'' is a 3D Real-time Strategy game with strong RPG elements, developed by Shiny Entertainment , the creators of the Earthworm Jim franchise. It was lauded for its original concept, graphics, and sound quality by most reviews.
''Sacrifice'' is a real-time strategy (RTS)/action hybrid game that differs from most games in the RTS genre in that the player assumes control of a particular character on the field (the wizard) and plays the game from a third-person point of view centered on that character, and play is very direct, in that all creatures are created directly from spells cast by the player. In contrast, most real-time strategy games allow the player to see the battlefield and play the game from a top-down point of view, and force the player to create buildings which can later be used to manufacture units.
''Sacrifice'' consists of 10 sets of missions, one for each of five gods that the wizard can choose to work for. In addition to having different missions, each god also grants its own set of creatures for summoning and spells to be cast to the wizard. Not only does the player recieve different spells from each god, but depending on which gods he chooses to support, the story changes drastically, creating several different endings.
The resources (a common element in RTS games) in ''Sacrifice'' are souls and mana. Mana is used for casting any spell, and is an unlimited, slowly generating resource obtained through summoned creatures called manahoars. Souls are used for summoning creatures, and are limited; no new souls can be created, and souls can be picked up when a creature dies for later use. Souls cannot be destroyed unless a unit falls off the map, in which case the soul or souls contained in that creature is destroyed.
The Catholic Church accused the game of spreading non-canonical Polytheism and criticized it for its use of religious words such as "soul", "belief", "heretic" and even the word "sacrifice" itself.
In the single-player campaign, you play as the wandering wizard Eldred, a plane-jumper who leapt to the current world when his own was destroyed. Accompanied by the owl-like Imp Zyzyx (his Familiar ), his recounting of his recent deeds is the background of the game.
In his now-destroyed homeworld of Jhera, Eldred was a man of substance (a lord or a king, he doesn't specify) and one of many who vied for power. He spent his life forging another man's empire, but when he died at far too young an age, power and dominion fell to Eldred alone. Despised by his subjects, foreign powers and internal conspirators sought to tear his kingdom apart. Having dabbled in alchemy and conjuration before, Eldred was forced to turn his hobby into a serious study, eventually turning to dark, dark forces. This resulted in his summoning of the Arch-Demon Marduk, who promised to destroy his rivals.
He did, but he didn't stop there. What Eldred didn't know was that Marduk was a being of infinite appetite, a monster who fed off the worlds he was summoned to. Jhera crumbling into nothingness beneath his feet, Eldred and Zyzyx fled into the Astral Void, eventually "washing up" in the world the game is set in.
This world is ruled by five gods and their wizard-champions. The gods are:
- - Self-righteous goddess of Life. She occupies the lush and green lands of Elysium (capital city: ''Idylliac'')
- - Technological industrial god of Fire. He occupies the burning volcanic wastes of Pyroborea. (capital city: ''Helios'')
- - "Good ol' boy" god of Earth. He occupies the harsh and rocky Glebe. (capital city: ''Agothera'')
- - Vain "know-it-all" god of Air. He occupies the snowy desolate land of Empyria. (capital city: ''Thryhring'')
- - Amusingly malevolent god of Death. He occupies the rotten barren of Stygia. (capital city: ''Dys'')
The player takes on a mission to champion for one of these gods. After each mission you get to choose another task, and thus choose to serve a different god for that mission. The player fights through a total of nine missions, each one rewarding you with new creatures and spells, with the tenth and final mission taking place in the present and being the final showdown between Eldred and Marduk.
These are the various creatures available to each deity.
- Druid: Druids fight with bare hands, and therefore do less damage than most basic melee minions of other god. But they often survive much longer, because of their special ability "Life shield" which make enemies do half damage to the druids.
- Ranger: Rangers are the basic shooters of Persephone's Mystics. They have quite a long range, and have the ability "Divine sight" which summons a floating eye to scout around.
- Shrike: Shrikes do sonic attacks, and can stun the enemy wizard and interrupt their actions. Like the druids, they have Life shield ability.
- Scarab: Scarabs are an auxiliary creature. Although they cannot attack, they shoot out a beam which heals friendly units.
- Troll: Trolls are an advanced melee unit which deal more damage and have more hitpoints than druids. They also regenerate quickly.
- Gnome: Gnomes, possessing a very advanced culture, use their handcannons to shoot down their enemies and rarely miss. An albino Gnome Hero, named Thestor, is an opponent in the first Persephone mission, but if spared he will fight for you for all of the other missions.
