A Game of Dwarves

A Game of Dwarves

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AGoD Campaign Guide
由 cruinne 制作
My guide covers each mission in the A Game of Dwarves Campaign, plus has general tips for playing the game.
   
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0.0 Introduction and General Tips
Hi, and welcome to my A Game of Dwarves campaign guide. The goal here is to provide helpful tips for each of the scenarios in the campaign that will point you in the right direction, since some of the scenarios have solutions that are not as plain as they could be.

If you find my guide at all helpful, please consider giving it a thumbs up or Favoriting it.

0.1 The A Game of Dwarves Campaign

In general, the A Game of Dwarves campaign has several regions for your Prince to explore and conquer, and each region has two locations for that to happen in. One is a simple exploration scenario, and the other has a boss mob at the end. At each step of the campaign you will be shown a series of goals, either Main Quest or King's Quest. The King's Quests are optional while the Main Quest is required to "beat" the location. Completing the King's Quests, however, increases your Prince's influence, and allows him to gain levels and other bonuses that help with the more difficult quests later in the game.

0.2 General Tips for A Game of Dwarves

There are some simple things that can make your game easier on you.
  • The Hemfort Window: Remember that you can sell (and buy) resources in that window. If you have plenty of gold and need just a few obsidian to update your Military dwarves, it's far more efficient to just buy it rather than hunt around for more obsidian. Similarly, if you're reaching storage capacity for a resource and can't quickly build more chests, sell it rather than let your limited capacity waste the resource.

  • Dwarflings: Dwarflings will gain levels on their own merely by sitting around and eating. They will gain levels even faster with the investment of two Research points in the first row of Tech. This means that if you have the space and food available, it's a good idea to leave a dwarfling or two leveling up on their own -- if some other dwarf dies they can step into the role as a better replacement than a level 1 dwarfling.

  • Fertilization Stones: Remember that you need to assign Workers to these and that you need a Crafter to even build one. Forgetting one of these can mean that your dwarves get very hungry!

  • Event Room Decorations: Remember that you can sell most items found in event rooms for resources ranging from food and wood to wealth. Don't just leave those things sitting around if your settlement needs the resources.

  • Keep Your Dwarves Inspired: It seems to be easier to keep dwarves happy and inspired than to make them happy and inspired again after they've become dissatisfied. This is possibly because, when they're unhappy, they don't work well and that leads to things not getting done around your settlement. So, every now and again, take a look around and add some nice furniture and decorations as a reward to your dwarves for all their hard work.

  • Resetting Missions: Remember that you can use the "Reset Mission" on any location in at the World Map level. When you do this, it rejigs many of the resource blocks and event room locations. This means that if you start a location very tightly hemmed in by event rooms and you'd rather have a little breathing space, exit to the World Map and reset the mission before going on.

  • Pause Control: I find that I waste a lot of time if every time I'm in a build menu the game is paused (as it does automatically), so my habit now is to enter the build menu then hit the space bar. This unpauses the game and lets the dwarves continue digging while I browse the build items.

Finally: if you need help with the Game of Dwarves interface, you can find a good diagram here[forum.paradoxplaza.com]. There is also a good guide here on Steam for the basic game play.
1.0 Region: Hemland
Locations: The Backyard and The Trial

The Hemland region is where you first get your feet wet (er, dirty?) in A Game of Dwarves. The area has two zones. The first, The Backyard walks you through the important parts of establishing a settlement: digging, procuring food and resources, and building.

The second, The Trial is a simple test of what you learned in The Backyard.


Region Blurb

    The birthplace and home of the dwarves. Its rocky enviroment has shaped the dwarves over the years. It was here that they first learned many of the skills that once allowed them to conquer and maintain almost every country in Vanaheim..The dwarves have lived isolated here since the Great War. Only Hemfort remains of all the great cities that once could be found all over the world.

Note that the spelling and grammar mistakes in the original have been left as-is.

1.1 Location: The Backyard
In a series of fairly slow-moving steps, the game walks you through the basics of establishing a settlement and keeping your dwarves fed and happy.

Main Quest

  1. How to Dig: "We should look for any blocks we can dig through."

    What to do: If you look around your small settlement, you can see some blue question marks to one side. Use the "dig" command to select several blocks leading to that event room. Your Digger dwarf will dig those out and move the tutorial along.

    Worth noting: Blue query marks indicate an undiscovered "event room". Sometimes it's just a room, but other times it's a monster's lair.

  2. Gather Gold: "Gather some gold for your dwarves."

    What to do: Use the dig order and select some of the gold-laced blocks of earth in your settlement. Your Digger dwarf will dutifully dig them out.

  3. The Dwarfling: "Order one dwarfling from Hemfort."

    What to do: At the bottom right of the interface is a round window showing a castle. This represents Hemfort, where the dwarves come from. Click that and in the upper left panel (reading "Dwarfling Queue"), click the "+" to order a new dwarf for your settlement.

    Worth noting: There is a circle around the Hemfort icon that will slowly fill with green while your dwarfling is on order: when it fills, your dwarfling appears. The speed of this is governed by the happiness of your settlement.

  4. The Crafter Dwarf: "Upgrade dwarfling to Crafter."

    What to do: Find your new dwarfling, and click the green circle with a plus sign in it next to his name plate. In the pop-up window, select "Crafter" as the new profession for your dwarfling.

    Worth noting: If you have difficulty locating your dwarfling, look for the teddy bear icon at the top edge of the screen and click the "1" there. The teddy bear icon shows you how many dwarflings your settlement has. Clicking the number next to it, moves you to the next available dwarfling.

  5. Somewhere to Sleep: "Build a bed."

    What to do: Open your build menu - to do this, click the icon with the hammer and protractor on it in your interface at the lower left. There, select the furniture category showing a bed, a chair, and a chest. Next, select the bed subcategory. Since there is only one type of bed available, it's now selected for you: left-click to place it in your settlement. (You can rotate it by holding down the mouse button and dragging, and after placing it you can re-position it using the move tool, which is the third/middle button at the bottom center of the screen.)

    Once you've placed an item that needs to be built, your Crafter dwarf will head to it and start building.

  6. Somewhere to Eat: "Build a table."

    What to do: just as with the bed, open your build menu and locate the table category. There, select the table and place one in your settlement.

  7. The Fertilization Stone: "Build a Fertilization Stone."

    What to do: In your build menu, go back up (use the green arrow on the left side of the subcategory chooser) and select the "Work Stations" category (shown as an axe, some books, and a blueberry plant). There, select the "Fertilization Stone" category and, from it, select the Fertilization Stone. Place the stone on one of the "fertile" squares in your settlement.

