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Legends:The Apprentice

< Legends: Story / Return to Clockwork City
 
Prove your worth to Sotha Sil
Episode: The Ruined City
Opponent Name: Sotha Sil
Opponent Class: IntelligenceWillpower Mage
Lanes: Field/Shadow
Starting Health: 1
Special Conditions: Memory star (Win this turn to prove your worth.)
Story Characters: Sotha Sil, Mecinar
Previous Quest: Episode 4 Intro
Next Quest: Hall of Conveyance, Cogitum Centralis, or The Red Mountain
Unlocks Quest: Hall of Conveyance
Reward: Playsets of: Gearwork Spider, Mecinar's Will
   

Race Against Time: The ApprenticeEdit

The Apprentice is a location available in Race Against Time and is unlocked directly after you enter this map. During your search to get into the Inner Curiosity, you'll get into possession of the a memory star and replay the moment that Mecinar solves Sotha Sil's last riddle to enter the Halls of Contemplation. Memory stars are puzzles that can only be completed by one specific order of actions in-game. Once you complete it for the first time, you'll receive a playset of Gearwork Spider and Mecinar's Will.

DialogueEdit

Pre-match:
Sotha Sil: "I have had so many apprentices over the years. But I believe the man I met today has the potential to rival them all."
During the match:
Mecinar: "Great Sotha Sil. Have I not shown I have the skills to enter the Halls of Contemplation?"
Sotha Sil: "You show much promise, Mecinar. Solve this last riddle, and I shall admit you."
Mecinar:

As Mecinar, you'll have access to his emotes:

Hello: "Good day, master."
Oops: "My intellect is sharper than that."
Good Game: "Excellent. I have learned much."
Nice Play: "Brilliance!"
Implore: "Grant me your wisdom, master."
Thank you: "You're too kind, master. It will be the death of you."
Taunt: "You will respect my genius!"
Sorry: "Forgive me if I've overstepped my bounds."
Post-match:
Sotha Sil: "The apprentice possesses a dangerous intellect. But to suppress such a mind would be a sin against potential, and a sin against Sotha Sil.

Game SettingsEdit

NormalEdit

Ai starts with 0 Runes.
Ai starts with 12 Max Magicka.
Player starts with 0 Runes.
Player starts with 11 Max Magicka.
Ai starts with a Dwarven Dynamo, a Dormant Centurion in left lane.
Player starts with a Dunmer Nightblade in left lane.
Player starts with a Reconstructed Spider in right lane.
Player starts with a Mecinar's Will, a Calm, a Close Call in hand.

MasterEdit

Ai starts with 0 Runes.
Ai starts with 12 Max Magicka.
Player starts with 0 Runes.
Player starts with 11 Max Magicka.
Ai starts with 2 Sparking Spider, a Hive Defender in left lane.
Ai starts with an Indoril Archmage, an Auroran Sentry, a Hive Defender in right lane.
Player starts with a Dunmer Nightblade in left lane.
Player starts with a Kagouti Fabricant, a Helgen Squad Leader in right lane.
Player starts with a Reconstruction Engine on board.
Player starts with a Mecinar's Will, a Calm, a Dwarven Dynamo in hand.

Provided Player DeckEdit

Decklist
Quantity   Name Type (Subtype)         Ability
1   Calm Action 0 1  Common Give a creature -4/-0 this turn.
1   Close Call Action 0 2  Rare Unsummon a friendly creature.
3   Shalk Fabricant Creature (Fabricant) 3 2 4 1  Common Guard
Summon: If you have a   card in play, put a random action into your hand.
3   Ageless Automaton Creature (Dwemer) 4 2 5 2  Rare When Ageless Automaton attacks a Guard, it gains +3/+0 and Breakthrough this turn.
3   Kagouti Fabricant Creature (Fabricant) 4 3 3 1  Common Summon: If you have a   card in play, summon a Kagouti Fabricant in the other lane.
3   Abandoned Imperfect Support 5 2  Rare Ongoing
Treasure Hunt - Three   cards: Sacrifice Abandoned Imperfect to summon an 8/8 Awakened Imperfect with Breakthrough and Guard to the lane of your choice.
1   Mecinar's Will Action 5 2  Rare Steal an enemy creature with 3 power or less until the end of the turn. It gains Charge.
3   Stronghold Eradicator Creature (Dwemer) 5 6 6 3  Epic Summon: Give all enemy creatures in this lane Guard.


Opponent DecklistEdit

Both Normal and Master
Quantity   Name Type (Subtype)         Ability
3   Shalk Fabricant Creature (Fabricant) 3 2 4 1  Common Guard
Summon: If you have a   card in play, put a random action into your hand.
3   Ageless Automaton Creature (Dwemer) 4 2 5 2  Rare When Ageless Automaton attacks a Guard, it gains +3/+0 and Breakthrough this turn.
3   Kagouti Fabricant Creature (Fabricant) 4 3 3 1  Common Summon: If you have a   card in play, summon a Kagouti Fabricant in the other lane.
3   Abandoned Imperfect Support 5 2  Rare Ongoing
Treasure Hunt - Three   cards: Sacrifice Abandoned Imperfect to summon an 8/8 Awakened Imperfect with Breakthrough and Guard to the lane of your choice.
3   Stronghold Eradicator Creature (Dwemer) 5 6 6 3  Epic Summon: Give all enemy creatures in this lane Guard.

StrategyEdit

The following steps need to be completed in order to win the match in one turn.

NormalEdit

You start with 12 magicka and need to bring down the opponent's health to 0.

  1. Steal Dwarven Dynamo with Mecinar's Will.
  2. Unsummon the newly acquired Dwarven Dynamo with Close Call
  3. Summon Dwarven Dynamo anywhere on the board and target Reconstructed Spider.
  4. Attack Dormant Centurion with your Dunmer Nightblade to trigger its last gasp effect which will put an Iron Sword into your hand.
  5. Equip Reconstructed Spider with the Iron Sword and attack Sotha Sil to win the match.

MasterEdit

You start with 8 magicka and need to bring down the opponent's health to 0.

  1. Use Calm to reduce the attack of Indoril Archmage to 2 and steal it with Mecinar's Will.
  2. Activate Reconstruction Engine and target Indoril Archmage to reduce its health to 5. This allows you to destroy it by attacking Auroran Sentry and trigger Indoril Archmage's last gasp effect which will destroy the Auroran Sentry as well as the Hive Defender. The health of Sotha Sil is now increased to 8 due to Auroran Sentry's ability.
  3. Attack Sotha Sil with Kagouti Fabricant and attack an creature on the left lane with your Dunmer Nightblade to trigger its last gasp effect which will put an Iron Sword into your hand.
  4. Equip Helgen Squad Leader with the Iron Sword and attack Sotha Sil to win the match.


Prev: Episode 4 Intro Up: Return to Clockwork City Next: Hall of Conveyance, Cogitum Centralis, or The Red Mountain