- Gremlin: Gremlins fly fast, and can use their ability to snare a hostile unit, lift it up, and teach him a good lesson.
- Mutant: this malformed creature is infected with a horrific disease, which culminates in the growth of polyps filled with disease pathogens. In battle, Mutants pluck these polyps from their bodies and hurl them at the foe, possessing the longest range of all Persephone's creatures. Mutants also release a burst of healing energy that affects all nearby friendlies when slain.
- Ent: Persephone's powerful creature, the Ent is a slow-moving but tough and powerful Melee Unit, with the ability to generate a Lifeshield around all nearby friendlies via its Protector special ability. There is an Ent Hero named Toldor, who becomes available to Persephone followers in the later missions of the game.
- Dragon: the Titan of Persephone's forces, the Dragon is a Flying Unit with the special ability Breath of Life, which effectively mimics the Charnel spell Animate Dead. The Dragon Hero Sirroco is available to James followers from the second mission.
- Cog: These primitive, steam-driven robots bludgeon their foes with metal hammers and explode in bursts of searing steam when slain.
- Flame Minion: These creatures spit fire balls, and can escape fast using "Run away" when the situation go worse.
- Spitfire: Spitfires are large orange flyers. They shoot out cones of fires and do area damage, but they are very fragile especially before enemy shooters.
- Tickferno: Tickfernoes are a red beetle-like creature that can shoot a heat ray which drains their victim's mana to none, but the beam moves slowly and can easily be dodged.
- Firefist: Firefists are trolls that were captured and experimented on by Pyro. Their fiery fists punch harder when they are low on health.
- Pyromaniac: these Pyro-worshipping Gnomes shoot fiery darts from their 'rocket launchers' that set their targets alight. The first Pyromaniac, the Hero Faestus, is available to Pyro followers at the first level and then rejoins them from the fourth level onwards. The treacherous Faestus will also side with others to save his own skin, so he also becomes available to Charnel, James and Persephone followers.
- Pyrodactyl: These fragile bat-like creatures can spit out "viscious oil" that disables anyone in an area from receiving commands, and will ignite when struck by a fire-spell, or fire-based attack from certain creatures.
- Bombard: Bombards were once mountain-living Lummox, which makes them the cousins of the Flummox and the Flurry. They are very slow but deadly. They throw burning spheres which burn a large area.
- Warmonger: The creature with highest damage, Warmonger, with their machine gun, can attack a small area. They are short range and extremely fragile, but they can do enormous damage before they die. They also have "Firewalk" which allows them to instantly transport a short distance.
- Phoenix: Although not the strongest ultimate creature, Phoenix often perform better than many others because of their mana-burning beam. They will also cast a fire shield upon themselves when hit by melee attack.
- Trogg: The toughest among all basic melee units. Troggs are slow and have resistant skin which protect them from magical damage, though non-damaging spells (Freeze, Grasping Vines, Slime etc.) still affect them.
- Earthfling: These shooters inflict more damage than Troggs. They can also turn themselves to stone, which increase their regeneration rate and defense but disables them, rendering them unable to do anything beside standing still.
- Gargoyle: James' spitfire, gargoyles are more endurable than spitfires. They cast down a rain of stones to smash anything below them.
- Basilisk: Like sacrabs they do not attack. Instead, they can petrify enemies with their gaze.
- Taurock: Stronger than the troggs, Taurock are nothing but a tanker and manalith siege weapon. When their health goes low, they increase their defense.
- Flummox: Very slow, and not very accurate. A Flummox throws out stone boulders to shake the ground and can interrupt an enemy wizard's spell-casting.
- Ikarus: these powerful flyers are similar to Pyro's Pyrodactyl and Charnel's Blight, as their special ability Stickbomb allows them to coat an enemy with sticky glue and thus "gum them up". An Ikarus Hero named Gammel is available to James followers from the first mission.
- Boulderdash: Boulderdash are more accurate than other area-damage shooters, as their projectile splits into three and can attack three targets at one time.
- Jabberocky: Jabberocky walks painfully slow but tanks better than taurocks. They can also make a tiny quake and interrupt an enemy wizard's spells.
- Rhinok: The sole ultimate creature who stands rather than flies, they are arguably the most powerful ultimate creature in the hand of grandmasters. Rhinok sends waves of spikes out through the ground in all directions, and it can summon a halo of earth to shoot down nearby hostile flyers.
