Skip to content

Islands of Mystery, Chapter 2: Dragon Wisdom

#83
Auto-translated
A very interesting campaign. I'm finishing the 5th mission on Hero difficulty. I'll write later. I don't know yet who and what to thank for the unforgettable hours of this exciting journey. If anyone is interested, ask questions about the walkthrough, and I'll tell you.

Added 14 minutes ago
RedHeavenHero
Alien Sands
Mission One

It was more or less okay in the Dungeon, but after the first garrison, near the exit from the prison, only 7 Gremlins and 15 Assassins remained in the army.

The map, especially the beginning (and maybe only the beginning), definitely needs to be simplified. If you have to bend over backwards to get through the first garrison on Recruit difficulty, I'm afraid to imagine what it will be like on other difficulty levels.

In no way should the map be simplified; the first mission is great. I completed it on Hero difficulty, and after exiting the Dungeon and taking the first garrison on the street, I had 25 Djinns, 25 Gremlins, 29 Assassins, and one Berserk left. In principle, I can send you the game saves. At the beginning, after a quick look around, I realized that you can't survive here without machines, so I left the underground with: Master Summoning - Phoenix, Master Machines - Triple Ballista, Advanced Leadership, and Intermediate Education. I leveled up with a focus on "Empathy." After the second garrison, I joined one Titan, who then led the battles together with the summoned elementals and the ballista; they advanced without losses, or the ability saved the day when killed units were replaced by elementals. I also noticed that the computer is forcing you to take Fire Magic, but you don't need to take it, because it has low initiative, and in this area, high-initiative flying units arrive, which are very helpful.

Leveling up in this mission was completed when I crossed the last garrison and emerged into the Grove. My mage was level 23, with stats of 4-9-18-18, Master Summoning - Phoenix, Master Machines - Triple Ballista - Tent, Advanced Leadership - Empathy, and High Education.

With this, on the next map, "Glimmers of Truth," I quickly rushed and, on the first day of the third week, took almost the fully built city of "Oasis of Hazim" in the corner in the southeast, with the Tear of Ashi already installed, and the troop increase went to me. Before that, I had to sweat a little to defeat the heroes who don't run anywhere but attack themselves. But nothing. This Oasis of Hazim turned the further journey into an easy walk.

Added 25 minutes ago
Muslimanen
Veteran, if you have Creature Attack, why do you need Summoning and Darkness? Instead, take Defense and Offense; return to the third map, where there is a Mentor, and preferably take Defense with Readiness for Defense, which gives a retaliatory strike before the attack and retaliates with a retaliatory strike against everyone. Try it.


Considering the hero's ability, it is best to take Defense - Battle to the Last. And, as a bonus, Reflection. That is, we put stacks of 2 units each; they are destroyed - one unit remains, then an elemental. While the enemy is busy destroying this, the phoenix does its job.