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Fellow Skylords,

I am happy to be 2nd person on the Skylords Reborn server to complete Among the Old Gods achievement. It took me many hours and many attempts. So I decided to call myself "The Old God of Battleships", not too modest, but well, please forgive me.


The thread is aimed at non-experienced players who wish to complete Among the Old Gods achievement, which requires you to finish all Campaign Missions on Expert difficulty and grants 8 general Boosters as a reward. On many maps there are available powerful moves and tricks, however, they usually require specific cards and therefore often are not mentioned here.

Deck choice is important when attempting to complete a map. I have completed campaign with Pure Frost :frostorb::frostorb::frostorb::frostorb: deck, and it should be possible to complete it with pure Nature and pure Shadow as well, I am not sure about pure Fire, though. Usually mixed decks are stronger, so you may find them more reliable. You should able to finish the campaign on Expert with your general favourite PvE faction - you are usually not forced to create a new deck from a scratch and ignore existance of cards you have already gathered. There is no "the only correct way" to finish maps and game meta in most cases does not limit you. However, make sure to make your deck strong and reliable.

Important part begins here

You will encounter many problems during playing different maps. Knowledge of enemies, their positioning, timings, map topography and so on greatly helps in finding a way to solve the map. If you can spot a problem, you can think of an idea to overcome it, therefore watching replays and trial and error are best way to learn. The thread is aiming at shortening the process and making your live slightly easier. However, I usually do not provide exact solutions and you have to find them on your own.

You will lose maps from time to time, and sometimes a few times in a row, however, you should be a few steps forward than I was when approached maps. Before Full Release I have not attempted most maps on Expert and I learnt a lot when writing the guide. As a base, make sure to finish respective mission on Advanced difficulty atleast once.

This is procees I followed to complete the achievement:

  1. Watch Youtube Video from 2009-2011 - learn strategies and tricks of the map.
  2. Build a deck.
  3. Lose many times, improve both deck and strategy.
  4. Succeed after long struggle.

I talked to @Weak1ings, a person who was 1st to complete the achievement and he shared his thoughts and deck:

Weak1ings' deck:


"(...) learned I was the first to complete all maps on Expert so I thought I'd share what I did: I used a deck with some variation that looked like the image below, (...) This won't set any records but gave me a solid starting base to beat every expert map. What is more is that this is a fairly cheap deck :D
The Key cards that I swapped in included Nightguard, Scythe Fiends, Undead Army, Mark of the Keeper, Mana Wing, Stone of Torment, and a typical shadow start with Forsaken, NG (Nightguard  - Dallarian's note), and Skeleton Warriors for swapping-heavy maps." - Weakl1ngs



List of cards, many of them are starter cards, there is one rare card and 4 uncommon cards.

  • Windweavers;
  • Werebeasts;
  • Surge of Light;
  • Hurricane;
  • Stranglehold (P);
  • Breeding Grounds;
  • Amii Phantom;
  • Time Vortex (B);
  • Curse of Oink;
  • Lost Horror (G);
  • Shadow Insect;
  • Furnance of Flesh;
  • Necroblaster (P);
  • Thunderstorm;
  • Necrofury;
  • Giant Wyrm;
  • Regrowth;
  • Unholy hero;
  • Rifle Cultists;
  • Offering (G);

Full upgrades are not necessary as well. Therefore, if you for some reason do not want to play campaign with your deck, you can use this one. It should be reliable.

Personally I use very expensive deck. But as I said earlier, I did complete the campaign with my most favourite deck - I used cards I had access to, to solve maps. If you already gathered a nice collection of cards, use the cards to create your own solution to maps.

Amii Monument can make many missions easier. It is a very expensive card, but in most cases it only speeds up the process, and usually the difficult moment is early game. So Amii is good to use if you have it, but there is no need to get it.

In map descriptions I mention names of units. Some of them have similar names, mainly ones specified below:

  • Twilight Slayer - M sized unit exploding on death.
  • Twilight Slayers - S sized archers with high DPS.
  • Twilight Crawler - M sized large bug with ~800 HP.
  • Twilight Crawlers - M sized squad of bugs, with 1600HP total.

Currently described maps 22/26:

  • Encounters with Twilight
  • Siege of Hope
  • Defending Hope
  • The Soultree
  • The Treasure Fleet
  • Mo
  • Ocean
  • Oracle
  • Behind Enemy Lines
  • Crusade
  • Sunbridge
  • Nightmare Shard
  • Nightmare's End
  • Slave Master
  • Convoy
  • The Insane God
  • King of the Giants
  • Titans
  • Blight
  • Empire
  • Passage to Darkness
  • Ascension

Some maps do not fit desired quality and are likely to be reworked:

  • Encounters with Twilight
  • Soultree


  • 27 XII 2020 - How to access replays, updates on Slave Master, introducing The Insane God and Nightmare Shard
  • 28 XII 2020 - Introducing Nightmare's End, changes in replays.
  • 29 XII 2020 - Splitting work into separete posts, introducing Ocean.
  • 30 XII 2020 - Introducing Oracle, The Treasure Fleet.
  • 31 XII 2020 - Introducing Passage to Darkness.
  • 4 I 2021 - Introducing Titans.
  • 6 I 2021 - More detailed information on replay's patch.
  • 8 I 2021 - Introducing Empire.
  • 10 I 2021 - Introducing Ascension.
  • 12 I 2021 - Introducing Mo.
  • 18 I 2021 - Updates on Behind Enemy Lines.
  • 22 I 2021 - Updates on Nightmare Shard, Defending Hope.
  • 7 III 2021 - minor improvements in style and grammar, some parts rewritten to make them shorter.
  • 16 III 2021 - introducing King of the Giants, Blight.



I provide replays to many maps described here. To view replays, download the files from bottom of the post, put them in:
My Computer ---> Documents ---> Battleforge ---> replays
Then you will be able to access the replays in-game. You can add replays to folder even if game is running, usually entering replays tab again is enough for it to update.

Replays support speeds between 0.25 and 32, therefore do not hesitate to skip uninteresting parts.

Replays for maps for 2, 4 and 12 player maps are attached to their respective posts.

Caution: Replays from patch Patch #400021 do not currently work on newest, #200025 build. However, they may start working in the future, therefore they are left for reference. Patch of a replay is usually specified.


(Disclaimer: I am not responsibile for any malicious software that may be within those files and I do not ensure that using them is safe)

Maps are in separate posts

  • 1 player maps are in this post.
  • 2 player maps are in post 2 posts below.
  • 4 player maps are in post 6 posts below.
  • 12 player maps are in post 8 posts below.
  • Splitting was necessary.

One Player Maps 9/9

Encounters with Twilight:


Map designed to be easy, but can be a problematic, if you're too aggressive.

Two M Twilight Whisperers spawn in the village - they "blind" your units with aoe preventing them from attacking - split your forces when fighting them. Spawner in southeast side of the map keep adding enemy units that defend southern side of village. You can take power well in north and summon large army, to take rest of the village, there is no need to hurry.

After you secure the village, you have as much time as you want to prepare. You can choose either to defend large attack, or attack outpost. I suggest to attack, it allows you to play around, aggro some units and kill them one by one. There are 4 XL Twilight Hulks and XL Twilight Dragon - the Dragon should not respawn, however, Hulks respawn in pairs, so you need to think over a way to kill them while being on Tier 3. Twilight Dragon is problematic, but you can destroy main outpost first, and then go and finish the dragon.

Having some L/M units during boss fight is useful, since they can protect your precious XL units.



  • 1 - location of village.
  • 2 - location of Twilight Dragon

In my attempt I used War Eagles to secure the village and Northland Drakes to clear the outpost.

If you need more help, you may find some inspiration here:


Siege of Hope


If you have no idea what the map is about, then going from Advanced to Expert is going to hurt. When I lost the map after 8 minutes, it was a bit of a shock for me, "Do all expert maps look like this?". But If you know how the map works, you can easily progress through early and mid-game.

When game starts, build enough forces to kill 2 Twilight Minions and 1 Twilight Archer and clear 2 spawners, build power wells. Take one or two units to run to first enclave. In the enclave take all power wells and then build second monument.


  • Purple line shows path to first Enclave, that allows you to avoid most enemies. You may need 1-2 units, depending on their health and speed. One Master Archer is enough.
  • Blue circle is a good location for long-ranged units.
  • Red circle shows location of enemy spawner.

Ignore all attacks - you do not need to defend anything yet, since your positions will be reinforced with Lyrish army. Your goal is to destroy one of spawners market by red circle before 6:30 in-game time, to prevent enemy large wave from spawning. You can use air units like War Eagles, Phoenixes, Windhunters, or long-ranged units like Fire Stalkers, White Rangers or Razorshards positioned near blue marked area.


Now you should be able to secure T3 area. Now it is most difficult part, you have to defend two enclaves at the same time. When you get basic defence, start taking power wells, secure T4 area and add T4 defence.

Northern enclave:

There is enemy camp between you and northern enclave. You can either destroy it, or pass by it using swift units and Crowd Control. Around 9:40 2 Twilight Devastators attack enclave, at ~10:40 Twilight Hulk and 2 Devastators appear. Such waves repeat until 16:30, when waves consist of Twilight Dragon, Twilight Hulk and 3 Twilight Devastators. Twilight Dragon makes it difficult to use spells and use ranged units, therefore design a strong defence.

In my attempt War Eagles, Northstar (B) and Coldsnap was enough to deal with initial waves, later supported by Worldbreaker Gun and Ironclad.

Southern Eastern enclave:

"Normal troops can't pass through the flames, send something bigger!" - Viridya.
Usually swift M units can pass, so you shouldn't have large problems in getting there. The enclave is attacked by smaller forces - 1 Twilight Devastator, 1 Twilight Slayer, 1 Twilight Minions. Later large attacks come there - 2 XLs and some support. First Twilight Hulk appears at 15:20.


Make sure to defend your T4 location, it will be attacked by small enemy S squads.

Ending the mission:

You can attack north east position any time you feel you are ready. It is defended by Twilight Bombards, many units including Twilight Whisperers, and on sides there are spawners that attack enclaves. so expect 1-4 XLs on each side. There are Twilight Leeches that teleport your troops around, adding a lot of chaos to the fight. Nether Warp and one of Disenchants grant you teleportation immunity. You may use teleportation on your advantage, it allows you to cover large area with spells or artillery support from structures like Worldbreaker Gun or Comet Catcher. When timer is out, boss spawns in mid of the outpost. Boss itself is not difficult, particularly if you can secure the area in advance.

My deck, including Frost Bite, Northstar and Coldsnap to deal with early XL waves and Area Ice Shield to support War Eagles dealing with anti-air.

Replay on Patch #400021 available in files under post.

If you struggle with the map, there is a trick available with Lost Banestone that makes defence easy, explained in details by @LEBOVIN in following video:


Defending Hope



Spawn two squads, one for each side. Focus fire on Twilight Slayers first. You can defend either on T2 or on T3 - you could go straight to T3, however, make sure to have strong and cheap defence to quickly cover all sides. Defence on T2 is a bit easier, however, it scales worse to the late game.

After you are set with power wells and monuments, add walls everywhere and repair all towers. Give priority to northern walls. You can successfully defend with total of two archers, default towers and walls for first 5 minutes of match, just make sure to repair walls. That's enough time to start adding T2 or T3 towers and units. You will fight mostly S and M units - Crawlers, Archers, Brutes, flying Creeps and so on. at 10:50 you will be attacked by 3 Creeps and 3 Devastators, from both south east and north west; north mid will be attacked by another two Devastators, and south mid by a few M Slayers. After timer ends, you will be attacked by Brutes, Archers, Devastators, Vilebloods, Slayers and so on. However, Dancers and Deathglicers will not start spawning before you save Rogan. If you struggle with the map, this moment should be good to capture all outside wells, secure defence, and while being on T3, to destroy spawners in each corner of map. It will decrease number of Creeps, Crawlers and other small units. If you are fine, then freely continue defence and save Rogan.

Everytime Viridya shouts "watch out, they are errupting from the ground!", expect your outside wells to be attacked.

After you save Rogan, make sure to have some units to deal with Dancers and Gliders. To deal with Dancers, long ranged units or flying units are nice - like War Eagles, Lost Vigils, Swamp Drakes, Windhunters, Skyfire Drakes, Razorleaf. To deal with Gliders, best are ranged L creatures and strong towers, like Fallen Skyelf, Magma Hurler, Aggressor, Necroblaster, or some XL units, preferably ranged.

When there is 6:00 time left after saving Rogan, Three Deathgliders spawn from spawners in corners. Another wave spawns when timer shows 3:30 and 1:00. Destruction of all spawners in corners ensures that you won't be sieged by Deathgliders at all.

In the meantime, caves spawn Devastators, Brutes and similar units all the time. When you save Rogan, they start adding Twilight Dancers and larger waves of Vilebloods. When there is 7:00 on timer, first Twilight Hulk spawn, on south east. When timer shows 4:00 left, expect large wave, Devastators, Horrors and Hulks coming. All mentioned units will keep attacking you over time. When horn blows you will be attacked by Twilight Dragon, one on each side, and Deathgliders if you haven't killed their spawners. When horn blows second time, expect more hulks and ground units. Third time horn blows, more units run to attack, however they won't be able to reach your positions in time.

Outside power wells:

Power wells in the north are in nice position - close enough to your walls, but far enough not to aggro enemies. Take them after 5:30. They will be attacked, so you may put a tower a bit away from it, to the middle of map, to prevent aggroing passing by enemies. The location will be attacked by Twiligiht Bugs errupting from ground at 10:00, which deal bonus damage to structures, and a moment later at 11:10 by two Devastators. I find it worth holding the position. However, it may interfere with your securing Rogan, if you're doing it in micro intensive way. After wells pay off, if you do not feel confident with your defence, feel free to abandon them.

Power wells on the south are in tricky position, nearby two Twilight Hulks. From time to time a patrol passes by, and if Hulks are alive they are likely to aggro and destroy the wells. However, if you take both power wells at 5:30, they should hold for six minutes and therefore fully paying off and give some bonus power. Taking them is optional. If you desire to hold them for longer, then destroy both Hulks defending further wells and capture the area at once - it will be easier to manage defence and harder to lose wells.


  • Blue circle is area with power wells to take in early.
  • Green circle is area which is difficult to conquer in early game. I suggest leaving it alone.
  • Red line is suggested path to lure Deathgliders - it's short enough to drag them to your towers.

Rogan Kayle:

You need to kill 2 L Twilight Deathgliders and XL Twilight Abomination to secure path for Rogan Kayle and your Tier 4. With single air unit or some ground units, you can come closer to aggro Deathgliders and lure them back to your base, but be careful at usual waves. You can either have another tower here specially for Deathgliders, or use support of Spells and nearby Defence Tower to kill them. Deathgliders here do not respawn. Then, you have to kill one Abomination. Nature ranged units with Ensaring Roots, Shadow 4 squads of Darkelf Assasins with ability and Fallen Skyelf, Lyrish Knights or Giant Slayers should be able to kill Abomination with relatively low costs, or use any T3 unit that suits you. Try fighting away from Fleshbender. You can also use flying units like War Eagles or Skyfire Drakes, to micro the Abomination around nearby cliff - however it is a bit difficult and will cause you some loses.

T4 area may be attacked by Vilebloods, Devastators, Dancers and more. Make sure to defend your monument, preferably with XL unit.


In my approach I used both variants of not-upgraded Amii Ritual to make my walls immortal during last 30 seconds. It was unnecessary but fun. My main defense were ~2 Cannon Towers ~2 Crystal Towers on each side, with one squad of White Rangers. It all was supported by 3-4 Worldbreaker Guns. I lured Deathgliders with Skyelf Templar, and used Glyph of Frost + War Eagles to kill Abomination. Later, War Eagles were useful at killing Dancers.