- Frostwolf: Very fast, yet very fragile. These Frostwolfs are formerly known as Persephone's slaves of the "circle of life". Their ability "Run away", which makes them run faster, is frequently used to assault manaliths rather than run away.
- Sylph: A deadly accurate shooter. Their ability "Stealth", which they use to turn themselves invisible, makes them good for ambushes or for tracking enemies.
- Brainiac: Brainiac use their psychic power to stun enemy wizard and interrupt their spellcasting. His attack is often considered as the most effective among the basic Stratos units, but he is very fragile. A Brainiac hero Sara Bella is available in the first and the sixth Stratos' missions. Charnel followers will also find her fluttering about in shock on a mountain in the final Charnel mission.
- Vortick: A white tick which makes a tiny cyclone to interrupt enemies or even fall down the cliff. Its name and its attack resembles "vortex".
- Squall: A ground shooter. They shoot out an air beam which drives their victims back. They can deal with slow melee unit perfectly.
- Storm Giant: A strong and fast melee unit which become stronger when struck by lightning. His ability "Call lightning" is to release his hidden power. Lord Surtur, a Storm Giant hero, is available in the second Persephone mission as well as the second and third Stratos missions.
- Seraph: The fastest of all flyers and a relative of the gremlin. The Seraph can use a cage to catch an ememy, but she isn't powerful.
- Flurry: A weird area-damage shooter. Their projectile causes the area to implode, sucking everything nearby towards the impact point. Very good at stunning enemies, but can also disable your melee units on the front line.
- Yeti: A powerful melee unit which freezes their victims with their attack. Their enemies will be driven mad by its freezing fist.
- Silverback: The most frequently used ultimate creature. They fly fast, their breath freezes their enemies and they posses "Run away". Yet they are very dependant on mana and are very easy to handle with Phoenixes.
- Scythe: Though not so aggressive as the Cog, the Scythe's attack replenishes its life and makes him a perfect basic melee unit. They can survive a long time and deal much damage. A Scythe Hero called Gangrel is available at the first mission for the necromancers, and he will be possessed by Astaroth the Demon Lord in the Ritual of Charnel in front of the Demon Gate in the fifth Charnel mission.
- Fallen: Fallen shoots out flies swarm which slightly slow down their enemy. They can also "play dead" to increase their regeneration rate. Again, their attack replenishes their life.
- Locust: A fragile flyer who is perfect to finish off the enemy wizard. They can run after him perfectly, and steal his life as well as mana by its attack.
- Necryl: Necryls are very annoying yet not useful on their own. They spit diseased bile which stops victims from regenerating health and mana. When killed, they spread out diseases to infect those around them.
- Blight: A flyer who is very good at annoying enemies by assaulting manalith with guerilla tactics. They can also spew "Blightmites" to slow down their enemies.
- Netherfiend: A melee unit which is good at defense. They become permanently tougher by consuming blue souls.
- Deadeye: Deadeyes are summoned on the corpses of Gnomes. They are shooters with a surprisingly long range. Their projectiles are deadly accurate and poisonous.
- Abomination: using a modified version of the Mutant sprite, the Abomination is almost exactly like the Mutant, being one of Charnel's long-range units. Unlike the Mutant, the Abomination does not release healing energy when slain. While the Mutant is more accurate, the Abomination's projectiles (which consist of chunks of necrotic entrail and congealed masses of blood) leave a trail of corrosive droplets behind them as they arc through the air, which means they damage all enemies between the Abomination and its target. The gruesome nature of the Abomination's projectiles means that each shot leaves a streamer of blood and the ground and a splash of gore where it hits. Multiple Abominations attacking an area can leave the ground totally covered with gore.
- Styx: Looking similar to Warmonger, Styx channels dark energy and cause explosions to attack its foe. They can also explode a blue soul to heavily damage all nearby units.
- Hellmouth: Hellmouth are a flying shooter which shoot out poisonous projectiles. They are not very deadly, but are very tough and can tank quite well. Like netherfiends, they become tougher by consuming blue souls.
- Manahoar: A unit that every wizard needs. They draw the energy from your manaliths, and replenish your mana.
- Sac-doctor: You can't control it, but they are useful. They are used to carry the red souls to the altar for conversion, and desecrate your enemy's altar.