    Worth noting: 1) A Crafter has to build the fertilization stone, so you always need a Crafter before you can grow food. 2) The Fertilization Stone always has to go on fertile soil, so it always takes up one of your growing spots. 3) The stone has a radius of roughly 5 squares, so be sure to place food plants on a square within its radius (you can see which squares are affected by the stone because they will sparkle slightly).

  8. Finally Food: "Build a food crop."

    What to do: Go into your build menu and switch to the "Food Crop" subcategory. There, select the Lemon Tree and place one within the Fertilization Stone's radius.

    Worth noting: At least one side of the food crop has to be open (not blocked by walls or furniture) so that it can be harvested by your Worker dwarves.

  9. Another Dwarfling: "Order another dwarfling from Hemfort."

    What to do: Just as before, open the Hemfort window and click the "+" sign in the Dwarfling Queue to order a new dwarf for your settlement.

  10. The Worker Dwarf: "Upgrade dwarfling to Worker."

    What to do: Just as when you turned a dwarfling into a Crafter, this time you will do the same thing only select "Worker" instead.

  11. Assigning Work: "Assign one dwarf to our fertilization stone."

    What to do: Go to your Fertilzation Stone and use the "+" above it to increase the number of Worker dwarves assigned to work at that stone. Notice that this changes the ratio to 1/3, which means one of three possible assignments. A basic Fertilization Stone can be a workplace for, at most, three dwarves.

    Worth noting: Your Worker dwarf will not harvest food unless there is a Fertilization Stone with an assignment made to it. Don't forget to do this part!

  12. Another Dwarfling: "Order another dwarfling from Hemfort."

    What to do: Just as before, open the Hemfort window and click the "+" sign in the Dwarfling Queue to order a new dwarf for your settlement.

  13. The Military Dwarf: "Upgrade dwarfling to Military."

    What to do: Just as with the Crafter and Worker dwarves before, you find your dwarfling and use the green + button next to his name plate to give him a job assignment - this time to the Military.

  14. The Explorer: "We should continue to dig and see if there is anything else for us to find!"

    What to do: On the side of your settlement that has the fertil soil there are two blocks of earth that are not covered by stone wall coverings. Dig those out.

  15. Monster!!: "Defeat the beast!"

    What to do: Your Military dwarf should head in and kill the mole himself and, in most other scenarios, will do so. This scenario wants you to use the Teleport tool though, so left-click on the Military dwarf, then right-click on the mole. Your dwarf will then realize he should kill this monster.

  16. The Locked Door: "Interact with objects to open the door."

    What to do: In the same room in which the mole was found is a lever (easily identified with the blue floor decal) select the Interact tool and click the lever.

King's Quest: The Digger

Dig out 25 blocks: "We should dig at least 25 blocks."

What to do: It should be easy in the course of this tutorial to dig out a total of 25 (or more) blocks. Don't be shy about selecting blocks for your dwarves to dig.

King's Quest: Stocking Up

Gather 50 food: "We should should have our workers gather enough food from our crops so that it will last a while."

What to do: Once you have a Fertilization Stone and a worker dwarf, they will start collecting food. This, again, should be fairly easy to accomplish in the course of the tutorial.

King's Quest: The Builder

Build 10 objects: "If we build a couple objects, then this settlement will actually become somewhat hospitable."

What to do: In the course of the tutorial, select and build ten different items. Once you have a table and a bed, you have only eight more to go. You can place several at once, and your crafter dwarf will work on them as needed.

Completion

1.2 Location: The Trial
In The Trial you use what you just learned to prove yourself ready to conquer real problems. You will begin this scenario with 2 Military dwarves, 2 Diggers, 1 Crafter, and 1 Worker. A table, a bed, and a Fertilization Stone have already been built for you.

General Tasks

  • Food: You'll want to add some food crops (two or three plants), and assign a Worker using the Fertilization Stone to get food production underway.

  • Wood: Also note that your dwarves need to grow Log Plants in order to produce wood, so be sure to plant at least one (and probably two) of those. They can be found in the Build menu under the Work Stations category, Special Plants subcategory.

  • Other Resources: There should be some resources such as gold and stone immediately visible. You'll want to harvest those, but be sure that you have enough storage space. You'll also want to be on the look-out for iron and tourmaline, which will help you strengthen your settlement.

  • Storage: At the top left, in green, is the maximum number of any item you can store (food, wealth, stone, iron, &c.) You can increase this capacity by building Cupboards and Chests. Both subcategories are found in the Furniture category of the Build Menu. The capacity of each item is the number of units shown in its upper right, such as x3 or x20. In game, a x3 unit will add 50 capacity, a x8 increases settlement storage by 100 units, and all others increase capacity byb their modifer times 20 (so a x10 storage cupboard increases your storage capacity by 200 units). Note that cupboards increase settlement joy, but chests do not.

  • Exploration: As in many scenarios, this one starts with a couple of "Dig" arrows pointed in the direction the game wants you to dig. While your eventual goals do lay that way, don't feel driven to jump into it immediately or single-mindedly. You can dig and explore elsewhere to give your settlement time to grow properly, for your dwarves to gain levels and become stronger, and to collect the resources you need to succeed. In fact, I'd recommend against following the arrows until you have trained up your Military dwarves a little.

  • Population: You'll be able to order up three dwarves immediately. Consider doing so, keeping in mind that you'll need to upgrade your Spawning Pool (cost: 1000 wealth) in order to get more than that. Even if you do not upgrade these dwarves into their professions immediately (but instead let them remain dwarflings) they'll gain experience and levels over time (unlike specialized dwarves who only gain experience from performing their duties).


Main Quest

  1. Bed Builder: "Build two beds."

    What to do: As time, space, and resources permit, choose two beds from your Build menu and place them in your settlement. Your Crafter should attack the task and get it done in short order.


  2. Food Gatherer: "Collect 150 food."

    What to do: Simply plant two or three food crops nearby your Fertilization Stone and ensure the Stone has a Worker assigned to it. If you want to gather more food faster, make a second Worker and assign them to the stone, too.


  3. Fancy Taste: "Build 20 decorations."

    What to do: Select 20 items from the "Decorations" category in the Build Menu and place them in your settlement. This can be as simple as covering 20 pieces of wall with facings, or the floor with tiles (or a combination thereof). Your dwarves will get more joy from larger, more expensive decorations, but they aren't strictly necessary.


  4. The Explorer: "Find the outpost room."

    What to do: Wait until you have invested at least one Research point in the military Tech tree so that you can unlock "Training Objects", then build some target dummies (under the Work Stations category, Military subcategory) and train up your Military dwarves a few levels. Then, dig in the direction the arrow plaques indicate, toward the blue query marks there.


