Inquest Mission - help

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    Real Strategy Requires Cunning
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I have lit the 3 fires and the mage is under the 'yellow target arrow' in the castle / monastery - but it doesn't complete the mission ..... why??
I have a few 'ghost mages' but after 5 turns they die and so does main character .......... help!!!!!
 

Nikolai II

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unmerged(167637)

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When playing the "INQUEST" mission.
If you cast the "Summon The Mages Shadow" Spell you will die and lose the mission. I have tried casting an additional spell in an effort to keep my main character alive but each time I am killed and I have to start the mission over. If anyone has a patch for this please let me know.

I have also seen the same behavior where I land on the green arrows for the "fire" portion and I am not credited for stopping on the action point. If I DO NOT use the Summon Mages Shadow Spell I AM rewarded the contact point and the fire is lit. This definitely needs to be patched!

Thanks
 

Nikolai II

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Patches are available earlier in the thread (if the links are still valid)

An alternate solution can be found in the thread: http://forum.paradoxplaza.com/forum/showthread.php?474189-Elven-Legacy-Hard-Gold-guide
Bonus Mission 3 - Inquest (S_B3)

This is a bugged mission where once you spawn the "Mage's Shadow" unit, your
own mage gets a 5 turn timer on it at which point he despawns and the game
ends. In addition once you summon a Mage's Shadow the game doesn't register
your mage stepping on any quest hexes, which means even the act of summoning a
Mage's Shadow immediately makes the mission impossible. However, even with
this limitation, it's still possible to get hard/gold on this mission without
modifying the game files. The strategy below gets you a gold medal without
using Mage's Shadow, so no need to modify the game files. Getting a gold
medal requires a bit of luck and reloading for battle outcomes, but you can
still get a silver or even bronze with this strategy with no problem and still
get the same rewards.

First, for perks: Battle mage, Summon Spectral Warriors, Water Walk, Magic
Armor. Move towards the first beacon while veering to the left to avoid the
village. You want to stay at least 3 hexes out of any stationary units sight,
or the whole town will aggro on you. Kill the spearman stationed there and
grab the beacon. Move up to the next beacon and kill the archer and
spearman. Again hug the mountains to avoid aggroing the nearby village.
Rest, head northwest into the woods and summon a spectral warrior to distract
enemies by the third beacon while you flee east. You could also try casting
Tornado if you hit lv 5. Either way, head east and mess with the
halberdier/arbalester standing in the way but flee east as soon as you get a
clean break. Note: You are not grabbing the third beacon or completing the
beacon quest (unless you don't care about getting a bronze), just run away
east. You still should not have aggroed any large town groups - if you do
you'll know it because your mage will be stuck or dead. Head east/northeast
through the woods, rest up, grab the artifact at the place of execution,
summon a spectral warrior, and attack the battle priest on top of the main
quest hex. He should be killed or flee, at which point you can step onto the
hex. You still need to spend 2 more turns running back to the place of
execution. The two nearby battle priests will probably not attack your mage -
if they do try distracting them with the warrior or try to get the warrior to
despawn on the same turn that you're on the quest hex.