green guys are in the center of the overworld where I told you not to go.

You can only side with one of them and they will become hostile if you have sided with the opposite gang. The red "only" want you to defeat the beholder lord whereas the green want you to destroy the Umbragen nexus as well as Satros their champion. Going with the green gives you a better reward: an artifact.

The reds only give you gold after you return the Thri-kreen gold the beholder lord dropped. The beholder lord is near the center of the underground.

Honestly you can ignore both if you are not interested in fighting more than necessary but the reds are obviously much easier to please. Killing the beholder lord is beneficiary also for finding the left half of warden's key or run to the key and retreat. With both of the key halves in possession you can gain access to the treasury soon. Nearby you should also find the first torch. Continue east but do not go up the tunnel and instead go north.

You will soon find the treasury which can be opened with your new key. Find a masterwork breastplate, a masterwork sword, a qabalrin priest robe and as usually some gold.

There is also a torch outside the treasury. Before you can reach the third torch you reach a graveyard. It is the resting place of Taen'cradus the Ruthless.

Hit the gong on the south side and Taen'cradus will attack you. After he is dead This is a pretty good piece of armor. Continue northwest from the graveyard to find the third torch to complete your honorable, justified and righteous collection. Now that you have all the torches: bring them back to the elder wizard for your pet phoenix. This guy will help a lot in defeating your enemies.

So if you are still into taking on the Umbragen, by now they probably killed the scorpion folk shielding your nexus. There is an expansion well at the northeast corner of the map if you want to move there. West of it is a big battle between Umbragen and Lizardfolk. As they are busy bashing each other you can join in the fray and probably take out all.

Regroup before you take on the nexus though. Lure the Umbragen to your nexus and have the towers lower their health easier than your ground troops could ever do. With the phoenix in your attack force it will be easier to take out the nexus. Anyhow, the chapter is more about the underworld so take your attack force to there and leave from the western tunnel. Up on this plateau you have to fight Lizardfolk including Woven.

As they do not have a nexus you can try to take them on one at a time and come back later if you lost units or are low on health.

They will eventually perish all. Destroy the root blocking the teleport to your nexus if you desire and then take the nearby tunnel back into the underworld. Optionally go west to defeat an elder brain for it's elder brain fragment. The rest of the path has a mindflayer guarding a door. Defeat it and you can reach the Seal of Light. Treasury Resurrect the Fallen Phoenix Located the torches of honor, justice and righteousness, and used them to resurrect the phoenix.

Bonus: Perceptive Assassin Killed the mindflayer illusionist without killing any of his illusory forms.

Destroy the Elder Brain Destroyed the elder brain. Defeat Taen'cradus Defeated Taen'cradus. Save the Tortured Spirit Rescued the tortured spirit from the jailmaster. Bonus: Horde Robber Acquired both halves of the warden's key without defeating their guardians. Bonus: Meticulous Alchemist Created as many potions as possible from the alchemy lab.

Aid the Redbloods Defeated Satros and the Umbragen nexus for the red thri-kreen. Hord Robber: You can just run to the beholder lord and scorpion folk and just grab the key halves. Not very hard but also kind of cowardly. Meticulous Alchemist: As noted in the guide there are three potions you can produce but if you have patched the game to v1.

This chapter again gives you the choice to destroy the Umbragen nexus or leave it alone. The Umbragen will constantly attack you so you either have a proper defense set up or you just build up an army, go to their nexus, lure the enemies back to your base to slay them easily, then take out their nexus in the northeast.

Before you do that I suggest at least a few side-quest to buid up your units. Take a good amount of units east and defeat the 3 ettins and frost giant. Continue east and defeat a bunch of Lizardfolk. Go into the underground and north to find a Wretched Chamber. Control this place for faster attacks. Now that is done you are in a better position. You can also kill the frost beast at the western edge of the map further north. It drops an amulet of energy. Either destroy the nexus or continue ignoring it.

Enter the tunnel at the mid-west side and talk to the guys here. They want you to kill the devil Before we head north go to the lab in the south and fight the golem that makes an artificer show up. He also wants the devil killed so maybe we want to go do that! On the way north you come across a mausoleum.

