MAGIC : THE GATHERING - BATTLEMAGE - Part 1 (Playguide V1.1 by P.A. Hardy, 1998) These hints correspond to the Campaign setting of the game, which should only be attempted when you have fought a few Duels and are comfortable with using the card decks at your disposal. The Campaign is slightly different depending upon which character you decide to play, and your choice of character will definitely determine which colour cards you receive in some instances during the game. (For instance, when communicating successfully with the Black Knight in Khone, Kristina will receive a couple of random Green cards, whereas Leshrac will receive a couple of random Black cards instead). Regardless of which character you decide to play though, the object of the game remains the same - take over all Ravidel's territories to win the game. Ravidel uses Blue and Red cards, and is often the most difficult Planeswalker to defeat in combat, particularly when he has lots of territories allied to him and thus lots of mana at his command. He is also the only Planeswalker in the game you are not given the option to play at the beginning - he is always computer controlled. Once Ravidel controls no territories at all, you win the game regardless of how many other Planeswalkers may still be alive - presumably all surviving Planeswalkers settle their differences amicably, when Ravidel the Battlemage is vanquished. In every Campaign, you will play against four other Planeswalkers, and whom you select to play determines who you will play against. Ravidel, the Battlemage, always appears in the Campaign, regardless of who else is battling for supremacy. Depending upon whom you play in the game, the following Planeswalkers will be in Corondor with you: You Play: Also Present: -------- ------------ Jared Greyadrone, Leshrac, Ravidel, Tevesh Kristina Greyadrone, Leshrac, Ravidel, Tevesh Sandruu Greyadrone, Leshrac, Ravidel, Tevesh Greyadrone Jared, Kristina, Ravidel, Sandruu Leshrac Jared, Kristina, Ravidel, Sandruu Tevesh Szat Jared, Kristina, Ravidel, Sandruu Every Planeswalker, Ravidel included, is given a rating as to how powerful he or she is, depending upon how many cards, territories and riches he or she controls. Use the Wizard Information icon to see how each Planeswalker is doing in terms of territories owned, wealth and power. You can even find out how well you are doing with this same icon, and may compare your rating with the following power level progression table: Territories Owned: Wizard Ranking: ----------------- -------------- 1 - 2 Apprentice 3 - 4 Hedge Wizard 5 - 6 Journeyman 7 - 8 Master Adept 10 + Planeswalker Every Planeswalker controlled by the CPU will use slightly different cards to their rivals, depending upon which mana they draw power from. Greyadrone uses Green/Black magic. Jared uses Green/Red magic. Kristina uses Green/White magic. Leshrac uses Black/Red magic. Ravidel uses Blue/Red magic. Sandruu uses Blue/White magic. Tevesh Szat uses Blue/Black magic. Naturally, some Planeswalkers are harder to duel than others, with Ravidel being toughest, closely followed by Leshrac, Jared, Kristina, Greyadrone and finally Tevesh Szat, who quite often runs out of cards and is always the easiest to beat nevertheless. Popular spells for each Planeswalker appear below and, although they will not always cast every spell in a single duel, it is worth remembering that each Planeswalker has the potential to cast the following spells in combat: Greyadrone ---------- Amulet of Kroog Black Knight Bog Imp (x2) Dark Ritual Fear Fog Giant Spider (x2) Infuse Energy Plague Rats (x3) Unholy Strength Wall of Wood Jared ----- Ali Baba Cocatrice Crimson Manticore Desert Twister Elvish Archers (x3) Fire Elemental Fissure Flare Fog Giant Growth Giant Spider Giant Strength Grizzly Bears Ironroot Treefolk Jade Stone Keldon Warlord Land Leeches Lightning Bolt (x2) Mons's Goblin Raiders Ornithopter Scryb Sprites Shatter Stream of Life Talruun Minotaur Tranquil Domain Wall of Fire Wall of Wood Wanderlust Kristina -------- Death Ward Elvish Archers Fog Green Ward Grizzly Bears Killer Bees Llanowar Elves Savannah Lions Scryb Sprites Shanodin Dryads Tundra Wolves White Knight Leshrac ------- Black Knight Dark Ritual Dragon Whelp Drudge Skeletons Firebreathing (x2) Goblin Balloon Brigade Immolation (x2) Lightning Boit Mana Vault