ENDLESS™ Legend is a turn-based 4X fantasy-strategy game, where you control every aspect of your civilization as you struggle to save your homeworld Auriga. Create your own Legend!
Got stuck on the cultists stage 4.2 when I couldn't find the roaming army, have run into similar issues before when the army I am meant to defend against hasn't shown up, anybody know how to work around these issues, or how to track it down?
Ladies and Gentlemen... who am I kidding... the Drakken quest chain!
This is arguably the easiest faction chain thus far in the game, with most quests having fairly simple objectives.
... but the sixth quest, A CORRUPTING GIFT, is probably the most annoying quest in the game, especially on an island map, since the timer on step 1 is rather unforgiving. So until Amplitude implements the free disembark ability on the Roving Clans heroes, or you have a port available on the islands you're traveling from and to, you'll be forced to wait for the quest to target a Ruin you can reach within 3 turns or less. Basically, unless you possess the patience of a Catholic Saint, this step can get very frustrating very easily.
And if you're the kind of player who likes to take it slowly with your games... yeah, step 3 of the A CORRUPTING GIFT quest in gonna put you on the clock to clear that step before the permanent winter sets in around turn 260+. Shouldn't be too difficult to accomplish, but still, you're in a race against time on this quest chain.
DRAKKEN
A NEW EYRIE
1. Level up 2 Drakkenling units to their Level 2 - Random reward.
2. Reach 10 of Influence in one of your cities - Random reward.
AWAKENING
1. Gain enough Influence to set the Military Ministry of the Empire Plan to level 2 - Random reward.
2. Defeat 3 armies (0/3) with an army led by a Drakken Hero - Aura of Leadership Empire Improvement.
RESOLUTELY FORWARD
1. Research at least 8 technologies from Technology Era II - 0ologic Nursery City Improvement.
2. Collect the Luxury Resources necessary to build the 0ologic Nursery, and complete its construction. In order to feed the young, the city containing the 0ologic Nursery must have at least 20 Food from its District and Exploitation tiles - random reward.
THE DRAKKEN TRADITION
1. Assimilate 2 Minor Factions and make sure you have at least 5 villages pacified and built within your whole Empire - Spheroid of Drakken Lore Item.
ANCIENT FALSEHOODS
1. Please your People! For a period of 5 turns (0/5), keep your Approval rating of at least two of your cities at a Fervent level - Random reward.
2. Create a new Level 2 city district in your empire - Random reward.
CORRECTING THE COURSE
1. Capture the City [City] and assign a Drakken Hero to it (Level 6 minimum) for a period of 10 turns (0/10) - Random reward.
2. Make sure you have 3 Minor Factions assimilated within your empire - Random reward.
THE CORRUPTING GIFT
1. Spirits have been detected in the surrounding regions. Search the [Ruins] within the next [3] turns before the signs of Their presence vanish - Random reward.
2. The spirit you chase is not alone. Defeat the army of Haunts - Random reward.
3. Find the region called [Region], and search the [Ruins] with the Spheroid equipped on a Drakken hero. Do not search during the Dark Season (winter) - Random reward.
REPROGRAMMED
1. Make sure you're not at war with any other empire - Auriga Institute City Improvement.
2. Build up the City Improvement Auriga Institute in each of your cities - Eye of the Endless Empire Improvement.
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I just want to add that. I cannot finish that with 1 level 6 dust bishop. I tried several times and nothing happened. I searched and still nothing. Is it some kind of bug or what i did wrong ?
1. On a Vaulter Hero, unlock the Level 3 of skill Mechanical Exhibitionist - Random reward.
2. During 10 turns, stop using the Vaulters Affinity Resource. Assign a Vaulter Hero with the skill Mechanical Exhibitionist to one of your cities - Random reward.
Well, for future reference - you no longer need Mechanical Exhibitionist (last skill in vaulters hero tree), but level 3 Genius Alchemist (first skill in Vaulter hero tree).
1.1. Convert 2 Minor Faction villages into the cult. -- Random (note: requires influence, consider put some citizens on it, depending your strategy at start game)
THE CIRCLE EXPANDS
2.1. Assimilate a Minor faction. -- Random
2.2. The cultists wish to study ruins. - Search the [Ruins] with at least 2 Level 2 Minor Faction units in your army. -- Order of Isiver (Item, as I've reached, you don't need to complete the quest)
OF POWER AND PURPOSE
3.1. Make sure there are no armies roaming in your city region [City] for a period of [Turnnumber] turns -- Random
3.2. Reach the level 2 with your City Center. -- Random
THE END OF THE BEGINNING
4.1. Convert all the [Minorfaction] villages in the region [Region], and make sure the region's city is destroyed. -- Random
4.2. A roaming army that refuses to convert is out for revenge. No rebellion will be tolerated; find them and kill them. -- Random (In my case the same minor faction pacified in step 4.1, not sure if always the same, but has sense with the quest line).
