====== === ======= ======= === ======= === ======= ======= ======== Ý \ Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ===== Ý ==== Ý Ý Ý Ý Ý Ý Ý ==== Ý ===== ===== Ý Ý Ý\ Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý \ Ý Ý Ý Ý ===== Ý Ý Ý Ý Ý Ý Ý Ý Ý == Ý ===== === Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý=== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý / Ý Ý Ý ==== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý == ==== Ý Ý ==== Ý Ý/ Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý === Ý Ý ==== Ý Ý Ý Ý Ý ===== Ý ==== ==== Ý Ý ===== Ý / Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ====== === ======= ======= === === ======== ======= ======= ======== g u a r d i a n s o f t h e l i g h t ============================================================================== Ý The aim of this file is to provide you with general information on Ý Ý Disciples 2 : Guardians of the Light in a clear and readable format. Ý Ý I hope it serves you well !! - Mister Sinister Ý ============================================================================== Dedicated to my dear Friend Nick, Acolyte of the Iliad. Table of Contents 1. Introduction and Overview of the Game 2. Basic Controls 3. The Two Races 4. Tact & Diplomacy 5. Types of Items 6. Empire Saga Walkthrough 7. Mountain Clans Saga Walkthrough 8. Stats for Units 9. Rulers and Leaders 10. Comments on Units and Suggested Upgrade Routes 11. Tips and Tricks 12. Credits =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ý SECTION ONE Ý =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- OVERVIEW Disciples 2 : Guardians of the Light is a turn-based strategy game where the player picks one of two major races and battles across either a pre-defined sequence of levels (the Sagas), one of a number of set individual missions (the Quests), plays in a Custom Saga, or with other human in multi-player mode. Guardians of the Light is an official Expansion Pack for the Disciples 2 title. It is a swords and sorcery type game, with a reasonably simple interface and gentle learning curve, but which boasts hours and hours of gameplay, and is quite honestly ? HELLISHLY addictive ... I heartily recommend it. I have written individual in-depth walkthroughs for the Sagas for the two main races in this expansion pack - the Empire and the Mountain Clans, and both of those can be found at http://www.gamefaqs.com. Helpful comments and so on are always welcome, and I can be reached at shadowpath@hotmail.com - Mister Sinister, 2004 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ý SECTION TWO Ý =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BASIC CONTROLS As with any strategy game, troop management skills are FUNDAMENTAL to your success. In order to become a good Guardians of the Light player, you will need to learn which units function well together, which units complement each other,and which units should definitely NEVER be placed together. To that end, I have sub-divided this section of my FAQ into three parts :- A) The World Map B) Combat C) City Management =============================== THE WORLD MAP ================================ The World Map is where (not surprisingly) you move all your troops about. Each unit is led by one of the creatures in it, and this creature represents the entire unit's icon on the map. For example, a unit led by a werewolf will be depicted as a werewolf on the map. Each unit has a different number of movement points, and these are reduced at different speeds depending on which type of terrain you are crossing ... for example, you will travel MUCH slower by water than you will through forests ... ... some units can fly, and this helps get about the map a fair bit quicker ... but if you put flying units with non-flying units, you are once again (by and large - there ARE a couple of exceptions) slowing down your troop movement as the unit must move together, as one. Combat is initiated by moving to a square adjacent to a rival or enemy unit on the map, and combat is dealt with in a separate screen. The world map begins by being totally covered in a fog of war, which disperses as you move your units about ... certain terrain cannot be traversed, and you will have to find ways around it ... examples include waterfalls, whirlpools and mountain ranges. Obviously not all of the creatures you encounter on the world map will be hostile - some will give you sub-quests which you can complete to gain prizes should you wish ... others will be territorial, and will either attack you on sight or pursue you until you leave their area of the map. You will encounter cities belonging to other players, as well as neutral cities, and various other structures dotted about the map, ALL of which can be explored and/or conquered. BEAR IN MIND AT ALL TIMES that this is a TURN-BASED strategy game. Therefore, whilst you have the luxury of time to think your moves through, as you would in a chess game, poor troop movement can lead to units becoming isolated at the end of a turn, and easy pickings for roaming creatures ... ... always watch your back ... Each unit on the map can comprise up to SIX individual characters. So, taking our earlier example of the unit being led by the Werewolf, this unit can comprise the Werewolf that leads them, and up to FIVE other characters ... if the leader dies, the unit will still be able to move, but will do so at a MUCH slower rate, and the unit's icon on the map will change. It will still be the Werewolf, but you will see that the leader has died because a little skull shield will be displayed at the foot of the icon. This allows you at a glance to see units which have had their leaders slain. Provided at least ONE character in the unit is still alive, it is possible to heal and/or resurrect those characters in the unit which have died. You can either do this via magic, CHEATING (tut tut), at any of your Cities (provided you have constructed a Temple in your Capital City), or using potions. Your Capital City (each major race has one) is your seat of Power on the level BUT, unlike many OTHER turn-based strategy games where there is a REAL risk of losing your Capital, and thus losing the level, in Disciples 2 each player's Capital City is occupied by (not only a maximum of 11 "normal" troops but also) an INCREDIBLY powerful Guardian, who CANNOT leave and who's SOLE purpose is to protect the Capital. Sounds like you might still be vulnerable ? In all practical reality you won't be - the Guardians are WELL powerful, and it is EXCEEDINGLY unlikely that you will ever lose your Capital ;) You will ALSO find shops on the world map ... there are several merchants