Elwin and Shaera → Mark of the Tiger

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Elwin and Shaera → Mark of the Tiger

Postby {CH}ArticleBot » Jan 2 2005, 14:38


1. Solve the tragedy of the white tigers.

Carries Over:

1. Elwin (max level 22)


Click on a map to see a larger version.

First Leg

This is one of those maps that is very convenient for the computer players,
but very inconvenient for you. If you cross the bridge to the southwest
you'll find not one but two dragon portal exits nearby, giving the computer
players easy access to your town and resource buildings. Luckily, the map is
only medium-sized, so you'll never be too far away from home, and you'll be
able to use the dragon portals yourself to get home quickly.

So visit your starting town if Elwin has nobility, and then cross the bridge
to the southwest. You'll find that you have to help the white tigers with
their "greatest tragedy" and that you shouldn't attack any of the Teal-
flagged white tigers on the map. (They won't attack you, either.) So clear
out the little island area except for the water elementals, and then cross
the next bridge to the northeast. You'll find some Orange-flagged trolls
there eating some white tigers.

After killing the trolls, you'll decide that the trolls are the great tragedy
you need to help the tigers with, and, if you progress a little farther to
the northeast, you'll find a Window of the Magi that will show you the
location of all the trolls on the map.

Now you have a choice: there are two-way portals to the east and west, and
you have to pick one to proceed farther into the map. However, the best one
to take is the western one since it leads to the Nature towns owned by the
computer players. (The eastern portal leads to Chaos towns as well as Nature
towns.) Also, by going west, you'll be able to neutralize the enemy towns
closest to the dragon portal entrances.

Second Leg Image

So head towards the western portal, stopping to visit the quest hut and some
trolls along the way. The quest hut will offer you a Nature skill for 15
wood, but if you can't afford it yet, don't worry about it. You'll be
passing this way often enough during the scenario, and you can complete the
quest later. (Or you might want to just wait for enough wood. That quest
hut has given me as many as three Nature skills in the past, instead of the
promised one.)

Once you pass through the western two-way portal, you'll find one of the
dragon portal entrances that leads to your starting town. If your army is
looking sad at this point, then go back to town to re-supply your army and
learn some new spells. Then head back to the same place.

Continuing west, you'll find another quest hut willing to trade a Nature
skill for 15 wood, another group of trolls, plus assorted useful buildings.
Eventually, you'll also run into one of Green's Nature towns. So take the
town and then explore the area while you build it up. Then head south.

Note: When you take enemy towns in the campaign, don't be too concerned about
defending them. Just funnel their troops to your starting town, and make
sure you hold your starting town.

To the south you'll find one of Blue's Might towns. Take it or not, but
explore the area and kill the trolls south of the town. Then head east to
the "connector area" of the islands on the map. (You'll recognize it by the
eight bridges.) Depending on how much experience you have at this point, you
can go to any of the three areas connected here that you haven't visited yet.
Each has a town plus assorted other useful buildings, and you can conquer the
areas as much as you want. But none of them lead to the last set of trolls
(to the southeast). To get there, you'll have to head back to your town and
then take the eastern portal that you skipped before.

Finishing Up

So once you've done what you want in the middle of the map, and once you've
killed the last set of trolls (you should hear that Orange has been
eliminated), head to the quest gate at (130,94) (along the southern edge of
the map). You'll have to go back to your starting town first, but
conveniently you'll find a dragon portal entrance with the last set of
trolls. You'll still have to walk all the way back to the quest gate, but
along the way you can trouble Green and Blue if they happen to get in the way
(or even if they don't).

Past the quest gate you'll find the "Troll Lord" plus 80 trolls, but they
shouldn't be any match for your army. In fact, the Troll Lord might attempt
to flee, so kill him before he gets the chance. Once he's dead, visit the
nearby tiger den to learn that the trolls were only an annoyance, and that
the real tragedy is the recent stillborn deaths of the tiger cubs.

This revelation will open the way to an underground passage plus a red
keymaster tent (to the west), so visit the tent and then head underground.
You'll find Red's lands, and all you have to do to finish the scenario is
defeat Red's main hero, Worllarc. But there are some optional stacks of
undead creatures around if you want to pick up some artifacts or experience,
which you might want to do since Worllarc's army won't be very powerful. In
fact, Worllarc himself will only be level 17, and he won't have any level 4
creatures with him, so the battle should be pretty easy. Once you defeat
Worllarc, the scenario will end.

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Wheeler Dealer
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Location: Dallas, Texas

Re: Elwin and Shaera → Mark of the Tiger

Postby Wheeler Dealer » Dec 30 2020, 1:57

Champion. Pretty easy overall. Until he went underground Elwin's largest army was several sprites, and that was just so he could get around the map faster. I tried going east first, not as good a strategy. I had a couple of other heroes leading off brand troops for small battles and flagging things.

I disagree with the walkthrough with respect to skipping the water elementals at the beginning. They guard boots of travel which give a great movement bonus. Assuming you have the ability to summon water elementals of your own, just start with that and keep them between you and the neutral stack. (go in alone of course.) If not maybe you could cast anti magic and then flee after you whittle them down.

Reached Level 22 in the penultimate battle.

Posts: 94
Joined: 27 Dec 2017

Re: Elwin and Shaera → Mark of the Tiger

Postby cjleeagain » Dec 31 2020, 17:42

Wheeler Dealer, having played this campaign several times in many years, I can't remember exactly what each of my playthroughs were like.

But your mention of the Water Elementals stoked some memories.

In one playthrough, I could summon water elementals. Winning this battle early made the map very easy since mobility is key.

In one playthrough, I could not summon water elementals. I had to play without the boots for nearly a month, and it was painful.

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