THE RICHES OF AURIGA
5.1. Search the [Ruins] with [Resourcenumber] of [Resource] and [Resourcenumber] of [Resource]. -- Random. (In my case 40 palladian and 40 adamantian, not sure if always the same, please confirm it)
5.2. Research 10 techs in the Era III of Technology. -- The wordless will (Item, as I've reached, you don't need to complete the quest)
STRENGTH IN DIVERSITY
6.1. Manage to have 5 different Minor Factions converted. -- Shrine of whispers (Tech - building)
FINAL PREPARATIONS
7.1. Glorify the Queen: Build the City Improvement "Shrine of Whispers. -- Random
7.2. Make sure you have 2 Preachers of at least Lv. 6 and a Cultist Hero of Lv. 9. -- All beings are siblings (tech) (In my case the hero and preachers where not in the same army/city, so I think doesn't matters where they are as long as you have them)
THE ETERNAL END
8.1. Reach the level 3 with your City Center. -- Hand of the Unspoken (tech) + Temple of the earth's core (city improvement, triggers wonder victory)
- I'll try to put all this into a document, if you've any tactical advise, idea, background text copied or find some mistake not mentioned in the forum, please post here.
- After release, both WW and cultists get the temple of earth's core as reward in the last step. Please confirm if it's always the same, and the normal path to wonder victory.
- I'll try to put all this into a document, if you've any tactical advise, idea, background text copied or find some mistake not mentioned in the forum, please post here.
- After release, both WW and cultists get the temple of earth's core as reward in the last step. Please confirm if it's always the same, and the normal path to wonder victory.
I'll upload this asap.
Your ASAP is pretty bad. You are busy person probably.
1.1. Level up 2 Drakkeling units to their Level 2 -- Random
1.2. Reach 10 of Influence in one of your cities -- Random
AWAKENING
2.1. Gain enough Influence to set the Military Ministry of the Empire Plan to level 2 -- Random
2.2. Defeat 3 armies with an army led by a Drakken Hero -- Aurea of leadership (Tech // gives influence per pacified minor faction village) (If you want to find the armies faster, attacking minor faction villages also counts as fighting armies, tested on 0.6.1, not tested attacking other player's cities)
RESOLUTELY FORWARD
3.1. Research at least 8 technologies from Technology Era II -- Oologic nursery (Building // Gives food and unit XP, not sure if affects city Hero // Cost 400 Industry, 10 titanium, 20 Glassteel, 20 Food production from tiles)
3.2. Collect the Luxury Resuources necessary to build the Oologic Nursery, and complete its construction. In order to feed the young, the city containing the Oologic Nursery must have at least 20 Food from its Distric and Explotation tiles. -- Random (Summary: build Oologic Nursery)
THE DRAKKEN TRADITION
4.1. Assimilate 2 Minor faction and make sure you ave at least 5 villages pacified and built within your hole Empire -- Spheroid of Drakken Lore (Item // cost 100 dust) (NOTE: the villages hasn't to be only from the 2 minor factions, tryed on 0.6.1 S3 I've assimilated 2 minor faction, having only 3 villages of them, and the other 2 from other minor factions)
ANCIENT SEHOODS
5.1. Please your People! For a period of 5 turns, keep the Approval rating of at least two of your cities at a Fervent level. -- Random (depending how far you're on the game and your tactic, considere advancing the research of sewers/market/bread&circuses)
5.2. Create a new Level 2 city district in your empire. -- Random
CORRECTING THE COURSE
6.1. Capture the City [Cityname] and assign a Drakken Hero to it (Level 6 minimum) for a period of 10 turns. -- Random
6.2. Make sure you have 3 Minor Factions assimilated. -- Random
THE CORRUPTING GIFT
7.1. Spirits have been detected in the surrounding regions. Search the [Ruins] within the next [$Timer] turns before the signs of Their presence vanish. -- Random (it gave me only 2 turns to reach a ruins on the other side of the map, so failed, after this it gave a new ruins an a new couple of turns, but couldn't reach. On version 0.6.1 S3)
Stopped by accidental winning a diplo victory (NO!) when trying step 7.1. About this step I've seen some threads in the forum, so you can look. I think that 2 turns to reach the other side of the map it's a bit hard.
Got stuck on the cultists stage 4.2 when I couldn't find the roaming army, have run into similar issues before when the army I am meant to defend against hasn't shown up, anybody know how to work around these issues, or how to track it down?
In cultists 4.2 the army normally appears in the región converted in 4.1, and near the last converted village.
If you don't find it, have in mind that previous to reléase there had benn a lot of bugs reported, related with armies attaking you or appearing in other steps of faction quests, like armies that don't move, don't attack or even didn't appeared.
In my gameplays after v.1.0.2 this bugs seemed dind't happened again, and I thoght that all of them had been corrected. Just think that you could be in front of one of them, just try to reload a sevegame before the turn you coverted the last village in the región. No t sure if it would correct it, but previous to reléase it worked to me for other factions.
Okk, IO've finished the first version, but the forum don't allows me to upload a .docx file, so if someone has an idea to upload or put it somewhere...
I'm not sure if this has been mentioned yet, but random rewards are generated based on what era of technology you are up to. It can kinda make things less fun if you wait until era 6 to complete all your quests , but you should definitely notice some differences if you do.
I've noticed that there's at least two versions of the Roving Clans quests: the one noted here and then I've had a version where it asks for an Ardent Mage hero that needs to be assigned an army and then needs to search 3 Temple Ruins.
Falc wrote: I've noticed that there's at least two versions of the Roving Clans quests: the one noted here and then I've had a version where it asks for an Ardent Mage hero that needs to be assigned an army and then needs to search 3 Temple Ruins.