in the game who have set up shop on the various levels, and with whom you can trade ... even if you can see no use for something you have picked up on a level, you can always sell it at a shop to gain extra gold ;) The currencies of the game are five-fold. You have gold (obviously), which you use to buy upgrades for your cities, to recruit new troops, to bribe the other players, and so on. Then there are the four types of mana. There is Death Mana, Runestone Mana, Life Mana and Infernal Mana. Both gold AND mana are generated at resources on the map, and these resources can be bled off to give (effectively) unlimited resources to your race - I say *effectively* unlimited as, whilst there is only a certain amount of each type of energy that will be generated by each resource per turn, the supply from which this is drawn is infinite - i.e. you will never deplete a gold or mana resource on the map (which is KEWL !!) One last thing. When you look at the map you will be able to see the terrain that belongs to your race by looking at the ground. Each turn, your race's terrain expands from every city in every direction, and whenever it touches an unclaimed resource, it seizes it for your race. Since it would take an eternity to gain control over the ENTIRE map this way, the game designers have very kindly provided each race with one type of unit that can be recruited who's sole purposes is to "plant rods". Planting a rod is a very simple process which allows you to stake a claim to a very small parcel of land which is not already yours. ... I hope that makes sense ... I'll try to explain ... Say this is the world, and you own the left-hand side of it. :- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý YOUR Ý MY Ý Ý Ý Ý Ý LAND Ý LAND Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý======Ý Ý Ý Ý Ý GOLD Ý Ý Ý Ý Ý======Ý Ý Ý Ý Ý =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= If you want to take control over the GOLD resource I have labelled in MY land, you would either have to expand your terrain on a turn by turn basis until the Gold Resource was yours, OR you could send your "rod-planter" (the name for the character varies with each race) TO the Gold Resource, and then stake it. If you plant a rod at the Gold Resource, and thereby stake it as being yours, the terrain around the resource changes to become yours. Rods CAN, however, be destroyed by other rod-planters, and this dispute over resources forms a VERY important part of the game, naturally ... ... right ! I've bored you with that - now we can go onwards to the combat aspect of the game !! =================================== COMBAT =================================== As I stated in the previous section, combat occurs when one of your units enters a square on the map that is adjacent to a non-friendly unit (or, conversely, when a non-friendly unit enters a square that is adjacent to one of YOUR troops). When this happens, the action switches to a 3-dimensional view of the square in question, and combat takes place. Combat in Disciples 2 is a VERY very simple affair. The unit that is attacking is highlighted at its feet in yellow, and the units you are presently opting to attack is highlighted at its feet in red ... just point the mouse at the unit you want to attack (or help, depending on your race), and click ! HOW EASY IS THAT BY THE WAY !?!?! Combat is, however, not as DULL as that sounds. You recall I mentioned earlier that a unit can comprise a maximum of SIX characters ?? Well, each unit is broken up into two RANKS as well. THIS IS VITALLY IMPORTANT. Combat basically looks like this :- YOUR UNITS THEIR UNITS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Ý Ý Ý Ý Ý Ý BACK ROW Ý FRONT ROW Ý FRONT ROW Ý BACK ROW Ý Ý Ý Ý Ý Ý Ý 1 Ý 1 Ý 1 Ý 1 Ý Ý Ý Ý Ý Ý ============================================================================== Ý Ý Ý Ý Ý Ý BACK ROW Ý FRONT ROW Ý FRONT ROW Ý BACK ROW Ý Ý Ý Ý Ý Ý Ý 2 Ý 2 Ý 2 Ý 2 Ý Ý Ý Ý Ý Ý ============================================================================== Ý Ý Ý Ý Ý Ý BACK ROW Ý FRONT ROW Ý FRONT ROW Ý BACK ROW Ý Ý Ý Ý Ý Ý Ý 3 Ý 3 Ý 3 Ý 3 Ý Ý Ý Ý Ý Ý =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ... geez ... I hope I haven't made that look more complicated than it needed to be. BASICALLY your six units are on the left, and THEIR six units are on the right. Melee units should be placed in the FRONT row, as they can only attack adjacent units ... spellcasters, who are generally weaker, should be placed in the BACK row, as they can attack at range ... ... hope that makes sense :"> You will see from the Stats section that each character has its own method of attacking. With VERY rare exceptions, each character only has ONE way of attacking, so it really is just a very simple point-and-click routine ... but the variety comes in the sheer NUMBER of different creatures you can command and control, and the fun-factor and beauty of their attack animations :"> The order in which characters attack in the combat screen is determined by their initiative roll - each character has an initiative modifier, which swings initiative in their favour, but there are occasional upsets - as in, where a character with a higher initiative is pipped to the post by a character with a lower initiative ... There are a number of different combat OPTIONS ... these include allowing the Computer to take over combat for you (although certainly on the easier difficulties it doesn't always attack the units you probably would). There is also the option to end combat immediately (i.e. automatically resolve who wins and who loses) - good for those "AAAAAAAAAAARGH I can't be @rsed to fight you - let's just see who WINS" moments (which you WILL have). Further options include retreat, where you really wanna get out with your life (but all attacking units get a free hit on units that are running away, so if you DO run you'd better do it en masse), and Defend - an instruction to a particular character to brace itself for an incoming attack. The variety of options on the combat screen, coupled with the variety of units and attacks they have IN TOTAL, makes for a lot of strategy in the combat screen AS YOU WILL SEE ;) Combat ends when either all six characters in your opponents unit are dead or have fled. ... there ... we've pretty much exhausted that section ... ONWARD !! =D ============================== CITY MANAGEMENT =============================== This is VITAL to your success in Disciples 2. Basically, when a creature levels up, it GENERALLY (although not always) changes its appearance to become tougher ... harder ... MORE kick@ss ... What your creature becomes when it levels