You need to kill the grave keeper for a horn of devil calling. This is really useful in the fight against the devil coming up further northwest. Use the horn to paralyze the devil and have an easier fight. The devil drops a sword of vampirism and that aforementioned simitar. After slaying the devil, take the scimitar back to the guys at the tunnel entrance and they will give you a devil fang necklace champion's artifact.

Controlling the mausoleum by the way creates skeleton fighter when one of your units dies not the soldiers. Also bring back the horn of devil calling to the artificer. Go west from the lab to find and attack the champion Orobus.

He will flee via the teleporter. Follow him or get more units if necessary and you have to fight Umbragen and a marilith. Continue north and go west when you can to find the generator blocking the forcefield at the surface. Destroy it. Go back to the main path and find Orobus along with an umbrascarred beholder.

Defeating Orobus for a second time will give you the third seal of light. Once you have this you can finish the chapter. There is a sidequest here by taking the eastern path trapped! I do not really recommend this unless you want to do. There are no bonus points and the loot is random. Return to the surface and go to the compound in the north. Attack the cannon and the chapter ends.

Return the Cursed Scimitar Returned the cursed scimitar to the efreeti. Slay the Horned Devil Killed the horned devil.

Destroy the Umbragen Generator Destroyed the Umbragen generator. Return the Horn of Devil Calling Returned the horn of devil calling to the deathless artificer. You have to power up the Heart of Siberys and the others will prevent you from doing so. The shrines to place the seals that you found south of the nexus are near the southern part of the heart below the ridge.

That is unfortunately also close to the opponents' nexus. Should they succeed in destroying even one the game is over. There are three places they will go but they usually just go to the western one. To drain the heart they first need to father 5 tainted priestesses together and start a ceremony, and then even this will take a while to drain the heart so I think you understand this takes a while andcan be thwarted.

Should they succeed in draining the heart the game is over. Because the shrines are so close the their nexus we need to destroy them.

At the start when you build up an army you need to them run around and foil the others' plan but just take three units like paladins and pick up the seals, go back into the nexus and wait there until you are ready.

They are safe in there and keep building units as usual. This means you do not risk the Lizardfolk stealing the seals and you can worry about them a bit less. As for the Umbragen, the entrance to the underworld at the west side is where you would usually find the collection of priestesses.

It is just a bit south of the entrance. If you continue further south you will come across a small group of minotaurs who drop a scroll of experience II. As they respawn slowly you might want to seek them out for easy experience. Further south is a pyrohydra which drops a sword of cinders. Otherwise the western part of the underground is only for the Umbragen Artifact.

When you have enough units collected you also want to explore the eastern underworld. This is in case the Umbragen happen to use the artifacts in this area.

The entrance is at the east side near the Lizardfolk shrine. Careful as you come across beholders and a marilith down here but otherwise there are just the artifacts. When you are done here take your units back to the nexus. Just out of curiousity the southern underworld has a mausoleum guarded by a necromancer and skeletons. The necromancer drops 3 rings of necromancy and you gain skeleton fighters when your non-soldiers die in battle.

I persoally do not recommend going down this area. Build up your army, lure the Umbragen back to your base to slay them easier, then destroy their nexus. Now that the Umbragen are defeated you can take over their nexus location, build up your army again and then attack the Lizardfolk further east. You can then take the seals to the shrines and charge up without any interruption. Slaughter the Umbragen and Destroyed the nexus and units of Lizardfolk the Umbragen and Lizardfolk.

Against All Odds Bonus Created less than 11 captains. Don't worry and start going west and north the gate here is permanently locked. First you come across a couple of fighters argueing. To defuse the situation you must break open a nearby container to find a rogue.

The fighters will then join your cause. West of this location are some poison archers warning you about the rangers ahead before also joining your group. Defeat them and you get an expansion well. You should have enough units throughout the mission not to need their. As you continue exploring to the east you will find the drawbridge raised and you cannot progress.