Yeah, that's probably my fault. The quest guides were written while the game was going through the Early Access system, and I have been too lazy to go back and edit them since...
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1. Raise Ziemas Double or Nothing ability to level 2 - Random reward
2. Search indicated ruin with Ziema while having 20 Glassteel - Replaces Ziema with a different version of her with the same level, 2 artefact swords and unspent skill points.
ZIEMA RETURNS
1. Store a specific amount of Influence (a lot) - Random Reward
2. Perform a level 4 Decrease Population or Target Governor infiltration - Rewards Tower of the Consecrate building tech
REVELATORY NIGHTMARE
1. Build 3 Tower of the Consecrate - Rewards High Seminary tech
2. Research a total of 30 techs from Era I-III - Random reward
EARS IN THE SHADOWS
1. Search the 4 indicated ruins - Random reward
2. Defeat the Vaulter army - Random reward
WHERE THE DRAKKEN FLIES
1. Pillage 2 extractors or watchtowers - Random reward
2. Pillage 2 villages - Random Reward
3. Defeat the Drakken army - Random Reward
ARMIES MASSING
1. Reach Fervent empire approval - Random Reward
2. Defeat 3 armies (units?) of the specified empire - Random reward
3. Search the specified ruin with Ziema and defeat the Forsaken army - Rewards Master Deceivers tech, the Earthen Core unlock and 3 Forsaken heroes.
After looong time, I started to put everything in this thread into a .docx file. Sorry my ASAP is very bad, take in account that when I was younger I've got lots of time to play video games, but little money to purchase them, now I've got enough money to purchase, but very few time to play them...
The file is compressed into a .zip file. Don't know why I cant upload the .docx.
I'll be very glad if you publish here any correction to the file, comments and text to add. I'll keep it actualized but at a very slow pace, just be patient.... and if you're making a wiki and found it interesting, feel free to use.
1. Explore the map and search 3 ruins -- 20 Titan Bones (Plus what you find in the villages)
ECHOES OF THE PAST
2. Spread out your force and find the new perfect region to colonize -- Wolfbane the Shepherd (requires 6 Glassteel)
3. To sustain your dream you will need to produce 25 industry in your new city -- Visions of glory (Tech that adds influence for building city improvements)
POST AND LINTEL
4. Search the Uspoiled Ruins with an army led by a Wild Walkers Hero. It must include at least 2 Ranged units and 4 units from Minor Factions -- 30 Titanium
5. Make sure there are no enemy armies in your region called XXX (I think is the one searched in step 4, not sure) in 10 turns -- Survival instinct (Tech enhacing movent when army in vision) (NOTE: some roaming armies appeared, not sure if always happens)
BUILDING THE FUTURE
6. Within your Empire, raise a City Center and a District to their Level 2 -- 160 Dust
THE CORNERSTONE
7. Look for Ahote zaltana by searching the ancient site of Unspoiled Ruins -- Exotic Armor
8. Based on information gleaned from the ancient site, Zaltana must be located in a region called XXX -- Ahote Zaltana (Hero, not sure if always the same)
METHODS AND MATERIALS
9. Level Zaltana and give him the skill Natural Resources (Level 2) -- Exotic Filigree
10. Send Zaltana with an army to inspect ancient ruins at Unspoiled Ruins -- Arc of the Builders (Weapon, not requieres strategic resources).
THE KEYSTONE
11. Assign your Hero XXX to one of your cities and make sure he has the Arc of the Builder equipped on him -- 90 Adamantian (NOTE: possible delay by having the hero locked if you have recently transferred to the army)
12. Gain enough infleunce points to set the Economy and Population Ministry of your Empire Plan to the level 4 -- Arcane Repository of Zaltana (City improvement, only can build one, reduces buiding costs, costs 5000 industry) (NOTE: useful have industry stocks ready???)
TO BUILD A WONDER
13. Build the city improvement that will create the Wonder -- 120 Hyperium
Ended because after building the Wonder nothing else appeared. Don't know if the quest was finished, there is a bug, or it will last longer in the final product.
After the play with WW I will be glad with any help about faction quests. About how to end, if someone has got longer in this or in one of the previous, etc...
Well, I know that the Visions of Glory Tech from the Wild Walkers ECHOES OF THE PAST quest is fixed.
I also have all the Vaulter fixed rewards written down.
VAULTERS
WIDE LANDS, WIDE EYES
1. In a region that belongs to your Empire, Pacify at least one village of a Minor Faction, and then Assimilate them - Random reward.
DISCOVERY MISSION
1. To learn more of the past, find and search the [Ruins] located in the region called [Region] - Random reward.
2. There is no such thing as too much knowledge; we must find and search the [Ruins] in the region called [Region] - Deep Diviner Item.
3. Our search parties have drawn the attention of roving armies. They are unlikely to leave us in peace, so it will be war... - Winter Shelters City Improvement.
MISSION CENTRE
1. Build the Winter Shelter city Improvement in your city [City] - Random reward.
2. Build 2 new Boroughs (0/2) in your city [City] - Random reward.
SEEKING INFORMATION
1. Capture the City [City], or make sure it has been destroyed, in order to discover whatever remains at this ancient site - Random reward.
