Masters of Magic → Mt. Anon

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Angelspit
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Masters of Magic → Mt. Anon

Unread postby Angelspit » 02 Jan 2005, 13:09

Image

Click on map for larger image

You begin this map in the far
southwestern corner with a basic Haven town and a few level 1 troops, and of
course, Bohb. Sorry, Violet didn't follow you over this time. But
that's okay, by this time...Bohb's more than enough. In this scenario, you
get to see just how powerful a high-level Archmage really is. In this map
I won in less than a month and I didn't recruit a single creature. It was
just Bohb, Bohb and more Bohb. I also didn't explore the entire map (as
you can plainly see from the above map) but I explored enough to reach level
21. But enough of this banter...let's get to the walkthrough.
Now, as I started this map,
I didn't know that I would go without building troops. So I began development of my first town as I normally would. Money first,
troops second. But of course with Bohb, you've got to throw in a bit
of Mage Guild building. My first steps of exploration
were to capture mines. So I immediately headed north to capture the wood
mine and east for the ore mine. But in heading north
I found several other locations that needed attention. Just north of
the wood mine are 2 altars of Life Magic, a conservatory of Life magic,
a coliseum of Magic and several artifacts. I had to fight through some angels to get most of these treasures,
but after summoning a few waspworts, griffons and water elementals, the angels were toast. The same can be said of the Fairy Dragons in the coliseum. Antimagic on
Bohb, then summon to your hearts content. Those were some great
rewards for only 3 days worth of playing. :O)

You'll also notice that just to the south west of
your starting town is a high-level troop guarding a one-way teleporter
exit. In my game these troops were Goblin Knights that would've thrashed
me, but I figured those same Goblin Knights would also protect me from any enemy
heroes on the other side of that teleporter. (I never did go through that
teleporter so I never found the other end. But after playing the entire
campaign I went back to explore a bit. It turns out that there is an
island in the northwest corner that contains 6 haven dwellings including
an Angel dwelling. In order to reach this island you'll have to enter the
yellow teleporter on the small lava island slightly northwest of your soon-to-be
second Haven town. But this excursion is NOT necessary. Fun, but not
necessary) So for now, ignore those troops and the teleporter. Your
destination is eastward.
Working your way to the east you'll soon come to
your second Haven town. Crush it's inhabitants and claim your prize. More income. :O) Along the way to the far east, you'll want to
capture every mine and hit every powerup. You'll also want to take every
creature bank (Keep, Ivory Tower, Sacred Temple). Continue eastward and
you'll find a gold mine and eventually your third Haven town. Capture it
and other than the small area north of your third castle you'll have completely
conquered the southern peninsula. Once you get your third castle, start
building up your mage guilds (especially in the third town) and re-charge those
precious spell points.
Slightly north of your third Haven you'll find the
school of Chaos. This small cul-de-sac is guarded by a small stack of
Black Dragons (when is ANY stack of Black Dragons...small? *grin* ) Summon, summon and summon and you'll soon be past these nasty beasties. Once the way is clear, mop up the goodies. In here you'll find 2 altars of
chaos magic, a magic University, a Library, a conservatory of chaos magic, a few
minor powerups, a tree of knowledge and the all-important shipyard. This
shipyard is the whole reason you've fought your way to the eastern
shoreline. Before you board your new ship, make sure you've purchased
NUMEROUS potions. Immortality potions are of most importance, but I highly
suggest taking on as many of the others available as you can afford. (You'll of course have to build the Order of Paladins to get these) I also
made sure to build caravan's in each town to shuttle troops around to protect my
towns and to reach the mainland (but I never had to use any of them...How was I
to know?). After re-charging my spell points, I took to the sea.
After entering the water I decided to head
northwest. (I had to go somewhere, and that way seemed as good as
any) In a short while I find that there are numerous tiny islands just off
my shoreline each with a single mine and guarding monster stack. I took a
few of these, but after looking at my resource stockpiles and the absence of
enemies thus far, I skipped a few of these mines and continued scouting out the
shoreline of the main center island. I eventually floated past a small
island with the yellow teleporter, but it was guarded rather heavily and I
decided to skip it for now (as it turned out, I never went back to it. But
it heads to the northwest corner island with all the Haven dwellings) At
this time I see that my way west is blocked by a reef but there is still plenty
of water west of that reef. So, I decide to make landfall (on MY side of
the water) and ride around to the western side of the reef and re-summon my boat
and re-board. Heading northwest I soon find that my way is blocked yet
again. So I finally say the heck with it and land on the mainland right
next to a coliseum of might. Unfortunately for me, right after landing, my
scouting radius detects a wandering hero with a ton of troops. He's a
level 11 hero so he's not that powerful, but those troops look rather
deadly. Now I'm really wishing I'd brought some troops along because this
could get ugly. I'd run, but unfortunately that would leave him access to
my boat and my mainland. And it didn't matter anyway, because the decision
wasn't up to me anyway. As soon as I ended my turn...he darted right for
me and attacked. I lost. Badly. But during that battle I saw
some glimpses of what I could've done to have a better outcome...so I
reloaded. (I don't do this very often, really only when I make a glaring
mistake, and only during campaigns. But I digress...) During my second
go-round I knocked that army down to about 10 hydras. But I still
lost. Now that was just frustrating. Refusing to be denied a simple
foothold on this mainland, I reload one final time. This time I did it
right. In fact, I thrashed them. I never even had to use an
immortality potion. Nice.
Now that I'm on the mainland I decide to visit this
nearby coliseum of Might. After that last battle, these Black Dragons are
a piece of cake. After the level up, I head north and hit the library and
snag a few mines (mainly for the scouting radius they provide. I don't
want my ship taken). After seeing some nice artifacts on the drive-by (or
is that float-by?) of the shoreline, I head to the southeast around some
cool-looking lava flows and a small mountain range. After killing the
large guarding Nightmare stack and looted the region, I spy another enemy army
coming towards me from the northeast. This army is hero-less, but it's
still hydra's, efreet's and many, many more. So, hero or no hero, I'm not
taking this new threat lightly. But I'm also out of Immortality
potions. That's not a good thing. But I foresaw this problem. I'd earlier purchased a second ship and had one of my Lords (I purchased lords
for each of my 3 towns earlier and upgraded them all to level 2 for advanced
nobility) picking up the loose items floating in the water. I had this
lord float near the shoreline north of my 2nd castle and had another Lord bring
him tons of potions. These I shuttled to the southern shoreline near Bohb
and delivered the goods. Now with Bohb decently re-armed, I hit the nearby
Tower to scout out the terrain a bit and head eastward towards that enemy army I
saw last turn. I also now see my first enemy castle (Asylum, of
course). This turns out to be a VERY easy victory, with Bohb doing his
usual anti-magic/summoning combination. The castle conquests also go very
smoothly after learning that trick from the last scenario. (summoning a
large stack of waspworts and teleporting them onto an archer turret INSIDE the
castle)
After replenishing my spell points at my newly
acquired Asylum (and building a mana-vortex) I continue my exploration
eastward. I hit a few powerups, several treasure chests, minor battles and
a Veterans Guild (which did NOTHING...I forgot that it increased your combat
skills...which I have none of *giggles* ) and I soon find a second Asylum
town. But low-and-behold, this one has...*drumroll please* Raylon. A level 25 fire diviner with a smattering of troops. In case
you've forgotten, Raylon is the holder of the ring of flares (the objective in
this map). Raylon did a TON of damage with his spells, but the first thing
I did in combat was cast anti-magic on Bohb. Then his summonee's did the
rest of the work. I had to use one immortality potion, but other than
that, it was a walk in the park. Bohb ended this map as a level 26
Archmage (that was the exp. limit). He had Master life, master order,
master nature, expert chaos and advanced death. Also G.M Sorcery. Sorcery and Chaos magic really come to the forefront in the following and final
scenario.