  5. The Outpost: "Assign 3 Warriors."

    What to do: Once the Outpost room is exposed, there will be a Guard Post banner in the middle of it. Use the green assign button (with a plus sign on it) to assign at least three Military dwarves to this guard post.


  6. Sleepyheads: "Build 2 beds."

    What to do: Build two new beds in the outpost room, near the Guard Post banner.


  7. Table Builder: "Build a table."

    What to do: Build a table in the outpost room, near the Guard Post banner.


  8. Digging for Gold: "Find the Treasure Chamber"

    What to do: You will need to dig around where the teleport inhibitor is or was. If you have completed Sleepyheads and Table Builder, the door to this area should have opened and your Military dwarves should have destroyed the disruptor. Once it's gone, dig down and around the area, exploring the hidden rooms there.

    The Treasure Chamber is a very large room deep below the area where the Teleport Disrupter was - you can identify it as the large rectangular room three levels high. It's a good idea to get your traps set up (for the King's Quest) before digging into that room.


  9. Combat!: "Defeat the guardians."

    What to do: Once you open the Treasure Chamber, a number of goblins will be inside. They should be no match for your Military dwarves if they've been trained up.


  10. The Treasure: "Interact with the red crystal."

    What to do: Using the Interact order, send a dwarf to interact with the red crystal in the Treasure Room.

King's Quest: The Researcher

Unlock 1 Tech: "Use a Scholar dwarf to unlock one Tech."

What to do: Once your settlement is on its way and you have collected at least 50 tourmaline (pictured to the right) , upgrade a dwarfling to a Scholar dwarf. Build a table for the Scholar dwarf to use (under the Build Menu, Work Stations, Research subcategory). Once the Scholar dwarf spends enough time at the table, a research point will be gained; use the Research interface to spend the point -- any point spent will count.


King's Quest: Specialized Research

Specialize Military Dwarf: "Upgrade a Military dwarf."

What to do: Have your Scholar dwarf continue to research until you have the points needed to unlock the Military Specialization Tech in the Research interace (this requires 2 points: one for Training Objects and then one for Military Specialization). Then, make sure a Military dwarf is trained up to at least level 5. Once they reach that level, there ought to be a green "upgrade" button with a plus sign on it. Click it, and choose either Fighter (melee dwarf, cost 50 iron) or Spear Thrower (ranged dwarf, cost 200 wood).


King's Quest: Trap Builder

Active Traps: "Build and activate 3 traps."

What to do: Once your Scholar dwarf is working, collect enough points to activate the "Engineering" technology. This requires at least four points: one point each for Cloth Armor and Locksmithing, and then two points to unlock Engineering itself. Once Engineering is unlocked, use the Build menu to select the Defense category, then the Traps subcategory. Place and build three traps, plus enough power sources to activate them.

Completion




Once you have finished this Trial and gained all the influence possible, you should have an influence point to spend: return to the World menu, and at the lower left will be a button with a chalice on it - this is where you buy bonuses for your settlements with your prince's influence points.

2.0 Region: Mittland North
Locations: The Northern Pass and The Mage Base

Mittland North begins the campaign in earnest. Its two zones are The Northern Pass and The Mage Base. As the Mage Base has a boss fight, I suggest doing it second though it is listed first in the Mittland North blurb.


Region Blurb

    This northern part of the great country Mittland was where the dwarves first built settlements. Thick forests once covered the entire surface, but were soon cut down for resources.Only vast green fields, with the occasional grove, now remain.
2.1 Location: The Northern Pass
The scenario also starts with a Research table already built, a Fertilization Stone and two Lemon Trees, four beds, and a Training Dummy for your Military dwarf to work on.

The idea of this area is that there are many clues left behind by other dwarves to guide you to the "legendary treasure" - you just need to find enough of them.

Generally, to begin, you will want to build up your settlement by exploring (carefully) and collecting enough resources to increase the number of Military dwarves you have. You'll also need to find a good place to plant some Log Plants.

Once you've got a few Military dwarves of level 3 or better, you can consider opening some of the many event rooms nearby. (Advice: before opening an event room, save the game; if things go horribly awry, exit to the World without saving, then go back in a little wiser.)


Main Quest

  1. To Prove Yourself: "Find the legendary treasure."

    What to do: You will, just through exploring, eventually hit on the treasure room for this scenario. If you hit it before completing the King's Quests, consider playing onward until at least completing those for the influence they offer.

  2. Finding Tablets and Clues: "Find clues to the treasure."

    What to do: This quest works well with the King's Quest to read 15 tablets: merely explore as you have the time and strength to do so, and read the tablets you discover.

  3. The Guardians: "Defeat all the treasure guardians."

    What to do: When you at last find the treasure chamber, there will be three orcs standing guard there. Defeat them to progress.

King's Quest: Build 4 Stone Statues

Build 4 Stone Statues: "We should build some statues to honour our fallen brothers and sisters."

What to do: There are two stone statues that count for this quest, and they each cost 800 stone and are two storeys high. So, build up enough stone, and make sure you've cleared a space for them.


King's Quest: Defeat Enemies

Defeat 15 Enemies: "Valour through combat!"

What to do: In looking for the clues you need to advance the main quest, and the tablets you need to complete the "15 Tablets" King's Quest, you should run into more than enough enemies to complete this mission.


King's Quest: Activate 15 Tablets

Find and activate 15 tablets: "At least one ought to have something worthwhile to say."

What to do: During this scenario, you're hunting for clues. Unless you're very lucky and pick the right route immediately, you're going to be running around, uncovering various rooms, and looking at the tablets in them. As a result, this should be finished pretty easily.

Completion

2.2 Location: The Mage Base
You begin The Mage Base with a Fertilization Stone, a table, and some beds, too.

As always, your immediate goals are to improve your settlement and build up a reasonable set of Military dwarves to defend it from any monsters you set loose while digging. Some will be lowly moles at level 1 or so, but some will be greenskins of levels 4 through 14.

Apart from that, keep your King's Quests in mind, and get your Scholar dwarf researching early. Meanwhile, dig, dig, dig: you'll hit 500 blocks only through hard, dwarven work.

Finally, don't forget to look and dig above your settlement - there will likely be event rooms (plus resources) up there, too.


Main Quest

  1. Weird Activity: "Find the main chamber."

    What to do: The Main Chamber is actually one of the lowest chambers in the area, and King Father will remind you of that constantly while you're busy collecting resources and building up your military. Don't worry about his prompting: take your time and only enter the Main Chamber when you're good and ready - the boss found there will be level 30.


  2. The Fiery Red Mage: "Defeat the Red Mage."

    What to do: The Red Mage is level 30, but should be easy to defeat with five to eight Military dwarves of level fourteen or so. It will greatly help if you've completed your King's Quests and upgraded your Military dwarves.