2. Search the [Ruins] in [Region], using a Hero that is equipped with the Deep Diviner - Random reward.
GAINING KNOWLEDGE
1. We must go to the [MinorFactions] village and parley with the leader of the tribe - Random reward.
2. The leader is willing to help, but does not believe in recieving nothing in return. He requests that we return later -- with [Resource] and [Resource] - Units.
3. The [MinorFactions] village has supported us with reinforcements. It is time to search the ruins with an army led by a Vaulter Hero. - Random reward.
CRISIS OF FAITH
1. On a Vaulter Hero, unlock the Level 3 of skill Mechanical Exhibitionist - Random reward.
2. During 10 turns, stop using the Vaulters Affinity Resource. Assign a Vaulter Hero with the skill Mechanical Exhibitionist to one of your cities - Random reward.
TOO MANY STARS
1. The darkness of space is unforgiving; to master its secrets, reach 40 in one of your cities - Resource Magnetron City Improvement.
WISDOM
1. Prepare the Argosy by building the Resource Magnetron in [City], but be ready to fight waves of Necrophages attracted by the energy released... - Random reward.
2. Survive the Necrophage waves attacking [City] for at least the next 10 turns - Random reward.
3. A final wave of this insect plague is coming: An army with a Proliferator advances on [City]. Defend your people! - Extreme Yields Tech.
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I'm putting all this together as said. I don't know who's working in the wikia, but if you feel this interesting just leave a post here and how to contact.
To Buzzkillington1990 thanks for the fixing. I find that in TOO MANY STARS you say that you have to reach 40 science, but instead of it I have a note that i asks to maximize Science and Industry Ministry. I'm playing in 0.5.6 version, don't know if you are in another. I'll check it once the beta is released.
A band from fixing and expanding the Quests, I'll be glad that you make your contributions with tactical advices that helps to achieve it faster.
I'll be on holidays sooner, I'll try to fix what I can before leaving, but if can't, promise continue when come back...
To Buzzkillington1990 thanks for the fixing. I find that in TOO MANY STARS you say that you have to reach 40 science, but instead of it I have a note that i asks to maximize Science and Industry Ministry. I'm playing in 0.5.6 version, don't know if you are in another. I'll check it once the beta is released.
I'm playing on 5.6, so maybe it's a variable condition.
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1. Make sure all the [MinorFaction] villages are pcifies in the region where the indicated ruins lie. -- Random
2. Now to delve a bit deeper: Inspect the [Ruins] located in [Region]. (the same as previous step) -- Roads of dust (Item) (The item only costs industry)
PAST, PRESENT AND FUTURE
3. Get a [Faction] (in my case always asks for Wild Walkers, not tested) hero, equip him with the Manuscript (the item from step 2) and assign him to the city where you will build the City Improvement Tower Defense. -- High Towers (Tech)
4. Set up your [Faction] Hero as as governor in a city, and build the Tower Defense City Improvement there. -- Random
CHAPTER 3
5. Obtain 60 of one Luxury Resource and 60 of one Strategic Resource in your empire. -- Random (Valiant lightning / The sustainer)
CHAPTER 4
6. For a period of 5 turns, produce 60 Dust and 40 Influence within your Empire. -- Trader's Tents (Tech)
CHAPTER 5
Capture the City [City] or make sure the city has been destroyed. -- Random
Ended because on turn 190 I still couldn't occupy / destroy the city. I've done all I can to the owner faction to make them declare the war to me (Warnings, ban from market, close borders, attack all their armies out of their territory,...). Also, try buy privateers, but the mercenaries has 0 units to buy for the last 50-60 turns, and don't know if I can occupy an opponent's city with a privateer army.
I'm not certain if the reward for stage two of MACHINES OF THE ANCIENTS is random or not. Note also that after stage 2 of A FALSE REDEMPTION, Martin de Ildan de Suluzzo disappears from the game, so don't become reliant on the guy.
BROKEN LORDS
A NEW BEGINNING
1. Escort a Broken Lords Hero with at least 3 Infantry units to Inspect the [Ruins] - Random reward.
2. The door remains closed and the mechanism requires quantities of Dust to open. Gather 50 and try to open the portal once again - Random reward.
3. Defeat the army protecting the ruins - Archaeologists Tech.
OUR BASER NATURE
1. Research 8 Technologies of the Research Era I - Random reward.
2. Research 12 Technologies of the Research Era I - Quivering Circlet Item.
PERILOUS FRONTIERS
1. Colonize a new region, settling in an area providing at least 13 - Penitent Chapel Tech.
2. In your new region, build a Watchtower and Pacify all the Minor Faction villages by whatever means necessary - Martin de Ildan de Suluzzo Hero.
A KINGDOM DIVIDED
1. Assign the Hero Martin de Ildan de Suluzzo to one of your cities for 10 turns. Do your own part to advance your empire; Build up a District or City center to Level 2 - Dust Crematorium Tech.
2. Gain enough Influence points to set the Military Ministry of your Empire Plan to the level 3 - Random reward.
A FALSE REDEMPTION
1. Capture or destroy the city of [City] - Random reward.
2. Go search the [Ruins] in [Region], with an army led by the Hero Martin de Ildan de Suluzzo that contains at least 1 level 6 Dust Bishop unit - Pendant of Judgement Item.