Mons's Goblin Raiders Scathe Zombies Unholy Strength Wall of Bone Wall of Fire Ravidel the Battlemage ---------------------- Backfire Black Vise Control Magic (x2) Counterspell (x2) Cursed Rack Dragon Whelp Drain Power Fireball Goblin King Goblin Balloon Brigade (x2) Keldon Warlord Lord of Atlantis Lightning Bolt (x2) Merfolk of the Pearl Trident (x2) Orcish Oriflame Mons's Goblin Raiders (x2) Power Sink Prodigal Sorcerer Steal Artifact The Rack Unsummon (x2) Wall of Air Sandruu ------- Benalish Hero Blinding Light Creature Bond Death Ward Disenchant Healing Salve Holy Armour Merfolk of the Pearled Trident Mesa Pegasus Pearled Unicorn Savannah Lions Spell Blast Tundra Wolves Wall of Air White Knight Tevesh Szat ----------- Apprentice Wizard Bad Moon Backfire Creature Bond (x2) Dark Ritual Drain Life Giant Tortoise (x2) Ornithopter Paralyse Vampire Bats (x3) Weakness Planeswalkers will often attack each other for territory, and will attack you for your lands as well. If you lose a territory in combat, you will lose its associated mana sources too (Islands, Mountains, Plains etc.) which affects the total mana you can produce and thus reduces your duelling effectiveness. The more mana you have access to, the more powerful you will become, and that means conquering and keeping possession of mana rich territories. If a Planeswalker attacks your territory, you will have no option but to duel and defend your land. If you attack a neutral territory, one of three things will happen: (I) you will conquer the territory outright; (2) the territory will remain neutral; or (3) you will have a territory based encounter. Attacking another Planeswalker's territory will prompt either a territory based encounter or an encounter with the controlling Planeswalker. If the land you attack is a Planeswalker's last territory, you will always have an encounter with the Planeswalker in question, without fall. On the Planeswalker encounter screen, you will be given three options, one of which will be to back out of the fight without bloodshed (leaving the territory in control of the rival Planeswalker) whereas the other two options will promote your wishes to duel, and thus try to take the territory by force. If you win the duel, the territory will become yours, with all its mana-producing potential. If you lose the duel, the territory remains the property of the other Planeswalker. Backing away from a fight will often stop the Planeswalker from attacking you next turn, but not always. Tevesh Szat should never be bargained with, as he steals some of your cards for opting not to fight him - such is the price of cowardice! If in doubt, go for the duel: at best, you will gain a new territory, and at worst you will lose nothing for having a go! Regardless of which character you play, the non-Planeswalker territory encounters will always be the same, and the same options can be used to be successful in each encounter. The listing below indicates the responses you should give in each encounter situation. Usually there will be three options, and you may choose option 1 (top), 2 (middle) or 3 (bottom). Most encounters require a number of choices to be made, and these are recorded with a hyphen between each option. (Thus 3 - 1 when you initially have an encounter, use option 3 first, and when you receive a response use option 1 to reply). If you have the choice to select a certain spell with a response, such as when conversing with Eskill of the White Woods, the format 1/2/3 for the crucial option is used. This means you should decide which spell is best for you, and then select the required option. Notes on which spell each option will yield are given in the text. All the responses below are the most beneficial ones for your Planeswalker to use. Also indicated is the potential mana you could gain for conquering each territory, and whether cards gained or lost are (A) Artifacts, (B) Black, (G) Green, (R) Red, (U) Blue, or (W) White cards. You will only lose Taels and the occasional spell when it is absolutely necessary. To conquer each territory, choose the following options: Arathoxia 1 Mountain, 2 Swamps --------- Yorgo 3-1-3-1/2/3 (1) Gain Ornithopter (A) (2) Lose 100 Taels (3) Gain Celestrial Prism Survivor 3-2-2 Gain Black Vise (A) Battle Rising 2 Plains, 1 Swamp ------------- Dragonfly 1-1-2-1-1-1-1 Greyadrone