up will depend on the buildings you have erected in your Capital City. For example, if you are playing the Empire, your bog-standard melee fighter is the "Squire" character. In your Capital you can build one of two different buildings that will alter the Squire's Upgrade Route. If you construct Stable, your Squire will become a Knight when he levels up ... if you choose instead to construct a Dungeon, your Squire will become a Witch Hunter. Both routes are mutually exclusive - this means that you cannot allow some of your Squires to become Knights, and some to become Witch Hunters - it's all or nothing ... Fortunately, however, once you have completed a level, all the buildings in your Capital City are wiped out, so on the start of the NEXT level you can change the upgrade paths and, consequently, your units, should you wish. Certain buildings do not affect the upgrade path of units ... these are the Mage Tower (which is necessary in order for you to research spells), the Thieves' Guild (which is required before you can recruit thieves, who can spy on enemy players to reveal the characters garrisoned in Cities, etc.), and the Temple (which you need before you can heal and/or resurrect creatures). You can also conduct spell research in your capital, provided you have enough mana to learn the spell in question, and it is picked from your list of available spells. PLEASE NOTE THAT YOU CAN ONLY RESEARCH ONE SPELL, AND BUILD ONE BUILDING PER TURN. You will also take over other cities, naturally ... these cities are NOT your capital, however, and whilst the majority of the rules apply, there are certain changes. FOR EXAMPLE, you cannot build buildings in your other cities - this is because you only NEED one set, and for ease of administration those are all located in the Capital. For example, once a Temple has been built in your Capital, you can heal and resurrect characters in ALL your cities. Each NON-CAPITAL city can "grow" as well ... there are five levels of growth, and these affect the number of characters that can be housed in a city, the rate at which your terrain sprouts forth from the city, the speed with which characters that are in the city recover their Hit Points, and so on. Each city can only grow ONCE per turn. Finally, each city can house troops and hold items. On the party screen, you will see two units of troops. On the left is a list of troops that are just healing, etc., in the city. To the right is a list of the troops which are garrisoned in the city ... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ý SECTION THREE Ý =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE TWO RACES The two races you can pick from are as follows :- 1) The Empire 2) The Mountain Clans THE EMPIRE, led by 3 competing rulers, are portrayed at least at the OUTSET as your bog-standard hero types, their units including Knights, Priests, Paladins, Holy Avengers, and so on. As they mature, you realise that there is trouble in Paradise, however ... and great turmoil and anger exists between the 3 rulers, as each vies for overall control of the Empire. In spite of this, the Empire remain one of the most basic and steadfast races in the game ... their main bonus is that they boast more healing units than any other race, and this helps prolong their lives during combat and otherwise .... THE MOUNTAIN CLANS, ruled by Queen Yataa'Halli, are basically made up of Dwarves and Giants. Their units include Warriors, Veterans, Hill Giants, Sons of Ymir, Flame Casters, and other wee ones ... they are strong and sturdy, but suffer from VERY poor initiative ratings, which means that they generally take damage in combat before they are able to dish it out. To make up for this, the Mountain Clans are about the only race in the game who's upgrade paths cross- over ... what I mean by this is that melee fighters can become multi-hitting spellcasters and vice-versa, depending on the upgrade path chosen. There are, of course, other "mini" races in the game, but you cannot play as these ... they include the Marshdwellers, the Greenskins, the Barbarian Tribes and the Occultists. They help add variety and spice to the game, and to generally keep it interesting =) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ý SECTION FOUR Ý =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TACT & DIPLOMACY Although not of PARAMOUNT importance - at least not on the easier difficulty settings, is the notion of tact and diplomacy. You play against other races ... those races have rulers ... those rulers can be spoken to, and negotiated with ... The Disciples 2 Diplomacy interface is kinda limited ... but it's very much a secondary aspect of the game anyway, so it doesn't really DETRACT from it or anything ... basically you have options for Diplomacy ... you can offer gold to another player, you can offer to sell them a magic spell, you can propose an alliance with them, or you can even break an existing alliance with them and go to war with them ... You will find that, as you attack another player's enemies, your popularity with that player will naturally increase and, over time, the other players may well offer to ally with you. Alliances are NOT set in stone, however, so always make sure to watch your back at all times ;) When you are allied with another race you cannot attack their troops or cities, or steal their resources unless the treaty is broken ... the treaty can be broken at any time, but whilst it is in place, you too can feel reasonably safe from attacks by that race ... Similarly, you will find that your allies will, from time to time, attempt to sell YOU spells and other niceities, and they will frown upon you if you do not take them ... even though 99.9% of the time they inflate the price ;) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ý SECTION FIVE Ý =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TYPES OF ITEMS There are LOADS of different types of items that you can pick up ... these include :- POTIONS Only good once, and can only affect one character for one turn. SCROLLS Can only be used once, and only by a Magic User, but any spell can wind up being picked up as a scroll, so they are QUITE useful ;) ORBS Only useable in combat, and only by a magic user - can only be used once and then they disappear. TALISMANS Can be used several times before they wear out, but only once per combat session, and only in combat. STAFFS Can be used like spells, and do not wear out ... no use in combat, however. ARTIFACTS Can be equipped by leaders (if they have the corresponding skill), and can bolster their power or give them new powers - VERY USEFUL !! BANNERS Only one can be carried by