MACHINES OF THE ANCIENTS
1. Search the [Ruins] with the Pendant of Judgement equipped on a Broken Lords hero - Endless Lode Crystal Item.
2. Your success has stirred up the natives! Defeat the armies that rise up around you (0/1) - Random reward.
A FINAL BATTLEGROUND
1. With an army of at least 8 level 6 units, all equipped with the Endless Lode Crystal, search the indicated [Ruins] - Random reward.
2. Defeat the army guarding the site - Sighing Scepter of Aiur Item.
A NEW FRONTIER
1. Equip these artifacts on the same Broken Lords Hero: the Quivering Circlet, the Pendant of Judgement, and the Endless Lode Crystal. Next, make sure the equipped Hero is assigned to a city - Altar of Channeling City Improvement.
2. Build the new Improvement, the Altar of Channeling, in 3 of your Cities (0/3) - Synchronic Temple Tech.
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After some plays I've noticed that some Faction Quests needs a little planning to advance. The case of hero with Mechanical Exhibitionist lvl 3 from Vaulters is an example. So... for the people who want to complete the Faction Quest (I don't know if possible in beta, or if completing grants anything) I will start this little guide. I'll post the steps of the quests that I've reached, and the reason I had to stop the quest. In some cases I continued playing after the 200 turns limit, sometimes the quest follows, but others it does nothing although you complete the demands.
I'll put the step number, then what to do (sometimes I copy literally, others is only a reminder) and the reward. I left between brackets things which I think needs some clarification, at least in my case, or some notes at the end that I think will be useful if you want to plant the step before it triggers. In the two first factions (AM and Vaulters) I didn't split the quest into sub-quests, don't know if it is important at all.
Let's go:
Ardent Mages
1. Parley to at least 2 villages -- 30 Glassteel
2. Go search the indicated ruins -- Ardent Mages army: 2 units (not sure which ones - Telsem vs Zealot)
3. Start searching the 2 indicated ruins -- 10 Quicksilver
4. Ambushed! Kill the army before it kills you -- 10 Gold
5. The XXX! They are from a village in this region XXX. find this village and parley -- Starblade
6. Defeat the XXX army! -- Transcendent rod of Vera
7. Make sure you have at least 8 villages pcified within your whole Empire -- 10 Titan Bones
8. Make a new region your official empire lab. colonize a new region, settlig in an area providing at least 10 science -- 20 gold (NOTE: you can put a pillar before founding the city to up a tile's science output before founding the city to achieve the 10 science)
9. Raise your Science output to 30 -- Verda's Temple (+2 terran with science)
10. Build Verda's Temple in your new region -- 60 Influence
11. Manage to exploit 6 anomalies within your whole Empire -- Cold Engineering (Winter version of pillars) (NOTE: works if you already have the resources exploted)
12. Make sure you gather a minimum of 30 influence during 5 turns in one of your cities -- 20 Blood Crystal (NOTE: at patch 0.5.6 it was a random chosen city, have to try which one)
13. Make sure 4 Pillars of Extraction are present on the map in the same time. -- 40 Gfassilk
14. With the transcendence Rod of Verda on an Ardent Mage Hero leading an army of at least 2 Lv 6 Ateshi Zealot, search the ruins in the region XXX -- Exotic Armor
Ended by 200 turn limit
Vaulters
1. In a region that belongs to your Empire region, Pcify at least one village of a Minor Faction, then Assimilate them -- 15 Glassteel
2. Build 2 new Strategic Resource extractors within your Empire -- Deep Diviner
3. Our new installations have draen the attention of roving armies. They are unlikely to leave us in peace, so it will be war.. (in fact defeat roving armies, 2 all time I played, sometimes they appear in diferent regions) -- Winter Shelters
4. Build the Winter Shelter city Improvement in your city XXX -- 20 emeralds (NOTE: need to activate the holy resorce, cost from boost + 10 units per Shelter)
5. Build 2 new Boroughs in your city XXX (I think it's always the same you build the Shelter) -- 160 Dust
6. Capture the city XXX, or make sure it has been destroyed -- 60 Glassteel (NOTE: have enough influence to declare war // NOTE2: the city is "always" on the other side of the map...)
7. Search the Unspoiled Ruins in XXX, using a Hero that is equipped with the Deep Diviner (I think that this region is always the conquered in "6") -- Exotic Alloys (NOTE: Deep Diviner costs 50 titanium)
8. We must go to the Delvers (I'm not sure if could be another minor faction) village an parley with the leader of the tribe -- 60 Spices
9. The leader is willing to help, but does not believe in receiving nothig in return. Her requests that we return later with 50 Quicksilver and 30 Glassteel (not sure if always asks the same resource) -- Delvers army: 3 units.