  3. Another Piece of the Puzzle: "Activate the Blue Crystal."

    What to do: Once the Red Mage is defeated, use the Interact order to activate the blue crystal found in the Red Mage's chamber.

King's Quest: A Second Wind

Unlock the Second Wind Tech: "That should help our military dwarves in combat."

What to do: You'll need to earn at least four Research points to gain the Second Wind tech off the fourth (from the top) tech path.


King's Quest: Marksmanship

Unlock the Marksmanship Tech: "We will be able to get stronger Ranged soldiers."

What to do: After earning Second Wind (above), earn two more points to unlock the next tech, Marksmanship.


King's Quest: Diggy Diggy Hole

Dig 500 Blocks: "Let's dig 500 blocks!"

What to do: Dig. Dig like a maniac ... or a dwarf.

Completion

3.0 Region: Mittland South
Locations: The Elven Settlement and The Tunnel

Mittland South contains two locations, as usual, The Tunnel and The Elven Settlement. As the latter has a boss mob, it's best to do The Tunnel first.

Region Blurb

    This southern part of the great country, Mittland was where the dwarves first encountered the elves.Thick forests can still be found here since the dwarves were unable to gather trees here to the same extent as on the northern side due to the presence of the elves.
3.1 Location: The Tunnel
You begin The Tunnel with a Fertilization Stone, a table, and some beds, too. (In fact, it looks a lot like the set up for The Mage Base, earlier.)

Just as there, your immediate goals are to improve your settlement and build up a reasonable set of Military dwarves to defend it from any monsters you let loose while digging.

There will be dig signs with arrows when you start which will help put you on the right path. In general, this zone is pretty constricted with Undigium all over the place. A few levels above your settlement, though, is a whole level to explore and exploit, so don't forget it.


Main Quest

  1. The End of the Tunnel: "Reach the end of the tunnel."

    What to do: The easiest method is to just follow the very obvious hints (dig signs, and diggable ground) to work your way through the tunnel to the end. You'll accomplish the other three parts of this quest along the way. Note, though, that through exploration it's possible to arrive at the end of the tunnel before opening doors two or three. In that case, the game gets slightly confused, and the messaging gets a little odd, but following the trail and unlocking the other two doors will complete the quest with full credit.


  2. The Locked Door: "Open the locked door."

    What to do: As you work your way through the tunnel, you'll come upon event rooms. Some of these event rooms will have keys that, when interacted with, will open doors.


  3. Another Locked Door: "Open the second locked door."

    What to do: Explore until you find the key that unlocks the second door.


  4. Yet Another Locked Door: "Open the third locked door."

    What to do: Explore until you find the key that unlocks the third door.


King's Quest: Exploring Rooms

Find 10 Event Rooms: "There can't only be tunnel. Right?"

What to do: Some of the event rooms are not obvious to find. Perserverance is the key here - that and looking for hints about where the level wants you to dig.


King's Quest: No Stone Unturned

Dig 500 Blocks: "We should probably clear out as much of this tunnel as we can so that we dwarves can use it better in the future."

What to do: Dig. Dig a lot. Keep digging. Dig some more.


King's Quest: Saving Up

Gather 1000 Wealth: "There must be some valuable resources left around here somewhere."

What to do: Mine silver, gold, and platinum to gather wealth - just be sure to have enough storage to put it in. Note that this is cumulative, so you can spend the money as you bring it in and still complete this quest.

Completion



By the completion of this scenario, your Prince should have enough influence to buy yet another perk from the influence tree.

3.2 Location: The Elven Settlement
Upon opening The Elven Settlement you will see that you start with a table, a Fertilization Stone, and a handful of beds.

One of your goals in this scenario will be to increase your Spawning Pool to the max size, which takes quite a bit of money, so keep that in mind: you'll need to mine a lot of resources in addition to having enough storage for 5000 wealth at once.

You will find that your initial settlement is fairly tightly hemmed in by Undigium, too, so finding a path for expansion may be worthwhile early in. There are no "dig" signs, but there are plenty of event rooms around, some with greenskins in them, so take care.

Main Quest

  1. The Central Laboratory: "Find the Laboratory."

    What to do: Just follow the given path - you'll find that there are few places to go but where the level leads - and when you open one of the larger event rooms, that will be the Central Laboratory.

  2. The Cool Blue Mage: "Defeat the blue mage"

    What to do: The Blue Mage is level 85 and surrounded by a teleport disruptor, so take your time and deal with him when good and ready (that is, when you've got plenty of Military dwarves of level 14 and up).

  3. Crystal Clear: "Activate the Green Crystal"

    What to do: Once the Blue Mage has been disposed of, head into the laboratory and Interact with the green crystal there.

King's Quest: Plate Armored

Unlock the Plate Armor Tech: "Our military dwarves will need to be properly protected."

What to do: The Plate Armor tech is in the "Defensive Structures" line (third down from the top). Getting the Plate Armor tech will require 8 Reserach Points, so get your Scholars studying.


King's Quest: The Running Shoes

Unlock the Running Shoes Tech: "Faster moving dwarves can be a huge advantage to us."

What to do: The Running Shoes tech is in the "Advanced Agriculture" line (second from the top). You'll need 3 Research Points to unlock it.


King's Quest: The Biggest Base

Upgrade the Spawning Pool to Max Level: "We need to train to have many dwarves at the same time."

What to do: You'll need a total of 8500 wealth (1000 wealth for the first upgrade; 2500 for the second, and 5000 wealth for the third) to manage this. That means you'll also need storage capacity of at least 5000.

Completion

4.0 Region: Vindhav East
Locations: The Communication Center and The Elven Ruin

Region Blurb

    Its natural flat enviroment causes the strong winds from the ocean to stretch in over the entire country of Vindhav. It consist mostly of tall grass, geysers and flat plains.The rocky ground proved no challenge to the dwarves who, during the Great Kingdom, built cities both under and above the earth.

Note: Spelling and grammar mistakes in the original text left in place.
4.1 Location: The Elven Ruin
The Elven Ruin opens with four beds and table, and not much else. This means that finding Fertile Soil and building a Fertilization Stone is going to be priority off the bat - dwarves just don't work well on empty stomachs.

There are greenskins as high as level 30 in some of the event rooms, so before digging too deep and too boldly, get your Military dwarves up to snuff.

Main Quest

  1. The Race to the Treasure: "Find the Treasure Chamber."

    What to do: Begin digging: once you open an event room with a tablet in it, this quest will expand to open its extra parts. Completing them will finish this quest.

