Sacrifice Walkthrough :
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Walkthrough - Walkthrough
WALKTHROUGH FOR THE SACRIFICE SINGLE-PLAYER CAMPAIGN I. Information and Table of Contents Hello everyone. I, Corpse, have decided to create a guide for the Sacrifice single-player campaign, as you see. While I’m aware that there are two full walkthroughs on the net already, I feel that they are both flawed in several aspects, and seldomly have wrong information. Therefore, I decided to write a walkthrough that can guide you, the player, through optimally. Before we start, let me tell you: you have to know the basics to be able to follow this. For example, you must be able to recognise a creature by its name. If I tell you about a „Jabberrocky” and you don’t know what it is, brush up on your knowledge. I don’t have patience to write down the basics and the other guides do that pretty well already. And now for the guide. The Table of Contents I. Information and Table of Contents II. General Campaign Tips, Additional Information III. The Walkthroughs -James’ Missions -Pyro’s Missions -Charnel’s Missions -Persephone’s Missions -Stratos’ Missions IV. Final Words II. General Campaign Tips, Additional Information Well, let me tell you a few things first. It shouldn’t surprise you that the AI is just a computer – it has some preset behaviours and such which you can exploit to win. And that’s what you need – don’t feel guilty, as in the last few missions the enemy has about five times as many souls and two times as many wizards as you. The biggest thing: The AI doesn’t take very good care of itself. It often gets into dangerous situations, then dies, and retreats to the nearest manaliths, getting ahead of its manahoars usually. But if you kill the manahoars too, then all the better. Its units will tag behind, oblivious to the bombardment of your firing squad, until they’re all dead. Well, often this is not the case, often the units will hold out until their boss comes back but you might be able to capture a few souls anyway. On the other hand: many people advise you to guardian your stuff to your first lith. Well, horrible choice. This makes you vulnerable to spells like Volcano in the latest missions, but even earlier, this hands map control to your enemies and at best you will have a boring game. I’ll tell you other ways to win instead. Also, another nice thing: If you start the desecration of a wizard while he still has manaliths, he will go to those manaliths to regenerate instead of his altar. If that lith is far enough, and you’re quick enough, he’ll be force-resurrected on the way and then the energies will kill him because he will have zero mana. If it’s not far enough, he will still have to go a longer route to interrupt the ritual. So don’t destroy all liths unless you have to. I will discuss the gods in the order of difficulty. I find James the easiest, then Pyro..., etc. I had a hard time deciding between Persephone and Charnel, but I voted for Charnel as the easier one... (Animate Dead) All these walkthroughs will assume you only served the god you’re serving at the moment, unless otherwise noted. For the storyline itself, it may contain minor spoilers, but for the most part I’d say that I’m trying to be as vague as possible with the main storyline. Just for those who are reading this walkthrough for the easier missions, you know. Of course, wherever it’s unavoidable, I won’t even try to conceal it, but then most probably you know it anyways. So let’s see the missions themselves now. III. Walkthroughs 1. James’ Missions Mission One – The Gods Themselves An easy mission, of course. First, your task is to go to the nearby village. The farmers will tell you that drakes have been attacking them lately. The drakes’ caves will be highlighted. You will also get attacked by a few hatchlings before – convert their souls. There are two ways to do the mission from now. The first one is the usual way, the way of the unspoiled – long, frustrating and nothing happens at the end. The second one doesn’t require you to train anything more than a few earthflings from the souls you have (even kill your remaining troggs for more earthflings). The first method is obvious – go around, kill hatchlings, destroy caves. The second one just requires you to go to the hills ahead. A dragon will attack you here (the adult one) – fearsome, but your earthflings and Gammel, the very nice and strong Ikarus hero you get, can defeat him. You’ll also get a few troggs who are running away. Now just give Gammel a waypointed order to attack and destroy each cave (don’t worry about the hatchlings – this way not a single one will come to you). You can do whatever you want for two minutes now (if you need a toilet break, do it now). Once the last cave is down, you’ll see why this was worth it: Persephone will grant you a boon since you avoided unnecessary bloodshed. Double joy. Mission Two – The Prophecy Mission two is always the first mission in which you fight a wizard. You did hear of Ragman from the farmers already, the former Lord of Terror, in the first mission. Have no fear, he is a wuss. He won’t even come to you in the first