A Glimmer of Hope?

By maldion, in Descent: Journeys in the Dark

hi,

dont rly understand this quest, how im i supose to get my lutenents and zombies to do anything before the heroes win?

my lutenents are locked in, the heroes kill my monsters before they open the locks and i have nothing to stop them whit? do i miss somthing on this map?

can my lutenents open the locks?

or have ffg forgot to set out a door?

As I don't really see were your problem lies, I try a summary of the quest. Perhaps that solves your issues. By the way I'm working with my German Edition.

1. Be aware that the quest was (un)officially 'erratad' => http://community.fantasyflightgames.com/index.php?/topic/101467-a-glimmer-of-hope-hero-token-typo/?hl=%2Bglimmer+%2Bhope

2. Objectives:

Heroes: Move all heroes onto the squares around the throne (red X at the top)

To do this they HAVE TO open at least three doors : yellow (simple) one at the entrance, red (magical) one heading north from the summoning circle and EITHER the yellow one south of the throne room or the red one on its western side. Anyway your lieutenants can then acces all maps as can monsters whose wards has been broken.

Remember that anyone (even monsters) can open the yellow doors.

Overlord: Collect five fatigue tokens

To get a fatigue token (in his play area) the Overlord has two possibilities:

a) k.o. a hero => ("At the end of each overlord turn, he places 1 fatigue token in the his play area for each knocked out hero")

b) remove all the wards restraining the monsters (The objective markers can be removed if a lieutenant spends two actions removing them) => ("At the end of each overlord turn, if there are no objective tokens on the map, place 1 hero (typo: must be 'fatigue') token in the overlord’s play area.")

3. Lieutenants' positions:

Ariad (or Queen Ariad) and one lieutenant of your choice are placed on the Exit (lower right) and are FREE to move, but not able to open red doors which they don't have to as the only red door that matters must be opened by the heroes anyway.

The other lieutenant(s) are reinforced at the beginning of an OL turn one at a time through the entrance. Again free to move as the heroes already opened the doors.

4. Goligeth, the zombies and heroes in wait:

As already mentioned, you deploy two of your lieutenants through the entrance, but you don't have to. So if the heroes set up a welcome committee in the summoning circle, you can hack away at them with Goligeth (having +5 health per hero) and the zombies. Zombies are reinforced 2 at a time at the start of your round. You may not last that long but every round it takes for them to kill zombies and wait for a lieutenant you DON'T reinforce, the lieutenants already on the board can remove wards.

Eventually heroes will have to open the door to reach their objective and if you were able to remove some of the wards you will be the one waiting with a welcoming committee next to the pit in the central room. If you were able to remove all wards, additionally the time will be ticking away for the heroes.

Hope that was of help...

Edited by Ser Folly

As I already looked into A Glimmer of Hope for my answer above, I thought I might have a look at Endless Night as well and found out ...

that A Glimmer of hope seems to be way easier for the OL. Am I mistaken?

We are two or three Quests short of the grand finale but perhaps now is the time to consider what to way to go. Do you have any insight on this? Am I right that a glimmer of hope is easier for the OL? Am I missing anything in the other finale? It should be harder for the heroes, shouldn't it.

Edited by Ser Folly

I figured wrong :wacko: , thought the heroes began to exit, and Lieutenants ' position was on the entrance.
seems easyer now :D

thx