  2. Tablets as Keys: "Unlock 4 Tablets"

    What to do: There are four rooms with tablets in them scattered in amongst the other event rooms in this area. Just find them and interact with the tablets. Even if you find the main Treasure Chamber before you've done this part, you will not be able to open its doors without having read the tablets first.

  3. Another Way Needed: "Find another way to the treasure room."

    What to do: Didn't think it would be that easy, did you? Once you get the huge room covered in marble open, remove the marble tiles at the bottom level and build a ladder down for your dwarves. There should be some diggable earth there (if the "Dig" signs weren't enough of a clue).

  4. End of the Chase: "Defeat the Orc Shaman"

    What to do: Using the diggable earth you found above, keep going until you've opened the shaman's room. He's level 35, so be prepared.

  5. Treasure Tablet: "Activate the Treasure Room Tablet"

    What to do: After defeating the Shaman, you'll need to build a few more ladders to get rid o the teleport disrupters, and enable your dwarves to interact with the tablet.


King's Quest: Treasure Caches

Find 7 Treasure Caches: "We should make sure to look for any forgotten treasure caches around here."

What to do: There are many event rooms in this area. Seven of them are "treasure rooms" with some piles and jars of coin scattered about. Just keep digging until you locate those seven. You will be able to find all of them without passing through the marble room opened up during the Main Quest.


King's Quest: Dummy for Training Dummies

Build 15 Training Dummies: "15 should be enough, right?"

What to do: Simply build 15 training dummies for your dwarves over time. It doesn't really matter if they get used - they just have to be built. This will minimally cost 30 wood and 50 wealth each for a total of 450 wood and 750 wealth.


King's Quest: Dig Where You Can't

Uncover 300 Undigium Blocks: "Undigium has always fascinated me."

What to do: You actually start with at least 8 blocks already uncovered. For me, it was easiest to dig in one direction until I hit Undigium, then just follow that barrier as my dwarves had time to dig it out. Digging around the periphery of a single level will get you just a bit over half way there. Finally: you'll actually uncover a good deal of Undigium just in the course of the quest, so if you get a hundred and fifty or so seeking them out, it shouldn't be hard to collect the rest as you open the quest rooms.

Completion

4.2 Location: The Communication Center
The Communication Center contains the boss for this region. When you open it, you'll have four beds and a table.

So, to kick things off, find some Fertile Soil and get a Fertilization Stone built. Also, notice the elecrified corridor near your Prince's throne - that area is bad news, as the mage on the other side can shoot down the tunnel. Don't build anything near it, and you should be good.


The Main Quest

  1. Shut Down the Barriers: "Destroy five barrier generators."

    What to do: You'll find a helpful "Dig" sign near your throne room when you start. Following this sign (and the others it leads to) will certainly help you find the generators, but you should be militarily well prepared because they will also lead you to many dangerous greenskins in the process. When your dwarves enter an event room in which a generator is present, they'll automatically destroy it; each one deactivates one row of the electrical floor between your settlement and the green mage.

    Keep in mind that when your dwaves destroy the fourth generator, that mage will be free, and he's level 87 so you'll want to be ready for him. It's possible to delay this release while still exploring, however, by simply opening one of the very large event rooms where a generator is located from the top or bottom, then failing to provide the ladders your dwarves need to get in there.

  2. The Earthly Green Mage: "Defeat the Green Mage"

    What to do: The Green Mage is level 87, so be careful of him.

  3. One More Crystal: "Activate the Orange Crystal"

    What to do: Once you're ready to move on, Interact with the orange crystal in the green mage's lair.


King's Quest: Practice Makes Perfect

Level a Military dwarf to level 10: "We should show everyone that we know what a soldier's life is all about."

What to do: The fastest ways to do this are to either provide training dummies for your dwarves until one of them reaches level 10. The cheapest way is to wait for a dwarfling to reach level ten then make him a Military dwarf.

King's Quest: A Warrior Culture with Plate Armor

Unlock Two Techs: "It's a good idea to have our scholars doing something worthwhile."

What to do: To achieve this, you'll need to unlock the two techs "Warrior Culture" and "Plate Armor". "Plate Armor" is on the third row from the top and requires 8 research points to achieve. "Warrior Culture" is on the fourth row down and requires 18 research points to attain.

King's Quest: Big Wood Spender

Spend 1500 Wood: "We should show every dwarf out there that we know how to properly use wood"

What to do: This one is surprisingly easy to pull off, especially if you favor wooden floor tiles, wall coverings, and storage containers. But you will want to start growing some Log Plants as soon as dwarvenly possible.

Completion

5.0 Region: Helland
Locations: The Test Site and The Northern Border

Note that while the blurb for Helland tells you the name of the location is "The Northern Tunnel", when you go to it, it will say "The Northern Border".

Region Blurb

    This is the only country connected to the unknown lands north of Vanaheim. A vast and deadly desert is creeping down from the north, making it almost impossible to travel north.Even so, it was here where the mages first came in the beginning of the Great War.

5.1 Location: The Northern Border
The Northern Border starts you off lacking a Scholar, so you'll probably want to upgrade one of the dwarflings to Scholar as soon as you find enough tourmaline. While you have a table and four beds, you don't have a Fertility Stone or (likely) much fertile soil showing, either. That will be a top priority before getting down to serious exploration and building up the strength of your Military dwarves.

Unlike any other location played so far, this one has a separate tunnel leading down into the earth, much like your own. Some greenskins are there - you'll hear the grunt and teleport about in their eagerness to get to you. Don't pay them much mind, though - you'll deal with them later. (Just be wary of digging over too close to where you can see them milling around. They can teleport into your tunnels if your tunnels are close enough.)

Main Quest

  1. The Bottom Blast Door: "Close the Bottom Blast Door"

    What to do: The Bottom Blast Door is directly (sort of) beneath your starting settlement. Dig down from the "Dig" signs there, then explore out from the ends of the revealed event room.

    The blast doors are each in a small room with a lever. When you open the room containing them, merely interact with the lever to close the door. When you begin, there will be helpful "Dig" signs in your settlement. While it doesn't direct you precisely at the room containing a blast door (expect some nasty greenskins to show up before you get there), it's pretty close and the rooms with the blast doors are surrounded by undigium so there's only one way to approach.

  2. The Middle Blast Door: "Close the Middle Blast Door"

    What to do: Midway between your original settlement and the other shaft you can see (where the greenskins were running about inside their teleport disruptor), you can dig down to a chamber much like the one beneath your settlement that leads to the Bottom Blast Door (see below). Digging out from it will, as below, reveal the chamber with the Blast Door in it.

  3. The Top Blast Door: "Close the Top Blast Door"

    What to do: The final blast door can't be approached directly. Instead, tunnel a couple levels below the surface toward that other shaft (where the greenskins have been hanging out). Once you hit the Undigium that surrounds it, you can tunnel up and come up very close to its opening.