- Villagers: These are the helpless, unarmed people who habitat this world. They appear as Peasants, Villagers, Snowmen, Slaves or Zombies within different God's boundary. You will get a single red soul by killing them, which you can then convert.
Consisting almost entirely of healing spells, the Mysticism of Persephone is used to bolster your forces, so a Mystic needs souls more than any other wizard.
- Wrath: like all initial spells, Wrath is a simple offensive spell; the wizard conjures a globe of blue-green energy and hurls it at the target.
- Ethereal Form: each of the second-level spells in Sacrifice is a defensive spell for the player. Ethereal Form is the shortest in duration, but the most useful in application: it effectively turns the caster etheral, making them immune to any physical attack.
- Grasping Vines: all third level spells interfere with an enemy's movement- Grasping Vines entangles a target and prevent it from movement.
- Rainbow:an upgraded form of the Heal spell that hits the initial target and then bounces away to heal four more of your units.
- Rain of Frogs: causes frogs formed of magical energy to start falling from the sky over the targeted area. These frogs chase all nearby units (both friends and foes) and cling to them, slowing them down for a while, before exploding. They inflict little damage individually, but a concentrated barrage can destroy just about any ground-based unit.
- Healing Aura: causes the targeted creature to radiate an aura that heals all nearby friendlies.
- Vinewall: creates a barrier of vines to shoot up from the earth. Any enemy that gets near the wall is entangled.
- Meanstalks: causes giant vines to erupt from the soil. These vines impale any creature that gets near them and then flings it high into the air. The initial spiking causes some damage, the impact causes more.
- Charm: permanently converts the target creature into one of your minions.
As would be expected, Pyro's magic is all about fire and flames. Known as Sorcery, Pyro's Sorcerers have the greatest amount of offensive power in the game.
- Fireball: simple, direct and effective. Generate a large ball of flames and molten rock and then hurl it at the foe. Yes, there's nothing quite like a good old-fashioned Fireball. Unlike most conventional versions, Pyro's Fireball does not explode and thus does not deal splash damage.
- Fireform: engulfs the caster in a shield of flames, which sets any nearby unit on fire as well as lowering damage inflicted.
- Rings of Fire: like all third-level spells, Rings of Fire hinders the victim's movement. Unlike the other third-level spells, Rings of Fire actually causes damage while it lasts.
- Dragonfire: creates a dragon-shape of flames which flies at a target then flies up into the air before making two further air-strikes. Whilst it only targets three individual units, it burns anything caught in its path.
- Explosion: creates a ring of fireballs around the target point, which swell up and then explode. This inflicts fire damage but also sends anything caught in the area of effect hurtling through the air. If cast near a chasm it's possible to send creatures flying into the chasm.
- Firewall: creates a wall of flames that burns anything that comes through it.
- Rain of Fire: as the name suggests, creates a storm of fiery meteors over the target area. Very good at killing off guardians.
- Blind Rage: drives all creatures in the area into a blinding fury, which causes them to attack the nearest unit- friend or foe- with their melee attacks
- Volcano: the ULTIMATE spell for mass-destruction, creates a volcanic eruption.
Since he is the god of Earth, James specializes in geomancy and therefore has mostly earth-related spells.
- Rock: the most simple attack spell; rips a giant boulder from the earth and sends it flying towards the target. James and Stratos share the dubious 'honour' of being the only two gods in the game whose initial spells can hit your minions if they get between your spell and the target.
- Skin of Stone: the caster becomes encased in a flexible but durable layer of rock.
- Soul Mole: summons some unknown form of burrowing creature, which sweeps towards the target soul of a dead minion and then carries it back towards the caster, knocking down any enemy in its path. Be cautious when using this spell, as once the Mole grabs the soul it counts as a Gib Soul (aka it's available to any wizard). This spell is less likely to be used then its Stratos counterpart Soul Wind, due simply to the fact that James creatures are tougher and have more health than Stratos creatures.
- Erupt: the earth at the target point rises up and then slams down, hurling any nearby creature through the air and stunning them. It causes a little damage when they hit the ground, and it can fling creatures into chasms, but it's more useful for disrupting a tightly-clustered group of enemies.
- Halo of Earth: simply an upgraded version of Rock, this causes several boulders to rip themselves from the earth and hover above the caster's head. They automatically fire themselves at any enemy that gets near. They do damage equivalent to the Rock spell and, like Rock, can hit your minions if they get in the way.
- Wall of Spikes: creates a line of stalagmites that slow and wound anything that moves through them.