gains Abomination (B) Eldar Druid 3-2 Gain Aspect of Wolf (G) and Craw Wurm (G) Cape of Casindral 2 Islands ----------------- Ghost 3-2 Gain Ghost ship (U) Jeferi 2 Gain Crash of Rhinos (G), Cerulean Wyvern (U) and Teremko Griffin (W) Darking Plain 2 Plains, 1 Swamp ------------- Yotian Soldier 2-1-1 Gain 75 Taels and Yotian Soldier (A) Darkling Chieftain 3-1-2-1-2 Gain 150 Taels and Darkling Plain Duelling Chasm 2 Mountains -------------- Grenfell 1-2 ---- Ephren 1 Mountain, 1 Plain ------ Taffan 3-1 Gain Dancing Scimitar (A) Adam 3-3 Gain Web (G), Reverse Damage (W) (Appears only to Jared after and EPHREN speaking to Gwendolyn) Great Salt Marsh 2 Swamps ---------------- Apparition 2-2-2-3 Lose 2 Taels but gain Gloom (B) Korglaum 1-2-3-1 Gain 10 Taels and Bog Imp (B) Mirannon 1-3-3 Lose Gloom (B) but gain 100 Taels, Amulet of Kroog (A) and Great Salt Marsh Hamath 1 Island, 2 Plains ------ Kadesha 3-3 Gain Samite Healer (W) and Savannah Lions (W) Etty 1-3 Gain Dingus Egg (A) and Hamath Ice Wastes 1 Island, 1 Plain, 1 Swamp ---------- Griem 1-3 Gain 20 Taels and Blessing (W) Sprites 3-2 Gain Sword to Plawshares (W) Kuuvogeg 2-1-2-3 Lose 1 White Spell and gain 2 random spells, and the Ice Wastes too Island of Corundis 4 Islands ------------------ Zareel 1-2-3 Lose 200 Taels but gain Island of Corundis Khone 3 Swamps ----- Street Preacher 1-1 Lose 35 Taels but gain Conversion (W) Black Knight 1-2-1-1-1 Gain 150 Taels, 1 Random Spell and Khone Kristina's Woods 2 Forests, 1 Plain ---------------- Sandruu 1-3-2 Lose 200 Taels but gain (The Lion) Unsummon (U), Blinding Light (W), Teremko Griffin (W) and Wall of Swords (W) Krysalthus 3 Forests ---------- Forest 2-1-1 Gain Ironroot Treefolk (G) and Krysalthus Melmereth 1 Plain, 1 Swamp --------- Nikko 1-1-2 Lose half your Taels but gain 2 Random Spells Taysir 3-2 Gain 150 Taels, Aladdin's Ring (A) and Mahamoti Djinn (U) Minorad 2 Mountains ------- Daelus 2-3-1-1/2 Gain (1) Power Sink (U) or (2) Control Magic (U) Or ... Daelus 3-1-1-5 Gain 2 Random Spells and Minorad Northern Wilds 3 Forests -------------- Elayna 1-3-1-1-1/2/3 Gain (1) Sandstorm (G) (2) Regeneration (G) or (3) Blinding Light (W) Brownie 2-3-3 --- Cirrush 3-2-2-2 Gain Fog (G) Nyx 1 Forest, 2 Swamps --- Jansont 3-3-2 --- Garwen 1-1-3 --- Janord 1-3-1 Gain Holy Strength (W) Ezoin 3-2-2-1 Gain Word of Binding (U) and Nyx Oremon 2 Mountains ------ Embereck 1-2-1-1/2/3 Gain (1) Bloodlust (R) (after conquering and Flashfires (R) Shikar) (2) Terror (B) and Flashfires (R) or (3) Terror (B) and Bloodlust (R) Plains of Urlan 1 Mountain, 2 Plains --------------- Astronomer 2-3-1 Gain Divine Transformation (W), Armageddon (W) and Plains of Urlan Quiron 3 Forests ------ Amadis 2-2 Gain Crumble (G) Fungusaur 2-1-1 Gain 100 Taels Sand Seas 1 Mountain, 2 Plains --------- Ettew 2-3 Gain Healing Salve (W) Binya 1-2-3 Gain 35 Taels, 2 Random Spell and Sand Seas Or ... Binya 1-1 To continue with Sand Seas encounters Nocwa 3-3-3 Lose 25 Taels but gain COP: Black (W) Sand Mage 3-2 Gain Desert Twister (G) and Crumble (G) Shikar 2 Islands ------ Urchin 2-2-1-1 Lose 20 Taels but gain Fog (G) Nimel 3-2-1 Gain 1 Random Spell Merchant 2-3-3 Gain Twiddle (U) Caliph 3-2-3-2 Gain 75 Taels and Shikar Spine of Corondor 2 Mountains ----------------- Gnug 2-1-1 Gain 75 Taels and Orcish Artillery (R) Scholug 2-1-3-2-3 Gain 75 Taels and Spine of Corondor Stonehaven 3 Islands ---------- Jorvil 3-2-2 Gain Wall of Water (U) and Stonehaven Stonehaven Plains 2 Plains ----------------- Raffan 3-3 Gain Winter Orb (A) (after speaking to Taffan) Gwendolyn 2-2 Gain 1 Random Spell Sulgh 1 Island, 2 Swamps ----- Rat 3-3 Gain Ashes to Ashes (B) and Cursed Rack (A) Callphear 3-3 Gain Nightmare (B) and Sulgh Telemar 2 Islands, 1 Swamp ------- Keeper 1-2-1/2 Gain (1) Power Sink (U), Wall of Air (U), Morale (W) and Telemar or (2) Gain Howl from Beyond (B), Disintegrate (R), Lord of the Pit (B) and Telemar Trovash 3 Mountains ------- Dort 3-1-2 Gain 10 Taels Za-Meer 2-1-2 Gain Flashfires (R) Shivan 1-1-3 Gain Shivan Dragon (R) and Trovash Urlan Wild 1 Forest, 1 Mountain ---------- Etty 1-3 Gain Dingus Egg (A) and Urlan Wild White Woods 3 Forests ----------- Craw Wurm 2-3-2 Lose 200 Taels but gain Craw Wurm (G) Eskill 2-3-1/2/3 Gain (1) Animate Wall (W) (2) COP: Red (W) or (3) Disenchant (W) @~To be concluded next issue - o -