Clockwork City

Legends:The Apprentice

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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 Apprentice[edit]

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.

Dialogue[edit]

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 Settings[edit]

Normal[edit]

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.

Master[edit]

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 Deck[edit]

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


Opponent Decklist[edit]

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

Strategy[edit]

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

Normal[edit]

LG-memstar-The Apprentice.jpg

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.

Master[edit]

LG-memstar-The Apprentice 02.jpg

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