10. It is time to search the ruins with an army led by a Vaulter Hero. -- 240 Influence.
11. Fight an army in the ruins -- On a Vaulter Hero, unlock the Level 3 of the skill Mechanical Exhibitionist -- 80 Grassilk (NOTE: you can skip last upgrade of a Hero to have her ready when you get this quest)
12. During 10 turns, stop using the Vaulters Affinity Resource. Assign a Vaulter Hero with the skill Mechanical Exhibitionist to one of your cities -- 480 Influence
13. Maximize the Science and Industy Ministry in the Empire Plan -- Resource Magnetron (NOTE: city improvement, not sure if costs 10 titanium or 10 Holy resource // NOTE2: Works if you have the plan already maximized)
14. Build Resource Marnetron in XXX -- 80 Wine
15. Survive the Necrophage (not sure if it's always thix faction, specially if not in the game) waves attaking XXX, for at least the next 9 turns -- 100 Titan Bones
16. Defend from an army with a Proliferator in XXX -- Extreme yields
Ended by player tired after passing the 200 turn limit
Broken Lords
A NEW BEGINNING
1. Escort a Broken Lord Hero with at least 3 Infantry units to inspect the Temple Ruins -- 30 Titanium
2. Gather 50 dust and try to open the portal once again -- 10 Grassilk
3. Defeat the army protecting the ruins -- Archaeologist (Reduces cost of era I techs)
OUR BASER NATURE
4. Resarch 8 Technologies of the Research Era I -- Knees of the Golem (NOTE: the researches you have done before counts, the "Acheologist" tech apears in era I but doesn't counts, thik it because comes from the quest, not a bug)
5. Research 12 Technologies from the Research Era I -- Quivering circlet (an Item for Heroes) (NOTE: the 8 from previous quest counts)
PERILOUS FRONTIERS
6. colonize a new region, settling in an area providing at least 13 dust -- Penitent Chapel
7. In your new region, build a Watchtower and pacify all the Minor Faction villages -- Martin de Ildan de Suluzzo (NOTE: the reward is a Hero, but not sure always the same)
A KINGDOM DIVIDED
8. Assign the Hero XXX to one of your cities for 10 turns. Doyour own part to advance your empire: Build up a District or a City center to Level 2 -- Dust crematorium
9. Gain enough Influence points to set the Science and Industry Ministry of yout Empire Plan to the level 3 -- Exotic Alloys
A FALSE REDEMPTION
10. Capture the City XXX, or make sure it has been destroyed -- 40 Blood Crystal
11. Go search the Temple Ruins in XXX, with an army led by the Hero XXX (same as step "7") and containing at least 1 level 6 Dust Bishop unit --
Ended by accidentally wining by extermination when trying to lvl up the Dust Bishop (lvl 5 achived)
If someone is interested in continuing it, I can put everything in a more comprehensible table with word. I can include the explanation and history text if someone has the time to copy it. I haven't seen anything about it in the wikia.
Any contribution or correction will be welcome. If anyone knows the following steps or better strategies and wants to post I'll keep this actualized.
For now I'm going on holidays for a week D, if possible I'll post the Wild Walkers before departing, but not can go into Necrophagues until return.
Thanks in advance for possible future contributors...
notu wrote: Does part two of MACHINES OF THE ANCIENTS always work for you?
In my game it didn't spawn any armies, so I couldn't progress further
Yes, the game has never bugged out for me like this. Mind you, I was forced to track them down, since the Erycis army that the quest spawned decided that, instead of going after my army like I expected, they were gonna go and annihilate a city I had recently conquered on the opposite end of the map.
So maybe you simply need to find the blighters in whatever hole they've decided to hide in?
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As of patch 6.1, you can no longer cheat the requirement on the first step of A TRAIL GONE COLD quest using the Pillar of Knowledge.
Unfortunately, I'm not certain if the first part of the THE SECRETS OF DUST mission got bugged, or if they just haven't added the appropriate text to that mission yet (refering to the places you must visit as QUEST1 and QUEST2), so I can't be entirely certain if this part of the write-up is accurate or not, but I'll assume it is.
ARDENT MAGES
EMBERS
1. Parley with at least 2 villages to gather more information about your brothers death - Random reward.
2. There are rumors of rogue troops nearby. Go search the ruins marked by the rays of dust - 2 Ardent Mage units.
ANCIENT PATHS
1. Start searching the 2 ruins indicated on the map. One of them should hold the clues you are looking for - Random reward.
2. Ambush! Destroy those who would keep you from your quest - Random reward.
3. The [MinorFaction]! They are from a village in a region called [Region]. Find the village and Parley with them to learn more about what is going on - Random reward.
4. The [MinorFaction] hold an artifact belonging to your dead brother: the Transcendent Rod of Verda! Defeat their army and reclaim your brother's possession - Transcendent Rod of Verda Item.
PRUDENCE BEFORE PASSION
1. Pacify at least 5 villages within your Empire - Random reward.
A TRAIL GONE COLD
1. Make a new city the laboratory of your growing Empire. Colonize a new region, settling in an area providing at least 10 at the city's founding - Random reward.
2. Raise your new city's Science output to 30 - Verda's Temple City Improvement.
3. Build the "Verda's Temple" improvement in your new city - Random reward.
THE SECRETS OF DUST
1. During the Dark Season (winter) only, search the [Ruins] and the [Ruins] locations - Cold Engineering Tech.
2. Increase your notoriety and develop your network to collect information. Produce a minimum of 30 Influence for a period of 5 turns (0/5) in one of your cities - Random reward.
THE TASTE OF FIRE
1. Erect 4 Pillars of Extraction so they are present on the map at the same time. This will lead your to Verda's hidden lab - Random reward.
2. The lab entrance will be sealed by magic. Send an Ardent Mage Hero who is carrying the Transcendent Rod of Verda and leading an army containing at least 2 lv 6 Ateshi Zealots to search the ruins in the [Region] region - Random reward.