Replay on Patch #400021 available in files under post.
Replay on Patch #400024 with Shadow approach is available in files under post. "Defending Hope Expert Shadow"

Consider checking @RadicalX's guide if you struggle with the map:


The Soultree


Warning: Description is awful quality and not very useful. To be rewritten in the future.

The map is known for it's large waves in early game. You need to have large area damage source. Usually Stone of Torment is used, I used ability of non upgraded Mountain Rowdy (P). You can experiment with different units if you want to.

Initial defence:

Lyr Defenders are great, they allow you not to build any units initially. You can create a small building on bottom of your future 2nd Orb wiith Lyr Defender, but do not take the well yet, wait until 2nd wave comes to attack.

Keep Lyr Defenders alive, Glaciation on wall is excellent at doing that, but there are also other ways. Select 3 most forward defenders on focus their fire on archers. It is wise to let most eastern Lyr Defender to shoot at most forward archer. After 2nd wave passes, you should be able to start creating a monument. In some situations, it is not worth taking 2nd well - with Amii Monument deck it actually slows you down. If you don't use Stone of Torment, focus Lyr Defenders on enemy L units, and keep them away from dying exploding foes.

The Soultree:

Is defended with large creatures and a XL Stonekin Grinder on top of that. I make one Avatar of Frost to kill Large creatures, and Northland Drake (O) with it's Infused Blizzard to kill Grinder affected by Coldsnap. Avatar of Frost stays after that to tank Viridya's attacks and I kill Drake to get power back. Northstar with Coldsnap holds east wave while I create XL units that are enough in the area. With one Worldbreaker Gun, 2 Constructs and 3 other XLs, I charge Twilight's location and secure it.

Speedrun Replay on Patch #400023 available in files under post.

The map can be done with cheap cards - @Treim have done an Expert run with starting cards casted by @RadicalX:


The Treasure Fleet


Actually finishing the mission without letting any Wagon being destroyed turned out to be simplier than I expected. It requires tight early game, but results in game being pretty easy.

Spawn one unit, get wells, secure another wells, destroy wave consisting of 4 squads + 2 that aggroed, or avoid it (your home defences should be fine), and take your T2. Defend the Wagon. As it goes next to Twilight Willzapper, the wagon tanks most of paralysis on itself, allowing your army to fight it without fear. Stay away from Twilight Evil Eye patrol route.

Securing T3:

This is difficult part. The area is protected by Twilight Devastator, Twilight Healer, 2 squads of Twilight Slayer, Twilight Bombard and Twilight Skyscorcher. If you will not allow enemy units to hurt the Wagon on it's way, it should be able to tank 2-3 Bombard's shots, while you deal with defence and incoming troops - however do not use wagon as a tank, Bombard's target may change.


Secure the area - it will be attacked by many basic ground troops and flying Twilight Creeps. Almost all easily accessible spawners send troops to this area, before heading to T2 location.

Securing T4:

Be careful - avoid Twilight Evil Eye patrol. Go into corner of the camp and kill everything from there. This area should not get attacked at all, howerver, building wall may lure enemy troops into this location, so do not do this.


  • Moving your army to a corner ensures that you will not aggro Twilight Evil Eye patrol.

Know the map:


  • Yellow circles are "easy" areas to conquer, they all contain spawners and can be cleaned during 1st/2nd wagon.
  • Orange circles are "medium" areas to fight with, all of them contain spawners except for T3 and T4 locations, clean them during 1st - 3rd wagons.
  • Red circles are "hard" areas to conquer, they all contain spawners with a bit larger waves, including main outpost that spawns large waves over the map. The right one is not that difficult, but is nearby Twilight Evil Eye patrol path.
  • Pink line is Twilight Evil Eye patrol path, including 2 Twilight Horrors, Twilight Vileblood, Twilight Hag. It respawns, therefore I suggest avoiding it until you have T4.
  • Purple circle is location of Twilight Willzapper.



  • Enemy paths end in two locations: your T2 and T3 areas.
  • Purple lines mean attack waves with air units.
  • Red lines mean attack waves with ground units only.
  • All squads that end in T3 location, proceed straight path to T2 location.
  • S spawners produce units almost all the time.
  • Both southern S spawners spawn Twilight Archers, after 2nd wagon is secured Twilight Hags, and after 3rd wagon is secured it adds Twilight Deathgliders.
  • Northern S spawner spawn Twilight Archers and S Twiligth Slayers, after 2nd wagon is secured Twilight Hags, and after 3rd wagon is secured it adds Twilight Deathgliders.

As you decrease number of spawners on the map, your defences are relieved and total amount of troops on the map decreases. Killing enemy units near S spawners as they appear, and destroying other spawners allow you to empty the map from enemies, but be careful for large waves from main enemy outpost. In early game all units that appear from S spawners are small units, making towers with knockback very powerful if placed in those locations.

Suppression and Matter Mastery are strong spells on the map.

During my attempt, I make a few quick Cannon Towers to secure south, and a few War Eagles, destroy first yellow area spawner, destroy Twilight Willzapper, with War Eagles I kill Twilight Bombard and other troops, secure T3 and then build large presence on the map using T3 XLs and Silverwind Lancers. After I secure my T4, I use WBG artillery support to ensure defence is strong across the map.

Replay on Patch #400021 available in files under post.
Replay on Patch #400024 from Metagross' guide is available in files under post. "The Treasure Fleet Expert Metagross"

Check @Metagross31's guide on the map. I also leave link to Pure Fire with T3 attempt.




You can control Mo since begining of the match. It's a powerful and very helpful unit. However, the map is designed to be prepared for you having Mo, therefore you must be careful and patient in order not to lose him. Balance pushing forward and retreating for heals next to your buildings. Focus Bandit Bouncers, Windhunters and Soulhunters. Paralysis from first two is very annoying, and Soulhunter has nice DPS. As long as you have high HP pool on Mo, you can fight paralysing opponents supported by other units and buildings, however be very careful.

Securing T2:

Kill Bouncer, destroy Wizard Tower, charge through wall, kill Soulhunter and Wizard Tower. Take well, heal next to it and prepare anti air support - you will have to defend from Skyrakes and Windhunters spawned in nearby caves all the time, I suggest using M counters. Try to aggro and kill Windhunter, then Wizard Tower, Waystation and Gun Position. In meantime defend air attacks.

Securing T3:

Heal and attack another area. You may need some support here, either usage of spells or units. Do not take the third well yet. The nearby cave spawn Windhunter and two Skyrakes after you attack T3 area, adding more complication to fight. Also expect Skyrakes spawn at similar time, so leave sufficient air defence.

Waystation is in tactical position that prevents Mo from killing nearby units, Bouncer protects Waystation, and Bandit Lieutenants have large DPS. After Windhunter spawns, go and kill it and then fight Bouncer and Lieutanents away from Waystation. Kill all who oppose the White Juggernaut, take T3 and defend from more air attacks. Consider to add towers to be safe from air attacks.

Banzai Lord:

Get some ranged units to destroy Banzai Birds, they appear in large numbers, but they have only 100 HP. It is difficult to clean all of them, and it requires good multitasking, therefore it is good to often retreat for heals - you must both focus fire on Banzai Birds and watch over Mo's health bar.

With fully healed Mo try to aggro Windhunter or Soulhunter, and kill them one by one. After they are dead, heal and then destroy Gun Position. When you attack Gun Position, Bouncer aggroes at you, so be careful. Slowly push, destroying a few units at the time.

After you kill Tortugun, fully heal and go right side of map - destroy Wizard Tower and Sniper. If you have ~80% HP on Mo, and a few strong units to support you, consider fighting with Banzai Lord. Aggro him away from his other troops, near initial Tortugun location and kill there. The moment Banzai Lord dies, all Banzai Birds disappear and stop from spawning. Consider healing and return to clear the area. Banzai Lord heals from nearby corpses, therefore focus fire on him and use Mo to tank it's attacks. If Mo's health make you wonder if you can make it, use ability Group Hug to heal Mo a bit.

Bandit outpost:

Enemy units spawn around all the time, making pushing the map difficult, particularly with ground troops. However, if you have units with high aoe damage, you should be able to push easily. If not, consider massing air units.

I do not advise to attack Command Walker, it is heavily defended and it's death does not influence end-game fight. Focus on Lieutenants and Gun Positions. If you cannot break through respawning troops, you can intercept nearby patrols - it's significantly slower, but reliable for a desperate person.

After Bandits run, get T4 and prepare for last battle.

Raven Battleships:

Strike when you are ready, it's better to wait a bit longer to be confident. Battleships are protected by Waystations, and Command Walker spawns here with it's Aura of Corruption, so If you plan to play any spells, do it quickly. Amount of anti ground weapons is large, therefore weaker armies may simply get decimated before doing anything. However, a strong air force can be way more successful. You do not need to kill Walker, focus first on Waystations, and then on Battleships. Also Command Walker quickly respawns if you kill it, so there is no point in engaging it. The battle is difficult, however if you can burst Battleships down one by one, you should be fine.


  • Red circles show where enemy air forces spawn. Left one consist of 4 Skyrakes a wave, while the right one has two Windhunters and Skyrake.
  • Purpe circles show areas where enemy patrol spawn, while Bandit Outpost is active.
  • Pink circle show where Tortugun spawn after Bandits flee from the map.
  • Orange lines represent Bandit patrol routes.

Get reliable anti M air T1 or T2 card to deal with initial air attacks and consider using Towers to make sure that no birds will backstab your monuments and wells. Simple solutions like Blaster Cannons or Mark of the Keeper should be fine, however particularly Windhunter spawn has large DPS, so consider putting something stronger there. Lost Horror (G) is MVP card on the map, because it easily clears large amounts of troops and allow you to quickly progress through the map. Deepcoil Worms, Swarmp Drakes or Cultist Masters should be fine as well. On T4 get strong anti-air units, or very tanky ones, like Grinder, Giant Wyrm, Ironclad, Fire Dragon. Amii Monument make the map significantly easier.

In my attempt I used mass Northland Drakes with Ward of the North support to clean Bandit Outpost, Worldbreaker Guns to destroy Raven Battleships and Armored Towers to defend myself from air spawns.

Replay on Patch #400023 available in files under post.

Seek inspiration here:




A very nice map. Spawn a few squads and let them have a bit rest, they deserve it after carrying you through whole campaign.

Defending air attack:

Do not push from your 1st monument. You may consider killing Bandit Steelguards on the hill, but that's it. You need to design a T1 defence that is capable of holding Bandit Air Attack - that includes Bandit Skyrakes, Bandit Windhunter and Bandit Scoutship - with powerful single shot ground attack, and 5200 HP. Attack wave spawns around ~6:45. First attack come at 7:25, and Scoutship at 8:35. Defence chills in your monument and enjoys holidays till waves come. After cleaning enemy Battleship, you no longer need this army and defence.

Securing T2:

Wait till 0:45 for Dropship to come.

Take Dropship west and micro Bandit Windhunter to death. Dropship has rear plating made of mithril titanium alloy. If the ship flies straight and get hit around it's back, it should "dodge" the shot, allowing you to easily kill opponent. Come close to enemy, and when enemy has attack animation, move away from it when flying straight. After you're done with defender, use Disembark ability, capture the well and spawn ~3 more squads in the area. Come to Death Ray summoning altar and suicide your ground units. ~4 squads should allow Deathray Summoner to summon a weakened Deathray. If you manage to lure Bandit Windhunter to die near Death Ray Altar, you will need only squad from Disembark to summon the unit.

Heal the Deathray and attack north island. When healing Deathray, use Dropship to kill nearby air units. Destroy Bandit Artillery, consider killing shamans and other troops, and then free Twilight Frenzy from it's cave. Destroy anti-air turret with some micro (use Dropship to tank dmg) or spell support. Consider retreating Deathway for healing, and then free 2 more Twilight Frenzies from their cages. Use Disembark to secure your 2nd monument here. Power well behind wall is protected by hidden mines. Trigger them before building the well.

Securing T3:

Spawn T2 units in your initial monument and use them to capture the island where your T1 is.


  • Suggested attack paths: first yellow, then blue, then green.
  • Red S are areas where Bandit Scoutships spawn.

Securing T4:

There is detonator on the island. You can ask some volunteer swift units to turn it on - if you come close the building will become yours and you will be able to use it's ability. After long delay, an explosion appears, destroying many buildings, including both spawners, and dealing large damage to surrounding units, weakening the defence. Then I use teleporter again with my main army and clear the area.


Fighting Bandit Scoutships:

Scoutships spawn usually from 4 locations on the map. You should have easy access to 2 of them, semi-easy access to 3rd one and heavily defended outpost nearby 4th location. It is nice to intercept Scoutships, however you can let a few of them pass, specially ones that spawn in North West. You can use free Dropship (but only ~3-4 will respawn) and a Deathway, together they are capable of destroying Scoutship without any outside assistance, if Dropship tanks some damage. When you access T3/T4, consider using other units (flying XL counters are best) to do this for you, due to low Deathray mobility.

There is no more time pressure on the map, complete it at your own pace. Make large army for end-game and do not rely on T4 spells - you may lose some monuments. A few flying XLs can clear map of Raven Battleships a bit earlier. If you want to trigger the event, make sure to clear many islands from buildings, if you leave some anti-air towers alone, you may be stuck on the map wondering what to do. In late game I kill the Dropship and spawn another XL unit for available supply, Dropship respawns a moment after.


  • Spawn locations during last fight - North mid area should spawn no ships.
  • Purple lines are attack paths of Battleships spawned in first wave.
  • Pink lines are attack paths of Battleships spawned in second wave.

I was very happy to use Icefang Raptor during the mission. It perfectly aided my Stormsingers while securing my T3. The only situation I found the card useful, so far. After accessing T3, I used Northland Drakes to clear the sky and secure some smaller islands, while mounting attacks with my main army. Silverwind Lancers were volunteer swift units to turn on detonator.

Replay on Patch #400021 available in files under post.

Nature run using the same strategy, another Nature run that uses Enlightment instead, and Lost Souls run.




Early game:

You can wait until 0:30 to let Firechanters destroy first wave that is coming.

Area around Oracle is defended by 3 spawners, 5 towers and some minor troops - waves of Shaman, Bandit Crossbowman and Bandit Footmen are coming from several directions. Make large force and clear everything out, you can retreat to your first monument - if all Firechanters are present, they cast actual healing spell all the time. If some/all Firechanters die in the process, do not worry, you don't need them. Claim wells and your T2 and begin building large force. You basicly need something what can roll over the map quickly to get your T3.

You will be frequently attacked by waves of Bandit Gunners, Bandit Spearmen, Bandit Sorceress, and later Bandit Gunners, Bandit Windhunter and Bandit Footman. Sometimes 2-3 waves at once will arrive. Bandit Gunner is a very problematic unit, similar to Fire T4 Boom Brothers. They counter XL units and have powerful area of effect attack, that hits air units and kill destroy a few your squads at once. Think over a temporary T2 defence while getting T3 with your main force, and add some reliable counters on T3 to deal with the unit.

Then proceed to clear the map. Keep mind, that area with your T4 is heavily defended - by Construct and Bandit Tortugun, which can respawn during fight. It is also likely, that nearby camp will be aggroed as well, with Bandit Soulhunter and another Bandit Tortugun, which can respawn there as well. One could consider destroying right camp first, and then going for left one with monument. Prepare sufficient forces and secure the area. You do not need to deliver all 4 stones at this point. You can wait and build sufficient defence/offense force.

Getting Brimstone:

  • Getting nearby first Stone Transporter causes single Bandit Skyrake Alpha Male to spawn, until the stone is delivered.
  • 2nd Stone Transporter will cause Bandit Windhunter to spawn and defend it.
  • 3rd and 4th Stone Transporters will each cause Raven Scoutship to spawn.
  • Locations are random or semi-random.