your leader at a time (and even then only if your leader has the corresponding skill), but with effects like "Increase the damage of all characters in your unit by 20%" they are NOT to be sneezed at. TOMES With VERY rare exception, tomes are exclusively used as wards. You can only use one at a time but, whilst holding it, you are warded against that type of attack - e.g. Tome of Air = Air Ward TRAVEL ITEMS Boots, basically ... they augment your movement points and/or skills - e.g. Boots of the Elements mean that you suffer no movement penalty whilst travelling over water - WHICH IS GREAT !! =D (I am sure there are more, but you can take these as a smattering) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ý SECTION SIX Ý =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ======== === === ======== === ======== ======== Ý Ý Ý \ / Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý === Ý \ / Ý Ý Ý Ý Ý Ý Ý Ý === Ý Ý Ý \/ Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý == Ý Ý Ý ===== Ý Ý Ý ===== Ý == Ý Ý Ý Ý Ý / Ý Ý Ý \ Ý Ý Ý == Ý Ý\ /Ý Ý Ý Ý Ý Ý Ý \ Ý == Ý Ý Ý Ý \/ Ý Ý Ý Ý Ý Ý Ý \ Ý Ý Ý === Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý\ \ Ý === Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý \ \ Ý Ý ======== === === === === === === ======== (Dedicated to Michael (the Horny Angel), and Aiden, mes meilleurs nouveaux amis, et un exemple ‚tincelant d'un amour modern) THE EMPIRE "GUARDIANS OF THE LIGHT" SAGA WALKTHROUGH ============================================================================== Ý This walkthrough is copyrighted to Mister Sinister (2004) Ý Ý I don't mind it being lifted in its entirity, but if you do so, Ý Ý please make sure you give credit to the author (me) and DON'T pass it Ý Ý off as your own. Thanks ! Ý ============================================================================== THE THREE MISSIONS OF THE LEGIONS OF THE DAMNED SAGA IN THIS EXPANSION PACK :- 1) A Light in the Forest 2) The Mark of Heresy 3) Firewalk ============================================================================== BRIEF NOTES BEFORE WE GET STARTED This is a very quick key to some of the terms I'll use in this FAQ :- In areas where I am talking about troops in cities, any troops mentioned in [squared brackets] are within the city proper (an obvious example would be Myzrael, who would be shown as [Myzrael] as he is IN the city and, in his case, cannot leave - all troops NOT in squared brackets are just waiting in the city (as in, healing there, etc.) Map directions are as follows. North on the map is up and right. South is down and left. West is up and left, and East is down and right. One other thing ... if when mentioning any troops I refer to them like this :- Phantom Warrior (10) or 2 Dwarves (10/12), then the numbers in brackets refer to their level/s of experience ... so BE WARNED !! ;) Obviously the very nature of this game makes doing an FAQ quite a tricky task, as you can go anywhere, do anything (within reason) and your opponents will pretty much respond to the way you play ... so this is an account of what I would suggest and expect, pointers I have learned, things I would pick up - basically anything and everything which I could think of which might help you play as the Undead Hordes in their Saga ... I have tried to keep this FAQ both light-hearted, and informative. Similarly, with troops garrisoned in cities, whilst my FAQ is accurate as at MY playing the game, these may change - ESPECIALLY in cities owned by other players (as you are doubtless aware if you've ever played this game, your computer opponents are FOREVER changing the troops that they garrison in their cities). Comments are always welcome - you can reach me at shadowpath@hotmail.com. Thanks for reading this !! ============================================================================== 1) A Light in the Forest BRIEFING AND COMMENTS Whilst it took Demon Uther only a few years to reduce the Empire to rubble, but it would take DECADES to undo that which he had wrought. Many years would pass before a new sovereign would appear, and during those years there would be ceaseless fighting within the Empire. The events of Disciples 2 marked an AWFUL period of their history ... Demon Uther's twisted ambition to replace Bethrezen brought him his undoing. The Empire had been all but destroyed by Uther's madness. Civil Wars broke out across the land, and Empire Cities fell to Unholy Demons. The combined deaths of Demosthene AND Uther left the Empire in UTTER despair. Many nobles now fought for control over the Throne, with the three most major factions being : Emry, Baron of Abrissel - a noble Paladin, had stepped forward and led Abrissel to freedom when all hope had been lost during the Great Wars; Duchess Ambrielle of Verzillin - chief among Demosthene's Royal Spy Services before the collapse of the Empire, the Duchess could cause cities to fall, vaults to be emptied and nobles to vanish with but a point of her finger from the shadows; and Count Flamel Crowley - ruler of a horde of religious fanatics, retaining control over them with threats of damnation and retribution. Combined fear of Bethrezen AND the Highfather has given Crowley GREAT power over Witch Hunters and Inquisitors, who now scour the land for sinners. While the Empire struggles to unite its people, a legend emerges from the Forest ... ============================================================================== NOTE : Your Capital City is just inside the north-western corner of the map. ============================================================================== You start off this first level with a reasonable amount of GP and Infernal Mana (the initial starting level decreasing depending on the difficulty you have selected), and all your level one spells already learned. You will have unfettered access to your ENTIRE spellbook during the three missions that make up the Empire's Expansion Pack, and can build ALL your buildings on EACH level. ============================================================================== IMPORTANT NOTE UNIT LEVELS AND LEVELLING-UP ============================================================================== You will see that there is a picture of a sword with a coloured blade above your leader's portrait on the party screen. This is a new addition to the Disciples 2 Expansion Packs, and serves to give you a rough guideline as to the approximate level of the units in an enemy's pack ... and your own ;) A unit WITHOUT a sword is Level 1 - 4 A unit with a BLUE-bladed sword is Level 5 - 9 A unit with an ORANGE-bladed sword is Level 10 - 14 A unit with a RED-bladed sword is Level 15 