half of the mission. You do have Gammel alive still, right? (If you went with James before, that is) Order him to attack the lith right ahead of you, the one that is guarded by a few fallen. (Don’t go into the main landmass yet) Convert their souls. You can also go to a village near a lith and convert the souls of some dead farmers and soon-to-be-dead Charnel creatures. Now you’re all set. Create some support for Gammel (notably earthflings against locusts, and gargoyles for anything). Now go attack the Ragman. If you do the first battle very well, you can claim all of his souls, but if you don’t – no worries. Fight until you have converted a few of his souls then go attack him. Push to his altar quickly and sacrifice a basilisk. (You may want to create an extra as the one you get is very handy for paralyzing the wizard and getting some free hits on him... hope he’s not shielded). Now kill him – he’s banished! You’ll receive a boon from Persephone again for sparing Sirocco. Assuming you did. You should just restart if you accidentally killed Sirocco, and the mother of dragons doesn’t really get into the way anyways. You’ll also get Sirocco to help in later missions with James or Persephone (or maybe just Persephone... heh) Mission Three – Balance of Power James never liked war, right? Well, now he sends you to question Jadugarr, a centaur who went rogue after his people were slaughtered and Stratos didn’t help him. He just wants to know more of the plot. Good enough, for this is not a hard mission, really. You have a taurock from the start, and that will be enough for now. Create an assortment of level 1 creatures instead. Jadugarr is waiting just ahead with a few hoars. He says he is busy fighting Seerix and invites you to join him. Well, it’s a 2v1 now. I almost pity the snake. Almost. Well, Jadugarr will start attacking Seerix herself directly... there is an alternative route to the right though. Take this one. There is a free fountain up for grabs, and after that there is a string of Charnel Manaliths under Seerix’s control. Don’t worry, she probably won’t come for her fallen (yep, the fallen Fallen), as she is busy fighting Jadugarr. The consequences of this battle will probably not involve the banishment of Jadugarr, but the centaur won’t necessarily win. For now, just convert the souls of the fallen (there are four or five, depending on whether Seerix will send more to the lith). Use these to create taurocks and a few gargoyles as well if you have spare. Ahead lies Seerix’s altar, now unguarded and exposed to your attack. Sacrifice a taurock on her altar. Now comes the trick: Seerix will be trigger-teleported to her altar. She will have the mana to cast insect swarm so your ritual will probably be interrupted – unless you jump in the way. (This technique is useful in other situations as well) So try that. Failing that sacrifice the taurock again. Seerix won’t be teleported there again. If you find this difficult, clear the other lith from guardians, and let Jadugarr attack as well. Now save just before the death of the viper if you want – you and Jadugarr will talk, and there are two ways the conversation can go if you are interested. I was interested at any rate. Mission Four – Shadow of the Past This is the first mission that will involve you fighting alone against two wizards in this campaign. However, one won’t stay for long. You’re trying to retake Karn, a stronghold of James, here, and if you have played Pyro’s third you have seen that Pyro takes the island and gives it to Charnel’s necromancer, Ragman. But Ragman has no altar yet! This means if he’s killed he’s dead forever. Unfortunately Sorcha is still here, just to make this mission harder, which means this will be your first time fighting a sorcerer of Pyro if you went with James all along. Well, take the manafount right ahead. Actually, before that go to the brown Gammel (he should be there) and the three brown earthflings – they’ll join you. Keep casting Speed Up on the flummox you have – he’s damn slow and you need to get in fast. What units should you produce? Well, ranged units – create a few. I recommend you to main a healthy 1:3 or similar ratio between your flummoxes and earthflings – the flummoxes are okay, but they’re slow and a missed shot is a disaster, whereas the earthflings are very well suited for general combat. Melee units – you should really bolster this. I recommend you to create taurocks only if you chose James just before, but if not, create troggs as well (Sorcha’s Fireform would kill all other melee before they could kill her, and Dragonfire isn’t too good for your health either). For air you have Gammel and you don’t really need gargoyles here anyways. Now let’s skip to the arrival of Ragman. Guess what? Concentrate on him fast! He should fall soon enough to Gammel and your ranged troops. His units will spontaneously die as well which means you have lots of souls as well! (By the way, for some reason a Pyrodactyl will most probably fly to you from the direction of Ragman. Shoot him down before he joins up with Sorcha and that’s three souls for you.) Harvest the souls while defending your doctors, then move