Mission 3 - The Quiet Stone
| Story mission | |
|---|---|
| Mission | 3 |
| Chapter | 1: The Age of Iron |
| Played | 3rd |
| Map | Forest, Small |
| In the demo | Yes |
| Estimated time | 35-55 min (estimate) |
| Starting resources | Standard |
| Teaches | Control groups, holding a border, exploring the fog, attacking an enemy camp |
| Objectives | |
| |
| Campaign | |
| Previous | Mission 2 - Before the Snow |
| Next | Mission 4 - What the Scholars Carried |
The Quiet Stone is the third mission of the Story campaign, in Chapter 1, The Age of Iron. The foothold has become a walled town, and for the first time you command a real army: you group your soldiers, hold the border, scout the valley and take the fight to Corvane's camp.
Overview
- You start with a town, its wall and gate, and a standing army that arrives at the start of the mission.
- The economy is not taught again; this mission is about commanding soldiers.
- Mage buildings and units are still hidden, as are siege engines, ships, stone defences and the Stronghold.
- This is the last mission in the demo. In the demo, winning it ends the demo.
Story
The foothold is a town now, with sword, spear and bow to defend it, and Corvane's camp across the valley has grown too. Corvane probes the border with a patrol first, and the Captain drives it off with losses.
Hale wants to know what the fog hides before Corvane does. Scouts sent toward the river find a stone pillar, cut with carvings nobody can read. Hale looks at it and moves on:
"Stone that no one carved. The scholars have three names for it and no use. Leave it." (Commander Hale)
The army marches on the Corvane camp and brings down its hall. Hale expects Corvane to shrug it off and return in greater numbers. The valley is Ashmere's, and the stone in it is still cold.
Objectives
- Arrival. Six Swordsmen, four Spearmen and four Shortbowmen join you by the hall. Select soldiers and press Ctrl+1 to make them a control group; press 1 to select them again.
- Hold the border. About 20 seconds in, a Corvane patrol of three Spearmen appears. Put your soldiers between it and the hall. The step completes about two minutes after it began.
- Explore. A checkpoint is saved. Select a unit and right-click into the fog toward the river. The step completes when your scouts uncover the Pillar.
- March. A checkpoint is saved. Select your army and right-click at the marker by the Corvane camp. The step completes when your units reach the camp's hall.
- Destroy the hall. Select soldiers and right-click the Corvane hall. The mission is won when it falls.
Characters met
- Commander Aldric Hale.
- Corvane: a border patrol, then its camp.
Notes
- Corvane's attacks are held to three soldiers at a time, and they never target your Town Hall.
- The Pillar is dormant: it is found, named and dismissed, and it cannot be charged. The mission is meant to make you remember it.
- From this mission on, the Mystic Calling is no longer locked.
Campaign
← Previous: Mission 2 - Before the Snow · Next: Mission 4 - What the Scholars Carried →
| The Story campaign | |
|---|---|
| Chapter 1: The Age of Iron | The Muster · Before the Snow · The Quiet Stone · What the Scholars Carried · The Day of Ruin |
| Chapter 2: The Age of Ash | What the Winter Left · The Summons · The First Spark · The Pillar Does Not Choose · The Long Winter |
| Story | Characters · Ardenmoor · The world |
| Dawn of Embers | |
|---|---|
| Start here | Main Page · About the game · Getting started · Glossary |
| Playing | Game modes · Demo · Maps and map sizes · Biomes · Controls |
| Your kingdom | Units · Buildings · Resources |
| Systems | Gameplay mechanics · Combat · Stances and formations · Magic · Pillars · Callings · Disciplines · Fog of war · Victory conditions · AI difficulty |
| Story | The world · Ardenmoor · Campaign · Characters |
| This wiki | How to contribute · Official site |