- Bombardment: causes a massive shower of boulders to rip from the ground and then slam into the targeted area like mortars. The sheer power of this spell can pound the targeted area into a crater
- Bovine Intervention: most likely a reference to Earthworm Jim 's infamous cow joke, this spell causes a giant cow to rocket out of the sky and land on your target. It shakes the ground when it hits, hurting nearby enemies and stunning them, and the initial target is Gibbed.
- Bore: a massive chunk of earth (roughly the size of an Altar) just melts away. Any land enemy caught in the melting earth counts as having fallen into a chasm. The melted area restores itself over several seconds.
Stratos's repertoire consists mainly of lightning and wind spells.
- Lightning: simple and direct, this spell creates a lightning bolt that arcs from your hands to zap the target. Unlike all of the other spells, Lightning does not track its target but simply hits the first thing directly between you and the target; including allies, obstacles and the ground itself! However, it costs less mana than any other spell in the game.
- Air Shield: creates a swirling vortex around you to reduce damage and push any enemy back when they approach you.
- Freeze: the least useful of all immobilizing spells, a frozen target thaws out instantly if attacked. Its sole saving value is its quick speed to be cast- making it very useful for disrupting enemy spellcasters.
- Chain Lightning: slightly weaker in damage than Lightning, Chain Lightning makes up for it (and the fact it has a longer casting time and prevents movement whilst being cast) with the fact that it bounces from the initial target to strike anything nearby.
- Soul Wind: creates a mini-cyclone that zooms to a targeted blue soul and snares it, blasting any nearby enemies with lightning bolts along the way.
- Frozen Ground: affects an area of ground with a plate of ice, freezing any unit caught in it. The ice-plate eventually shatters, causing damage to any unit within its area.
- Fence: this wall spell creates a line of transparent globes that electrify anything that comes near them.
- Cloudkill: creates a small black storm-cloud that rains down a random shower of powerful lightning bolts. These bolts are attracted to units and wizards, but can and will strike randomly if there is a unit within range. If targeted at a specific unit, the cloud slowly moves to follow the target. Great for killing guardians.
- Tornado: creates a powerful tornado that sucks up any unit and whirls it high into the air before letting it drop.
Charnel's spells are stereotypical "black magic", relating to death, demons, decay and pain. A wizard of Charnel is a Necromancer, and Charnel's lore is called Necromancy. While not outright devastating, Charnel's magic can still be lethal if used with an amount of subtlety and tactics.
- Insect Swarm: this basic spell conjures a ravenous swarm of flesh-eating insects and sets them upon a target, healing the caster by the amount of damage inflicted.
- Protective Swarm: identical to Insect Swarm, but the insects swarm around the caster instead, shielding him from damage.
- Slime: drenches the target in thick, gooey sludge that slows them down and makes them more susceptible to damage and less capable of inflicting it.
- Animate Dead: the most useful of all Charnel's spells, this spell targets the blue soul of a slain minion and brings it back to life. Whatsmore, it recovers at the same speed as a non-cast spell and only costs 300 mana, enabling it to be used repeatedly and with devastating effect.
- Demonic Rift: this 5th level spell is one of three that cannot be cast whilst moving (the others are Plague and Death), it summons "demons" (in the form of pink energy bolts) that leap from the portal and strike an enemy, inflicting damage. One demon is summoned for each nearby enemy, and the demons inflict sufficient power to instantly slay a 1st level minion.
- Wailing Wall: creates an ethereal barrier of screaming faces that saps health and mana from anything that gets too near it.
- Plague: creates a black stormcloud which proceeds to rain diseased blood over the affected area. All creatures within or entering the area of effect are diseased, losing health steadily (and faster if they continue to be hit by the bloody rain) and suffering increased susceptibility to damage and decreased ability to inflict damage. Plague can be a fairly effective Guardian-killer, but lacks Rain of Fire's strength.
- Intestinal Vaporization: causes a target to swell up and burst, resulting in a gib.
- Death: summons a giant spirit-creature with scythe-blades for hands that attacks all nearby creatures. One strike with its blades instantly slays any creature. It does not attack wizards however.
Neutral spells are available to all five gods' champions.
- Speed up: A self-explanatory spell. It boosts your minions' walking speed.
- Heal: Another self-explanatory spell that heals a friendly target.
- Manalith: This spell create a Manalith on a mana fountain that replenishes your mana.