Of course the way to continue is via the underworld. Down here the first thing you will see are night skins fighting rogues. Survivors join your group. If you have ea night skin alive or picked Blackclaw as your champion you can go east from here and find an ancient text to read.

This reveals zombies that attack so this is obviously optional. From where you found the night skins go south to a fork. Optionally take the south route to a necromancer and it's undead entourage. This actually has no real purpose to the mission but note that you can destroy the writing in the room to reveal a potion of clarity III as well as cure severe wounds.

That might come in handy. From the fork take the east path to find a couple of shamans. They join and you have a small mission to find rogues that stole Darroc's eyes. One is north of here by stepping on the pressure plate in front of the crypt.

Kill the zombie that killed the rogue to find the eye. The zombie will reappear if you step on the pressure plate again and again if you want more items or experience. The other rogue is south from the shamans following the path west a bit and the south once again. Kill him to get the second eye. The shrine will become a place of power and enables your units to stun enemies.

Another place of interest in the underworld is a treasure room at the southeast side. It is trapped so you need Silverblade to travers unharmed but any other champion will just take little damange and get benefits from the artifacts.

If you want some gold you can unlock the chest with a scroll of knock found nearby. Finally if you traverse all the way southwest you find a monument and some minotaurs. The minotaur lord drops a minotaur horn and the monument helps units fight better when low on health. Time to head back to the overworld. Take the exit at the west of the shaman's spot. Outside you can optionally go north and defeat three minotaurs. Head south to find some undead skins if you still have a night skin in your team.

This should have a big enough group to wipe out the Order of the Flame units further south. Find the True Killer Found the killer of the Lizardfolk teacher. Reclaim the Bridge Defeated the rangers guarding the bridge. Save the Night Skinks Protected the night skinks from the rogues. Solve the Mummy's Tomb Read the ancient text and defeated the zombies that it created.

Restoring Darroc's Monument Returned Darroc's eyes to his monument. Bonus: Minotaur Slayer Killed all of the minotaurs in the area.

Bonus: Undead Hunter Killed all of the undead units in the area. This is miles out of the way of anything else so you won't stumble across them without knowing they are down here. The second group are in the overworld if you go north from the eastern exit coming out of the underworld. Undead Hunter: This includes all undead and zombies.

The walkthrough above goes by all the optional parts so you should have killed all by the end of the mission. As open war ensues, Wowen and his scaled companions make a startling discovery. This nexus is easy to defend so build upgraded walls and leave a few units around to make sure it is safe. Around your nexus you will find a total of four troglodyte surveyors. Those are a good start to an army. Excellent but then you need more units to control it out there thus maybe you can leave it for later when you have enough units to spare.

Aside from destroying the enemy nexus in the overworld there is a choice of ally: Duergar or Ettin. Duergar: these guys are in a mine west of your nexus. The leader asks you to find an exploring party in the underworld. If you go down into the underworld you will find it just north of the entrance after defeating an arctic minotaur.

Bring it back to the leader and he proposes a fight against the Ettin next to your nexus. Whatever units survive this battle join you. Ettin: they have a small village in the north of the map. Before you arrive there you come across a couple of Ettins who want help fighting the Order of the Flame.

If you win this fight they will ask for support against the Duergar next to your nexus. Obviously you can only ally with one and after this is all done you should finish in the underworld. It is mainly just defeating the umber hulk in the northwest who drops an Umber Hulk Ichor. West of this is a Qabalrin Relic but I do not recommend this place of power because it only reduces nearby unit's physical damage and there is not real need to lurk around down here.

At the northeast you can find Val'nath the Necromancer. After defeating both big enemies you can move all units back to your nexus and prepare for the big battle against the Order of the Flame.

Their nexus is the opposite side of the map. You can use the Ettin base as a place to stopover if you sided with them in this mission. Also do make sure you control the center lizard war totem to give you a huge advantage in the battle ahead. After you take down the enemy nexus you suddenly get attacked by Umbragen and you get a new mission objective.