or higher I would HOPE for your sakes that you have imported a leader with a RED-bladed sword, as your leader WILL NOT GAIN ANY EXPERIENCE during the ENTIRE campaign. That's right !! Your leader will NEVER level up again, so BE WARNED. ============================================================================== Your objective on this first level is to seek a way to gain support for Emry of Abrissel's ascension to the Throne of the Empire. Nice and easy eh !! Haaaaaaaaaaaaahahahahahaha NOT. The level begins with Elf Lord Gelma'ar rushing to your Capital City calling for your aid. Emry of Abrissel seems stunned that Elves are now standing at his gates, and his shock is responded to by Millu, the Oracle Elf. She confirms that times are ... difficult ... for the children of Gallean, and says that although he has now returned to them, most of their people were slaughtered by Mortis' armies, and they are consequently without a Queen. She adds that the Undead are continuing to raid their remaining Cities. Emry of Abrissel asks how he is to know that he isn't being duped into a trap. Millu confirms that they are being temporarily "guided" by the Prophet Lachla'an, who is Gallean's chosen Avatar on Nevendaar. Lachla'an can see the future, and has already predicted that the Elves will ally with the Humans in the coming times ... Emry of Abrissel says he would like to meet Lachla'an, and Millu confirms that this is Lachla'an's wish as well ... Millu has been sent to request the Empire rid the Elves of the Undead Hordes in three of their cities to the south of your Capital. Emry confirms that the presence of the Undead THIS close to Empire lands represents a great enough threat for the Empire to take an active role in cleansing the area, and asks that Millu give Emry's scout directions to the Cities in question. IF she is telling the truth, Emry says he would like to meet with Lachla'an to discuss an alliance. Millu agrees, saying that she and her troops will make camp in the forests nearby until a decision has been made. ============================================================================== DO NOT ATTACK GELMA'AR'S UNIT ============================================================================== If you DO ? Emry of Abrissel accuses you of betraying the Empire, and you will automatically FAIL the level, with the comment :- "Once the Empire had managed to alienate the Elves, Emry's support for the throne started to waiver. Lady Ambrielle withdrew back to Norhold with her spies, and it seemed that all hope because lost for the reunification of the Empire ..." What I would suggest you do INSTEAD would be to LEAVE the Elven Units, and focus your attentions instead on those creatures that lurk in the area. Beware - it is very important to remember that there is civil war in the Empire. Therefore, not all units that fly an Empire Banner will be yours to control ... there are two units controlled by Count Crowley in the immediate vicinity of your Capital City ... Okknor, your scout, reports back to confirm that he only had to travel a half a day south to find traces of the Undead. He confirms that not only are they HERE, but they are getting CLOSER ;) Emry of Abrissel confirms that he will aid the Elves, but that AID is the operative word ... he doesn't want them just watching all the action - he expects to fight SIDE-BY-SIDE with them against the Undead. Millu confirms that the Elves have been waiting for him to reach a decision, and that they will fight at his side nooooooooooooo pwoblem. Emry then takes the opportunity to hit on Millu. That DIRTY old perv. Millu confirms that Gelma'ar will aid the Empire, but that if he dies ? They will cease assisting you guys ... Gelma'ar then switches allegiance to become an Empire unit, and you receive a ============================================================================== NEW OBJECTIVE : Capture the Elven Cities of Vorems, Me'ellis and Tristi'il. ============================================================================== For your convenience, the stats of your new Elven units are as follows :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Gelma'ar 195 0 - Air Lightning 80 50 Air 50 Any 6 Millu 42 0 - Air Healing 100 -60 Life 10 Any 6 Elf Ranger 45 0 - - Arrow 80 25 Wea 65 Any 1 ============================================================================== If you approach the Defender of the Faith, he says that Emry of Abrissel has been charged with heresy against the Highfather, and that for this he and his forces have been called to surrender for trial before Count Flamel Crowley. Needless to say, Emry tells the Defender of the Faith to SLING IT. The Defender of the Faith says that their claims are substantiated by virtue of Emry's recent discourse with the Elves - a race who OPENLY and BRAZENLY worship a PAGAN God (Gallean), and that he (Emry) must be tested to make sure that he has not been possessed by the Elves ... for certainly until such an act has been carried out, he is unfit to ascend to the throne. Emry once again tells the Defender of the Faith to SOD OFF and give kisses to Crowley. The Defender of the Faith mocks Emry, which causes Emry to ask for these "horse droppings" to be removed from his yard, by YOU ;) There are 2 units to despatch :- 1) Spearman (15), Peasant (12) 2) Defender of the Faith (1), Acolyte (1) Once they have been despatched, you can "properly" secure the Empire Capital. If you venture northwards, you will find Crulsevere WHICH, once taken, causes Dresdon (one of your Pegasus Knights) to ask what the HELL Giants are doing on your lands. Zera, a Prophetess, says that they seem (from their Talismans) to worship the same Nature Goddess as the Barbarians, and that you should definitely be on guard ... More of Count Crowley's Units stand guard just outside Crulsevere - they are a Titan (10), a Witch Hunter (2), a Mage (2) and a Cleric (2). Yet MORE of Count Crowley's Forces are outside Mertrin's Grounds (to the east of Crulsevere). These include an Imperial Priest (3), 2 Mages (3/3), 2 Spearmen (10/9) and a Man at Arms (9). Further east we have ... guess what !! THAT'S RIGHT !! Yet MORE of that FWEEKLIN Crowley's troops. Just to be on the safe side ? I'll now STOP giving you their levels and stuff ... because it might well vary depending on the difficulty you are playing on ... suffice to say they are starting to get on my nerves - I'm sure they are doing the same to you ;) Once Akjeda has fallen (it's to the south-east of Mertrin's Grounds), Zera pops up to tell you that the Green Dragon contained therein was being raised by Crowley as a weapon against YOU !! What a SH!T eh !!!!! If you