  • Blue line is suggested mid-game attack path.
  • Yellow circles are areas where Stone Storage can spawn - with objective inside.
  • Purple circles are locations of Bandit Artillery.
  • Dark blue is area where your air units may fall under textures. The bug will be probably fixed at some point, but before that happens I suggest to avoid the area.

The ritual:

You are to use spell devices. Regardless if you use correct sequence or not, the effect is still the same. Umbabwe will spawn after 2nd part of ritual, with some troops around the map. Completing 3rd ritual stage correctly gives you effect of Enlightment - allowing you to cast any T1-T4 card once. You do not need it to succeed, however since your monuments are likely to be destroyed, it can be helpful effect. There are many effects going around the fight, including Umbabwe's Meteor shower, however effects around Spell Devices should be possible to spot.

Umbabwe causes 6 Bandit Ships to spawn - more powerful variants of Raven Scoutship. 3 of them are neutral and will drop troops on the map, while other 3 will attack your monument locations from a distance - if you can, ignore them and focus on Umbabwe, since they are very far away. Your T3 area should not be attacked, therefore you will not lose early by losing all monuments. Expect 3 Bandit Gunners and 3 Bandit Snipers to spawn from each Ship, along with 2 Bandit Walkers and 2 Bandit Windhunters spawned a few times next to Umbabwe. Waves from ships may respawn, and attack your first monument, leaving you with only 1 monument remaining.

In my deck I used Stormsingers to provide mid-game defence while War Eagles were clearing the map. Later, I used Silverwind Lancers to get strong presence on the map and strong attack force. During ritual I defended with Dreadnoughts on their ability and Battleships - Battleships deal more significantly more damage to Umbabwe than Ironclads. Worldbreaker Gun support was great as well.


Replay on Patch #400021 available in files under post.

Also see relevant thread, starter cards only run and mixed deck run:



Behind Enemy Lines


Expect to lose multiple times, even if you know how to play the map. You need a strong plan, multitasking and correct implementation to progress quickly - a small mistakes can make your live very annoying. You often need to be in two or three places at the same time. After you manage to go through early game, you have large options on how to approach the map - if you can stabilise your defence versus Twiligth Dancers and Twilight Deathgliders, the map should become significantly easier.

You need to think over a way you are going to kill disciples in early game. Successful strategies may be based on :

  • Mana Wings
  • Archer spam with spells
  • Nightguards
  • Towers

T1 Towers:

Rush to clear good hill positions with 3-4 squads and create a few towers. Control your towers to ensure death of disciples.

  • Fire: Only Makeshift tower can hit discpiple while on a way, but the hits are very weak, so you either need ~6-7 towers, or use other units to aggro discples. Not a strong strategy.
  • Nature: Stranglethorn (P) can be useful, however it does not one-hit Disciple and allow it to pass by. Pair it with Primeval Watcher - first put watcher, then Stranglethorn - root will allow Primeval Defender to finish Disciple. Keep in-mind, that passing by enemy patrols can aggro Stranglethorn and waste it's short on low priority target, so you may need focus fire with tower. Primeval Watcher on it's own cannot hit Disciple - projectiles are too slow. Strangletorn (G) can be useful as well, however paired with one Primeval Defender it cannot kill Disciple. Ensaring Roots may be helpful on their own.
  • Shadow: Phase Towers and Lifestealers may be capable of hitting Disciple when it's passing near towers, it's not enough, though.
  • Frost: Defence Tower and Northern Keep can hit Disciple only when it's close. However, usage of Glyph of Frost and Frostbite allows you to kill Disciple while using two towers only. I found it pretty reliable. Ice Shield Tower have fast enough projectiles to hit Disciple on the move, however, they have low damage output. You may need three towers, and I am not sure if it will be enough.

Stack large ground force, at first you may use it to intercept Disciple from one side and defend your base. Later, when you are strong enough, attack one of outposts and get T2. For me it's ~9 minutes in the game. There is no need to hurry, waves do not become stronger.

Mana Wings:

The idea is to create large force of Mana Wings and safely kill Disciples and patrols. With enough Mana Wings, you should be able to clear one of camps. Remember to cover both sides, you may initially start with Mana Wings, and later add some more support units, like Windweavers with Ensaring Roots.

Archer spam:

Long range units that should kill your opponents before they reach you. Initially avoid fighting patrols and focus on increasing numbers and killing Disciples. Then, start killing patrols and finally attack one of outposts while covering second side of the map. Works best with Ensaring Roots, Frostbite and Glyph of Frost - you can attack enemies from hill without any threat. I do not know if Nox Trooper/ Forsaken / Fire Sworn can kill Disciples and patrols fast enough.


"Easy" mode. Create two Nightguards, go right, take Devastator and Horror. Do not aggro enemies from camp and return Larges for heals. In meantime, create two more Nightguards and go left. Capture Horror, and then either capture another Horror or take Power well. Keep adding Nightgguards and taking enemy Large creatures. Have ~5 Larges and ~2 Nightguards when attacking enemy outpost - capture flying Twilight Creep, and use 2nd Nightguard to create power wells and monument. Do not let Disciple on right side pass - it's difficult to chase it. Make sure to have ~3-4 Larges on side to defend, sometimes enemy waves come together, make sure to heal them next to buildings.

You can quickly have both camps and easily progress through the map. Make sure to prepare for Twilight Dancers and Twilight Deathgliders.


Securing T2:

Enemy early attacks come at 3:20 and 6:35, they consist of one Horror and one squad of Pikemen, do not leave your monument undefended.

Twilight Dancers and Twilight Deathgliders start spawning after you kill first spawning camp. Therefore, if you do not kill the camp, they will not start spawning, allowing you to create defences with T3. Keep some melee units on hold position to tank incoming damage, and let them stay next to friendly building for health regeneration. Monument will attempt to destroy spawner, so focus it's fire on other enemies within range and consider synchronising construction of T2 and T3 monuments. If you captured Twilight Creep with Nightguards, you can set them on enemy paths, as shown by @RadicalX here .


  • Strong melee units tanking spawner and Disciples with help of regeneration from friendly buildings. Allow me to secure another camp and build defences before Dancers and Deathgliders appear on the map.

Ending map:

If you can stabilise your defence, by for example using Necroblasters or other buildings with units to defend incoming patrols, the map should be way easier. Create large T3 force and capture northern western outpost to get T4. I use Amii Monument in my replays, because it allows me to speed up the map, however it is optional.

The fortress is defended by Abomination and Twilight Dragon. Power wells on the map have very high capacity, giving you a lot of time and power to complete the map.


  • Blue circles show good early game areas of towers and attacking enemies from hill. You need to secure areas first - they are defended by tower and pikemen.
  • Red circles show caves where some enemy patrols spawn - including Deathglicers and Dancers. There are also patrols coming from northern outpost.
  • Green circles show good positions for strong towers, for example Necroblasters. Two thin towers can be constructed in front of right cave to intercept most attacks from fortress and cave, put them next to cliff. However some Disciples may sometimes pass by.

My attempts:

Recently I replayed map with pure Shadow with Nightguard approach. I used Nightguards, Resource Boosters and Amii Monument to get T4 quickly. With Necroblasters I killed Dancers and Deathgliders, and with Overlord, Shadow Worm and Death Ray army I cleaned the map.


My initial attempt was with pure Frost, using Towers tactic, I include my detailed order of action:

I create 2 towers on south and cast Frostbite(P) to deal with one, while my 4 Master Archers kill the other one. Glyph of Frost is used to block enemy patrols. In meantime, I heal Master Archers and use them to destroy more towers. Enemy early attacks come at 3:20 and 6:35. I use Imperials with their ability on to tank wave ot Twilight Devastator and Twilight Pikeman. I do not take eastern well in the early game - it attracts enemy patrols too often.

My path:

Southern Pikeman and Tower ----> Eastern Pikeman/Construction Hut on South with 2 towers ----> Northern Twilight Disciple /2 towers and Frostbite kill Disciple on South ---> Eastern Tower/Taking Well ---> Defending enemy attack at 3:20 ----> Western Pikeman ---> Northern Disciple/South Frostbite ----> Western Tower.

I create small outpost on western side of cliff to kill another northern disciple when I am busy defending enemy wave around 6:40.

I also support southern towers and add Warden's Sigil(B). 3 Towers with Sigil can easily deal with Twilight Deathglider that come here later. In the meantime, southern towers aggroed some enemy forces from south east camp - it is easier to capture now.

8 minutes in game, if I missed one of disciples right now, I could be able to kill the abomination. But it would slow me down significantly, so is not desired. With 8 Master Archers I capture and defend (with wall and MA) south east camp and get my Tier 2.


With War Eagles I defend from Dancers and let one Disciple transform into Abomination and add War Eagles. I defend with them, freezes and Home Soil. With Stormsinger I kill Deathgliders. I stabilise my defence with War Eagles and the map becomes easier. If you can reach this point in the game, you should be okay with T3 technology.

With Amii Monument and Worldbreaker Guns I clear the map - Amii Monument is optional, but it makes my live significantly easier. If I didn't have access to that, I would use a few Northland Drakes nad Avatars of Frost.

Replay on Patch #400021 with Frost Tower approach is available in files under post. "Behind Enemy Lines Expert.pmv"
Replay on Patch #400023 with Shadow Nightguard approach is available in files under post. "Behind Enemy Lines Expert Shadow.pmv"

Seek inspiration here (Nature, Frost and Shadow/Frost decks) :


I will try to improve style and review errors at some point, and also introduce more maps.

List of many guides across the forum by @Eirias.

Larger base of Youtube videos by @MephistoRoss.

Here only replays for 1 player maps are available. Check other posts to find 2, 4 and 12 player maps.

Siege of Hope Expert.pmv Behind Enemy Lines Expert.pmv Defending Hope Expert.pmv Ocean Expert.pmv Oracle Expert.pmvThe Treasure Fleet Expert.pmv Soultree Speedrun.pmv Mo Expert.pmv Behind Enemy Lines Expert Shadow.pmv Defending Hope Expert Shadow.pmv The Treasure Fleet Expert Metagross.pmv

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Two players maps 7/7



A few towers/units can easily defend northern wall before waves get stronger, but attacks on your positions in the south are absolutely annoying.

You can quickly capture wells behind the wall with 3-4 units, but make sure to defend it with ~3-4 units in early game and maybe a tower (depending on how you feel confident) and later significantly improve the defence. Or, you can ignore the wells and just protect the wall. The choice is yours, but I prefer "greedy" play.

After you secure wells in mid-way to the portal, heal there and then rush to the portal without attacking enemies. You will take damage and 2-3 your squads may die, depending on your units and spell usage, however, you should be able to teleport North with wounded troops. Aggro enemies into Rogan's forces and help them to clean your orb, and then transfer to Tier 2. You do not need to create walls too early, waves appear when timer finishes, it is better to spend power on wells. Prepare defence and decide how you will attack.


  • Purple is attack pathway for your air units to snipe enemy spawns.
  • Wall 1 is attacked by S Twilight Slayers (ranged archers).
  • Wall 2 is attacked by M Twilight Crawlers and M Twilight Crawler (large one).
  • Wall 3 is attacked by M Twilight Creeps and M Twilight Leeches - air units.
  • Wall 4 is attacked by M Twilight Slayer (melee exploding guy)

Attacking from North:

You can use air units to go around enemy anti air towers and eliminate enemy spawners in advance - it reduce strength of waves going south and prevents respawning units in camp.

Probably easier for Blue player than for Green. If you gather enough forces, you can quickly get T3, but keep in mind that your bottom position need to be defended as well. I suggest adding ~2 Tier 2 towers and some units - to deal with enemy air and destroy enemy long range Twilight Dancers. After you secure your T3 you continue push and secure T4. If you were the slower player, hurry North after you finish the last camp - enemy spawns immediately there. You can also reinforce the position with your T4 in advance. Mark of the Keeper, Nature T1 building allows you to make defence on south significantly easier.

Attacking from South:

You do not need to defend any positions except for Northern walls, so you can focus all your power on pushing forward. You will not be rewarded with T3 early, though, so make sure to stack large force and be careful during attacks, avoid losing units. You need a large attack force to succeed.


Enemy attacks on Northern walls will become significantly stronger when timer hits 5:00. Twilight Treefiends, Twilight Devastators and Twilight Vilebloods will join the battle. Support defence with T3 and T4 before or when this happens. After both ways are clear, final waves will be spawning - more previously mentioned units, Twilight Hags, Twilight Abominations, Twilight Hulks, Twilight Creeps. Basicly mix of everything. If your old defence is still in place, you should be fine by casting some T4 spells and adding a few T4 units.

My deck from position 2 (Blue). I used White Rangers with Ice Barrier (to provide healing) to counter wall 3 and Cannon Towers to cover wall 4. With War Eagles, Stormsingers, White Rangers, Northstar and Cannon Towers (1-2 each) I defended south position, while stacking large War Eagle and Stormsinger forces on North to secure T3.


Replay on Patch #400021 available in files under post.

You can find some inspiration here:




I believe most boring map in the Expert pool, if you are using "the trick".

The trick is to add Amii Gate Operator to control group (for ease of use) and use it all the time. If you can prevent timer from getting ~1:56, you will stop enemy waves coming from Mora for good (including very difficult ones). It is ~3 second long time window every 30 seconds. It make the map annoying, easy and boring. Clean the map at your own speed. During boss fight you must kill treefiends at the same time only once - then you can either try to kill them again, or just kill Mora with your high DPS army.

In the meantime, you will still be attacked by small enemy waves, but you should be able to deal with them.


Suggested early game attack routes:

  • First purple.
  • Then green.
  • Then yellow.

I did use my general PvE Campaign deck. It is not worth even creating a new deck for this map.

Replay on Patch #400021 available in files under post.

Nightmare Shard


The map is difficult, because you often face patrols of L Vilebloods, have to stop Witches from reaching the shard, and difficulty of getting access to T2 and T3.

Securing Tier 2:

I usually give general approach only, however this time I have two suggestions first; which make the game significantly easier.

Mana Wings:

Defence of T2 camp spawn over first 70 seconds of the match, and first anti-air unit appears 50-55 seconds after game start - slightly later on left side of map. If you can destroy Spawner before any anti air unit appears, you can easily clean the area from air. When game starts immediately make two Mana Wings and send them north, add 3rd one and send it north as well. Approach spawner from opposite direction of anti-air tower - be very careful.

If enemy archer spawns, it is fine. Finish the spawner first, and then feel free to use Surge of Light to heal Mana Wings during the fight. Vilebloods when die, hit air units, and some air units may be going toward shard across the map, so keep your Mana Wings somewhere in the middle of camp and be careful.


  • Green circle is location of Mana Wings.
  • Red circle is desired Infestation, that should fall before anti air units spawn.
  • Blue circle is anti air tower, which should be avoided.
  • Green line is suggested Mana Wing attack path.
  • Example on a video.

Attacking from a hill:

If you get swift unit to middle of the map and create anti air towers here, you should be able to aggro enemy air units in nearby to the tower and deal with them. Then, with swift unit you can run to Twilight Bombard and destroy it - it does not shoot if you are close to it, and if you move fast you won't get hit by first attack. Then, with some luck and spawning more and more units, you should be able to get near area market by blue circle on attached screenshot. Create many ranged units, and you should be able to attack spawner over the cliff - it's possible only on left side of the map. The strategy is difficult and annoying, however it is still easier than general approach. Nature start is excellent, Werebeasts are both swift and tanky.

First attached video shows how to succeed with this approach. Trial and error will help you greatly.


  • Blue circle is positon which your troops should take, while attacking the spawner.
  • Red circle is desired spawner that should be destroyed.
  • Not confirmed yet to be a successful strategy on current game build.

General, difficult approach:

It's awful, but I did not develop anything better yet.