on the offensive. Now try to take as much of Sorcha’s souls as possible. You should have a big army from all the converted Charnel souls, so getting more will be even easier. Push forward, take Sorcha’s manaliths... at this point there is nothing special in the mission. Or... oh yes, there is! The objectives mention four Plague Worts. Well, destroy them. (Gammel alone is sufficient. The plague the Worts spew can’t harm units that fly high enough, for some odd reason. Maybe troggs work as well) Don’t be terrified of the plague at any rate. Unless Sorcha is nearby you can just rebuild your forces if any perish. The Worts are at Ragman’s start location, near Sorcha’s altar, near a manalith in a sheltered position which is close to a village, and near another Sorcha manalith not too far from her altar. Once you’ve got all Worts, desecrate Sorcha’s altar with a flummox and get rid of the invaders! Mission Five – Allegiance James must be pissed after Sorcha annoyed you in the last mission. Either that, or because Pyro took away his slaves. (Again, if you play Pyro’s fourth and then switch sides you’re reversing your own actions!) You’re sent to Cindercrag to stop the Pyrodraulic Dynamo, well defended by Ambassador Buta. Well, this is one mission which depends on luck, and a prime example for why you shouldn’t use the guardianing trick (The Dynamo may erupt anytime at your manalith – it’s random – for one, but if Buta comes straight after – and he will, Murphy’s law anyone? – you might just as well restart. If your units are mobile some may escape the volcano and then you have a chance at resisting your opponent, plus you have a smaller chance of getting zapped. One general tip, by the way: unless you absolutely need your creatures with you you should have them tag along a bit further – just enough to come back in case of danger – since one of the possibilities is that the dynamo, wherever you are, zaps YOU. No avoiding that. Let’s see the mission itself now! You have some time to prepare but soon Buta is going to come to you. His dangerous units are the Pyrodactyl he will always have, unless you don’t zap it early, because it is very efficient against Taurocks and such which you will need to subdue his other threat – Pyromaniacs. Kill those (use your offensive spells to help) before they burn up everything. Otherwise, Buta has little to attack you with. Concentrate on Buta himself after repelling his Maniacs and convert any souls you have now – if you do it right you’ll have a lot. Fortunately Buta’s nearest lith is far enough for you to convert quite a bit. You have to decide whether you take the quick or slow path. The quick path: notice how your only objective is to destroy the Dynamo? Convert Buta’s souls, then convert everything you have into Ikarus – the new unit you have. Send them, with or without Gammel (he might or might not die), against the Dynamo. A few will die from Bombard fire but those who get through will demolish it quickly. The slow way: You’ve got to defeat the Ambassador. You might want to get some more souls for that. You can get some from the factory to the right of you – behind it are some proles of Pyro. Also, going towards the Dynamo you will get attacked by two Pyromaniacs near the fountain. That’s plenty of souls for you to operate with. Not far from your altar is another, friendly altar though – what is it? If you want to be evil, you might want to fortify the fountain near it... and by evil I don’t mean „exploit-crazy” here. If you don’t know it yet you’ll see. The Ambassador has a good amount of guards, but Gammel can help defeat any lith. Send him along with a few Ikarus and ground melee units. Ranged units are not so good here. (Pyro’s Bombards reign supreme when it comes to ranged) Buta might speed in and reclaim his souls, but that doesn’t matter. You have enough. Now desecrate his altar. Buta should fall easily. Hope you had no trouble with the Dynamo. Well, Pyro finally recognises your talent. He offers you a place by his side. If you want to stay good, you’ll still need to destroy the volcano-spewing doomsday device. Now, however, you have a time limit! Apparently the Dynamo has a secret function which will blow up the island. You shouldn’t have much trouble with the Dynamo though. You can blindly charge the guards from the ground while telling your flying troops (Ikarus units and Gammel) to attack the Dynamo directly. It will be destroyed and you’ll be handed a boon from James as a thanks for your loyalty. If you want to be evil, Pyro will be happy, but James will want to have revenge. He’ll quickly send Charlotte against you. She’s no match though! Her army consists of a few Ikarus, Flummox and Taurock units, but you should have gotten a LOT of souls from Buta. If you put guardians to the fountain I mentioned earlier, she’ll have nowhere to build a manalith either. Also, the Dynamo will now erupt on her. Much better. (These eruptions can strike your guards at the lith you might have fortified, of course...) Charlotte’s slowpokes can’t compete with your army and the Dynamo, ultimately. Nothing special – just desecrate her altar. Mission Six – Desperate Measures