venture to the land mass on the northeasternmost edge of the map, and take the City of Agustelle, a Barbarian Chieftain says that they are a race bred to survive; that their cities are temporary and our victories over them are meaningless. If you take Iseude, which is a monument in the VERY northeasternmost corner of this land mass, Dresdon appears to tell you that you are going the wrong way ... ... thinks about this for a moment ... ... isn't it sweet of him to tell us that we're going the wrong way just as soon as we hit the very EDGE of the map ?? Odds are we MIGHT have just figured that out for ourselves Dresdon old boy. ... you USELESS little man ... *slap slap slap* Dresdon tells you that the Elven Cities are in the west. He's actually WRONG. They are in the south-east of the map ... and we WILL get there ... but I'm going to finish exploring this map for YOU first ... IF that's ok with Dresdon ? Hmmmmm ? Hmmmmmmmmmmmmmm ?? Fweek. Now then ... ONCE you have completed exploring the northeasternmost land mass, I moved back across to the west across the top, swooping down on the City of Sanimos WHICH, when approached (specifically when you set foot between those two statues that guard its entrance), causes an Inquisitor to squeal "Quickly! To the gates" The sinners approach!" Intriguing ! And accurate !! :) Once Sanimos has fallen to your might, the Inquisitor calls you traitors, and says that you will have to answer to the Highfather himself for your actions. ................................ AND ??? Is that IT ??? HAAAAAAAAAAAAHAHAHAHAHAHA ok. The City contains 2 Life Potions and a Royal Scepter. Falling back towards your Capital I came upon the City of Evenshade which, once taken, prompts a Knight to tell you that the blood you have shed there will not go unnoticed. Which is a GOOD thing 'coz I for one was thinking of redecorating the place in it ... what do you think ?? :) Don't you think it would go rather nicely with Emry of Abrissal's Blood-Red Plate Mail ????? ;) If, after besting the Green Dragon outside the City of Evenshade, you turn west and defeat the Marshdwellers that lurk in the area, you may approach Horrill. HOWEVER, as you draw near, a Stone Rain spell is cast on you from afar :( Once Horrill has fallen, a Lizard Man tells you that you have NO right to it, and that it is THEIRS ... ... and he's right ! But do WE care ????? Nah. The Empire's fragmented already ... a few less Lizards skulking about the place won't do anybody any harm, non ??? ;) The Mountain Clans retain a PRESENCE on these lands, by virtue of their ownership of the City of Ebonshere in the south-western corner of the map - however they have no CAPITAL on these lands and, as such, are able to be considered as little more than a minor irritation. However, if you draw close to the City of Ebonshere, Okknor pops up to suggest that you might like to steer clear of the Dwarves, for they are skilled in the art of war ... ... SCREW 'EM !! Stunty little maggots ... STORM THE CITIES ... BURN EVERY VILLAGE (guess who's just finished watching the Two Towers ... hehehe). Once Dermik's Watch has fallen, a Dwarven Engineer says that they have sent word back to their kin in the mountains, and that we will be "hewn down like rotton old wood". .................. wtf ?? WHATEVER (cuts his head off) *chuckles* Following on from this INSULT by the Engineer, a further Dwarven unit comprising Witeric (a level 5 King's Guard) and 2 level 1 Yetis appear to the south-west of the Ebonshere. Looks like it's time to hew THEM down eh lads ?? :) Once Ebonshere has been taken, the Dwarf King that resided therein asks why you attacked us when they had no defences ... ... again, pauses to think this through ... ...... whips out a little notepad and draws him a picture ... ......... taps him on the shoulder and points and the notepad ... BECAUSE you had no defences you IMBECILE. If you'd put guards hiar, hiar, hiar, hiar, hiar ... and hiar ... and hiar ... we wouldn't have been able to get in !! GUARDS ! Take him a-WAY. Ebonshere contains a Life Potion and a Potion of Healing. The Sacred Vaults are due south-east of Ebonshere, and they aren't REALLY worth visiting in my opinion ... but if you DO ? You WILL get a Thanatos Blade, and Natell (one of your Priests) comments that he thinks the caves are beautiful ... definitely a wonderful location to keep precious artifacts, and he expresses an interest in remaining there for a short while longer. Zera cautions him that it might just be a Dwarven glamour to make working in the mines more bearable ... but that she feels the same thing as he does. If you turn once you get to Giddeon's Supplies and head towards the south- westernmost corner of the map, you will stumble upon the City of Blegg. Once it has fallen, you will gain a Life Potion and a Potion of Striking from the inhabitants of the city (after combat), and Dresdon will call for the Orcs to leave the City at once, to which their King just laughs at you. Dresdon responds by having him hanged. Niiiiiiiiiice. Turning and heading due east of Blegg now, you will come upon the Orc Trading Post. Once it has fallen, one of your Pegasus Knights will remark that there isn't really anything there to salvage, and that everything owned by the Orcs is simply disgusting ! DEFINITELY unfit for HUMAN consumption. How ... racist !!! :( North-east of the Orc Trading Post is the City of Jaffesbrim ... which isn't really so much of a city as it is a hole in the ground ... but hey ! You could surely TAKE that hole in the ground and turn it into something REALLY special, non ?? :) Once that city has fallen, an Orc challenges your rule, saying that their sons will retake the land from you, and that you will NEVER be rid of them ... ... which I think is a good thing !! I mean ... cannon fodder is always welcome isn't it ?? *licks his finger and draws a "1" in the air* Dresdon badgers you YET AGAIN, saying that you SHOULD be concentrating your efforts on freeing the Elven Cities. ALRIGHT Dresden ALLBLOODYRIGHT !!! I'm GETTING there ... *straightens his lapels* Sheesh !! The City of Jaffesbrim contains a Healing Ointment. South-east of Jaffesbrim is a Blue Dragon, guarding a little trinket (a silver ring) that isn't really worth bothering with to be honest with you. If you swing around to the north now, and then venture east, you will find the entrance to the Elven Cities (which are now under Undead Rule) ;) You will ALSO find Gress Manor which, when retaken from the monsters that lurk therein, provokes Natell into going off on one about how he hates the smell the spiders that were inside left behind ... and why can't we put up some nice