Siege of Hope is a 1-player PvE scenario that can be played on Standard, Advanced and Expert difficulty. It is part of the campaign story The Curse.
Break the siege around the first new human city.
The second mission in The Curse storyline. In this mission, you must defend three different enclaves from twilight attack, then take the fight to the cursed and destroy their leader.
Story
Plot
As the first battle of The Twilight War loomed, it was clear the mortal races desperately needed aid. The leader of the Skylords, Brannoc, claiming victory could only be achieved by finding the gods, had disappeared months before in what some of his fellow Skylords thought a fool's quest. Shepherded by his rebellious daughter, Viridya, mortals, most of them humans of the Northern Lyrish empire, gathered near the city called Hope. She believed there they could both make a new beginning and defend against the twilight creatures. Further disobeying Brannoc, Viridya convinced some of the Skylords to use the Forge to conjure legendary creatures and wonders of old. Moon, his able lieutenant, remained silent in the face of Viridya's plans. |
— The Aedai Chronicles |
From the majestic structure of the Forge, Viridya gazed down at Hope. The humans had built the city after the giants had been driven underground, it was meant to represent a new beginning. While it did not boast the splendour of their old capital, Lyr, it was a strong place. Viridya felt a memory flutter briefly in her mind’s eye, it belonged to a Viridya who had been human, who had fought beside the gods. She, with many others, had thrust aside all mortal fears to earn victory against the giants. Their reward was the stuff of legend. Had it been a great honor to become an immortal, servant and soldier to the gods, destined to exist forevermore in the Forge of Creation? That time felt like it belonged to someone else.
But Viridya still felt, still knew the twin stings of anger and frustration as she watched the world below. Now, with the gods gone, perhaps forever, she felt full with the need to act. She felt alive, ready to shed the Skylords’ rules and aid the mortals. This curse had infected her world, the nature she long ago had sworn to protect. She could not remain apart any more, whatever her father might order. Viridya knew she was not the only Skylord to feel this way. Soon the Forge would be used in the manner it was intended.
Conclusion
While humans celebrated their first victory, Viridya knew any respite would be brief. A cure for the taint was needed should the world have a hope to survive, but the impulsive Skylord was convinced her Father’s quest to find the gods was hopeless. The affliction had spread swiftly and even now grew in power. Viridya’s heart was torn as she watched the curse weave its vile taint into Nature itself, upsetting the very balance she had sworn to protect. |
— The Aedai Chronicles |
Viridya had travelled the skies and seen the terrible truth.
The Twilight Curse had spread over all the land. It had crept into the creatures, the plants and was spreading still, even now as the new sun cast its light over scarred lands.
Watching from the distant realm of the Forge, she felt it like a poison within her. The darkness had lasted but a year, how could this tragedy have taken hold in so short a time? Her father was a fool to order the mortals be neglected. It was their legends that gave the Forge its power, their dreams that gave the Skylords their armies. It was time they received something in return. Viridya would not stand by, not with what she knew, what the age-old vines of nature once had whispered to her. To stop this curse and break free of the terrible truth she bore, Viridya knew she had to become more than she was.
Rewards
Siege of Hope | Available Tier 1 Upgrades (Total: 29) |
Available Tier 2 Upgrades (Total: 23) |
Available Tier 3 Upgrades (Total: 23) |
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Scenario Difficulty | Standard | Advanced | Expert |
List of Card Upgrades |
Strategy & Notes
- Siege of Hope tasks you with defending important locations, followed by advancing and attacking enemy bases. This back and forth between defense and offense rewards a versatile deck that can accomplish both.
- It is possible to destroy the spawn buildings that feed the attacks on the enclaves. While this is a common strategy for the first enclave, doing this for the second enclave can be tricky.
- Due to the large size of this map, moving fast is encouraged! Bring swift units to cross the terrain and reach encampments quickly.
- At the end of the mission, you will need to defeat the Twilight Infester, a boss with 10000 HP (15000/20000 on advanced/expert difficulty) and incredible resistance to ranged and magical attacks.
Walkthrough
At the beginning of this mission, Viridya will explain the premise of your objective: You must defend an enclave of humans from Twilight attack, located north of your position. If you brought a swift unit, summon it and send it east, following the wall northwest. While this happens, summon some units at your monument and create a small army to send east. Two Twilight Minions and a Twilight Archer guard the T2 orb and wells, and will respawn from two nearby Twilight Infestations. Defeat them and destroy the Infestations, grab a power well and then move northwest.
Your swift unit should pass two Twilight Minions and enter the encampment. Grab a power well at the back of the encampment, and start summoning units or building towers to defend it. The encampment will periodically come under attack by squads of Twilight Minions and Twilight Archers, which should be easily dispatched by your defenses. Go T2 when you can, and you will notice three squads of
have appeared near your first monument, and move to defend the second. They will soon fight off an attack from a Twilight Minion and Twilight Archer, and will continue to defend this monument against further attacks.By the 2:30 minute mark, six twilight minions and four Twilight Brutes will begin their advance towards the encampment. Prepare your defenses to ward off this attack wave, and should you succeed you will find no further attacks come to the encampment. Move east at this point, and engage several twilight minions, a Twilight Crawler, and Twilight Claws to clear the third orb while destroying several infestations and Twilight Skyscorchers. Once you claim a power well, move southeast. Around this time, Viridya will tell you that two more encampments come under siege. One in the northwest, and one in the southeast. You will need to divide your troops to defend both of these, swift units can quickly cross the distance and allow you to start setting up.