Finally, James has had enough of hot-headed Pyro! With your recent victory you are free to march upon Helios, his home island. Of course, your victories so far are void in his homeland. This is one tough mission if you are unprepared, but not so hard, actually, provided that you are good enough and know how to deal with the magnifriers. As you start building your first lith, Faestus, a gnome you might have met in Pyro’s first, joins you. He must have some interesting sources about who the winning horse is. He tells you some information about the Magnifriers that guard much of Helios against the invaders. And his tip is quite useful, although it’s not the only way to deal with the magnifriers. However, ignore the Magnifriers for now, and instead concentrate on the task at hand. Sorcha inhabits „your” part of the island. (Ambassador Buta’s AI isn’t active yet – don’t worry about him.) At this point you really need to get all of her souls. Fortunately Sorcha is impatient and doesn’t wait for her slower troops. Create the second manalith (on the fount not far from you) and an extra boulderdash to serve you. Boulderdashes deal out damage quickly and combined fire from your two Dashes and anything else you created will bring down Sorcha & Hoars quickly. If you’ve done it right her souls are ALL up for grabs. So grab them. (The three souls can be used for anything, both ranged and melee help here.) If Sorcha has left enough souls there she’ll not even try recovering them (you can spot it from a distance whether she’s coming for the souls or going in another direction). Now ignore the manalith on the edge of the island and push forward against the final lith. It’s guardianed by a few bombards – Gammel alone, or the boulderdashes alone, or a few ikarus can bring this one down. Guard the bombards’ souls from Sorcha, as you might not be able to get them all back if she reclaims them. Build a lith on her former first lith (so you can get some mana; your regeneration will probably slow to a crawl while you are approaching her altar) and cast desecration. Use a boulderdash if you have at least three more, otherwise use a lesser creature – it’s not like you need the extra damage from the desecration spell that much to bring her down. With the first sorcerer down, you’re at peace. Establish either a shrine or a manalith on Sorcha’s former altar and start converting. You can now convert the bombards that were Sorcha’s last guardians, the assortment of creatures you saw but ignored on the way to Sorcha’s altar, and five slaves located to the left near a few paper shacks and a manafount (be careful, do not stray too far yet!) Now there are a few ways to take down the Magnifriers. One of them is by shielding yourself, running with speed-up to each Magnifrier, standing so that no Magnifrier can attack you, then summoning a taurock or somesuch and letting it destroy the machine with impunity. Repeat. You could heed Faestus’ advice and rush it with low level creatures (Frostwolves rule for this) – follow your creatures and use Soul Mole (Or Soul Wind, if you came via the Stratos route – Mole is cheaper and better for this purpose though) to reclaim the souls of the dead. And the third – Remember how Troggs are immune to magic? Well, Magnifriers shoot magic. That should be enough. A single trogg can level all Magnifriers, given enough time. This should be done if you served James in mission one. Well, create several troggs if you are using the last method because you aren’t given enough time. As you proceed Buta will be activated and the Ambassador will come with all of his creatures to try and swamp you. Let’s hope he can’t. He does have a few Warmongers though. Warmongers are nasty and they kill fast! Luckily, Boulderdashes counter them very effectively. Try and kill Buta after disposing of them for easy souls. The final assault is not too hard either. A few unalleged Pyro creatures will come out to attack you. They’re not too hard to kill, though the Bombard may wreak some havoc. (You can convert them, but their corpses don’t switch to Buta’s side – so why bother?) Kill the guardians to the right and take the lith. The phoenix is tough and deals a lot of damage, but its range is not too long. Boulderdashes work well. Now desecrate with a boulderdash. (You don’t need to get the left lith, especially if you kill the bombard there, although it’s none too difficult.) Celebrate with James as you finally got rid of arrogant Pyro, and celebrate as your life will not be ruined with incessant Volcanoes now! (Unless... nevermind, later.) Misson Seven – The Chasm Widens „Well, that learns Pyro all right.” Who doesn’t love James for his informal, down-to-earth style? Pardon the pun. Anyways, with Pyro gone Charnel’s the next on the list. Mithras, our good companion, has apparently been captured earlier by Charnel. Well, let’s appeal to Seerix to free him! You’ve probably faced Seerix earlier. You’ll be pleased to know that she’s not evil to the heart. Or maybe not. Apparently, because she served Persephone in her young days she has Rainbow! Just what a necromancer needs against you.
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