King's Quest: A Dummy for Training

Build 7 Training Dummies: "We should build a couple of training dummies so that our soldiers can train and become stronger."

What to do: Unfortunately, you have to build all seven at once to complete this quest. If you build a few at a time, and your Military dwarves destroy them (as they do), the counter goes back down again. If you want to build them more slowly but keep your dwarves from using them (and destroying them), turn them to face the wall until you're done.


King's Quest: It's a Trap!

Build 15 Traps: "We should build a couple of traps and place them at strategic points so that we can properly defend our settlement."

What to do: Very simply, build 15 traps to complete this quest. You don't even have to power them, just have them exist.

King's Quest: A Warrior's Test

Defeat 15 Enemies

What to do: This one will be pretty easy to accomplish in the course of exploring and opening various event rooms. Just ... kill 15 things.

Completion

5.2 Location: The Test Site
The Test Site starts your settlement with four beds, a table, and precious little else. You'll want to get cracking on food and wood production, and then start to build your military.

Main Quest

  1. The Informal Informant: "Find the Informant"

    What to do: As the quest indicates, the informant can be found below your own throne room (though he's guarded by some level 7-8ish greenskins, so don't rush in too soon). Even then, though, you'll find that you can't quite get to him due to some doors and a teleport disrupter. But once you uncover him, you'll get the next two parts of this quest.

  2. The Orc Leader: "Defeat the Orc Leader"

    What to do: The Orc Chieftain is in an event room with a shaft leading down from it - it's best to approach from below, in my experience, as other side are peppered with undigium and he's protected by a teleport inhibitor.

  3. The Goblin Leader: "Defeat the Goblin Leader"

    What to do: The Goblin Leader is in another event room with a shaft leading down to it. Here, it's best to enter from the top to meet the Goblin Leader who will be surrounded by teleport inhibitors and other goblins of middling level (the Leader himself is quite tough, though).

  4. Lady in Orange: "Defeat the Orange Mage"

    What to do: The (level 84) Orange Mage can be found in the largest event room - if you explore around it you can see that it has a smaller room atop it which you will be able to tunnel into in order to reach it.

  5. Crystal of Gold: "Activate the Yellow Crystal"

    What to do: Once the Orange Mage is defeated, you can Interact with the yellow crystal in her chambers to complete this quest.

King's Quest: DEFCON 2

Assign 10 dwarves to military outposts: "This will show everyone that we take security very seriously."

What to do: For this you, of course, need ten military dwarves (minimum - a few more would make it a little faster), and two Guard Posts set to 5/5 guards.

King's Quest: Fortify This

Build 25 Fortifications: "We should make sure to build a whole lot of Fortifications, this being a dangerous area after all."

What to do: For this you need to build 25 "walls" of any sort from the "Defence" category of the build menu. Traps, doors, and gates do not count. You'll need to first unlock the "Fortifications" tech from the second row of the tech menu for a cost of 2 points.

King's Quest: Heroic Dwarven Rolemodels

Unlock 2 Techs: "As always, it is important to have the scholars constantly working on research."

What to do: You will need to unlock two techs, "Dwarven Rolemodels" and "Heroism". "Dwarven Rolemodels" requires 26 Research Points invested (in Tier 1) in the second row and, then (from Tier 2 onward) in the first row of tech. "Heroism" requires 22 Research Points invested in the fourth row of tech.

Completion

6.0 Region: Vindhav West
Locations: The Laboratory and The Catacombs

Region Blurb

    The western part of Vindhav was originally much the same as the eastern side. Now some foulness pollutes the ground and slowly decays the very land itself.Some say it is the bones o all the dragons, which fell during the Great War, that now curse the soil.

6.1 Location: The Catacombs
The Catacombs starts your cramped settlement out with two beds, a storage chest, and a table - you won't even have a ladder up to the surface in this one.

First thing, find some fertile soil. For me there was a tiny amount showing in my settlement and a slight bit of room to excavate around it - not much, but enough to start the food supply. Next, get your military dwarves training: the first room you have available has a level 10 monster in it, so they'd best have a few levels on them when they head in. Unfortunately, it's also the only way to dig. I advise having your Digger(s) clear out the starting rooms completely (there's really no where to go, so you're just making more space there) to train them up while your Military dwarves are practicing their skills.

Finally, note that if you tunnel up close to the surface (I don't think you can actually tunnel to it due to a layer of Undigium), the things on the surface can teleport into your settlement.

Note: Azer Draco comments: "There is a solid layer of Undigium between the Catacombs and the surface. However, you CAN teleport a group of warriors to the surface to kill off the wildlife. Once that is completed, you can build a full surface citadel where your dwarves can live in peace while your miners and warriors explore below."

Main Quest

  1. Tomb Raiding Dwarves: "Investigate the Area"

    What to do: Opening the event room nearest your settlement (likely the only one you can dig to) will move this quest forward. As above, the room has a single level 10 monster in it. four 5-6 level Military dwarves will make short work of it.

  2. The Hunt for Tablets: "Activate 3 Tablets"

    What to do: The other tablets may be found in event rooms scattered around your settlement - usually multi-storey (two to three levels) variety. They're also usually filled with level 10+ monsters, so keep that in mind/

  3. Recalibrating Death: "Find and Activate 5 Rune Crystals"

    What to do: The Rune Crystals are in the larger event rooms (three to five levels each). As with the tablets, they're surrounded by badies, and you'll need to fight them off before Interacting with the Rune Crystals to complete the quest.

King's Quest: Tablet Reader

Actiavte 10 Tablets: "There are probably many tablets left that tell what has occurred here."

What to do: In addition to the three tablets required by the main quest, there are several others. This quest and the "Bone Breaking" task really go hand in hand, and clearing the two together should be relatively easy, if time consuming.

King's Quest: A Platinum Record

Gather 800 Wealth: "We should make sure to have enough storage in order to gather such a great store of wealth."

What to do: This one may be bugged - it was marked as completed for me when I started the level, even though I did not yet have 800 wealth. Nevertheless, if it is not for you: collect 800 wealth in the course of this mission.

King's Quest: A Bone Breaking Task

Defeat 50 Enemies: "Our enemies will not defeat themselves."

What to do: There are more than enough event rooms in this location to complete this quest, daunting as it seems. Just keep tunneling until it's done.

Completion



6.2 Location: The Laboratory
You should begin The Laboratory with a table, the stock four beds, and a couple chairs in addition to some helpful "Dig" signs on one side. As usual, getting a food supply up and going is a high priority, and after that you'll want to start thinking about research since you need 70 points for this area's King's Quests.

