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Thread: Quest Guides (incomplete) and the Dark Elf alliance

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  1. #1

    Default Quest Guides (incomplete) and the Dark Elf alliance

    I've noticed that a couple quests have popped up in the Call of Warhammer campaign for the two factions that I've played thus far: Sylvania and Slaanesh. These quests are optional and should only be done if you have the liberty to do them and want to do them.

    The Slaaneshi quest that I received concerned an alliance with the Dark Elves, something that could make a difference when attacking the High Elves and the Empire. You'll get a message saying that the Dark Elves want 20,000 gold, if you want an alliance with them just click accept and wait a couple turns. After the Dark Elves drain your coffers, you'll get a message that says you now need to take certain settlements within a certain number of turns. Write down the names and send a fleet south, because they want you to take Imperial territories AND hold them for a certain number of turns. Don't worry about giving the settlements to the Dark Elves, because you don't have to, build up that Chaos cult and hire mercenaries to help fortify the settlements. After a few turns I got the same message that told me to take the settlements (probably a glitch) but found that my relations improved dramatically: so that means that the "quest" is done.

    The Alliance with Chaos Dwarves is simpler: taking a Karak should trigger an event where you will be asked if you want to give it to the Chaos Dwarves, just press accept and pull all troops out of said Karak. I'm fairly certain this applies to all Chaos factions, so don't worry about that.

    Then there's Sylvania, who actually have a couple of interesting quests (and probably more) that result in special generals and units. On turn one you should receive a message that talks about Krell: a Chaos champion that was made undead in the Ancient days. All you need to to is go to brass keep, hold that for a turn and you will get Krell and unlock Chaos Undead that can be recruited anywhere (though you probably have to keep Krell alive). You don't even need to hols Brass Keep after you get Krell, so feel free to abandon it and pull back to your borders. Another general can be gained by taking over the Elven ruins and waiting for a couple turns, after which you will receive a text scene with the title "The ruins are empty" (or something along those lines). After receiving that, you'll need to acquire Varl's Tower (the castle located in central Norsca) and wait a couple more turns. Then you'll gain the general, who's fairly young and has decent stats (haven't used him yet).

    I hope these help anyone that has been confused with how to accomplish these things: I'll keep an eye out for more quests and try to update the list. Also, if anyone has a quest that's giving them trouble, just ask me and provide three things: the Faction, the title of the text scene or event, and what triggered it (turn number, taking a certain village, ect).

  2. #2

    Default Re: Quest Guides (incomplete) and the Dark Elf alliance

    Wow, this is exciting. I've always wondered if the quest were just for lore or if there was any functionality. Thanks sudoknight! +rep

  3. #3

    Default Re: Quest Guides (incomplete) and the Dark Elf alliance

    Gonna try the Slyvania quest now, Chaos undead sounds interesting!

  4. #4

    Default Re: Quest Guides (incomplete) and the Dark Elf alliance

    I did the Krell one a while ago, ended up with poor Krell & co holed up in brass keep under siege by the best the empire had to offer. It was a beautiful dream Krell had, albeit a short one.

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