drapes ... with pretty flower-pictures on them ... just to keep the place looking summery. Yes Natell ... whatever you say Natell (motions for his guards to remove Natell from his court). However, just before we enter the three Elven Cities to retake them for Millu and her party, I am going to liberate the City of Challeroi from Undead Rule. Ooh ! Lo and behold ! It contains a pair of Elven Booties !!! :) :) :) If you now about-face and head southwards of Gress Manor, you will enter the Elven Cities "bit" of the map - i.e. the southeasternmost corner of the map. To the south of the City of Vorems lies the Gravehaunt which, when dealt with, causes Zera to purge it of evil spirits ... ... BIT late luv - we've just DONE that bit ... but nevermind !! :) In the VERY southeasternmost corner of the map lies Cathek Tower. Once it has been cleansed of the beast that lives within its walls, Natell (who must have come RUNNING back into my main audience chamber BECAUSE I AM SURE I TOLD MY GUARDS TO HAVE HIM REMOVED *eyes them all with a glare*), comes LEGGING it in to say that the Skylord must have gone mad with grief at the loss of its master, and that it this is directly as a result of the Undead's Cruelty. AND NOW FINALLY !! I can bring you the three Elven Cities. VOREMS is the westernmost of the three Elven Cities, and is defended by Zythaar (a level 14 Nosferat) and his band of underlings - see the cities section below for more details. Once Zythaar has been slain and Vorems returned to Empire (read: Elven) rule, Millu says "such a waste. Vorems held some of the finest art of our people. See how the mere presence of Mortis' army has caused the pieces to decay ?" YOU shoulda used Ronseal luv ... does exactly what it says on the can !! ME'ELLIS is being held by the Lich Queen Lekria (level 12) and her minions. Once it has been purged, an Elf Lord confirms that there are no survivors. Millu says that there are MANY survivors, and that the Elf Lord must be mistaken. However, he counters by saying that they are all diseased and dying, and that they will certainly not live through the season. Millu is NOT impressed with his candour. TRISTI'IL is occupied by Delchek (a level 15 Death Knight), and his subjects. Once THEY have been slain, Millu praises you saying that Gallean's visions were true and that you have done what you said you would. Emry of Abrissel takes ALL the credit of course ... that GIMP. Millu says that it is time for Emry of Abrissel to meet with Lachla'an ... and that whilst she and her people are going to stay in the City of Tristi'il, and help rebuild the Elven Empire, they will provide you with directions on how to find Lachla'an. Millu finishes by saying that the Elves OWE you one. GOOD GOOD !! :) CONGRATULATIONS !! You have completed the First Level ============================================================================== OPPONENTS The Undead Hordes, The Mountain Clans (kinda) CITIES NEUTRAL CITIES Name Inhabitants Agustelle Brown Bear (1), Barbarian Chieftain (12), Barbarian Warrior (1), Wolf (1) Sanimos Priest (2), 2 Archers (1/1), 2 Imperial Knights (3/3), Defender of the Faith (3) Evenshade Hatton (Pegasus Knight - 3), Witch Hunter (2), Marksman (2), Matriarch (3) Blegg Troll (5), 2 Orc Champions (8/7), 2 Goblin Archers (10/10) Jaffesbrim Orc Champion (9), 2 Orcs (10/5), 3 Goblin Archers (10/15/10) MOUNTAIN CLANS CITIES Name Inhabitants Ebonshere Flame Caster (3), Forge Guardian (3), Druidess (3), Dwarf (15), Dwarf King (5) ELVEN CITIES Name Inhabitants Vorems Zythaar (Nosferat - 14), Wight (4), Werewolf (1), Zombie (2), Dreadwyrm (4) Me'Ellis Lekria (Lich Queen - 12), Dark Lord (3), Werewolf (1) Phantom Warrior (5), Shade (3), Lich (4) Tristi'il Delchek (Death Knight - 15), Skeleton (3), Werewolf (1), Necromancer (3), Archlich (5), Ghost (1) UNDEAD CITIES Name Inhabitants Challeroi [Necromancer (3)] BUILDINGS Name Inhabitants Gain anything from taking it? Crulsevere Primitive Giant (1), Wolf (1) 520 Gp, Banner of Strength Akjeda Green Dragon (1) 440 Gp, Spirit Staff Iseude 2 Brown Bears (5/6) 220 Gp, Titan's Might Potion Horrill 3 Lizard Men (1), Medusa (10) 305 Gp, Lizard Man Talisman Dermik's Watch 2 Yetis (4/4), Alchemist (3) 332 Gp, Venerable Warrior Orb Sacred Vaults 2 Sons of Ymir (4/4), Elder One (4) 324 Gp, Thanatos Blade Orc Trading Post Ogre (12), Goblin (10), 3 Goblin Archers (10/10/10) 520 Gp, Orc Orb Gress Manor 2 Giant Spiders (1/5), Giant Black Spider (1) 425 Gp, Talisman of Venom Gravehaunt Werewolf (1) 2 Ghouls (1/10), Shade (3) 240 Gp, Ancient Relic Cathek Tower Skylord (1) 830 Gp, Sapphire EVENTS Event Notes SAVE US SAVE US ! The Elves issue a call for aid. HERETIC !!!!! Count Flamel Crowley accuses you of Heresy. FREEEEEEDOOOOOOM Free the three Elven Cities from Undead Rule. ITEMS LYING ON THE GROUND Sapphire, Potion of Protection, Emerald, Holy Strength Scroll, Potion of Celerity, 2 x Diamonds, Tome of Arcanum, Potion of Vigor, Incantare Beliarh Scroll, Royal Scepter, Orb of Inferno, Potion of Restoration, Orb of Lightning, Potion of Accuracy, Ymir's Blessing Scroll, Potion of Water Warding, Quicksilver Potion, Talisman of Lightning, Life Potion, Potion of Invulnerability, Silver Ring, Bronze Ring, Ruby, Death Storm Scroll, Gold Ring, Staff of Twilight, Curse of Nygrael Scroll, Cursa Demoneus Scroll, Skeleton Champion Orb, Potion of Might, Potion of Speed. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) Gold Ring, 3 x Potions of Restoration, 4 x Life Potions, 5 x Potions of Healing, Highfather's Potion. SHOPS Name Sells Gursen Cottages (Merchant) Life Potion x 10, Healing Ointment x 10, Potion of Restoration x 10, Potion of Healing x 10, Elf Lord Talisman x 1, Potion of Striking x 1, Potion of Swiftness x 1, Potion of Celerity x 1 Mertrin's Grounds (Trainer) --> Train your Units here !! <-- Samson's Supplies (Merchant) Zombie Orb x 1, Goblin Orb x 1, Life Potion x 10, Menta Minoris Scroll x 1, Potion of Restoration x 10, Healing Ointment x 10, Potion of Healing x 10, Treebark Potion x 4 Premnin (Magic Shop) Chain Lightning (900 Gp), Ice Pillar (400 Gp), Tempest (600 Gp), Stone Rain (400 Gp), Death Storm (900 Gp) Gideon's Supplies (Merchant) Healing Ointment x 10, Life Potion x 10, Potion of Healing x 10, Treebark Potion x 1, Potion of Restoration x 10, Potion of Strength x 1, Potion of Speed x 1, Potion of Might x 1 Vessik's Research (Magic) Highfather's Blessing (1200 Gp), Rot (800 Gp), Vengeance of Ymir (800 Gp), Projicere Terra (800 Gp), Haste (400 Gp), Seafaring (400 Gp) Teali's Wares (Merchant) Life Potion x 10, Potion of Healing x 10, Potion of Restoration x 10, Potion of Accuracy x 1, Potion of Speed x 1, Potion of