Also be prepared since the spiders running around on the surface world (with the wolves) can teleport, and so will eventually find their way into your settlement - probably sooner rather than later.

Main Quest

  1. The Upper Entrance: "Find the Entrance to the Laboratory"

    What to do: Those helpful "Dig" signs in your settlement point the way to the Laboratory entrance, but be very careful: the Vimps inside are level 20 and very vicious.

  2. Marble Objects Built: "Defeat Four Vimps"

    What to do: Well, first ignore the name of this quest step because it makes no sense. Next, kill the vimps you've discovered in the Laboratory entrance. (I found eight Military dwarves levels 12+ to be sufficient to do this.)

  3. Charge It: "Charge the Demon Orb"

    What to do: Yeah this really sounds like a good idea, doesn't it? There will be an Orb Charger object in the room in which the vimps were found. Just Interact with it. Doing so will open the trapdoor in the floor, allowing your dwarves to destroy the teleport disruptor there.

  4. How Far Down Does it Go: "Reach the Lower Levels"

    What to do: Start heading downward. Once you open the trapdoor from the entrance, there is a single block that may be dug to continue downward.

  5. Don't Let the Skullbucks Bite: "Defeat Four Skullbucks"

    What to do: The Skullbucks are level 35 and fairly tough, so of course, be ready for them. (Eight dwarves, level 14+ did well without any losses.)

  6. Charge it Up: "Charge the Demon Orb Again"

    What to do: Just as before, once the monsters are gone, you'll be able to Interact with a Charger in the chamber they were found it. This will, again, open a trapdoor allowing you to dig deeper.

  7. Tentaphantastic: "Defeat 3 Tentaphants"

    What to do: Kill the three level 35 tentaphants in the newly-discovered room. (Again, 8 Military dwarves of level 14+ were up to the task.)

  8. Charge It Up Again: "Charge the Demon Orb Yet Again"

    What to do: As before, once the monsters are defeated you can Interact with the Orb Charger and open the trap door the the next level of the Laboratory.

  9. The Master of Yellowry: "Defeat the Yellow Mage"

    What to do: The Yellow Mage is level 95, so you'll probably want a few extra Military dwarves before racing in at him.

  10. Charge It Up ... Again: "Charge the Demon Orb One More Time"

    What to do: One final time, Interact with the Orb Charger. This will disable the electrical floor tiles between your dwarves and the Purple Crystal.

  11. The Last Crystal: "Activate the Purple Crystal"

    What to do: When the last charge is done, the way to the Purple Crystal should lay open to you. Interact with it to complete this quest.

King's Quest: Clean Out the Trash

Defeat 25 Enemies: "Laboratories should be clean, right?"

What to do: As always there are plenty of enemies about in the various event rooms. You can get the entire count off plain event rooms with moles and gnomes plus a few with moderate level goblins and orcs, and even the wolves and spiders on the surface. But even if you don't bother, the main quest rooms are just chock full of things to kill, too.

King's Quest: Stock Food for Winter

Gather 2000 Food: "We should get a whole lot of food."

What to do: You will need to gather 2,000 food overall, not all at once, for this quest, which shouldn't be too difficult since you're busily feeding a settlement dwarves in the mean time.

King's Quest: The Researcher

Acquire 70 Research Points: "An unspent Research Point is a wasted Research Point."

What to do: This one gets a lot easier if you obtain the "Research Focus", "Scholar Specialization", and "Caffeine" techs out of the first row of technologies.

Completion

7.0 Region: Snoberg
Locations: The Tower of Magicus and The Infested Mountain

Both Locations in this Region have boss mobs (you'll see both have "Danger Zone" at their introductions which is the big clue). Both also take a bit of time to play through if you want to get all the King's Quests in addition to the Main Quests.

Region Blurb

    Vast mountains stretch far up towards the sky. It is the highest country compared to the rest of Vanaheim, and is the only one where it snows through the entire year. Here the dwarves dug deep into the mountain and found many valuable resources, but also dark secrets that remain unknown to this day.
7.1 Location: The Infested Mountain
You'll start The Infested Mountain with a small settlement containing a table and four beds. And, again, you start with no route to the surface available to you, which may be just as well - just take a look at the greenskins out there (have they been the ones building the snowmen?). Here, though, you can work your way up to the suface, if that's what you want to do.

You'll want to get food production started early - pretty much as soon as you uncover a worthwhile patch of fertile soil. You'll also want to start getting your military up to snuff ASAP. The nearby event rooms might have gnomes or moles in them, but they might just as easily have spiders levels 2-10, and in my experience, the spiders are more dangerous than your average monster.

Main Quest

  1. Fall of a Kingdom: "Discover Answers"

    What to do: Keep exploring. The "answers" you need are deep within the mountain - you'll know you're getting close when you finally hit the reddish soil, and event rooms full of Vimps and Tentaphants (variously of levels 4 through 35). The monster you're looking for (because you're looking for a monster) is, herself, level 70 when you find her.

  2. Royal Hospitality: "Defeat the Queen"

    What to do: Queenie is level 70, and shoots webs and venom to cause havoc amongst your dwarves. Be ready for her.

    Scenario problem: When I finally encountered Queenie the first time, my dwarves would not attack her. They carefully cleaned the cobwebs from her room and dealt with her smaller spider friends, then just stood around while she slaughtered them (they wouldn't even run away). I went back to my save, and tried again and just couldn't get them to do a thing with her.

    So, I ended up starting over knowing the relative location of her den. From there, I built a long corridor full of traps leading up to her chamber, and posted several guards at the far end of the corridor before opening it up. (You can see someone with a similar problem in this thread - it seems it happens frequently, for some reason.) The lesson here: always save before you open an event room so you can go back and rethink your strategy if things are hopelessly hosed.

King's Quest: The Loremaster

Activate 10 Tablets: "The dwarves must have written what was going on, and perhaps give us a clue why they all eventually disappeared."

What to do: There are far more than ten tablets available in the various event rooms scattered throughout this zone. You really can't help but trip over them.

King's Quest: Hating Reinforcements

Defeat 50 Enemies: "There is nothing more annoying than scary things with sharp teeth who live in the same house as you do."

What to do: This area has a lot of monters in it - in my experience an event room with just two mobs was unusual and four or five was common. At that rate, you can reach 50 dead enemies in very short order.

King's Quest: Force to Reckon With

Gather 1,000 Dragonforce: "If we find enough dragonforce, then maybe our dwarven brothers and sisters who disappeared from here will finally get some rest."

What to do: Unlike most zones, the Dragonforce on this mission is scattered throughout all levels, even up close to the surface. By grabbing it opportunistically as you go about your usual dwarven digging habits, you should come up with more than enough. Each mined block is worth 20 Dragonforce, so you'll need to uncover (and mine) only 50 blocks.

