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Adventure mode All you want to know about adventure mode (may contain SPOILERS)

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Old 05-13-2009, 10:48 AM
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Metathron Metathron is offline
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Originally Posted by sector24 View Post
Yeah, the turtle is no big deal, I think I could beat him 1 Archmage and 2 Griffins if necessary.

Turn 1, move your Griffins forward 4 squares, separate, then move the new group into melee range and defend. Cast Stoneskin on the Griffins. Archmage puts Magic Shield on the Griffins. Turtle deals about 40 damage and pushes them back 1 square.

Turn 2, move your Stoneskin Griffins back into melee range and defend. Cast Magic Spring on the Griffins. Turtle deals about 25-30 damage and pushes them back one square. You gain 5 mana.

Turn 3, move your Griffins back into melee and defend. Cast Healing on them. Turtle deals about 25-30 damage and pushes them back one square. You gain 5 mana.

Repeat turns 1 - 3 until the turtle is dead.
This will seem like a silly question, but just how does the turtle die using this strategy? I see no damage being dealt to it?
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Old 05-13-2009, 11:12 AM
Ryder Ryder is offline
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Originally Posted by Metathron View Post
This will seem like a silly question, but just how does the turtle die using this strategy? I see no damage being dealt to it?
It confused crap out of me too, plus it also didnt work for me as the Turtle kept jumping.

I ended up using Knights from the tent in Greenwort and two stacks of Archmages, one of one and the other of four. I used their teleport ability to get the Knights to the turtle quickly, and attacked with the stack of four while the single one cast shield on the Knights. I used stoneskin and heal aswell.
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