Trap Map: Journey Home (with video)
|Maximum number of participants||3|
|Size of a party||main + 2|
|Time limit||40 min|
|Total number of vehicles allowed||1|
|Entry fee||14.4 M|
|Total upgrade cost||20 M|
|Catapult cost||15 M|
|Reward||10 x Chieftain’s Treasure (“200 gc”)|
|XP victory bonus||1,750,000,000|
In this mission you have to escort four very weak sorcerors. They want to have a boat ride. Your task: Protect them.
There is no boss fight at the end. And I found only two traps (and I suspect that it is only one but I triggered it at two different ends). The catch is that there are sudden spawns of monsters here and there and everywhere.
There are three cut-scenes throughout the mission where monsters will spawn directly besides the sorcerors. Of course you want to kill these first. If this does not work draw aggro. That is the task of my oracle – when I feel I can’t one-hit all enemies she spams a freezing scroll which enrages all who are hit by it. And in dire emergencies attack with your catapult even when you know it will be destroyed. It is worth 15 M but the reward is worth about 600 to 700 M.
These cut-scenes are the main difficulty. The rest is simple slay-the-monster stuff. No wonder the trap map of this mission is really boring…
I am not sure what exactly triggers the spawning. My guess is that s1 is triggered by the sorcerors and s2 and s3 by the party. But that is only a very uninformed guess. You can’t see it exactly because – and that is a blessing – the spawn only occurs in the enemy phase, after you finished your turn regularly. More to the point: it replaces an enemy phase. So while in African missions there is no double turn, at least you get your full turn after the spawn.
Here is a video of this mission: