War for the Overworld

War for the Overworld

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The Age of Rhaskos - Level 8
   
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Legacy Maps: 1 Player Maps
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26 Dec, 2017 @ 6:36pm
5 Jan, 2018 @ 3:14pm
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The Age of Rhaskos - Level 8

In 1 collection by Korvek
Webbernever1's Hard Campaign - The Age of Rhaskos
11 items
Description
Level 8 - The Wave of Rhaskos (Mandalf the Maroon)

That was most impressive indeed Rhaskos, for Korvek, Draven, and Oberon have all been banished from this realm. These underlords shall have no choice other than to fight over Ellfador, the last remaining realm to which they have access. Yet, content yourself with the present Rhaskos, for Mandalf the Maroon, the head Empire wizard, has taken the opportunity to begin casting a powerful ritual to summon forth a powerful monster known as the democorn. Mandalf must be stopped for if this creature is summoned, our quest shall almost certainly be brought to a premature end. Yet, the way to him is blocked for the Empire wizard has elected to cast a powerful spell, sealing the entrance to his fortress. The only way to reach Mandalf is to first slay his three trusty knights; 'The Knights of Mandalf' as he calls them. Mandalf placed brimstone so as to prevent you attack these knights so necessary is it to destroy this brimstone as well.

You must be swift, however, Rhaskos. Delaying your attack could prove costly indeed. Consider using the uprising ritual to defend your dungeon, for Mandalf shall almost certainly co-ordinate some parties of heroes to attack your dungeon.

Begin now, Rhaskos, and let this event be called the 'Wave of Rhaskos', the day when the unstoppable armies of Rhaskos smash through the various Empire settlements at lightning speed.

Primary objectives:
* Destroy the brimstone protecting the three Knights of Mandalf.
* Defeat the three Knights of Mandalf.
* Defeat Mandalf and stop him casting his spell.
* Destroy Mandalf's final inhibitor.

Secondary objectives:
* Find all four terrors.
* Use the uprising ritual to defend your dungeon.
* Find the neutral spirit worker.
* Locate the secret entrance into Mandalf's base.
* Slap an Empire statue to receive gold.

Estimated time: 45-60 minutes.
8 Comments
Yeuo 7 Apr, 2018 @ 1:45pm 
Okay :D, I thought I had to use the outpost on my own tile ( been a while since I played so forgot) x.x Thanks :D
Korvek  [author] 7 Apr, 2018 @ 8:15am 
I have had a quick look. It is perfectly claimable with the outpost construct. In the current build though, gold shrines are not too useful so I would not be too concerned about it personally. In the beginner, and to a lesser extent the intermediate campaign, I tried to get the player to use various constructs to progress but realise that I have used them considerably less in this campaign. It may perhaps be wise for me to use sacred earth more frequently to remind the player that the output construct exists lol.
Korvek  [author] 7 Apr, 2018 @ 4:16am 
I shall have to remind myself of the map. I shall look into it later on and see whether I accidentally made it inaccessible.
Yeuo 6 Apr, 2018 @ 8:04pm 
The group of enemies was crazy :D only survived because they started to run everywhere, could have done better on my part probably tho :D, is it normal we can't reach the gold shrine? what's the purpose of it :l, there is no way I could have claim over there o:
Korvek  [author] 27 Dec, 2017 @ 5:09pm 
In that case, the 'killer' trigger should have probably kicked in. I may need to rework it though as it is currently possible to lure it away.
gregored 27 Dec, 2017 @ 4:55pm 
Not sure I remember, but more than an hour
Korvek  [author] 27 Dec, 2017 @ 4:53pm 
Just so I know, how long approximately did the level take you?
gregored 27 Dec, 2017 @ 2:13pm 
A somewhat easier map than level 7, but enough hidden goodies and enemies to keep things interesting. I was particularly challenged by one particular group of enemies, which I will not spoil for others. Overall, a nice change of pace, with enough going on to make it worthwhile.