Create large army, until you have almost full unit limit. Together with your ally, attack one of T2 areas. 9 minutes into the game was enough for me. Make sure to use advantages available to your faction, like buildings and spells, you will need all you have. Try to stay away from Vilebloods' corpses, it can decimate your army. Kill as many enemies as you can. Even if you do not manage to break through enemy ranks, quickly create another army and push a moment later - enemies do not respawn at once so you will be able to strike weakened area and destroy the spawner.


  • A weakened camp after previous attack.

Wait a bit to rebuild your army and push together the same side of the map. Destroying northern camp on same side of the map will spawn Twilight Willapper, a building that can paralyse troops, making capture of another area more difficult, however it should be still fine, particularly with T3 spell support. (in case if one player stays on T1). Amii Monument can be great in this situation. Continue to clear rest of the map. I suggest avoiding Northern mid camp, and focusing on others before attacking it, however it is up to players to decide.

Note, that your T2 may be attacked by air units on their way to Nightmare Shard, so providing some base defence (1 tower) can be a good thing to do.

Dealing with Witches

Witches always aggro on a wall. Therefore, construction of outer wall ensures that no Witches will achieve the shard, as long as the wall holds. Construction of outer wall and adding there ~2 towers is enough to kill Witches spawned in Frost and Shadow camps. However, while attacking witches on inner walls, you may aggro some of patrols that walk around, including annoying pairs of Vilebloods. Therefore, defence of inner wall should be stronger, to protect the shard from Witches spawned in Fire and Nature camps. In my case, 4 archer squads, 2 towers and spell support was enough to hold inner wall. There are ways of taking control over centre of the map, to achieve the same goal with smaller defence forces, but it reduces defence of Shard.

The more you progress on the map, the more units are added to Witches waves. After destruction of two-three camps, Whisperers are added, which are annoying but fine to deal with. After four camps, long range Twilight Dancers start spawning, so make sure to have some strong units to deal with Witches at this point.

Nightmare Shard:

Putting units of one or both players, grant those players addinotional power over time. If you can hold the area, you will receive nice power boost, which is very useful in early game. Pairs of Vilebloods, a few Crawlers and air units may come to the area. However, if you can aggro all Vilebloods to your walls, then defence becomes fairly easy. To aggro Vilebloods and Crawlers, make sure to put archers on most northern part of the inner wall, otherwise they will be out of your range, however, when archers are busy with other units, Vilebloods are likely to pass by. 3 towers total and one unit from each player is enough to keep the area clear.

The map:


  • i stands for inner wall.
  • o stands for outer wall.
  • S is enemy Shadow camp,
  • F is enemy Frost camp.
  • Fi is enemy Fire camp.
  • N is enemy Nature camp.
  • Purple line is attack way for ranged units to destroy enemy spawner in western Shadow camp.
  • Single units spawn across the map all the time and proceed to the shard, sometimes attacking Frost, Shadow and Fire camps. At first they are Twilight Bugs, Crawlers, Creeps, Leeches. After destruction of two camps, Vilebloods are added. After three camps, Horrors and Devastators are added. After four camps, Abominations and Hulks are added. Such spawns appear to be random and are very difficult to predict. Some your locations may not be attacked at all, or may be under constant assault. Protect your monuments in a relevant way.

In my Frost attempt I had strong T1, with Northern Keep, Master Archers and Glaciation (very powerful and useful spell, greatly helped to hold both sides of map) to defend, and Frost Mages, Master Archers, Ice Barrier, Home Soil and Frostbite for effence and support of my ally. I stayed on T1 for pretty long and focused mainly on defence of the shard, while my ally cleared the map with his T4.

Replay on Patch #400021 available in files under post, with general approach, and recording of Toggy's stream is currently available in one of quotes.
Replay on Patch #400024 available in files under post, with Mana Wings approach. "Nightmare Shard Expert Mana Wing"

Seek inspiration there, an attempt with only common cards.


Nightmare's End


Even if you know how to play it, the map is still awful.
However, "Nightmare's End" on it's own brings hope. After you finish the map, you will never again need to comeback to Nightmare maps. Toggy please.... do not even think about it.

Securing T2:

Spawn a few archer groups. Leave one squad to build both Southern and Northern walls and defend - for now that should be enough. Expect first small attacks at 0:50 and 1:30.

Use rest of your army to move to mid of the map. Initial defences are weak. "The cultist" - L Twilight Horror is supported by 4 shamans. If you attack Twilight Pikemen, you may lure out shamans and kill them easily. After you are done, secure your T2. It is not advices to let one player take T3 - a lot of power must be invested to provide stable defence, while defence for T1 player will be difficult on his own, increasing chances of failure for both players. T2 is monument is a safe location for most of the game.

Securing T3:

With T2 available, return some archers to walls and provide a strong defence to your main orb location from both sides. There is little space for towers on southern wall for Green player, so if you want put there "fat" towers like Cannon Tower or Armored Tower, I suggest using attached configuration. Due to lack of space, spells are your big friend.


Make a large army and secure your T3 on the north. That requires you to shift your defences north, for a short period of time your northern wall will not be attacked, but do not destroy defence there, you will need it later. For Green player, T3 outpost is defended by Twilight Bombard far on upper side of the base. For Blue player, T3 outpost is defended by Twilight Willzapper. Expect heavy resistance. After you secure the area, you may take center of the map on the north - protected by one Twilight Bombard, wall and some smaller units. There are 4 wells, and this is one of two purely secure areas in the game. Be careful for usual attack waves during the siege.

Securing T4:

Follow suggested attack line (later in the post), destroy Twilight Willzapper and build your T4. After you destroy spawners, you need to start defending your northern wall again, and protect the T4 area. This does not influence waves on your ally's side. Consider capturing mid of southern side of the map to get 4 more power wells.

Securing Power Shrines:

If you have enough momentum (current army, time and confidence), you can secure areas immediately and then avoid spawned troops, it will make your live easier in the future. Hold with defending areas before you secure your T4 and are ready to end the mission. Try to split your forces and attack at similar time ~at once. The shorter your army will need to defend the areas, the less waves it will fight with. Remember that all 4 shrines must be secured at the same time to trigger last event. Waves will start spawning. Position 1 the Green player's Power Wells may accro Twilight Hags near T3 area, leading to loss of area. I suggest keeping a unit/building far behind to allow to rebuild the area.

Performing the ritual:

Units spawning almost everywhere and trying to destroy everything. Make sure to quickly go to the Shard and provide some buildings around to heal between combats. Have durable high DPS army. It's trully a Nightmare. You may lose your monuments during the proccess, so do not rely on T4 spells.


  • Purple lines are enemy paths that attack your position - in addition to other, old attacks that keep attacking your T3 and T4.
  • Blue areas are actual safe areas when perfoming the ritual.

Support your defence with powerful defence structures like Worldbreaker Guns, Necroblasters, Comet Catchers, Volcanos, Marks of Keeper, and powerful ground army. During the ritual, all your monument locations are attacked. Make sure you defend properly atleast one - if you lose all your monuments, you have 1 minute to rebuild or you lose. Your T4 should be easiest to defend.

Know the map:


  • Pink line - Twilight Deathglider patrols consist of 4 Deathgliders. If possible, get rid of them before you engage in larger fights. They do not respawn.


  • Green S are enemy spawning zones. You can destroy ABCD spawners. Instead of AB, enemies will spawn in caves in center of the map.
  • Orange lines are enemy attack paths, during most of the game. Destruction of CD spawners actually stop all attack waves on your southern wall. Destruction of AB spawners requires you to shift your defence from your Northern wall to defend your T3.
  • Purple lines in mid of map are enemy attack paths after you destroy spawners CD. In southern side of map it represents paths from caves, that constatly come to T4 area.
  • Blue lines are suggested attack routes on CD areas. It allows you to destroy Deathglider patrols in advance, attack from angle which helps you destroy Twilight Willzapper, and do not require you to stay inside of area which constantly spawns units (purple paths in southern side of the map).

Replay on Patch #400021 available in files under post.
Replay on Patch #400025 available in files under post. "Nightmares End Expert 25"

Pure fire run with heavy Volcano usage:


Slave Master


Difficult map even on Advanced if you don't have any idea how to do it. But once you know how to approach mission, it should get way easier.

The idea is "we allow Twilight to do whatever they want". Twilight waves appear every ~100 seconds.

The strategy makes use of a trick. Both players spawn ranged units and go thin eastern road. There is wind device that blows your units. Ignore it's existance, it stops for moments. Kill everything on hill, including spawning camp. Then both players can take 1 well each and suicide units on low ground.


Use ~2 units as temporary defence on your main orb, a small wave of 3 unit attack you once. Decide which player goes to T3/T4 first. Push and capture 1 orb, wait for it to finish, and then kill Soulhunter and let the player crab 2nd orb so that he is on T3. Now, after around ~2 Twilight waves with Twilight Abomination, after wave passes, run from your 1st monument to default T2 orbs and turn on the emitter.

Emitter needs 30 seconds to turn on, so like ~25 seconds remaining on timer is necessary + some crowd control (to kill Abomination in fire), or turn emitter on before wave appears (use swift unit), to make it spawn air units. I usually do it after 3rd Twilight wave that spawns abomination. Now, one player should have T4 (and most of wells, so that they can afford units), and one player should have T2. T4 player keeps pushing east/mid side of canyon. T2 player can capture orb that is on "bottom of first western wall" - there will be 1 weak turret, rest defences were killed by twilight. Then T4 player secures 4th orb for T3 player.


  • Purple line represents initial attack of both players.
  • Green line represents attack way of "Attacker" player, he should not trigger Mo's event before 2nd player has some army to help during last fight. Also make sure to guard the area and do not let Twilight Dragons to kill any of slaves.
  • Blue line represents two free monuments to take for "Defender" player. 4th monument is cleared by "attacker" player in mid of the map.

One of players (initial T4 person, but tbh shouldn't matter too much) is pushing the map (but avoid triggering Mo event too early, run around, secure wells and so on, both players need army to follow Mo later), and second player is setting up defence for Twilight waves. Twilight will spawn infestation at some point in the game - Twilight Dragon, Abominations and other large waves will run into fire emitter. The area must be defended efficiently, and later defender should join attacker in offense with Mo. The attacker should also make sure, that none of (usually only 2 spawn) Twilight Dragons reach slaves - it can lose an almost won match. (the case in currently uploaded replay,  it is a failure run, I will update it later with victorious match when I think enough time, the replay shows early game strategy, though)

Free slaves, clear right side of map, and now up to you, either try to keep busy Ravenheart and let slaves with Mo run next to it straight to the portal, or do what QueekQueek asks and go around to south. Make sure to leave one unit next to Mo, one of players must take control over him and bring him to portal as well.

I was the "defender". With Juice Tank I needed not many wells around the map (could leave initial ones to partner, so that he can push and unlock T4 for me) and ~4 Worldbreaker Guns with Skyelf Sages and 1 Dreadnought and Ice Barrier Barrier was enough to make perfect defence vs Twilight, however it required a lot of attention (I am good at multitasking, but I do not know if you are, so you may consider leaving some more XL units here and buildings that do not need any attention).

Replay on Patch #400021 available in files under post.

Attempt with pure fire with described strategy:




Another map, where you need an idea to do it succesfully.

Device spells:

You have only 3 Walkers available. Your priority is to "setup charges farm". There is no need to worry about 1st and 2nd walkers. Green player must spam Heal on the Walker and Blue player has to spam Freeze every time enemy units can be under effect of it.  This combo is sufficient to let 3rd walker destroy the shrine. Meteor spell may be good, but on Expert you don't have enough walkers to use it. During final battle with boss in the canyon, just spam all the spells and you should be fine - ensure you have control over all 3 crystals before that happens.


Idea for attempt:

You should first secure your wells, and then depending on you, secure either 2nd monument or nearest crystal. You must setup a strong force/defence to kill Stone Warriors a moment after they spawn to provide sufficient amount of spell charges to protect the walker. Then support the 3rd walker until the shrine is destroyed, while getting T3 in the meantime. Both players must succeed in getting charges and casting spells.

Nightguard related strategy can be successful, however be careful - captured Stonekin Warriors do not grant charges upon death and you may run out of charges, compared to normal killing the enemies.

My action order:

From position 1 I first go to wells, then destroy buildings (except for anti air) around the crystal, but do not activate it. Destroy 1 wave of L Stonekin Warriors in meantime and then I go for 2nd monument. I build defence that consist of cannon towers and then run back to the crystal, activate it, start casting heal and secure 2nd spawning location. When Stonekin Warriors die shortly after spawn, they should give you a lot of charges, and you can start focusing on getting your T3 while healing/freezing around the Walker. ~3 cannon towers are enough. After shrine falls the waves become larger and more difficult, but I have enough defence. I get T4 and secure map with Worldbreaker Guns.



  • Blue areas are just next to spawn locations, excellent place for towers and position for your forces.
  • Purple areas are spawn locations you are not interested in until late-game.

After you have stable defence, destroy numerous L creatures defending your T4 and last crystal, secure all spawning locations and kill the boss. After Walker destroy the shrine, it is enough for one player to keep playing. If the other one dies in meantime, his 1st monument should remain intact. One player should be able to carry the game from this point if has reliable defence.

Stonekin Warlord Boss:

Moon says to use different elements than one activated on Warlord. I do not personally get many details of this mechanics, because Worldbreaker Gun solves all my problems. After boss teleports into canyon, you can freeze him. Also, it is possible to shoot into canyon with Worldbreaker Guns, finishing the map a bit earlier. If not, then it is enough for one player to spam skills from all crystals (at the same time) to win the map.

Make sure you have strong T1 and enough defence to hold waves. I can hold bottom spawner with Cannon Towers only, on middle I cast Coldsnap at larger waves, and on top one I keep some of my XL units.


Replay on Patch #400021 available in files under post.

Runs using similar strategy, with common cards only, and later a pure Fire run:


The Insane God


Early game seem to be pretty calm if you know what to expect.

Position 1 the Green player:

On your way you usually fight with 2 enemy squads at once. I needed 5 squads to breach to the main area. S Twilight Slayers (archers) are annoying with their DPS, but that's it. I suggest saving rest of the power for wells. To reach mid of map you need to go through an outpost that contains a wall. With ranged units you can easily destroy targets one by one and retreat to nearby well to heal. Then you can destroy squad, tower and spawner next to wall, while one of your units run into the center to take wells.

Expect first attacks on both walls at 6:30. You should have enough time and power to take all wells, T2 and create both walls. Northern wall is supported by living tower, so require less defence initially. Build 2-4 towers on each wall and your defence should be okay. However, I used 3 towers, but I had to support them with spells - they get attacked at the same time and M Twilight Guardian is very tanky. No air units are going to bother you before attack at 15:05. At 15:50 your ally gets attack from the south by Twilight Dragon. Aid your ally if he needs you. Another powerful wave with Twilight Dragon comes to same location at 21:10. On your southern side at 25:45 a strong wave with Twilight Evil Eye come, followed by another powerful wave with Twilight Dragon at 26:25.

This position seem to be easier than the other one. Allow you to capture wells quicker, enemy waves come later and usually are weaker. Make sure to aid your ally when necessary.

Secure your T3 at monument number 2 on the map.

Position 2 the Blue player:

On your way to the center you will fight 2-3 enemy squads and a tower. S Twilight Slayers (archers) are annoying with their DPS. Later, you will meet an outpost on your way. You can either destroy it, or try to pass by and return there later. The spawner will create a single squad that will go to the center of the map.


Secure all wells and take your T2. Some enemy waves are dependant on how fast you reach temple, therefore all timings below are just estimations, however, they should give you good idea on what and when to expect.

