Turtle

WIP for other location see "Locations" page. This is the final location, your completion of the Grand finale determines whether you win or lose.

## A Moving Citadel

*I think this is pretty much the furthest we will ever be able to go. What's cool is that no one has ever built a school on the back of a giant turtle. At least, I don't think so.*

Last fight: this is the campaign's last stage. You will have to finish a specific series of quests before the arrival of the Lord of Evil to win the campaign.

## Grand finale

   *I'm afraid we can't go any further... This time, we will have to take on the Lord of Evil and beat him, once and for all! But first, we need an army...*

Finish this series of quests to win the game! (7 steps remaining)

* That is what the royal army is here for, right?
	+ Conditions - Your reputation is at least 50 with the Kingdom faction, has at least 2 Magic armor, has at least 2 Weapons rack
	+ Consequences - triggers a new event

* The Orcs are the best warriors out there. We need them.
	+ Conditions - Your reputation is at least 50 with the Orc tribes faction, has at least 1000 Nature Mana, has at least 200 Gold
	+ Consequences - Receive -1000 Nature Mana, receive -200 Gold, triggers a new event
* Dwarves would add a little strength to our troops!
	+ Conditions - Unique faction encountered during the campaign, has at least 1000 Alchemy Mana, has at least 30 Prestige
	+ Consequences - Receive -1000 Alchemy Mana, triggers a new event
* Let's fight fire with fire! We'll make our own zombie army!
	+ Conditions - Unique faction encountered during the campaign, has at least 1000 Shadow Mana, has at least 1 Crypt
	+ Consequences - Receive -1000 Shadow Mana, triggers a new event
* I will think about it...
	+ Puts the event on hold

**Elite Troops:** *It's all good, but it wont be enough. We need something bigger, more unexpected, to tip the balance in our favor...*

Finish this series of quests to win the game! (6 steps remaining)

* Our best students were trained for this. They will wreak havoc on the battlefield.
	+ Conditions - Minimum number of students: 60
	+ Consequences - Triggers a magical fire, triggers a magical fire, opens a dark fire, opens a dark fire, receive -10 prestige points, triggers a new event

* The guild could send us a few worthy adventurers.
	+ Conditions - Your reputation is at least 50 with the Adventurers Guild, has at least 1500 Gold
	+ Consequences - Receive -1500 Gold, triggers a new event

* Bigger? I actually know a giant troll...
	+ Conditions - Unique faction encountered during the event, has at least 800 Nature Mana, has at least 2 Dolmen
	+ Consequences - Receive -800 Nature Mana, triggers a new event
* The Lake monster should work, if we can find it...
	+ Conditions - Unique faction encountered during the event, has at least 4 different dragons
	+ Consequences - Triggers a new event

**Scouting Mission:** *Good. Now, we must study the citadel of evil to work out its weaknesses before attacking. I have a few potential candidates in mind for this task.*

* Villagers could sneak in, pretending to be selling vegetables...
	+ Conditions - Your reputation is at least 50 with the Peasants, has at least 1500 Nature Mana
	+ Consequences - Receive -1500 Nature Mana, triggers a new event
* Exploring a dungeon? That's a mission for the Adventurers' Guild!
	+ Conditions - Your reputation is at least 50 with the Adventurers Guild, has at least 500 Arcane Mana, has at least 500 Light Mana, has at least 500 Alchemy Mana
	+ Consequences - Receive -500 Arcane Mana, receive -500 Light Mana, receive -500 Alchemy Mana, triggers new event
* The pirates could put together a raid if we pretend that it's a monastery...
	+ Conditions - Unique faction encountered during the campaign, has at least 1 Righteous Cloister, has at least 1 Reliquary, has at least 1 Hero's chapel
	+ Consequences - Reputation with the faction Inquisition: -50, reputation with the faction Kingdom: -50, triggers new event
* The minstrel is welcome everywhere, even at the Lord of Evil's court.
	+ Conditions - Unique faction encountered during the campaign, has at least 70 Prestige points
	+ Consequences - Receive -40 Prestige points, triggers new event

## Time Travel

Upon failing to win the campaign, you are given the option to restart the level.

**Time travel:** *We went traveling through time... And so we had to break several rules of physics, magic and storytelling. Let's hope it was worth it.*

After traveling through time, you retain all bonuses earned by training students.

* Let's take advantage of our knowledge of Temporal Magic
	+ Consequences - Receive +1500 Arcane Mana, draw the card Temporal room, draw the card Large Hourglass
* Let's gather our allies. We shall not fail again!
	+ Consequences - Receive +2000 Gold, reputation with Adventurers' Guild: +50, reputation with Kingdom: +50, reputation with Orc Tribes: +50, reputation with Inquisition: +50
* Nothing will stop us, this time.
	+ Consequence - Receive +1000 Shadow Mana, receive +500 Alchemy Mana, draw the card Prison, draw the card Child-eating Bed
* We will keep fighting, as long as necessary.
	+ Consequence - Receive +750 Nature Mana, receive +750 Light Mana, receive 25 Prestige points

## Map Specific Faction

Here you will have an unexpected visit by the Turtle (Faction) whose shell you've built your university on. The Turtle will give you quests to complete and can be visited on the local map.

**An unexpected visit:** *Greetings, tiny creature. Are you comfortable on my shell? I'm not bothering you, am I?*

* Yes. Nice and comfortable, thanks. Everything tickety-boo. We're not bothering you, are we?
	+ Consequences - Triggers a new event

**An unexpected visit:** *No. Of course not! I'm delighted to help you, mortals. In fact, I have a proposal for you: a plan that could shield you from darkness forever.*

* Great, I'm listening, dear sir or madam giant turtle!
	+ Consequences - Triggers a new event

**An unexpected visit:** *My plan requires you to play a part. I need a series of enchantments for it to work: the astral lighthouse blessing, a void shield spell, a load-bearing glyph, a blessing of ancestral life and a forcefield ritual. Come back to see me once you have all this.*

* I...huh... Where can I get all that?
	+ Consequences - Triggers a new event

**An unexpected visit:** *I'm sure you will find a way, but do come talk to me if you need any help or if you've found the 5 enchantments I need.*

To succeed in the Turtle's quest, you will need 5 unique cards found in the 5 magical decks. Once you have them, visit the Turtle using the local map to win the campaign. If necessary, you may buy the cards from the Turtle directly on the local map.

* I am humbled by your trust, O great and noble Chelonian!

## Strategies

Contribute some here or maybe find other in strategies.