You have until the 12:00 mark before attacks start coming towards the encampments. The first wave will only be a Twilight Slaver and Twilight Minions, but over time they will get more powerful. If you sent swift units to both camps, build the power wells there, construct the available walls, and begin defending the area as you did with the first encampment, but with your more powerful cards. En-route to the northwest camp, there is a large twilight base consisting of two Twilight Archers, two Twilight Claws, a Twilight Slaver, and a Twilight Healer, as well as a Skyscorcher and Infestation. Clear this base out when you have the time, and it will allow you to claim the T4 orb.
At 10:30, the next attack wave will come your way. Now with an extra Slaver. If you have claimed the T4 orb, enemy forces will begin to advance on that area as well, starting with squads of Twilight Claws, and later on Minions. At 9:20, another wave identical to the previous will advance. Continue to build your defenses, because the difficulty is about to go up by the 8:00 mark. In the southeast, a Twilight Horror will join the assault southward, and at 7:00, a Horror will join the assault in the north. At 5:30, a Twilight Hag will join the southern assault, while a Twilight Devastator joins the northern assault. The waves will comprise hereon as follows:
North
- 1 Twilight Devastator
- 1 Twilight Horror
- 2 Twilight Slavers
- 1 Twilight Minions
South
- 1 Twilight Horror
- 1 Twilight Hag
- 2 Twilight Slavers
- 1 Twilight Minions
When the timer runs out, the Spawn Buildings will vanish, and the defense portion of the map will be over. Your final objective is now revealed: Kill the Twilight Infester to end the siege. He will appear at the center of the Northeast base, and will periodically spawn two Twilight Crawlers and a Twilight Bug, which will attempt to run down the center lane and head towards your Tier Two orb. Build defenses or summon units to absorb these attacks while you push northeast. The major base is reinforced with Twilight Hatecasters, Skyscorchers, and lots of units. There are at least six Twilight Horrors here. Two on each side, and four surrounding the infester.
Clear the base however you wish, and then engage the Infester in battle. Although his health is low for a boss, his resistance to ranged attacks is incredibly dense, with an effective HP of 17500 against those attacks. Engaging him with melee units is recommended, particularly large quantities of large creatures that can deal alot of damage to him quickly. His minions will prove troublesome, as the Twilight Horrors paralyze. But if you can get past them, he is one of the easiest bosses in the game to dispatch. Kill him, and the Mission is over.
The Advanced version of this map is quite a step up in difficulty from the standard.
- The camp right outside of the first enclave is reinforced with Twilight Archers, a Twilight Infected Tower, and a Twilight Skyscorcher.
- Incoming attack waves on the western enclave are larger.
- The T3 orb base now has a Twilight Infected Tower, two Twilight Slavers, two Twilight Healers, and two Twilight Crawlers defending it.
- The path to the southeast enclave is now protected by a Twilight Emitter, which will kill most small and medium units that pass through its flames. Use large units or Swift units to pass it.
- The Twilight Claws in the T4 camp are replaced by a Twilight Creep.
- The initial attack waves on the northwest and southeast enclaves have replaced Twilight Minions with Twilight Bugs.
- At 5:30, a Twilight Abomination joins the southeast attack.
- The Twilight Infester has 15000 HP instead of 10000.
- When the Twilight Infester spawns, his waves of bugs are much larger. They also come reinforced with Twilight Minions and Twilight Brutes.
- The Northeast camp is heavily reinforced with Twilight Abominations, Twilight Vilebloods, Twilight Whisperers and Twilight Bombards.
- Four unique Twilight Leeches are in the base, with the ability to teleport a unit to itself. This can pull your units out of position and cause chaos in your attack. They are durable, but extremely weak in combat.
The second map available on expert mode. This one is quite a bit harder to complete compared to Encounters, due to how much you need to do in a relatively short time.
An expert guide for completing Among the Old Gods Achievement has been provided for playthrough advice, replays and decks, written by Dallarian.[1]
Below will cover each enclave and the differences from other difficulties.
Western Enclave
- The T3 camp is reinforced with Twilight Treefiends.
- Should the spawner not be destroyed, it will unleash numerous Twilight Crawlers and Twilight Devastators to attack the enclave.
Northern Enclave
- Northern Assault initiates with Twilight Devastator, followed by Twilight Hulks, and soon after Twilight Dragons.
Southern Enclave
- Southern Assault initiates with Twilight Devastator, Twilight Slaver and Twilight Minions. Eventually Twilight Hulks and Twilight Dragons join the attack.
Final Battle
Gallery
Patch History
- Added internal scripts to allow for the tracking of new achievements.
See also
Campaign scenarios (PvE) |
1 Player | Behind Enemy Lines ▪ Defending Hope ▪ Encounters with Twilight ▪ ( Introduction) ▪ Mo ▪ Ocean ▪ Oracle ▪ Siege of Hope ▪ The Soultree ▪ The Treasure Fleet |
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2 Players | Convoy ▪ Crusade ▪ Into the Jungle ▪ Nightmare Shard ▪ Nightmare's End ▪ Slave Master ▪ Sunbridge ▪ The Insane God ▪ Unexpected Visitors | |
4 Players | Bad Harvest ▪ Blight ▪ Empire ▪ King of the Giants ▪ Raven's End ▪ The Dwarven Riddle ▪ The Guns of Lyr ▪ Titans | |
12 Players | Ascension ▪ Passage to Darkness | |
Player vs Player maps (PvP) | 1vs1 | Elyon ▪ Haladur ▪ Lajesh ▪ Simai ▪ Uro ▪ Wazhai ▪ Yrmia |
2vs2 | Danduil ▪ Fyre ▪ Gorgash ▪ Koshan ▪ Nadai ▪ Turan ▪ Yshia ▪ Zahadune |
- ↑ https://forum.skylords.eu/index.php?/topic/7266-expert-campaign-missions-briefing-among-the-old-gods-achievement/ Dallarian's Expert Campaign Guide