First attack come at 5:35 from North and consist of 3 squads, you should be able to kill it with your army. Another attack, as strong as previous one come from south at 5:55. Both waves can be easily killed by your army and available living towers. 3rd wave come at 6:25 from North and consist of 3 M Twilight Slayers, a wall would be very useful at stopping them. After you achieve T2, create a strong defence. Larger waves usually come at you rather than your ally, at 9:00 a large attack comes from the south, supported by another strong wave at 9:25, medium sized wave at 9:40 from north; and later large wave at 15:30, with Twilight Dragon at 15:50 come from south and at 21:10 at the same location. Your ally could help you dealing with those. Atleast you do not have to worry about Urzach Guardians on south, they come to north wall only.

This position is harder than the other one.  Your ally should aid you if you are in large danger.

Secure your T3 at monument number 3 on the map.

Know the map:


  • Monument 1 may be attacked by crawlers and other small waves, requires defence. Defence may aggro Urzach Guardian, and not safetly placed defence may aggro some attack waves coming at the wall.
  • Monument 2 is a safe area. With correct, careful building placement it will never be attacked, neither by attack waves nor by Urzach Guardian, which will pass by in the distance.
  • Monument 3 is a safe area. It will never be attacked.
  • Monument 4 may be frequently attacked. Patrol respawns in nearby caves - even if it's patrol route is different, it always check the monument area first.  A very dangerous place to make monument. However, if players manage to avoid patrols and do not kill them, then this is a safe area.
  • Monument 5 should be a safe area, but clearing out this location is not adviced.
  • Monument 6 may, or may not get attacked. At this point an XL army should be stationing around, in preparation for attack on Urzach, so should not be a problem. However, monument probably will aggro respawned patrols. Is a more convenient alternative than monument number 4, however requires already some pushing input from one of players.
  • Purple lines represent good pathways for air units to snipe enemy spawners. It will reduce number of weak waves coming at walls, destroying spawner next to monument 4 is particularly useful - you may decide not to secure this area at all, and your defence will be relieved.
  • ~2 Worldbreaker Guns or Comet Catchers in mid of map can greatly relief defence of all 4 walls and greatly aid in fight with Twilight Dragon waves.

Southern western Twilight outpost:

Theoritically you can destroy it to stop large waves. However (not confirmed, but this is what I think happened during my first attempt), Twilight Dragons will keep spawning from tunnel entrances instead. Therefore, unless you want to secure those wells and orbs, there is no point in destroying the outpost. It is better to focus your attention on strong Southern defence, and destroy Urzah in Northern Eastern fortress.

Maps mechanics:

Urzach Guardians are useful, can aid you at defence of particular areas, like Monument 1 or Monument 4. However, spawning them requires breaching to shrines, what is not necessary to finish the map. Enemy Guardians are as strong as yours. They have 6000 HP, so overpowered defence or supporting spells are necessary, Frostbite does well.

Southern and Northeastern altars can easily be stopped by 2-3 air units. Only air defence in nearby are 2 Twilight Deathgliders, which can deaggro after running away, or will not aggro if you intercept a priest fast enough. However, Urzach Guardian will spawn instead of next priest, so it does not secure you from those.

Killing Urzach:

After you destroy most of defences in the fortress, I suggest luring Urzach away from it's lair. It will spawn Twilight Dragons to aid him, and they will spawn around it's initial position. Boss' description says it will use powerful ability after feeding from corpses, and has powerful DPS. Attack with forces that may quickly kill the boss and do not lose your units. It may be a very difficult fight.

In my initial attempt I used Amii Monument in order not to bother with securing more areas. For a rerun I took Amii Ritual instead, it makes walls immortal for 25 seconds, allowing to properly react to large waves. 3 cannon towers with Northstar and spell support was enough to defend early to mid-game waves for Position 1 the Green player.

Replay on Patch #400021 available in files under post.

You may find inspiration here, an attempt with only common cards:



Sunbridge Expert.pmv The Insane God Expert.pmv Convoy Expert.pmv Crusade Expert.pmv Nightmare Shard Expert.pmv Nightmare's End Expert.pmv Slave Master Expert.pmv Nightmare Shard Expert Mana Wing.pmv Nightmares End Expert 25.pmv

Edited by Dallarian
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Addendum Encounters with Twilight - I played this on expert with just the starter cards with deck level 0 (first map I played after reset - first to do it on expert):

The spawn on the southeast is the key to complete the 2nd part of the map because the Whisperers and Vileblood respawn there. I pulled in the Vileblood and Twilight whsiperers to let Rogan handle them while i sneaked past with 4 Firestalkers and ran the bottom path to the spawn camp with the Abomination. CC the L and XL units at the spawn camp while attacking the camp on max range with fire stalkers. I think I used 1-2 Surge of Light to keep them alive long enough. Afterwards you can clear everything with windweavers or whatever unit you prefer. Vileblood and Whisperers are taken care of and you can clear the big camp with the Abomination after clearing t3. Swampdrakes sleep in combination with Curse of Oink and a couple Magma Hurlers are enough if you lure them out and take out the 2 L-units you pull first before focusing your attention on the Abomination.

Addendum Behind Enemy Lines:

The map becomes much easier if you refrain from killing the spawn buildings at your t2 and t3 as killing those triggers stronger waves. You can see this in a replay from @RadicalX: https://www.youtube.com/watch?v=oHd7xVPuIdc

Addendum Crusade:
Defense in the South - You can trap incomes if you do not kill the archers completely and only kill the melee units. You can achieve this easiest with Mark of the Keeper and taking the wall. The Archers will start running around but never attack anything (make sure to kill them once all the camps are down, otherwise the endwave doesnt trigger) You can also do this with Nomads as demonstrated here: https://www.youtube.com/watch?v=g52hVdIKqq4
Frost you can use Warden's Sigil, Shadow you can decimate the archers as shown in video above and just place 2 Embalmer's Shrine or somthing similar. It takes a while to take them down.

Addendum Sunbridge:
Even if you use the Gate trick on the right side at around 6 minutes an archer will come through and if it gets to your monument on the very right side on the map (if you already build it), it will pull the camp on top of it. You can prevent this by placing a unit at the gate to take care of that archer.
Also you can use t1 towers to outrange archers at the wall. Phase tower with their relocation is especially good. Termite hill works wonders on those as well. If you start nature t1 you can use hurricane to blow archers of the walls and make the clear way easier. Furthermore the wall breaks down after you destroyed exactly half of the segments. You can use this to stay out of range of 1 half of the archers on the wall, if you positions yourself properly.

The longer the gate is open within its 30 second cycle before the 2nd shrine is defeated the stronger the income will be that attacks you. The side that is attacked depends on which side the gate was last open when the last shrine was destroyed.

Addendum  - Convoy:
After the Grinder teleports in the middle path you can shoot him with Rifle Cultists' ability from the outside to end the map a bit earlier.
You can also use undead army at the beginning of the map and then scythe fiends ability to get in that area and then prevent walkers from advancing with placing buildings at the bottom at the bottom at the path. Left player can then shoot with Rifle Cultists from the outside to destroy the shrine after capturing t4. The walker block essentially eliminates any time limit you have on the map and makes this map pretty much unloseable.


Overall a good initial overview for maps that should help newer players to get a idea on what is going on on these maps and to avoid replaying map starts over and over again or be stuck in them for 40 minutes+.
I think especially the Nightmare maps are very bothersome if you do not understand whats going on and what to do (tbf they are bothersome even if you know).
Looking forward for what you have for some of the 4 player maps.

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Four Players Maps 3.95/8

Bad Harvest - work in progress


Replay on Patch #400025 available in files under post.

King of the Giants


Typical Stonekin map - large creatures and weak anti-air.

The map requires steady pushing, however, not as tight as Blight. On T1 get something to kill enemy S and L units and transfer into air units on T2 - to exploit lack of proper anti air.

As long as you can clean map in advance for Rogan, he will be okay. If for some reasons you want to heal him - Shaman and other units are able to do so, however, spells do not work.


Early game defence:

Position 1 and 2 will be attacked by two waves of Stonekin Shards, which consist of 4 squads. First wave begins attack within first minute of the match, and second wave spawns approximately 90 seconds after first wave is killed.

Position 3 and 4 is attacked by Stonekin Warrior and Stonekin Aggressor at around 9:00. They spawn in same cave as Rogan and Jorne do and follow the path. If they do not aggro on T1 location, they proceed to T2 area.


Exploit enemy weakness:

Stonekin has very little anti-air on this map, and it consists of mainly towers. Air units like Mana Wings, War Eagles, Windhunters and Skyfire Drakes can safely secure T3 location and effectively clean large part of the map.

Know the map:


  • Purple circles show location of enemy spawners. Make sure to destroy them, because they can spawn medium sized waves in late game and attack various monuments locations. Not all of them spawn units, however, it is better not to risk.
  • Red circles show heavily fortified enemy location with Hammerfall, and no air defence. You can attack the locations with T2 only. You will need large army if you decide not to use air units.


The map is not demanding in terms of deck, I used my standard deck to complete it.
In my attempt I use Frostmages and Master Archers to clean T2 area, and then War Eagles to secure rest of the map.

Replay on Patch #400024 available in files under post. "King of the Giants Expert"
Replay of ideal run on Patch #400025 available in files under post. "King of the Giants Expert Perfect"



Position 4 player the Teal must push strong enough to provide way for Jorne. Position 1 the Green and Position 2 the Blue need to rescue together total off 12 civilians, which is 2 areas for each player, and Position 3 player the Yellow have no pressure and just need to clear his area.

Every location has Mark of the Keeper. While it turns of usage of magic and all ranged attacks, most ranged units are capable of destroying it from distance. - however amount of troops doing so is very limited due to split mechanics.

Position 1 player the Green:

You will face many Sunstriders on walls, some mix of enemy S/M/L troops, a few Living Towers and Marks of the Keeper. Marks of the Keeper can be attacked by medium ranged units like Frost Mages and Nightguards, if positioned correctly, but you may use melee units as well.

Clear two areas with civilians and do not forget to open their respective gates. Before taking T2, consider clearing H area first - you would need larger forces to destroy Living Tower, Mark of the Keeper and coresponding troops, but it will allow you a bit earlier access to power well - you do not have many of those around. Destruction of H spawners is useful for player on position 3, so do not leave them to the last moment. You may happen to fight with Spikeroots during the process.

Nature large outpost is defended by many troops and towers, including Swamp Drakes, Fanthom Lords and Thornbarks, and sends 2 squads of Spearmen into three directions, you will have to face two of those attacks early, the third one is not an early threat. Gather large force before attack.

In your area you have only 7 power wells, therefore you should try to take all 4 wells available nearby, so that you can be an useful asset in late game.


  • Green line is suggested early game attack path.
  • Blue lines are good paths for air attacks.
  • Red circle is area of strong Nature presence with 3 spawners and large defence.

Position 2 player the Blue:

You will face many Windweavers on walls, some mix of enemy S/M/L troops, a few Living Towers and Marks of the Keeper.

Clear two areas with civilians and do not forget to open their respective gates. Before taking T2, consider clearing H area first - it will greatly help your ally on position 3, and you will have earlier access to power well - you do not have many of those around. You may happen to fight with Magma Hurlers in the process, however one of fire spawners can be sniped very early into the game. After you clear first group of prisoners, consider clearing out north area first.

Fire large outpost is defended by many troops and towers, including Emberstrikes, Magma Hurlers and Virtuoso, and sends 2 squads of Thugs into two directions, you will have to face two of those attacks early, the third one is not an early threat. Gather large force before attack.

In your area you have only 7 power wells, therefore you should try to take all 4 wells available nearby, so that you can be an useful asset in late game.


  • Green line is suggested early game attack path.
  • Blue lines are good paths for air attacks.
  • Red circle is area of strong Fire presence with 2 spawners and large defence.

Position 3 player the yellow:

You are the only player without time pressure, your only goal is clear your area which may be a bit annoying. You are going to face many L units in the process, so wait a bit and stack a decent army - the wall may be initially useful to stop initial Magma Hurlers and Thornbarks.

Where to may be influenced depending on how fast you and Position 1 player the Green clear the map, but it does not matter much. Create large force and clear areas one by one. Fire and Nature tunnels are the only "spawners" active in the area. When you secure your T2, you should be able to speed up a bit, and deal better with Vulcan defending T3 area. Thornbarks will be delayed by enemy wall next to their attack path, however they will start coming to your momument at some point - if not emilinated quickly by player on position 1. Magma Hurlers will keep coming from north - but usually get quickly eliminated by player on position 2.


  • Green line is suggested early game attack path.
  • Blue lines are good paths for air attacks.

Avoid taking any of 8 wells in mid of the map, your area has 13 power wells, the most on the map. Players on positions 1 and 2 need those wells to be useful in late game - that will allow them to have 11 wells total.

Position 4 player the teal:

Probably the hardest position - on you it usually depends whether team wins or not.

Expect waves that consist of 2 Spearmen, that come both from south and north. Prepare strong T1 and T2. You could go way around, but it is heavily defended including Swamp Drake and more defencers, and since you are under time pressure I suggest going front through the wall, getting T2 and pushing further with this technology. When you are attacking wall, expect enemy archers to respawn and come back to wall, so wait a moment and then attack to quickly breach wall and intercept any new windweavers. Try to kill all nearby spearmen without engaging any other units, and then attack Living Tower and Phantom Lord.

You will have to destroy Thornbarks protecting healing well and face XL Colossus in your usual T4 location. To reach Amii gate operator you will have to fight another Colossus, 3 Swamp Drakes, Phantom Lord and Living Tower. However, you do not have to kill them - you can drag their attention and open gate with one of your units. Jorne will attempt to kill Rogan, however he does it slowly, so you have around 15-16 minutes of time.

In my attempt I captured T2 by pushing through wall with Master Archers, 3 Frost Mages and ~2 Imperials. Then I added War Eagles to remaining units and while adding more Eagles I pushes rest of the map. Attempts based on Nightguards may be good to go north instead of wall. If you are desperate, it is possible to block Jorne with buildings.

Avoid taking any of 8 wells in mid of the map, your area has 12 power wells. Players on positions 1 and 2 need those wells to be useful in late game - that will allow them to have 11 wells total.

Brannoc fight:

Destroy Twilight Emitters that support Brannoc and wait for Civilians before you waste any spells and abilities.

There are two strategies, one to have a regular fight, where you have two players on sides that destroy supporting units and red crystals, or all 4 players attack Brannoc and kill him immediately, both work fine. The key is, you should have enough DPS to keep the fight short.


Replay on Patch #400021 available in files under post.
Replay on Patch #400025 with pure Frost pos 4 approach is available in files under post. "Titans Expert Frost 4"

You may find some inspiration here:




I find it difficult to further develop this section, and there are other great sources available on the forum, therefore I decided to close the section without finishing it properly.


The map is difficult in early and mid game, because it requires you to push enemy camps quickly, and if you fail once, difficulty snowballs. Know the map, fight only when you must and do not waste time on different locations. Remember, that second camp always has Bandit Wizard Tower, meaning you usually need large or long-ranged units to be able to push it effectively.

  • When on way to attack first camp, do not claim more than 1 power well - you need both time and power to keep pushing.
  • When on way to attack second camp, you may consider not to take one power well from T2, to increase strength of your attack. However, if you clear T2 area on time, power wells should pay off in ~3 minutes. The decision is yours. Depending on strategy, you do not need to clear the area, destruction of the camp is enough, you can come back later.
  • When on way to attack third camp, consider suicide strategies. The goal is to destroy the camp, not to secure the area. If you stop largest waves on one side of the map, the difficult part of match should end. To succeed, some strategies require only T2, however using T3 technology can be helpful.

If you destroy the camp perfectly when time ends, you will have to face the wave anyway.

In given replays, you do not need/care about the whole match. The only thing that matters, is a successful early game strategy you can copy - many of matches may be lost due to many circumstances, but it does not nullify a good early game strategy. Also many of those replays do not work on current game build - they may get fixed within a few months. Working replays will be marked by adnotation.