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Re: Masters of Magic → Mt. Anon

Unread postby Wheeler Dealer » 23 Feb 2023, 16:41

:embarrased: I didn't mean to repost the entire walkthrough, sorry. :|

Mt. Anon Max 26 Champion

This scenario reinforced my opinion that Champion difficulty isn't the hardest or the most fun. I think the neutral stacks are just too difficult for the AI. I never had to worry about AI armies.

I never needed any creatures, and I don't think I ever had to use any potions. The walkthrough discusses the problem of keeping your ships away from the enemy. My solution was to never leave my ships unattended in a risky location. You can leave some squires or an Order Lord on board to do something useful. Don't land, just pull up next to the shore and remove Bohb from the army.

Most of Bohb's battles started with Water Elementals followed by Waspworts to dish out the damage once the enemy was contained. Occasionally Bohb had to use Blind multiple times to gain time to get set up. I used Mana Flare in many battles to conserve Bohb's mana and give my WEs more spells.

Some excerpts from my journal.

Week 1, took all havens on the south continent as well as most other neutrals. Like the Walkthrough, I left a large stack of Efreeti guarding the Dragon Portal Exit.

Week 2, Bohb took on 20 Angels, Used Blind 3 times while preparing. Beat the Thunderbirds and Ogre Magi to get the Armor of Order, then took out the 3 BDs to access the College of Chaos. Took to the sea.

Week 3, crossed while beating a few mine guardians, I didn't leave the ship and followed up later with Order Lords to claim the mines. Took an Orange asylum.

Week 4, Got L24 from a Coliseum of Might. Found Raylon's body next to a large neutral stack so I could have won then by beating that stack. I control 5 towns to Orange's 2.

Week 5, Bohb reached L25. I own all 7 towns on the map.

Week 6, Bohb got L26 from the Coliseum of Magic. Won 2,2,7. Bohb never needed creatures.

Bohb had Master Life, Order and Nature along with Expert Chaos and Advanced Death.

Key spells were Town Gate, Anti Magic, Blind, Teleport, Summon Water Elementals, Summon Waspworts. Quite often I would summon satyrs to cast Mirth on Bohb so he went first each round and the Waspworts so they hit harder.


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