- Teleport: Instantly transport yourself and your minions nearby to your own altar or manalith. When an enemy wizard is about to take over your altar, use this.
- Convert: This spell summons a sac-doctor (which you cannot control) to transport a red hostile soul to your altar and purify it into a friendly one to use.
- Shrine: A spell that is only available to wizards at level-three or above. This summons a shrine on a mana fountain that can act like a limited version of an altar. Your sac-doctor can convert red souls here, and increase your mana regeneration rate when you get nearby.
- Guardian: This spell create a spirit link to one of your creature with your manaliths, shrines or altar, and greatly increase its strength to protect it. The Guardians cannot go very far from the structure it guards, and the structure can only be destroyed when all guardians are cleared. When the structure is under attack, the guardians will incur the damage the structure taken.
- Desecrate: A spell to banish the wizard forever and win the game. This spell is used upon the enemy altar and sacrifice one of your minions. When the altar is being desecrated, damage will be inflicted on the wizard and, if he dies during the desecration, he loses. Luckily, the desecration will end when one of the sac-doctors performing the desecration gets killed.
General Notes:
- Guardians are not really much use against computerized opponents, but if you do wish to use them then concentrate on one-two key locations, instead of spreading your forces out thin.
- After the first half of the game, all levels should be started by defending and stealing your enemies' souls before advancing.
- Play your god's strengths.
- Try to outthink your opponent.
- Multi-soul creatures are more powerful, but quantity is a quality of its own; many lesser creatures can easily cause as much havoc (if not more so) as a few multi-soul creatures.
- Always complete the optional objectives- you'll never regret it, and they'll usually reward you in the end.
- Boons are stat bonuses given by the gods for behavior aligned with their interests - they give you a choice of two: Persephone gives Mana or Mana Regen, James gives X or X, Stratos gives Mana or Speed, Pyro gives Health or Physical Damage Defense and Charnel gives Mana or Physical Damage Defense.
Round 1:
PERSEPHONE:
Settle the strife brewing in the Gnome's homeland.
- Kill all the Charnel creatures without killing Thestor to have Thestor covert back to Persephone - he will accompany you for the rest of the game.
- Boon from Charnel: Kill Thestor before killing the Charnel creatures
JAMES:
Find out what has been interrupting the prayers of the fungus-farmers of Quarog.
- Boon from Persephone: Destroy the caves without slaying any of the dragons that come from them.
STRATOS:
Examine the haunted ruins of Diallia.
- Boon from Stratos: Ensure Sara Bella is still at full health at the end of the mission.
PYRO:
Conquer the Daven Hills.
- Boon from Charnel: Destroy the sacred Daven Tree, but kill all of the villagers first.
CHARNEL:
Free the Ragman from his prison in the dragon boneyards of Solis.
- Boon from James: Spare the peasants and claim souls only from the James Minions.
Round 2:
PERSEPHONE:
Escort the Storm Giant Lord Surtur back to his Elementalist wife Lady Abraxus to win the allegiance of Stratos.
- Boon from Stratos: Banish Seerix before approaching Lady Abraxus.
JAMES:
Settle the problems in Solis.
- Boon from Persephone: Banish the Ragman without killing Sirroco. Also, Sirroco will accompany you for the rest of the game.
STRATOS:
Rescue Lord Surtur from Charnel's champion Acheron.
- Boon from Persephone: Ensure at least one Druid survives until the end of the mission.
PYRO:
Conquer Erghaz, home of the Trolls.
- Boon from Pyro: Kill all of the trolls.
CHARNEL:
Re-open the Demon Gate of Golgotha.
- A Netherfiend is waiting near the Demon Gate, offer it a soul to have it fight for you.
- Boon from Charnel: Obtain the services of the Netherfiend and control all of the Mana Founts before banishing Abraxus.
Round 3:
PERSEPHONE:
Attack the border-isle of Magmar.
- Boon from Persephone: Decline the aid of Shakti.
JAMES:
Speak to the centaur Jadugar about the rising Cult of Ashur.
- Boon from Persephone: Simply defeat Seerix.
STRATOS:
Ward off an offensive by the forces of Pyro.
- Boon from Stratos: Banish Sorcha before Abraxus and Buta arrive.
PYRO:
Take some of Pyro's newly engineered Firefists as a gift to negotiate a peace-treaty with James.
- Boon from James: Choose the peaceful option when bartering with Grakkus.
CHARNEL:
Defeat Pyro's champion Buta to make Pyro receptive to an offering of a peace treaty with Charnel.