  • First enemy wave spawns at ~4:03. Depending on position, you will have to fight mostly S and M troops in different configurations to reach the camp. You should destroy first camp on your own to increase your chances of survival. With T1 only, you will face almost certain doom. The wave consist of many S squads and 3 Bandit Snipers.
  • Second wave spawns at ~8:24. It can be okay, if you do not manage to destroy second camp. If you cannot push anymore, make sure to create large defence and use spells to hold the wave. Keep increasing defence in preparation for T4 wave. The wave consists of 2 Soulhunters, Bandit Windhunter, 3 Bandit Stalkers and 4 Bandit Crossbowmen.
  • Third wave spawns at ~13:29. You can defend it with both T2 and T3 - if one side of the map was completed, your ally should be able to aid you with spells, and later units. The wave consist of 2 Bandit Tortuguns, 2 Bandit Soulhunters, 3 Bandit Wildhunters, 5 squads of Bandit Lancers and 3 Bandit Snipers.
  • In the meantime, you will be attacked every few minutes with large number of S squads, later supported by Bandit Sniper, so leave sufficient forces to defend.

Western wave goes to Position 4 player the Teal. Eastern wave goes to Position 1 player the Green.

Position 1 - short brief


Bandit Snipers do pew pew.

Go east.

Power well is defended by 2 S Bandit Footmen and 1 Bandit Crossbowmen, you should be able to claim the well within first 90 seconds of the match. Avoid 2nd power well location and nearby patrol - dealing with those will only slow you down.

The first spawner is defended by 2 Bandit Launchers, 3 Bouncers, 2 Spearmen, 2 Healers, 1 Sorceress and 1 Bandit Sniper, making it the hardest T1 spawner to clear since all enemy units have very high damage output and many stuns.

Second spawner is defended by 1 Bandit Wizard Tower, 1 Bandit Launcher, 1 Windhunter, 2 Sorceress, 4 Snipers and Waystation. Units walk around, so consider striking when they are all grouped, to successfully use spells and quickly eliminate high damage threat. However, the area requires strict strategies to be cleaned on time, consider building large force and attacking it later.

Between you and last camp there are 2 more enemy areas. First consist of Bandit Gunner, Windhunter, Bouncer and 2 Sorceress, and second has Wizard Tower, Gunner and 2 Snipers. Therefore most of attacks will cause loses, and you cannot pass by the units because of their large DPS, making quick approaching the area almost impossible.

Since you will be delayed, hope that player on position 3 can clear the third spawner on time. In case of failure, try to defend it with either T2 or T3, then create large army and attack after enemy wave came to you again. The wave always go north, to you.

Consider supporting player on position 3 with spells to help him.

After you feel safe, you can come back and capture other wells you do not possess yet.

Position 2 - short brief


Go west.

Power well is defended by 2 S Bandit Vanguards, 2 S Bandit Steelguards and Bandit Sorceress, making it difficult to progress. If you feel confident enough, take power well, it pays off in ~3 minutes.

The first spawner is defended by Bandit Launcher, 2 S Vanguards, 2 S Steelguards, 2 M Healers, Sorceress and M Bouncer.

On a way to 2nd camp there are Bandit Barracks defended by 3 M Stalkers, 2 Healers and Bouncer. It does not spawn any units, therefore you can ignore it. There is power well available, but do not take it before you destroy T3 spawner.

On a way to 2nd camp there is enemy patrol as well, it consists of 2 Bouncers, Healer and Sorceress. The patrol should not respawn, therefore you can kill it in meantime or avoid.

Second spawner is defended by Bandit Wizard Tower, Soulhunter, Windhunter, 3 Skyrakes and 2 Sorceress. Attacks from air with L and M is countered, therefore consider building strong ground force.

If you attack by ground, try to aggro Soulhunter first, and after killing it proceed with securing the area.

Work together with player on position 4 to develop strategy to destroy 3rd camp. You can support him by spells or launch main attack - pathway for player 4 is a bit more difficult, but his position is easier one. The wave always go south.

Position 3 - to be continued

Pure Frost strategies 3/4


You'll need mainly Master Archers, Frost Mages, Home Soil, War Eagle and Area Ice Shield.

Position 1:

Go east.

Create two Frostmages and immediately clear and take nearby power well - focus fire on Crossbowmen. Add Frost Sorceress and total of 5 Master Archers. When timer shows ~1:35 left, use 1 MA squad to aggro Bouncer and retreat. Kill Bouncer --> Spearmen --> 2 Healers while casting 1 Frostbite and 1 Ice Shield on relevant targets. Move your troops a bit to right and then attack Bandit Sniper using Frostbite (O) and Glyph of Frost to zone out Bouncer/Sorceress. Keep using Ice Shield. Do not attack Sorceress, it will aggro more troops and result in your death. Move to the right, add one more MA, Ice Barrier and Homesoil - destroy spawner and Bandit Launcher. Then kill Sorceress, Bouncer, Spearmen, take another well, destroy Launcher and take well + T2. Delete MA and Sorceress but keep Frost Mages.


  • Green line is attack targets.
  • Pink line is actual movement route.
  • Blue circles are good areas for both Northstars - do not place eastern one too far, in order not to trigger defenders of second spawner.


I did not find it possible to destroy the next spawner within time limit - I tried out many different strategies. Add War Eagles and prepare to defend another wave - have one Northstar next to monument, one a bit forward. Also add Mountain Rowdy and 2-3 Stormsingers. Use Glyph of Frost in front of Northstar and after it activates add Coldsnap - to freeze the whole wave. With Homesoil and Frostbite destroy Soulhunters, use Gravity Surge to target Windhunter and clear rest of wave. Also use Mountain's Rowdy ability to increase your defence. Keep adding more units. Defend another wave at 11:20 in a similar way and then counter attack - with Home Soil destroy T3 spawner and clear the area.

In case your ally did not clear third spawner, add more War Eagles and other troops and defend the wave on your T2, using the same strategy as before. Add Frostbite on Tortuguns and kill them first. After you are done with the wave, take your T3 and create even larger army. Ask other players to assist you with spells and clear spawner with Northland Drakes and War Eagles after defending a wave. Use Stormsingers with Area Ice Shield and spell support to reach spawner area and Coldsnap to freeze anti air units around.


  • Green line represents early game attack route.

Replay Blight Fr1 on Patch #400022 available in files under post. Works on Patch #400023.

Position 2:

Developed by @GreenSapphire in following thread:

Position 3:

Go east.

Create two Frostmages and add up to two Master Archers. This should be enough to clear area east to your monument. Take the powerwell if you're confident, heal and add 3 more Master Archers. Attack enemy camp by killing enemies one by one, use Frostbite on melee M unit and focus it down. After you cleaned most defenders, add Ice Barrier and cast Home Soil - if you have a lot of time left, then kill ranged units, if around ~30 seconds left, first focus down the camp and use Frostmages to stun enemies, and then finish them. Claim your T2 and all power wells, suicide Master Archers and have total of 3 Frostmages.

From single power well you got earlier, summon War Eagles one by one and start pushing second camp from behind. First attack Bandit Stalker to aggro Bandit Healer, finish both and focus on the spawner - ignore Bandit Sorceress. Frost Mages should be enough to kill incoming wave that consist of only S squads. Use War Eagles to clear single power well nearby the second camp, and keep adding more War Eagles. Before attacking third enemy camp, destroy incoming wave with S squads. With ~8 War Eagles and ~2 Stormsingers (G), you should be able to attack. Use Area Ice Shield first at Stormsingers, wait a moment, and move War Eagles to focus camp, while moving Stormsingers into mid of enemy camp. Cast Coldsnap in the mid to catch as many anti-air units as possible. Use Gravity Surge on aggroed Bandit Windhunters from the north, and cast another Area Ice Shield on War Eagles. After spawner is destroyed, retreat War Eagles, ~5 should be able to survive. Use remaining army to secure your T3 area /feel free to add more troops, then stabilise your defence and help your allies in dealing with their threats. When preparing to attack, you should be able to have some extra power to cast Glyph of Frost or similar spells to help your allies across the map.


  • Green line represent ground troops attack path.
  • Blue line represent War Eagles attack path.

Replay Blight Fr3 on Patch #400021 available in files under post.

Pure Shadow strategies 3/4


Forsaken, Skeleton Warriors, Motivate, Harvester,  Frenetic Assault Green, Shadow Insect are key cards I use. Shadow T3 spells like Infect, Soulshatter and Frenetic Assaults are very powerful, thanks to that Shadow becomes strong at carrying others, if you can destroy first two camps properly.

In some cases Darkelf Assasins with Motivate should be enough instead of Viridya and Shadow Mages.

Position 1:

Developed by @GreenSapphire in following thread:


Position 2:

Go west.

With 4-5 Forsaken kill two Bandit Vanguards, add 2 Skeleton Warriors, kill Steelguards, Sorceress, Spawner and claim power well. Heal a bit nearby well. You need a lot of micro to keep your units alive. Add one more Forsaken and move to attack around 1:15 - 1:20 - your troops don't need to have full HP. Attack with Forsaken to aggro enemies away from camp, ideally you can send one Forsaken in advance to prepare grounds for your army. Kill all enemies using focus fire, starting from Bouncers and do not attack Bandit Launcher. Use Skeleton Warrior's ability to tank enemy attacks, Frenzy on weaken Forsaken and Motivate on dying one. Move to destroy the camp - use Frenzy on all Forsaken and add ~2 Skeleton Warriors - they will deal with Steelguards in more efficient way. Take monument as fast as possible - to trigger enemy wave early.

Harvester with Viridya and Shadow Mages behind can be strong enough to deal with next enemy camp. Ignore the one which is in-between and do not lose your ranged units to small units wave. With charger Harvester you can finish wave and attack camp. First kill Soulthunter, then split your army - Harvester with Unholy Hero should destroy Spawner, Harvester's army should make chaos and confusion among enemies and tank some damage, Shadow Mages and Viridya shou;d focus fire on Bandit Windhunter - you want it dead and busy, so that it can't stun Harvester.

Try not to aggro Stalkers from position you passed by - it's enough not to attack them, Healers, or Launchers. Do not come too close to Wizard Tower as well. Kill Waystation and finish enemy units. With T3 spells everything should get easier now.

If you killed Bouncer patrol in meantime, they respawned. Be careful for Windhunter patrol as well, it's absolutely annoying. Make a pack of 5-7 Shadow Insects and yolo into last camp. The aim is to get Bandit Tortugun near the Spawner and then cast Frenetic Assault Green on Spawner - it ensures success. With Shadow Insects try to pass by Bandit Lancers before you get under Artillery fire - aggro them to the left and try to go around so they do not slow you down too much.

You are safe - defend from small waves, Windhunter patrols which respawns, and help others. Clear T4 area in your own pace - I used Cultist Masters, Shadow Insects and Viridya to secure the position. With T4 finish the map - there is no need to hurry, take as much time as you need.

Replay "Blight S2" on Patch #400025 available in files under post.

Position 4:

Go west.

With 3 Forsaken attack Footmen, micro not to lose Forsaken, add one more and attack Crossowmen. Take Power Well. Heal, add more Forsaken and attack outpost. There are total of 4 Skyrakes, so if you can kill 2 of them early, it would be good. Destroy tower, and attack enemy M units from left side. Add 2 skeleton warriors, use Forsaken Frenzy and Motivate when relevant. Leave or add new Forsaken to deal with two last Skyrakes and claim your T2. Kill all your units to get void power back.

Spawn Harvester, Viridya, Shadow Mages, kill enemy S wave, summon undead army and attack enemy outpost. You should be able to destroy Spawner with Unholy Hero Harvester without aggroing Soulhunter. When you fight Soulhunter, remember you have to deal with Waystation first. Use Furnace of Flesh to recycle your army and build T3, however try to keep Harvester alive. With Harvester and Undead Army push nearby enemy force - the more you kill the better. Remember to defend from another S wave. Destroy Soulhunter and other units on your way with T3, and spawn 4-5 Shadow Insects. Run Shadow Insects to last spawner, your goal is to cast Frenetic Assault Green on spawner when Tortugun is nearby, it ensures it's destruction.

You are safe - defend from small waves, Windhunter patrols which respawns, and help others. Clear T4 area in your own pace - I used Cultist Masters, Shadow Insects and Viridya to secure the position. With T4 finish the map - there is no need to hurry, take as much time as you need.

Replay "Blight S4" on Patch #400025 available in files under post.

Pure Fire strategies 2/4


Position 4:

Developed by Rankerz in following comment.

Position 1 and 4:

Developed by @GreenSapphire in following thread:


Pure Nature strategies 0/4


Currently not described.


Mana Wings can clear first camp on most positions, and second camp on position 4.

On T1 Windweavers are great base, with both Dryad and Shaman.

On T2 Windweavers with support of spells like Curse of Oink, Creeping Paralysis and Ensnaring Roots may be successful (position 3). Deep Ones can yolo snipe enemy second spawner.

Burrower spam is not viable due to Bandit Wizard Tower.

If you can reach T3 in time, Swamp Drakes with Revenge should be enough to snipe last camp.

Fire / Nature strategies 2/4


Position 1:

Developed by @GreenSapphire in following thread:

Position 2:

Create 3 Nomads (G) and go west. Cast mine and bait 2 Bandit Vanguards into it. Then cast mine again and bait troops small outpost as well. Take power well and add another Nomad.

Create mine in front of Bandit Vanguards and bait them. You should be able to charge into remaining units now. Cast another mine to weaken and knockback Bandit Steelguards, ignore both Bandit Launcher and remaining troops to focus on destruction of the spawner. Take both wells, T2 and destroy Bandit Launcher.

Focus on defence - add 4 Mortal Towers, Breeding Grounds and Rogan Kayle. Use Ensaring Roots to hold enemy army from 2nd spawner, and Mortal Towers to destroy all smaller troops. Bandit Windhunter and 2 Bandit Soulhunters are still alive. Use Rogan's ability "It's the shoes" to prevent them from attacking.  With Mines and another barrage of Mortal Towers destroy Soulhunters, and use Skyfire Drakes to destroy Bandit Windhunter. Use time available to increase your army - 2nd spawner will keep sending waves. Expect another one 3 minutes later, around 12:10. If you trade efficiently, you can use addinotional time to grow large and reliable army.

Since your position is more difficult than position 4, your ally should clear 3rd camp. However it is worth to talk about strategy before match, and support your ally by spells if needed. Wave from 3rd camp goes south.

Strategies for destruction of 2nd camp may be developed later by me.

Replay Blight FN1 on Patch #400021 available in files under post. Strategy by Prajoss.

Nature Shadow strategies


Position 1, 3 and 4:

Developed and described by @MrKrumpli in following thread and video:


Stonekin strategies


Position 1 and 2:

Developed by @GreenSapphire in following thread:


Bandits strategies


Position 1:

Developed by @GreenSapphire in following thread:


Lost Souls strategies


Position 1:

Developed by @GreenSapphire in following thread:


Fire Frost strategies


Position 1:

Developed by @GreenSapphire in following thread:


Two other guides about Blight Expert:

Find more help in a great video by @LEBOVIN:




Lost Souls are difficult to deal with on rPvE. However, on Empire it's not that bad, the map does not feel particularly difficult to me.

Prepare some T1 M counters to deal with Lost Wanderers and Lost Spellbreakers (knockbacks S units) and some spell/unit support for L Lost Manabeast. If possible, kill Manabeast as last unit, when it dies it gives healing aura to other nearby units. Usual archers with spell support should be fine. Have strong T2 and T3 as well.

Some basic Lost Souls units take increased damage from Humans, and more advanced ones from Beast and Dragonkin creatures, therefore if you can add them to your deck, they should be slightly more efficient. However, they have powerful abilities you should be aware of.