Completion



Note: Unfortunately, The Infested Mountain appears to have some serious bugs and, even if you complete the King's Quests for this zone, you might not get credit for them - above is an example of a fully completed mission, but with no credit for the King's Quests. Worse, this means you cannot reach maximum influence, and so you cannot attain the "The True Heir" Steam achievement. Without that achievement, you also cannot get "The Biggest Beard". This has been reported to Paradox as broken for a very long time now, but given that Zeal game studio no longer exists and Paradox says development for AGoD has ceased, no fixes will likely be incoming. (More information in this thread.)
7.2 Location: The Tower of Magicus
In The Tower of the Magicus you'll find that your odd so-totally-is-definitely-a-dwarf adviser is back with you again. You'll start the scenario with a table, four beds, a top-notch research station, and a mysterious door that doesn't seem to go anywhere (I guess this is your clue that there is no surface in this scenario).

And speaking of problems - lack Fertile Soil much? You're going to need to hunt around for some of that and get food production up soon, so that is an immediate priority. (For what it's worth, I had immense luck by digging up about five levels from my settlement, then just hitting a patch of Fertile Soil as I explored.)

And, not to be the bearer of bad news, but those helpful "dig" signs in your settlement? You're going to want to be really cautious following those things. The area behind your throne will open up to a level 95 mob, so... maybe save that until later.


Main Quest

  1. The Last Stand: "Find the Demon Orb-stand"

    What to do: The "dig" arrows nearest your throne point the way to the event room containing the Demon Orb-stand. But, as I mentioned above, it also contains a level 95 mob that can kill moderate level Military dwarves in a couple hits. You will want to train a force of dwarves (10-15) up to reasonable levels (12+) before going in. Having your "Heroism" tech (required for the King's Quests in this scenario) helps immensely.

  2. Yellow is Back!: "Defeat the Yellow Mage"

    What to do: Throw a lot of dwarves at him. I used 12 dwarves, levels 10 through 15, to defeat him.

  3. Everything in Its Proper Place: "Activate the Demon Orb Stand"

    What to do: Pretty simple: Interact with the Demon Orb Stand in the room where the Yellow Mage was found.

  4. The Man at the Top: "Find Magicus in the Upper Chamber"

    What to do: As the clue indicates, Magicus is above the starting area for your settlement.

  5. The First Mage: "Defeat Magicus"

    What to do: Magicus looks pretty fearsome at level 98. Luckily, there's a precarious chandelier right over his head...

  6. Source of All Evil: "Find the Demon Orb"

    What to do: Now you can dig downward from the room just off your original throne room (where there are some "Dig" signs pointing downward). The way will be open to destroy the teleport disruptor there, and to tunnel downward.

  7. The Last Mage: "Destroy the Yellow Mage"

    What to do: Yes. Again. Level 95. Have at it!

  8. One Level Charge: "Destroy the Demon Orb"

    What to do: Continue through the conveniently-left-uncovered openings, deeper in pursuit of a way to destry the demon orb. When you reach bottom there will be a short passageway and a single flight of stairs up to a place to dig. You'll want to gather all your Military dwarves here - the fight beyond is very tough and the boss there can kill most dwarves in a single blow. You'll need to throw everything you have a him.

King's Quest: Can You Dig It

Dig 1500 Blocks: "Let's show everyone that yes, yes we can dig it!"

What to do: You'll likely accomplish this one with little effort while otherwise hunting around for event rooms and the materials you need to gather.

King's Quest: Master Gatherer

Gather Rare Resources: "If we can bring home a massive amount of rare resources, then no one can question our capabilities."

What to do: You must gather 500 each of Titanium, Obsidian, and Dragonforce. The titanium as pretty easy as it was all over the place in my scenario. Obsidian and dragonforce, on the other hand, I had to dig fairly deep to obtain.

King's Quest: Defensive Heroic Rolemodels

Unlock 3 Techs: "We need to have our dwarves prepared ... they should inspire each other."

What to do: You must unlock three technologies: "Dwarven Rolemodels", "Defensive Structures", and "Heroism". It will take 25 research points to unlock "Dwarven Rolemodels", 26 to unlock "Defensive Structures", and 22 to unlock "Heroism" for a total of 73 points.

Completion

18 条留言
XxXdarkaniangmXxX 2021 年 5 月 3 日 上午 9:36 
Thats why im unsure about it. I somewhat remember reading somewhere that the game only counts kills after a level in finished and you have returned to the campaing map, so it wouldn't count custom kills. Take this with a grain of salt, as i might have read or remembered wrong.
LadySky89 2021 年 5 月 3 日 上午 6:28 
The achievements says campaign or custom. I still need to complete the diggy hole too... Not sure I can reinstall the game to do it now, I'm very busy, and 10.000 is a whole lot of enemies considering there's no source of infinite respawn anywhere.... But thanks for the info, it's nice that they did at least this for us. :D
XxXdarkaniangmXxX 2021 年 5 月 2 日 上午 7:46 
Cause if i've understood correctly, only campaign maps work towards the achievement. So don't waste time in Custom and start grinding the Infested Mountain. Most enemies per map.
XxXdarkaniangmXxX 2021 年 5 月 2 日 上午 7:41 
No worries, was myself going trough my old games and saw that they were removed and then looked into it. Decided to start getting the last ones myself too. Tho the "Death on the battlefield" is literal torture.
cruinne  [作者] 2021 年 5 月 1 日 下午 2:56 
No way! I might have to get back into the game. Thank you!
XxXdarkaniangmXxX 2021 年 5 月 1 日 下午 2:13 
For people who might stumble back to this guide, i shall inform that nowadays 100% achievements is possible as the two broken achievements have been deleted. Might be helpful or not. I myself am now trying to 100% the game again.
LadySky89 2018 年 5 月 17 日 下午 6:39 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1388296939

But yeah, none of my secondary objectives were counted valid.
cruinne  [作者] 2018 年 2 月 22 日 下午 12:11 
I suspect they got them before a patch broke the achievement. I certainly wasn't able to find a way to get the two that I'm missing/complete that level with full credit.
LadySky89 2018 年 2 月 22 日 上午 10:28 
But steam stats actually say about people having the 100% achievements... tho I'd probably still not get 100% due to that one requiring to beat those thousands enemies... I can't imagine how much one would need to farm custom/campaign maps to achieve that...
cruinne  [作者] 2018 年 2 月 22 日 上午 10:16 
Alas, I think it's been too long since I played and I've to relearn everything again. All I remember is that you cannot get 100% achievements in this game due to the bug in the Infested Mountain level.