- Boon from Charnel: Kill more units than Buta.
Round 4:
PERSEPHONE:
Seek out Jadugarr, leader of the Cult of Ashur.
- Boon from Persephone: Enlist the mutants.
JAMES:
Seize back Karn and kill the Ragman once and for all.
- Boon from James: Destroy the Plague Worts.
STRATOS:
Help Shakti defeat Acheron.
- Boon from Stratos: Obtain 24 souls and deliver them to Stratos, then don't let any of the Silverbacks die.
PYRO:
Capture 20 slaves for Pyro.
- Boon from Pyro: Locate Sorcha after banishing Charlotte.
CHARNEL:
Defeat Jadugarr with the aid of Sorcha.
Round 5:
PERSEPHONE:
Destroy the Demon Gate of Golgotha and the demonically possessed Gangrel.
- banish Acheron and Lady Abraxus to receive a boon from Persephone.
JAMES:
Destroy Faestus's Pyrodralic Dynamo.
- banish Buta and refuse Pyro's subsequent offer to receive a boon from James.
STRATOS:
Aid James' invasion of Cindercrag by diverting Buta and Hachimen's attention to Ash.
PYRO:
Activate the Pyrodralic Dynamo and defend it from the Geomancers of James.
CHARNEL:
Channel the essence of Astaroth, the Demon Lord of Tartarus, into the body of Gangrel.
Round 6:
PERSEPHONE:
Escape from Stygia by defeating Charnel once and for all.
JAMES:
Shatter Pyro's power once and for all by invading Helios.
- watch out for the Magnifryers! Troggs are immune to their heat-beams however...
STRATOS:
Conquer Arborea, the final stronghold between Stratos' newly-acquired territories and Persephone's homeland of Idylliac.
- keep an eye on Sara Bella's health- if she dies then Persephone will be alerted to your presence.
PYRO:
Rid yourself of James forever by conquering Agothera.
CHARNEL:
Try and win an alliegance with James by rescuing Charlotte from Pyro's Pyrodralic Dynamo.
- if you relase Charlotte before banishing both Buta and Hachimen, James will offer you a boon at the end of the mission.
Round 7:
PERSEPHONE:
Intercept a diplomatic envoy from the demonic Hellmouths at the Crossroads of Abbadon.
JAMES:
Rescue the Seer Mithras from Seerix's clutches at the Crossroads of Abbadon.
STRATOS:
Invade Idylliac and put an end to Persephone's self-righteous tirades.
PYRO:
Assault Aroborea in preparation for your final attack against Idylliac.
- you don't actually need to banish Shakti; she will simply disappear after about 15 mins of game time.
CHARNEL:
Attack Helios and vanquish the pompous pig Pyro.
- the Manalith in between the Magnifryers has guardians this time around.
Round 8:
PERSEPHONE:
Give Pyro one last chance to repent his ways before snuffing his flames forever.
- there are four Magnifryers this time, and the Manalith in between them has three Warmongers Guardianed to it.
JAMES:
Crush Charnel's homeland of Dys and put an end to Charnel's reign of darkness.
STRATOS:
Extinguish the last bastion of light by conquering Agothera.
PYRO:
Head to Idylliac and discover the cause behind Shakti's mysterious disappearance from Arborea.
CHARNEL:
Defeat Persephone to grant Charnel undisputed mastery over the lands.
Round 9:
PERSEPHONE:
Punish the treacherous Stratos by defeating his champion Abraxus and the follower of Pyro, Hachimen.
JAMES:
Defend Agothera from the attacking hordes of Ashur Cultists.
STRATOS:
With his usefulness now ended, banish Charnel.
PYRO:
Destroy the treacherous Stratos before he turns on you.
CHARNEL:
Confront the back-stabbing Lord of the Heavens in his homeland of Thryring.
- the traumatised Sara Bella is fluttering on a mountain roughly to the northwest from your altar. She will fight for you in this mission only.
Round 10:
Defeat MARDUK!
- Marduk can steal your blue souls just by getting near them! The only sac-doctors he needs are the ones he uses to desecrate your altar.
- Marduk won't be stopped until you destroy his Megalith.
- The Megalith is invulnerable and blasts anything nearby with magic as long as Marduk still has at least one Manalith left.
- Marduk's manaliths are each guardianed by two high-level minions of numerous gods. Marduk himself only uses charnel magic and creatures, with the occasional silverback.
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