Noticable abilities:

  • Lost Vigil - increased strength next to friendly buildings - countered by Dragons.
  • Lost Reaver - summons 3 medium crawlers, that explode after 20 seconds dealing large damage on area. Killing crawlers prevents explosion - countered by Dragons.
  • Lost Horror - one-hits XL unit from time to time - countered by Beasts.
  • Lost Spirit Ship - if gathers enough corpses, explodes dealing massive damage on area - countered by Dragons.
  • Lost Dragon - prevents spells, special abilities and ranged attacks on area around it's hit - countered by Dragons.
  • Lost Banestone - prevents spells, special abilities and ranged attacks.


You must protect Jorne, Mo, Rogan and Ragged King. If Ragged King and Jorne are in danger, you can heal them using various spells like Regrowth or Blood Healing.

Eastern side of map/present:

You will face larger forces, and you must push to allow progress on other side of the map.

Position 3 player the Yellow, aid with some force your ally at getting T2. Then proceed to your side of the map. Do not attack too early, Mo cannot capture the outpost on his onw. There is heavily defended outpost with Jorne, free him by destroying all nearby buildings and units. Proceed to destroy camp after camp. Share some power wells with your ally.

Position 4 player the Teal, push right side of the map and secure T2. Defend both your location from large M units waves, and support your ally at freeing Jorne if aid is required. Push further north to get T3. Destroy next camp and leave some decent defence to near your T3, and help your ally, or clear the nearby outpost, leave some defence and go help your ally. Work together to secure map from the north.

Western side of map/past:

You may need a bit more defensive approach, defend until Eastern side of the map clears it's outposts.

Position 1 player the Green, create wall, defend it with a few archers and aid your ally.  Help him clear T3 area. You do not need to hurry too much to defend outposts, you have a lot of time. Even if all people die in camp, the mission does not end, you need to secure just one out of 4. Secure your T2 area and then proceed to defend all camps. Work together with your ally to clear the map.

Position 2 player the Blue, have something on T2 to kill Lost Vigil. Secure your T3 area with help of your ally. Then destroy nearby outpost, set some defence and aid your ally on his side. Work together to clear the map from north.

Do not free Ragged King until you see, that your allies on Eastern side of map are fine and have enough progress. Ragged King must survive, and if he goes alone on a charge versus Lost Souls, he will fall.


  • Lines in colour of a player represent suggested attack paths.
  • Purple circles represent locations of chosen Lost Vigils.
  • Orange circles represent all locations of Lost Horrors.

Fighting The Red King:

When charges explode, The Red King must be on the Western/Past side of the map in order to weaken it's armor. Therefore, it can either stay there all the time, or be teleported there when charges are ~3/4, or sometimes 2/4.

  • On the West enemies spawn from 3 locations on the West. Left corners spawn Charged Souls, and right cave spawns medium enemy waves and Charged Souls.
  • On the East enemies spawn in large waves only from right cave.
  • From caves Lost Dragons are spawned as well - split your forces or add melee units.
  • Charged Soul is Necrofury like Lost Soul unit which grants objective charge upon death. It spawns only on the Western/Past side of the map.
  • Do not let any of four Kings die during ritual.

Spells that allow you eliminate Lost Horrors quickly, or prevent them from attacking your army are useful. In my deck I used 1 MA and ~6 Ice Guardians as an opening, Ice Guardians following Ice Barriers efficiently deal with enemy Medium units and kill Manabeast, without any loses.


Replay on Patch #400023 available in files under post. Replay replaced with newer version on 12 I 2021.

Attempt with strong units, and second one with commentary:


The Dwarven Riddle - Reference only


Check this guide by MrKrupli:



Expect little to no progress until February.

Blight Fr3.pmv Blight FN1.pmv Titans Expert.pmv Blight Fr1.pmv Empire Expert.pmv Titans Expert Frost 4.pmv

Blight S2.pmv King of the Giants Expert.pmv King of the Giants Expert Perfect.pmv Blight S4.pmv

Bad Harvest Expert Frost.pmv

Edited by Dallarian
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  • Dallarian changed the title to Expert Campaign - Missions Briefing - Among the Old Gods achievement

Twelve Players Maps 2/2

Passage to Darkness


An easy map, you do not need any preparations for it. The match may often desynch, however, it usually does not interrupt playing. You are able to finish the map, however the replay may behave in a weird way.

The map is large, and all 3 teams have same shape and objectives. I believe there is no difference between the maps. The only difficulty are XL units spawning around the map, that may be difficult to fight with on T1/T2. However, you can avoid them and progress on the map.

  • Harbringer Mortal Aspect - Heals from corpses, do not lose troops next to him. XL melee creature with high damage.
  • Harbringer Bestial Aspect - Paralyses with it's attack, up to three targets at once (one by one. Large melee creature.
  • Harbringer Dragon Aspect - Targets attacked by Aspect receive more damage. XL Flying long-range Dragon with splash attack.

There are 4 monuments more than needed on the map, so even if you get confused, there will be still enough for every player.
Enemy waves spawn in camps across the map and north eastern enemy fortress. They are easy to defeat. Expect 2 Bandit Footmen, 2 Bandit Skyrakes and Bandit Lancers.
Right side of the map is a bit easier. Therefore, consider sending 2 players either into mid, or top. It does not really matter, though.

There is a mechanics, that allow you to summon opponents from one map to another, however it is not necessary to use. If you're best/fastest team, you can use it to slightly help your allies.


  • Purple lines are patrol routes of Aspects.

I have complited the map with 3/4 team, while using Stonekin starter deck, improved by Deepfang, Crystal Fiend and Grinder. You should be fine with almost everything.

Replay on Patch #400023 available in files under post - not desynched.

Attempt with Twilight deck:




The map is very specific and definitely the more difficult one out of 12 player maps.

When playing, it can be sometimes easy to lose on one of maps, what may lead to frequent loses. It is important to know what to do, and keep trying until it works. Map 1 and Map 2 need specific factions and/ or cards, however Map 3 allow way more freedom.

Jorne's Stand - Map 1 - Team 1


You may need Nature deck, including Mana Wing and Mark of the Keeper. Those cards are excellent on the map, while other factions and strategies have hard time progressing. Other strategies may be successful, including Shadow decks, but do not try those unless you are very experienced player. Mana Wing is not must have for every player, but atleast ~2 should use the card. Technically one experienced player which is adding Mana Wings to mid of map can defend Jorne forever, without any assistance of other players.

Defend your first monument:

When match starts, create Mark of the Keeper between walls, facing into Jorne's direction. Add ~5-6 Windweavers and create two walls facing Jorne's side. Start adding Mana Wings. You generally do not want them to die, so send them in groups and watch over them to prevent their death. Send them near Tunnel Entrances, they will be teleported into centre of the map.

You can add 2-3 Strangleholds to strengthen your first monument defence and reduce wall repair costs. You should be safe from Avengers with that.

Protect the Jorne:

Together with your allies create a strong presence in the center of map. Initially large number of Mana Wings is great. Then, try adding shamans, Marks of the Keeprs and Strangleholds, to help you keep ground presence. Shamans can heal Jorne, however, with Mana Wings only you can hold area for ~20 minutes - Jorne has access to some self-healing abilities. But make sure to keep sufficient forces around. Later higher tier enemies will start spawning, including Drones and Burrowers, and Grimvines from Map 2, so improve your firepower over time.

To get to the area, go to one of tunnel entrances and stay next to it. After a moment your units should disappear from there, and after another moment they should appear in one of locations near centre of the map. If your units are not teleported, move them to slightly different position. "Teleportation area" is a bit small.


With ~12-14 Mana Wings, you should be able to step outside the central area and start killing Living Towers and other buildings around. Take T2 and build ~2 Marks of the Keeper next to it. Proceed to clean and secure inner area to get access to more monuments and power wells, and wait till other players finish their tasks. Protect T3 and T3 areas with some towers/forces, to hold patrolling troops.



  • Green circles show location of tunnels, they allow you to safely travel to the centre of map.
  • Blue circles show suggested T2 locations.

Yes, you could try to make Windweavers + Shamans to get access to your T2 by destroying walls, but you do that at the cost of defence, and you can use Mana Wings for the same task anyway.

Later I add Fountain of Rebirth to heal Mana Wings when they are clearing area for my T2. Thornbarks with Root Network can greatly help defence, Amii Monument and Wheel of Gifts were used purely for fun:

Another successful deck - based on root mechanics.


Replay on Patch #400023 available in files under post.

Some inspiration:


Viridya's Sanctum - Map 2 - Team 2


You may need a deck that makes use of Frost or Nature cards. Check "Viridya's Spirit can be stopped or slowed by following effects:" below for more.

Securing T2:

There is no need to hurry. Your T2 is located in front of your T1, however where to go depends on your plan, confidence and situation. All Monuments are defended by 2 Living Towers, Primal Defender in Anti-air mode, 2 Maulers and 2 Werebeasts.

Face enemy attack at ~1:25-1:30 , heal, create large force and then counterattack. Aim at destruction of one Living Tower and then retreat for more troops. Repeat process as many times as needed. Going too greedy my result in loss of army, and it's important to have solid early game. If you can, aggro Avenger from time to time, the faster your team hits 15 kills, the better. Make sure that your T2 area is safe and claim T2 with power wells. Usage of Towers is advices, it can greatly help you at clearing Avengers. Also keep in mind, that Werebeasts and Maulers will keep coming all the time throughout the game.

Therefore it is advices to keep 1-2 towers in your first monument as well, to destroy troops that break through your main defence line, specially in mid game.

Position 6 player the Blue:

Your T2 is hardest area to claim, but very rewarding as well. High risk, high gain. There is ramp in front of it, which allows to aggro two Avengers at once, and helps enemy reinforcements to come faster. However, if you can hold the area, you will quickly accelerate through killing progress, being able to kill easily 3 out of 4 Avengers in your area, if tower and unit placement is correct. Use unit/ tower near top ramp to aggro 3rd Avenger. Or, you can take bottom monument area instead, for greater security. The choice is yours.

Similar situation happen to Position 5 player the Green, however, it is easier not to fight Avengers in this situation, making it very good spot.

Position 8 player the Teal:

You have access to powerful artifact. Create 1-2 anti-air towers, add artifact to control group and use it as often as possible. It generate bonus power for every team member, greatly helping both Map 2 and Map 3. The stronger Map 2 is, the easier Map 3 get.


Killing Avengers and Grimvines:

Position Towers so that they can aggro Avengers. Cannon Towers and Lost Launchers are usually the best, however Living Towers and others can be good enough as well. When the Team kills total of 15 Avengers, all players within the Team receive nice power boost of 250, allowing players in weaker position to recover and improve, and stronger players to progress quicker through the map. Make sure to have some form of anti-air. Mana Wings tend to respawn and are annoying.

If you can intercept safely intercept and kill Grimvines on your paths, with usage of towers for example, then you will greatly aid Skylords on Map 3. However, it is not a priority, if you do not feel confident, focus on development of map control to be able to react to Viridya's Spirit.

Create map control by fortifying particular key locations, with usage of towers and/or units. Make sure to spread ground presence across the map, and prepare swift / key units to be able to react to appearing Viridya, this is the priority. In the meantime, try to cover all 4 paths and kill Avengers.


  • Good locations to setup defence.
  • Usually you can choose between having force that intercepts units as they spawn, or cover both sides of a particular highground.
  • There are many other useful high ground areas, but if you want to use them, provide enough damage to kill enemy targets which do not slow down to engage you.

Virydya's Spirit:

Spirits spawn randomly. It can be ~10:00 or ~16:00 You can't miss that, the map becomes greener and Moon shouts relevant comment. After Viridya spawns, you must stop her from reaching any of portals for 120 seconds. If she succeeds, the map ends automaticly. You should have minimum of 1 effect available from proper list below to be able to cover your side. Since effect chain is necessary (with an exception for Taunt), it is advised to have 2 forms of control effects, or to cooperate with your teammates. The Spirit deals large damage near Viridya, therefore it's not adviced to come close.

After first Spirit, next ones can be spawned very soon, and there will be neither visual nor sound notification. Therefore watch minimap often and chec if letter "V" is somewhere, it marks Spirit's position. Spirits spawn very randomly and frequency depends on luck. Sometimes she may bug inside the inner area and not leave it at all.

Viridya's Spirit can be stopped or slowed by following effects:

  • Freeze - Glyph of Frost, Coldsnap are two most reliable and popular forms.
  • Taunt - Lightblade is absolutely MVP on the map, being easily accessible and cheap. Usage of taunt stops Viridya from walking, but does not make her follow taunting unit. Other form of taunts can be successful, if accessed. Spirit may get bugged and stop moving at all till end of the timer, and that's perfect. Frenetic Assault is form of taunt and works as well.
  • Slow - Frostbite is a reliable source.
  • Knockback - Large creature knockback seem to work, therefore Aggressor is fine. Keep in mind, that you have to hit Viridya and she may go into random direction - may kill your troops, or knockback may throw her into portal.
  • Paralysis - Creeping Paralysis works. However, there is a bug that interferes with Freeze effect and turns it off, therefore be careful.
  • Path block - while usually path blocking does not work and Viridya just moves through all, I managed to block one of paths. I am working to check if it's viable strategy.

Viridya's Spirit cannot be stopped by following effects:

  • Sleep - she get struck by lightnight every few seconds that wake her up. However, sleep can be used every dozen of seconds to stop her for ~2 seconds. Not worth the effort, but if you are desperate, it's better than nothing.
  • Root - she is immune to such effect.
  • Polymorph - Curse of Oink does not work either.
  • Disabling special ability - Mark of the Keeper cannot prevent unknown, however effects from Mark of the Keeper or Rogan Kayle do not stop enemies from moving, so usage of these effects should not stop Viridya unless the script is broken. However, it could perhaps turn of her's lightnights, allowing you to sleep her and or body block - to be checked.
  • Teleportation - Nether Warp and Deep One will not help you.

Fire barriers kill all units on touch, however if you want you, can can use a unit close to the fire to spawn a creature inside the inner area. Also, when fire falls, 4 Viridya's Spirit will be summoned. Work together with your allies to kill them all, you should not have large problems with that.

Viridya's Aspects:

They go into four different sides. Gather with your allies in mid and destroy them quickly. They may have healing auras, so they to burst them. As far as I know melee units reduce their healing rate. They also have access to many spells. However, killing them is not very difficult.


Lost Soul decks can be very powerful on this map, however Stonekin, other Frost variants or Pure Nature can be fine as well. Viridya start spawning after 30 Avengers are killed - if you can communicate with your teammates not to kill Avengers and get T3 or T4, you may be okay with other factions. However, it will delay progress on other maps, so I do not advise that.

I used Lightblade (P), Frostbite (P), Glyph of Frost and Coldsnap as CC sourcers. Frostbite was also useful to cast on Maulers in early game. Cannon Tower and Frost Crystal provided me with defence in many areas, War Eagles cleaned out T3 and T4 locations, and Lyrish Knights with Homesoil were in case I had chance to intercept Grimvine. Successful decks usually are: something with Frost on T2, or pure Nature. If you are very confident that you can reach and hold T3 before 10 minutes in the game, then you can play any deck with knockback vs Large targets available on T3, but I do not advise to do this.|

Replay on Patch #400023 available in files under post.

A bit old attempt, many changes happened in game since then, however the idea remains the same.

Also see:

Corrupted Forest - Map 3 - Team 3


The most flexible out of three maps, if you do not want to play neither Nature nor Frost, try to get a position here.

Your objective is to destroy Portal Guardians, XL units with 5000 XP and paralysis attack. Get strong T1 with some defence, and do not hurry. Viridya's Avenger will appear from portals, make sure to keep them under control. Make sure to defend yourself and slowly conquer the map.

You will face many Living Towers, Marks of the Keeper, Swamp Drakes, Grimvines and many Rooted Enemies. Together with Viridya's Avengers, that is a lot of forces coming at you.

When you destroy all Guardians, expect large enemy waves from portal to come at you.


