Many a Mage
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|Many a Mage|
|Co-op Campaign: Cherrystone, Mission 2|
|A group of Mages protect the wondrous treasures that fill the Celandine Vault.|
|Have Wulfar or the Twins grab the treasure.|
|Map Type:||Co-op Campaign|
|Fog of War:||No|
|Reward Stars:|| (22 Turns)|
|❮ An Infamous Foe
Many a Mage is the 2nd mission of the Cherrystone route in the co-op campaign.
Victory: Reach the Treasure, and have both Wulfar and the Twins escape.
Defeat: Wulfar or the Twins are defeated.
- One of the four completions required to unlock:
On Emeric's first turn, he will summon in 4 Crystals (see images) providing the West land mass a considerable defencive coverage. Unlike usual, every mage within the front 3 Crystals's aura will provide an additional +10% health per turn, sustaining the Crystals' health indefinitely until the mages are defeated or the crystals are destroyed. Similarly, the West-most crystal will restore 30% health per turn when Emeric is in its range.
If an ally stands on the lever near the drawbdrige, the drawbridge will be lowered, connecting the two landmasses permanently.
Emeric's army will not advance until approached or injured by a player. Once Emeric has less than 4 Mages on the map, the Barracks will become active and begin recruiting units. Alternatively, if any ally units go beyond the shore of the island, Emeric will become active, advancing on the player, allowing recruitments from the Barracks, and allow all enemy units to move.
If either Emeric's Barracks are neutralised, or the gate towards the Treasure Room is destroyed, Mercia and Caesar will arrive at the end of Emeric's turn. Afterwards, if Emeric's team has less than 10 units on the map, they will receive additional randomised reinforcements, creating an infinitely replenishing army.
12th May, Celandine Vault
Having reached the Cleandine Vault of Cherrystone, the outlaw family spot the great mage Emeric training apprentices. Though Errol is quite fascinated by Emeric's magic, they quickly move on to prepare for the heist. But having let Caesar run away, it won't be long before reinforcements catch wind of their presense.
With the gold secured and the group evacuated, they safely retreat from the vault to meet up with Vesper. Errol seems down about having fought Emeric, and Orla gives some backhanded emotional support, but they're interrupted by Vesper arriving to collect her gold. With that, two of the payments have been made to save Enid. And as they leave Cherrystone, some of the outlaws are glad to have left the nation so stern on criminal activity, but are left unhappy the tyrannical Caesar made his escape.
- (Exit Alchemists)
- (Exit Emeric)
- (Enter Wulfar and the Twins)
Start of Emeric's Turn 1
- [Elder Shield]
- (Cherrystone crystal appears)
- (Three Cherrystone crystals appear)
End of Emeric's Turn 2
- (Crystals recover health)
Defeat one Crystal
Defeat two Crystals
Defeat three Crystals
Defeat all four Crystals
Emeric uses Elder Shield (after initial 4 crystals)
Ally army reaches shoreline
Ally army reaches past shoreline
Ally on lever, lower drawbridge
- (Drawbridge lowers)
Enemy Barracks neutralised
Destroyed treasure room Gate
Mercia and Caesar arrive (Emeric undefeated)
Mercia and Caesar arrive (Emeric defeated)
Wulfar or the Twins reach the treasure
Mercia's first reinforcement wave arrives (Treasure not reached)
Mercia's first reinforcement wave arrives (Treasure reached)
Mercia's third reinforcement wave arrives
Defeat Emeric (Mercia present)
Defeat Emeric (Caesar present, Mercia not present)
Defeat Emeric (Caesar and Mercia not present)
Defeat Mercia (Emeric and Caesar present)
Defeat Mercia (Emeric present, Caesar not present)
Defeat Mercia (Caesar present, Emeric not present)
Defeat Mercia (Emeric and Caesar not present)
Defeat Caesar (Mercia present)
Defeat Caesar (Emeric present, Mercia not present)
Defeat Caesar (Emeric and Mercia not present)
Defeat Emeric (Treasure not reached)
Defeat Emeric, Caesar, and Mercia (Treasure not reached)
Defeat Emeric, Caesar, and Mercia (Treasure reached)
Wulfar escapes (Twins not escaped)
Twins escape (Wulfar not escaped)
Wulfar and the Twins escape
Wulfar is defeated
Errol and Orla are defeated
Ally Stronghold is destroyed
- (Vesper appears)
- (Exit Wulfar and Errol)
- (Exit Vesper and Orla)
- (Exit Outlaw 1)
- (Exit Outlaw 2)
- This is one of only two missions in the Co-op Campaign to begin the player with a Port.
- It is also one of only 3 missions to feature Ports.
- This is one of only two missions in the Co-op Campaign to begin the player with a Tower.