FRATRICIDE
1. [City] is about to be attacked. Defend the city, and make sure that all invading armies have been defeated - Random reward.
2. War is a difficult time; you need to restore a climate of confidence. For a period of 10 turns (0/10), keep the Approval in [City] at Happy - Altar of Transcendence City Improvement.
TRANSCENDENCE
1. Build at least 1 Adamantian and 1 Mithrite extractor to gather the resources necessary for transcendence - Random reward.
2. Build the Altar of Transcendence in your Empire - Secrets of the Virtuals Tech.
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Fist thanks to Buzzkillington1990 to keep it running and for the job his doing. As said I'll try to put all this together in a document. I'll be glad receiving tactical advice on quest to include in the final doc, and help players planning their moves if they are after a quest.
As said after my holidays there's the last faction:
Necrophages
DIGGING IN
1. In a neraby regin called [Region], make sure all the [MinorFaction] villages are pacified, and search the [Ruins] where some [MinorFaction] are also hiding. -- Random
2. A [MinorFaction] army comes to attack on of your Cities in revenge. They must be destroyed. -- Random (useful having an army in your city before completing step "1")
A MADMAN'S DREAM
3. Search the [Ruins] after gathering 10 of [Resource] and 20 of [Resource]. -- Random (I think resource and quantities are random, but not sure about quantities // In my case the ruins were different from step "2")
4. Search the same [Ruins] after gathering 150 Dust. -- Ka-Riss (Hero) (Needs confirmation if the asked resource and quantity is random)
LAST HIND-LEGS STANDING
5. With the hero Ka-Riss, unlock the Level 2 of the skill No Idle Hands, or the Level 1 of the skill Fast Healer. -- Random
6. With the ero Ka-Riss assigned to an army, search the [Ruins] located in the region called [region]. -- Fungal Laboratory (Tech - city building)
THE 36TH CHAMBER
7. Assign the Hero ka-Riss to your City [City] and build the Fungal Laboratory there. -- Random.
8. Make sure there are no enemy armies in your [Region] in 9 turns and increase the city Garrison to 6 units minimum. -- Army (In mya case 4 necrophage units) (The city was the same as in step "7", not sure if could be another one)
KNOW YOU ENEMY
9. Hire a Wild Walkers Hero ans a Vaulters Hero to be used in battle. -- Random (Not sure if heroes are always from the same factions // I assigned both to an army in the same turn I hired them, not sure if its necessary)
10. Defeat 2 armies with an army lead by a Wild Walkers Hero and 2 armies with an army lead by a Vaulters Hero. -- Random
LEGENDS OF THE ENDLESS
11. Conquer 3 new regions, through colonization or by capturing their cities. -- Incubation Orb (Item)
UNNATURAL BORN KILLERS
12. Assimilate 2 minor factions. -- Givers of Remembrance (Tech - city building) (Don't know why the game give me the quest with only one minor faction assimilate, suspect it could mean two villages, need some clarification on it)
13. Reach 8 of population in your City [City]. -- Random (I didn't need, but consider if could be a good decision saving your food stockpiles from corpses to get it faster // It counts in the next turn if you have already reached the population)
THE ENDLESS SWARM
14. Build the Givers of Remembrance in one of your cities. -- Random (The building needs Hyperium to be build)
Ended in turn 200 just as the same time I build the Givers of Remembrance. Advanced to turn 201, but the computer did nothing.
I've noticed that some parts of the text in the quests appears in green, like number of turns, levels, cities and region. A part from cities and regions which are always randomized, has anyone noted if the numbers are also randomized, or if they have any other meaning?
I have not noticed that the number of turns/levels have changed, so maybe it's just a quality left over from when the quest was programmed and they've changed them to be fixed since?
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High Towers can only be built once in your empire, and a Wild Walker hero MUST be the Governor of the city before they can be built, otherwise they'll be greyed out.
Note that quests 3 to 5 don't have a name at the moment, and are instead labeled Chapter 3, 4 and 5 respectively.
Chapter 3 does not require any specific Resources; you can get whichever you want. Nor does it require that you mine them yourself; buy them, mine them, find them in a ruins, get them as quest rewards, whatever. Still, the quest is rather annoying, and I recommend that you search any ruins you can find to hopefully get Resources as a reward and speed this quest up. If you can get the Augmented Extractor Tech as a quest reward, that helps as well.
Chapter 5 has two important things that must be noted. Part 1 can be completed without going to war; however, you will need to mark your army as Privateers while they're inside one of your own Regions before you can send them out to conquer for you. I'm also not entirely certain if the game is bugged and you must use armies of exclusively units from the Mercenary Market, since the Privateers option was available to my regular army as well, although I never tried using it.
Part 2 of Chapter 5 says that you must give a Hero "expertise in the study and excavation of ruins". This, however, is just flavor text, at least at the time of writing, and you do not need to sink any skill points into the Indiana Bones skill in the Common skill tree.
ROVING CLANS
A MERCHANT'S TALE
1. Make sure all the [MinorFactions] villages are pacified in the region where the indicated ruins lie - Random reward.
2. Now to delve a bit deeper: inspect the [Ruins] located in [Region] - Roads of Dust Item.
PAST, PRESENT AND FUTURE
1. Get a Wild Walkers hero, equip him with the Roads of Dust manuscript and assign him to the city where you will build the City Improvement High Towers - High Towers City Improvement.