  • Blue circles show suggested T2 locations. Work together with your ally to get there.

Decks with long-range units and L counters should be successful on the map. Example of a successful deck, Batariel deck:

Replay on Patch #400023 available in files under post.

I could not find any inspiration to link there.



Ascension Expert 1.pmv Ascension Expert 2.pmv Ascension Expert 3.pmv

Passage to Darkness Expert.pmv

Edited by Dallarian
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Given replays do not work on newest patch, and therefore they will be quickly outdated even if I make new ones.

However, within a few next months there may be possibilty to watch the replays again, so I leave them for reference.


We could use more online videos in this case, and my internet is too weak, so I'd appreciate if some people finished whole campaign on Expert and put it on Youtube ^^

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4 hours ago, Dallarian said:

Dados replays não funcionam no patch mais recente e, portanto, ficarão rapidamente desatualizados, mesmo se eu fizer novos.

No entanto, dentro de alguns meses, pode haver a possibilidade de assistir aos replays novamente, então eu os deixo para referência.


Poderíamos usar mais vídeos online neste caso, e minha internet está muito fraca, então eu agradeceria se algumas pessoas terminassem toda a campanha no Expert e colocassem no Youtube ^^

Now that I was doing the entire specialist campaign seeing your replays, there is this update and the map I need to see most is the replay of the nightmare fragment because my ice and nature deck does not have the necessary units to get over

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There are many addinotional ways to complete maps, mentioned by co-posters here. They are okay, however they are usually against spirit of my thread, therefore I do not include those in my posts. However, I believe some players got help from those more specific post instead.

Thank you very much for adding more value to the thread.

Edited by Dallarian
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So first of all thanks to Dallarian for this great guide and everyone who helped with the information. I've been playing battleforge since EA times, but did learn a lot new tricks here. 

I want to add two tricks for players struggling with the Nighmare maps. I've beaten both maps on expert solo with them.

1) Nightmare Shard:

In Nightmare Shard the witch spawn group/patrol consists of 1 Twilight Witch, 2 Vilebloods and after a while 2 Twilight Whisperers. There are 4 witch patrols (1 from each camp type?). They spawn alternating at east and west camps. If you don't kill the witches, no new patrols will spawn.
The easiest way to do this is to kill only the witches on the east side (easy to do at your wall in the blue rectangle) and to trap the witches on the west side with MotK and a bait (e.g. Primal Defender). If the bait is within the aggro-radius, the witch will walk inside the MotK and therefore can't attack, walk away and draws aggro again. 
The best spot I found for MotK is on the south-west cliff. I placed the Primal Defender in Skywatch-mode right next to it. Be carefull for air units, if they kill the bait, the witches will walk to the Shard resulting in a loss. I solved this with a total of 2 MotK and 2 Primal Defenders. 


If you've successfully trapped all 4 witches, only single crawlers and single air units will come for you. That means you can essentially just walk through the map at your own pace.

The best point is this: You can start with the Mana Wing strategy and after that there's enough time for building the MotK and Primal Defender on the cliff.

I actually never tried the strategy with a second player, but I guess it'll become even easier.

A warning at this point: Moon is very annoying if you trap witches close to the shard... You can see it kind of in the screenshot.


2) Nightmare's End

This map is indeed a pain but instead of defending your T1 against these strong waves, you can also just trap the first waves. There are actually just 4 spawn waves coming to your T1 - 2 from the south and 2 from the north. At the beginning a spawn waves consists of 2 melee squads and 1 Shaman. If you kill them, soon bigger waves with large enemies will come. If you trap them, no new waves will bother you. I did this with 3 Shamans in the north and 3 Shamans in the south for the first wave. As soon as the second wave reaches the first wave, I added 2 more Shamans and 1 non-attacking Dryad to each side. A bit of micro may be needed.
If you successfully trapped the waves like this, you can take the T2 in the middle of the map. No spawn will bother you at this point, so you can just build up several thousand energy and steamroll the map. I recommend taking T3 for Amii-Monument in the northwest without destroying the shrine and then step-by-step build up T4 defence at each spawn point. You can see an example of a perfectly working defense in the screenshot below. Also you can get a glimpse of my Fire Stalker army and if you look closely at the time: over 30 minutes have passed and I didn't need to upgrade my defenses over this.


Another warning: Do NOT underestimate the waves at the end. Even if you build T4-towers all over the map, you may still need strong units.



PS: I think of myself as a mediocre player because I'm neither good at micro nor good at multi-tasking. Meaning everyone can learn how to do even the Nightmare maps solo on expert atleast with these tricks.

PPS: I didn't optimize these strategies, probably there are even easier version of them (e.g. MotK usage may make it easier to trap the waves).




Edited by Dreamer001
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On 1/6/2021 at 5:07 PM, Dreamer001 said:

 (If someone tells me how to properly screenshot, I can show my exact placements.)


Windows button + PrintScreen button

location: C:\Users\Win10 Sux\Pictures\Screenshots

also, you sneaky 'lil boy, playing with MotK haha. I guess Lost Souls Banestone works too?

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Time for update.

With Mo, I have covered 20/26 maps, what is 77% of maps and ~45% of work.

I allowed myself to put everything to Word, and came up with a few interesting facts:

  • 59 pages A4 (not edited to have nicer form/larger gaps).
  • Microsoft Word is awful word text editor - I considered publishing the thread as pdf as well, however there are some annoying problems. If you would be interested in such form, let me know.

I was surprised by 59 pages part. It turned out to be a small book, and with spoiler sections it looks really short. And it's still nothing compared to how much work Skylords Reborn team have put into this project. Thank you very much Devs!


I came across a few errors, also some ideas in terms of description format have evolved over time and I am aware of poor quality of some descriptions, so I may be working from time to time to polish them. Right now only 4 player maps are left and it's difficult and even more time consuming to cover them, as you can see on example of Blight, so do not expect anything coming anytime soon except for King of the Giants and Bad Harvest.

Also I got an idea to merge together all posts at some point using some evil tricks I discovered, but if it was going to happen, it'd be after I cover all the maps.

Another poll is open for next week, I'd appreciate some more feedback.

Edited by Dallarian
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The strategy for Raven's End is very easy (because it is one of the easiest expert maps) and might be nice to put up as it rewards a legendary card.

Conquering the middle lane first should be no problem and any deck can do it (maybe give some tips like having knockback resistant units for the enemy fire stalkers). Then move the shield so it blocks the center camp (on the bottom) from reaching T1. Prepare for an attack from an Ravenheart. It can be killed this first attack by using oink/freeze and a strong enough force, but if it flees at 50% health it is also fine, as killing it later is easier (it will regenerate to full health). Then go to T2 for the second player and take your time to build a solid defense from the center part. After is this set up, one of the player (or both if defense is strong enough/multitasking skills are good enough) can easily conquer the remaining bases.

Lending out a monument to your teammate greatly reduces the map's difficulty, as T4 can be acquired before conquering the top camp this way. Also, T3 turrets (or even T4 if you dare to risk your last monument) can be build to defend from the center.

It is very important not to do the center until all other monuments are bought, as clearing this area will start the end sequence. It is possible to clear most of it early to prevent some spawns; just leave the two towers near the portal on the bottom alive. Clearing the center is not recommended though, as all spawn camps have to be destroyed to prevent attacks and this will be very difficult with low tiers. However, given the right deck it is possible to do and saves having to defend. When doing this strategy, it is possible to keep the bosses alive, as they will not leave their camp to attack your base (just rush the spawners).


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Hello Skyfolks,

Not only does this masterpiece deserve another push, but I have a question regarding "Ascension".
Do you ( @Dallarian) possibly also have a deeper insight into how the 3 maps influence each other and what triggers what there?

Did I understand correctly that the progress on map 3 is the decisive step towards the boss fight? Map 1 actually has "only" the task (together with Jorne) to survive?

But what triggers the different phases on Map 2, is it the Avenger Counter on Map 2 or the progress on Map 3? Do you understand what I mean? :)

Is there any other connection between the 3 maps, where a certain progress triggers an "event" on another map?

I would be very grateful for a small exchange, or a small insight, into the topic.


If you can summarize, so di it here. But if it's more of an exchange/conversation, happy to PM or Discord #Volin8101


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20 hours ago, Volin said:

Hello Skyfolks,

Not only does this masterpiece deserve another push, but I have a question regarding "Ascension".
Do you ( @Dallarian) possibly also have a deeper insight into how the 3 maps influence each other and what triggers what there?

Did I understand correctly that the progress on map 3 is the decisive step towards the boss fight? Map 1 actually has "only" the task (together with Jorne) to survive?

But what triggers the different phases on Map 2, is it the Avenger Counter on Map 2 or the progress on Map 3? Do you understand what I mean? :)

Is there any other connection between the 3 maps, where a certain progress triggers an "event" on another map?

I would be very grateful for a small exchange, or a small insight, into the topic.


If you can summarize, so di it here. But if it's more of an exchange/conversation, happy to PM or Discord #Volin8101


I've asked a similar question in Discord. Answer from Treim was this:

"Tasks on Ascension for each map: Map 1 = Keep Jorne alive Map 2 = Kill waves and Avengers so they don't reach Map 1 & 3. After 15 Avengers are killed you get a energy boost (I think 300). After 30 Avengers are killed Viridya starts spawning and you need to stop her from reaching the portals (Easiest way is to use Coldsnap to immobilize her and then use the taunt ability of lightblade (a single application is enough to root her in place permanently)). After map 3 has killed all the portal guardians, map 2 has to stop all 16 avengers of a wave from reaching a portal (if map 2 has stopped all avengers of the wave before map 3 finished the last guardian, the end is also triggered on map2. Last Goal is to kill the 4 Viridyas in the middle of the map. Without melee unit they can have crazy sustain so at least send a lightblade or sth along those lines to attack her. Map 3 = kill portal guardians"

Edited by Blashyrkh
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Nightmare's End Deck


Everyone and their mom does this map with T2 flyers or some Amii Monument snoozefest, but I wanted to try something else and it was extremely effective.

One part of the strategy is something I learned from another player on Crusade and it can be applied here as well: Stack like 5 Defenders and one Crystal Fiend on top of each other, have them hunker down and build two Northern Keeps behind them. You can defend the bottom wall indefinitely with this approach. You open the gate, stack Defenders behind it and they will hold. When waves get stronger sometimes you have to use the Keeps ability.

Bandits can do this even better with Commandos B and both types of Retreats, they hold forever without needing any attention at all. But early Juice Tanks are a big deal.

Top wall gets defended by the army of Stone Tempests, Fiends and Defenders that you build up to eventually push. Let Defenders tank for the time being with Northern Keep support. You can also add one Tempest behind the Defenders to feel more comfortable at the bot wall.

Once you are comfortable (I did it with like 9 Tempests or sth) you go top. Get your Defenders in range of the artillery and have them hunker down. They will tank the cannon for quite some time with Ray of Light and Crystal Fiend support. Have the Tempests clean up whatever reaches your Defenders. Roots if necessary. Focus on keeping Tempest alive, Defenders are fodder for distraction. Then push Tempests in to clean up the artillery cannon. Finish the rest of the camp. You need your Tempests to defend until you got a few Necroblasters going. After that you can switch to Ashbone for the top mid camp. Leave two Tempests as aggro magnets in front of your Necroblasters. Originally did it with Swampdrake support but I think Lost Horror is better. Or just plain Ashbones.

Ashbones wreck bot mid camp as well. You will notice your Defenders are still all fine at your initial orb. Last hurdle is T4 but Ashbones and Lost Horrors with spell support have insane AoE clear. Mid can hold with Necroblasters and your eventual T4 army. Necroblasters can also hold your orbs. But expect to maybe lose one.

Juice Tanks make energy a non-issue. Spam spells to support your teammate if necessary. I even added Offering to the deck because I was mostly gated by charges in the end. 2x Fountain of Rebirth (in Construction Hut area) is a 90 energy investment for a permanent 25/3sec reg. That's massive for the T2 push, Defenders on defense and for Ashbone. Ashbones have crazy synergy with HoTs overall.

T3 and T4 is flexible in this deck. Can use most other things instead. The important thing is T2. Tempest, Defenders+Keep, Crystal Fiend, Juice Tank. Those are the center pieces, I'd say. Budget option would be Razorshard G instead of Fiend. But heals makes base defense and top push much more comfortable.

Edited by Cocofang
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Very easy and I think even cheap (in bfp) strategy for Slave Master provided through the attached replay file. Here, we even messed some small parts up a bit, such as the start and me going for 2nd slave camp before getting t4 for my mate. We did use some expensive cards, but none were vital for the strategy. Construct and ensnaring roots were the only "expensive" cards which the defense relied upon. I like to use grimvine or colossus to go through the fire trap, but Mo can be used, especially with the charge (break wall beforehand and start charge just before going into the fire).
The general route from OP still applies, however, we never go for the teal route.
One thing to note, don't kill any bandit or camps which aren't directly in the way. In the replay, you can see that even the camp next to first t4 (which doesn't attack without provoking) can fight twilight dragons if needed.

First build some units which can clear the first camp, nothing special. Turn the fire trap on. TURN THIS TRAP OFF WHEN DRAGONS START SPAWNING. If it goes on for too long (sometimes even after 3 dragon spawns), the slaves might die. After turning it off, the defender should stop helping the attacker and start building a defense.
The defender will always defend t2, but at the start this is trivial (mostly snipers and witches), so he can help the attacker push faster.
Then leave some units at t1 because it will get attacked, but wait for the first wave of enemies first (we forgot this).
After this, make fire stalkers to kill any towers and spawners on the right hill. Use some cheap units as bait for the snipers so the firestalkers survive. Don't kill anything on the right. These bandits can help kill some twilight if things go wrong and they are no trouble for us.
Then, buy the power well over the hill on the right side and clear till you get to the north-western shielded fire trap. The attacker should have t4 now and the defender t3. When you get close to t4, dinos are released, Just run away and let the dinos fight the bandits and return shortly after to kill the remaining NPCs.
I decided to start clearing the area around the shielded fire trap with a flying t4, but it might be better to clear t4 for defender first. Don't go through the wall (or break it) to the teleporter and the "boss" on the way to t4. Also, don't clear behind t4, if you go to for there is a chance of starting the end sequence.
Now clear the part of the 2nd slave camp where the slaves have to walk and kill the slave master (can't free the slaves yet, is for later). This is a relatively small part. When this is done, flying units can start clearing the northern teleporter (if they are near the slaves) and ground units can go to the wall which was previously ignored. Go to Ravenheart en free the slaves. On your way there, kill all scoutships. Note that mines spawn by the slave under the Ravenheart, so be prepared to heal him if necessary. Bring the slaves to the portal and retried with all units except one tank unit. It doesn't matter if this unit dies. I like to add Mo and all the slaves to a group, as they sometimes get distracted to start walking somewhere else entirely. In the meanwhile, be sure to send a unit to the second slave camp. Sometimes this unit can't break the cages. Maybe it happens if he arrives before the mission tells you to free them, but I'm not sure. It is always solved if I send Mo there in this case. Free the slaves and send them to the teleporter. If you do this correctly. the "boss" doesn't even leave his camp (see replay for exact details if it doesn't work out). Ignore Moon babbling about a southern path through another flame trap and just take the short path to the teleporter.

GG, map complete.

While the attacker was doing all of this, the defender just has to spam towers (Mark of the Keeper might help) and use really strong t4. Usually, these are very slow/immobile. We used constructs which decimated the camp+twilight. Entangle will help a ton with killing the twilight abominations before getting a strong enough defense. If defense starts failing it is no problem at all, as long as the twilight can be delayed unit the second group of slaves if brought to the portal.

Note, never kill any units in the end sequence, unless you are 100% sure you don't have Mo or any slave selected. If you accidentally kill Mo or any of the slaves, it will insta-fail the mission.


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