Take your units northeast from the destroyed nexus and destroy the bridge here. Make sure you destroy both parts of the bridge to end the chapter. Destroy the Bridge to Stop the Dark Destroyed the bridge. Beings Find the Lost Duergar Found the duergar journal and returned it to the duergar. Help the Ettins Defended the ettin village against the Order of the Flame. Defeat the Necromancer Killed Val'nath the necromancer. Bonus: Pack Rat Picked up all of the artifacts in the underworld. Bonus: Explorer Explored all of the regions of the map.

Explorer: This is not very hard but note that there is a large section in the underworld at the southwest you can explore. Because the only entrance of the underworld is near your nexus it is very safe to explore in this chapter. In the vanilla version of the game you can help the duergar to find the explorers and then not side with them and get this bonus.

There is lots to do on this map. The main goal is of course to destroy their nexus because it will open up the last exit to the underworld.

In fact you do not actually have to destroy it but you must control all dragon statues on the map to unlock the Tomb of Darroc and one is just next to the Umbragen nexus. Note on the Draconic Spirit in the chapter. This event depends on your chosen champion.

As Silverblade you just receive an artifact east in the underworld as part of a small subquest, all the other champions can encounter the spirit at either the west area of the underworld, at the northeast Ubragen expansion well or in the southeast corner of the map. You will get a small "random" quest like killing a few foes and then receive a champion-exclusive artifact. Your first goal would be to destroy the expansion well at the east side.

On the way east you meet a troglodyte hurler who asks you to rescue the spitting turtles further north right in the center of the map. Note that the nearby teleporter does not work yet. Before you go rescue the turtles you better destroy the expansion well as it is part of the quest.

Then go the turtles and rescue them. They will of course join your cause and you can start to build turtle dens at the nexus. Ignore the path into the underground next to where the turtles were held captive for now. Instead take your refreshed troops to the north of the nexus. On the way is another path to the underworld. For objective's sake ignore it for a minute and continue north. This will lead you to the first hive. The hive cannot fully be destroyed from the overworld and note that there is a bonus objective for not killing the hive up here so you can run past it instead.

Continue north to find the Pteranodon Riders. He will give you the mission to destroy the hives from the roots, i. This means taking the path down we just ignored. Inside you can find 4 hives. Destroy all and take control of the dragon statue while you are here or do it when you have destroyed the Umbragen completely. Having destroyed all hives, return to the Pteranodon Riders and get your reward: they join you and you can build pteranodon roosts at the nexus.

The riders are useful to destroy the Umbragen but most of the fighting action will be underground so keep them at a minimum.

Take the few riders and destroy the bloodroot that blocks the teleport circle at the Umbragen side. That means you can then teleport your main force into their base and destroy it. If your riders get killed in the assault then you are batter off replacing them with ground units and in fact you might just want to suicide them for it because after the Umbragen base is gone you do not need any air units.

With the enemies in the overworld gone you can control the 3 dragon statues. One was where the hives got destoyed and the other where the Umbragen bases stood. As you control all three the tomb in the underworld will open in the center of the map. There is one more sidequest and if you play as Silverblade you want to do this for sure. Take the path down near the top Umbragen base ex-base hehe and kill the gelatinous cube.

Pick up the goo it drops along some other cool stuff. Enter the final path down in the center and nearby is a room with a tortured monk. Use the goo on the monk and get some monk blood instead. Use the blood on the nearby locked chest this is all described in the doctrines here. Silverblade gets his artifact and the rest get a ring of fireball. Either way you need to go through the rest of the tomb and battle the beholders. The beholders come with shamans.

Defeat only the beholder and the shamans join your side instead. Prepare yourself for the toughest battle ahead: 3 beholders and the beholder lord. You can try to battle them one by one if you lure them away from the others. The AI is rather stupid. All done you can reach Darroc at the end and the chapter comes to a close. Free the Spitting Turtles 0 Freed the spitting turtles. The Obsidian Monk's Chest Opened the obsidian monk's chest.

Investigate the Keeper Hives Found the source of the keeper hives. Sacrifice Your Kin Sacrificed four members of your army draconic challenge. Destroy the Lizardfolk Traitors Chose to defeat the Lizardfolk traitors who joined the rebellion draconic challenge. Quell the Lizardfolk Uprising Chose to defeat the Lizardfolk traitors who started the rebellion draconic challenge. Destroy the Giant Dire Wasps Chose to destroy the giant dire wasps in the area draconic challenge. Gather the Giant Dire Wasps Chose to bond with the giant dire wasps in the area draconic challenge.

Bonus: Gentle Brother Didn't kill any allies while they were charmed by beholders. Bonus: People Person Defeated the hive keepers before destroying any of the hives. Eye Tyrant Invasion Defeated the beholders in Darroc's tomb. Can be done easily and is useful for the fights ahead as well. People Person: Kill the keepers in the underground and do not harm the hives up in the overworld.

As pointed out in the guide you just want to run past them if you find one but they are easy to Also note that the Meticulous Bonus is impossible after updating the game because you do not get ALL the draconic challenges. Rather silly. To their horror, they find that their new enemies are already threatening the sacred grove of these great beasts. Darroc is a fighter champion. You are on a time limit here. Every five minutes a felldrake will die. You can save all of them but I will leave that strategy to the bonus objective further on.

For the non-hectic approach to the chapter just ensure that you save at least one drake or you fail. The more drakes you save the better as they help a lot to defeat the enemies. Build up your nexus a little and either take Woven or a shaman to the west of your nexus.

Read the plaque here and you will have spell resistance up. That makes the next fights easier already. Now for stopping the ceremony take your champions and strong units and make your way to the western exit to the underworld. Below it is only a few steps north to the ceremony. Defeat the blood queen that appears, kill the other units and then bring back the drakes to your base.

Usually you should try to only lose 1 drake at the most. If you cannot do it in this time limit I have to say you are wasting time building units and instead you want to have those drakes. Now what this is out of the way you can relax and build up your nexus. The other two factions also fight each other so you do not have to defend on all sides with masses of units.

To end the chapter you want to destroy the Order of the Flame nexus at the west side and the Umbragen at the north. In the meantime you can do some sidequests which mainly take part in the underworld. The best entrance is just nearby your nexus.

West of this entrance in the underground you will find a restless spirit. It gives you the quest to release spirits, i.

As soon as the quest starts you will be attacked by one coming from the south so be ready. The other two are just beside the entrance you came in as well as further north.

After you have defeated all three you get some scrolls. You can pick two of the four it drops. As you approached the third golem you also came across the spirit of greathawk. Your quest is to kill the maralith further north which also drops sword of cinders and give you a nature totem.

This can be used at the nature shrine just north of your nexus and in return get spirit of nature creature s and have the ability to build the Verdant Cairn. Might come in handy. There are two more spots of interest in the underworld and both very much skipable.

The treasure room at the east side of the southern entrance contains a cloak of invisibility. You have to use Darroc's dragon leap to get it. As it is super easy to do and you also get some gold you might as well go ahead, right? The last thing to do in the underworld would be to kill Drider at the northeast but there is nothing to gain really. Perhaps there was supposed to be a quest involved and later forgotten.

When all is done you can attack the enemy nexus. Use the drakes to utterly annihilate those bases. You have enough ground units by now even if you did not go for any sidequests below that you can do this with ease. If you do not have enough drakes you want to have a close look and make sure they attack in sequence. Restore the Nature Shrine Used the nature totem to restore the nature shrine.

Save the War Felldrakes Saved at least one war felldrake. Cleanse the Sacred Grove Defeated all enemies in the region. Restless Spirit Defeated the iron golems in the underworld. Bonus: Felldrake Keeper Saved all of the war felldrakes. Bonus: Brief Revival Killed the blood queen within one minute of her resurrection.

As soon as the mission starts take Woven if you did not select Woven then start again Then click the corrupt tree on the map and toggle to the underworld view.

Tell your champions to move to that location. They should run through everything and get there almost unharmed, ready to take on all the enemies and even on the higher diffiulty still succeed.

The best strategy is using Darroc's dragon leap attack to wipe out the blood queen.



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