2. Set up your Wild Walkers Hero as a governor in a city, and build the High Towers City Improvement there - Random reward.
Chapter 3
1. Obtain 60 of one Strategic Resource and 60 of one Luxury Resource in your empire - Random reward.
Chapter 4
1. For a period of 5 turns (0/5), produce 60 Dust and 40 Influence within your Empire - Traders' Tents Empire Improvement.
Chapter 5
1. Control the region know as [Region], for somewhere beneath it throbs the greatest treasure of Auriga - Random reward.
2. Give a hero expertise in the study and excavation of ruins. Then have them study all the remains of the past in [Region] - Random reward.
3. It seemed that something defends this ancient place of power - but that is unsurprising. Destroy the defenders! - Random reward.
GOING BOLDLY
1. To begin with, we must research at least 12 technologies from Technology Era III - Random reward.
2. Develop Trade to identify the best spot to rebuild the device. Profit from knowledge brought by Trade Routes by having at least 3 Cities bringing a minimum of 10 Dust from Trade Routes - Random reward.
WARM BODIES
1. Assimilate 2 minor factions with at least 4 villages pacified for each of them. None of these villages must be destroyed - Chain Suspension City Improvement.
DUST FROM THE WIND
1. Construct the City Improvement "Chain Suspension" in a city that has the "Right of Way" improvement already built, and generates at least 30 Dust - Money Talks Diplomacy Option.
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I too have been unable to conquer the city required for the clans, because I can't declare war. I know this is a main mechanic for them so the quest will need changed I would imagine
Time for the Wild Walkers; get your carpenter tools, 'cause it's time to build stuff.
The first thing to note about this quest is that Wild Walkers, especially with the Wild Walker heroes Faction skill tree, are really, really good at producing Industry . If you set up your cities in areas with lots of Forests around them (Forest, Jungle, Enchanted Forest, Taiga, Wetland, Savanna, Crystal Forest) then you can outperform the production capacity of almost any other faction.
I'd strongly recommend that you assimilate the Haunts as early as possible, since you'll need a good science base to complete step 2 of The Keystone.
Step 1 of Echoes of the Past only requires that you build a new city, not that you build it in a specific location. Still, try and place it in a forested area.
For step 2 of Post and Lintel, I would recommend that you leave an army inside of the city in the region as well, since the region will come under assault by waves of Neutral armies, and if they destroy your city, then the quest will fail and you'll be screwed; so don't put the city at risk by leaving it undefended while you chase whatever armies are lumbering around the region.
To Build a Wonder doesn't say it, but what the quest wants you to do is build the Arcane Repository of Zaltana. Good for you that the Wild Walkers are such good carpenters, and that at least Zaltana will have the skills to boost the city Industry production even further as governor.
WILD WALKERS
TREES OR TOWERS
1. Explore the map and search 3 (0/3) ruins - Random reward.
ECHOES OF THE PAST
1. Spread out your force and find the new perfect region to colonize - Visions of Glory Empire Improvement.
2. To sustain your dream you will need to produce 25 in your new city - Random reward.
POST AND LINTEL
1. Search the [Ruins] with an army led by a Wild Walker Hero. It must include at least 2 Ranged units and 4 units from Minor Factions - Random reward.
2. Make sure there are no enemy armies in your region called [Region] in 10 turns - Survival Instinct Empire Improvement.
BUILDING THE FUTURE
1. In your Empire, raise a City Center and a District to their Level 2 - Random reward.
THE CORNERSTONE
1. Look for Ahote Zaltana by searching the ancient site of [Ruins] - random reward.
2. Based on information gleaned from the ancient site, Zaltana must be located in a region called [Region] - Ahote Zaltana Hero.
METHODS AND MATERIALS
1. Level Zaltana and give him the skill Natural Resources (level 2) - Random reward.
2. Send Zaltana with an army to inspect ancient ruins at [Ruins] - Arc of the Builders Item.
THE KEYSTONE
1. Assign your Hero Ahote Zaltana to one of your cities and make sure he has the Arc of the Builder equipped on him - Random reward.
2. Gain enough Influence to set the Economy and Population Ministry of your Empire Plan to the Level 4 - Arcane Repository of Zaltana City Improvement.
TO BUILD A WONDER
1. Build the city improvement that will create the Wonder - Growing Buildings Empire Improvement.
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1. On a Vaulter Hero, unlock the Level 3 of skill Mechanical Exhibitionist - Random reward.
2. During 10 turns, stop using the Vaulters Affinity Resource. Assign a Vaulter Hero with the skill Mechanical Exhibitionist to one of your cities - Random reward.
TOO MANY STARS
1. The darkness of space is unforgiving; to master its secrets, reach 40 in one of your cities - Resource Magnetron City Improvement.
I've checked the 40 science and it's like Buzkillinton says (in 0.5.11 and 0.5.14).
In my only check in 0.5.14 instead of asking for Mechanical Exhibitionist in "CRISIS OF FAITH" step 1 it asked for the first skill in the Vaulters faction hero skill tree. Don't know if changed in the last build of it's a variable condition. I would like if to know if someone has found the same.
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