Cherry Blossom

Cherry Blossom
Cherry Blossom map
Details
Realm18
In-game titleBrotherhood
CategoryCampaign
Lord / GuardianNo known lord
Preceded byMoonshine
Succeeded byButterscotch
Assets
CreaturesMistresses (1,1)
SpecialsIncrease Level
New Assets
CreaturesDark Elf (6), Mistresses (1,1), Salamanders (1,1,1), Skeletons (1,1,1,1)
SpecialsFireburst, Make Happy, Make Safe, Mana Boost, Mana Vault, Reveal Map
Liabilities
CreaturesDwarf (6), Knight (5), Dwarves (5,6), Elven Archers (2,2,3), Fairies (1,1,3,3,4,4,5), Freeze Trap Elven Archers (5,6,6), Knight (6), Knights (4,5), Monks (4,5), Royal Guards (4,4)
SpecialsCHERRY BLOSSOM (REALM 18), Claimed Mana Vaults, Fireburst Trap, Sentry Trap, Spike Trap

Cherry Blossom. At last, you have trapped Keeper Nemesis, here in the ancient realm of Cherry Blossom. This thorn in our side has challenged us for the last time, show him the power of a true Keeper. He has taken refuge with his two sons, also Keepers and holds a tenuous grip on the land. This uneasy alliance is new-born and if Nemesis is shown to be weaker than yourself, his hold over his ambitious kin will surely be broken.

— The Mentor, level briefing

Use your weapon in your arsenal, every creature at your

disposal and twisty trick you HE ROTHERHOOD OF can devise to kill everyone within the realm. LOSSOM The Master Keeper has allied 2 other Keepers against you. All 3 must die, but systematic destruction is not always the best way. Sometimes chaotic carnage is called for.

Business Model

Frankly, Keeper, if ever you desired to just let your evil inclinations have rule, this is the realm for you to follow through on your impulses. Everything and anything is possible … there are no spell or room restrictions, no time constraints, nothing but admittedly difficult opponents to crush before they crush you. However, if advice would make you feel more comfortable …. The first targets for your acquisition are whatever’s in the neighborhood. You could set your eye on any or all of the nearest rooms, which include a Portal, a neutral Prison and a Torture Chamber. Sequence is not necessarily important, although that order is as good as any. Training Room is a good thing to make, as you can start increasing your creatures’ experience, and will also be ready in the event you find any Salamanders. When you have a few creatures, claim the second Portal. It is next to a Hero Gate. You can expect a few Hero parties of Elven Archers to arrive periodically, and probably an elite unit of a higher-level Knight and a couple of Royal Guard before the Gate collapses. Recruit the neutral Salamanders (good thing you have a Training Room, yes?) and bridge across their lava expanse to the entrance to the small Hero fort. Expect heavy resistance from the Warriors there. If you can sneak in and claim the first chamber before you’re attacked, it will certainly help matters. Not only can you place traps to your heart’s content — as many as you can conveniently fit, anyway — but you can provide instant backup and healing where necessary. Don’t forget to convert them. Claim as much of the fort as is convenient, and then dig through the eastern wall of the fort into the watery area populated by Fairies. Vanquish them, and then bridge to and claim the neutral Temple. Dig to the gems and build a Treasury close by. That’s always a happy thing! Meanwhile, explore as much of the river as possible. Time is now on your side … you’ve got an infinite supply of money and enough rooms to be attracting all sorts of mighty minions. Crack your knuckles and get to work exploring the possibilities of the four possible breach points into the “Dons” territory. Keep in mind that you only have to kill Nemesis — the Keeper in the center — he is the one who holds the Gem. There are several ways to take the enemy Keepers, and it’s worth taking the time … just keep your ultimate goal in mind. Training Rooms are good enough for doing preliminary work, but Combat Pits are almost necessary for you to actually tackle Nemesis at the end.

A recommended approach is to first attack Fabian, by bridging as close to him as possible and then building a bank of Sentry Traps. When those are in place, knock an entrance through his walls about three tiles wide. Then drop your creatures behind the Sentry Traps and place a Call to Arms on his Dungeon Heart. Your creatures should stream into his dungeon, taking on all comers and wreaking general havoc. It will be especially aggravating to Fabian if you send in your Imps to claim his land while his creatures are still fighting their final battle. This, of course, increases the chances of your being able to capture your opponents. On Fabian’s destruction, his father and brother will move in to attack. This is actually quite good news. It is obvious to any tactician that the more creatures sent on away-missions to attack you, the less there are guarding their respective dungeons. Claim all of Fabian’s rooms and give your creatures time to rest and recuperate. When they’re all feeling refreshed and ready to rumble, it’s time to launch an attack into the side of Nemesis’s dungeon. Bridge to his westernmost Barricades and drop a few creatures down to break through — as soon as they are destroyed, drop some Imps in and command them to dig through. Your goal is to cast Tremor. You can also cast whatever else seems appropriate and affordable, but get at least one Tremor in to rattle him around a bit. Once Nemesis’s walls are breached, place Call to Arms on his Dungeon Heart and drop creatures as close as possible. The overall effect is even more deadly if you can place them so they arrive at roughly the same time. This may sound easy, but don’t forget that while you are doing this, both Nemesis and Faust (if he’s still around) will be attacking your troops. To ensure an easier victory, try leading a Black Knight and a few other Grouped creatures straight to Nemesis’s Heart while your other creatures fight off his forces. Don’t forget to use that Heal spell … that can mean the difference between a successful battle. If you have the mana for a summons, Horny is always a welcome arrival at this point. There. A job well done. Congratulations, Most Sinister One!

2023 — Until the drinks run out