Air Warding x 1, Potion of Fire Warding x 1, Healing Ointment x 10, Treebark Potion x 4 Fresser's Camp (Trainer) --> Train your Units here !! <-- ENDING Having freed the Elven cities from their bonds, Emry of Abrissel had made a powerful new ally in the Elves. Emry's people were compassionate towards the Elves, and the horrors they had found in the three cities only served to strengthen their resolve for working towards a unified Empire. Emry prepared to despatch his men to meet Lachla'an - Prophet of Gallean - in the hopes that this would further diplomatic relations with the Elven people. ============================================================================== 2) The Mark of Heresy BRIEFING AND COMMENTS Although now DETERMINED to meet up with Lachla'an, Emry was keenly aware that in order to REACH him, the path would take him through Crowley's territory and, with Crowley's Inquisition policing the land heavily in order to keep them "loyal" to Crowley, merely being ACCUSED of being a heretic (which claim Crowley had already levelled against Emry) was sufficient to justify hanging. The City of Delgrenere, however, remained loyal to the original incarnation of the Empire, and welcomed Emry's forces. The Baron had promised an alliance with the Elves, and a combined army powerful enough to overthrow the Inquisition. Crowley's cruel punishments extended BEYOND the human scene ... he had, it transpired, been assailing the Dwarven populace of the region for years as well. Whilst Emry attempted to despatch Emissaries to the Clans to offer them a further alliance, none of his Emissaries returned =( For all the "cleansing" unleashed upon the land, it was strange that one could still smell the stench of demons on a strong northern wind. Your objective on this second level is to remove Count Flamel Crowley from his position of power. Aaaaaaaaaaand we start off wiiiiiiiiiiiith ... ah yes ... A Forest Elf appears to threaten you (niiiiice), saying that your trickery will not go unpunished, and that our attempts to use our alliance with the Elves to slay Lachla'an has merely turned him into a martyr powerful enough to rally the Elves AGAINST the Empire. ... I'm sorry ... I was out getting coffee ... did I MISS the bit where it all went tits up ????? Emry, it appears, was ALSO out having coffee, because HE hasn't got a scooby doo what that Elf was talking about either !! Emry says that according to his palm pilot, OUR meeting with Lachla'an isn't for a few days !! Emry's Advisor (a Hierophant) says he thinks it is safe to assume that Lachla'an has been slain, but he cannot suggest why Emry is being blamed for his death. He says we can only assume that the Elves have been tricked. Yep ! That sounds about right to me !! Emry says that we will have to await further contact from the Elves, and that in the interim we should continue to march upon Crowley's Castle. And we're off !! :) ============================================================================== Your Capital City is located in the southeasternmost corner of the map ============================================================================== ============================================================================== Count Flamel Crowley's City of Melasem is located at the northernmost edge of the map, dead center ============================================================================== Count Crowley's Forces are ALL over the place, so ONCE AGAIN you will have to fight your way past "Empire" troops to get to this "Empire" Faction Boss ... BE ON GUARD !!!!! Your Capital City is located on a cliff overlooking the lands ... If you explore the Ruins of Gelme, a Ranger reports back saying that the old Council Ground has become some sort of den, and that it is unusual to see bears so close to civilisation. He says that their hides will decorate your halls, and warm your beds. If you venture from YOUR lands due WEST, then Natell (that FWEEK who seems to elude capture) says that the people of your neighbouring lands are no longer faithful to the Empire, having been pushed from pillar to post during the wars between Emry and Crowley ... he feels that it may be cruel to attack them again, but surely it would be WORSE for Crowley's Inquisition to come marching through ?? I'm going to wipe them out ........... all of them ... but obviously it's entirely up to you whether you do or not ... you know where Crowley's City is on the map, because I've just told you ... and you can reach it from either side of the map just as easily ... If you sack Rendill's Watch, one of the Spearmen in the Garrison cries "leave us alone! We don't want any part of your war! We are ........" *eeeerghhhh* as I run him through for being such a PUNK. Once the City of Turrenslere has been bent to your might, the Peasants BEG not to be whipped, saying they will obey your command ... Zera tries to calm them, saying that Emry of Abrissel is NOT a cruel master, and that he will repair your city and make sure you have enough food for your family. In exchange for which all he asks is assistance in beating that BIATCH Crowley DAAAAAAAAAAAAAN. The Peasants say they will do what they can. The city contains a life potion. The Archmage Othon blocks your path west ... despatch him and move on, but BE ADVISED he is warded against Air Magic ;) Hokay ... so NOW I'm going to head due west, to the southwesternmost corner of the map, to see what's going on over there ... If you take the City of Hedronspere in the southwesternmost corner of the map, Dresdon pops up to tell you that you now have control over the peasants, and that Hedronspere will make a FINE addition to the Empire. He believes that it offers much in the way of resourcfes, and that its position is "strategically ideal" ... *wtf ?? It's in the southwesternmost corner of the map !?!?!* The City of Hedronspere contains a Banner of Striking and a Life Potion, for your troubles. Once Blunea has fallen, Dresdon pops up again to spread his opinion on Orcs - i.e. that they are like roaches ... but then again ... who cares ! It's the EMPIRE that are spreading, non ?? ;) North of Hedronspere lie the Halls of Ollum - a Magic Shop protected on ALL sides by Dragons !! The shop itself contains MANY many summoning spells that you may well find to be of use to you in the coming days - however the cost is usually between 1000-2000 Gp, so it's perhaps something you might like to keep in mind for future visits later on the level ;) If you venture north-west of the Halls of Ollum you will encounter the Mountain Clans' Capital City ... moving to its southern edge you will find a Merchant's Shop called Eighttoe's Oddities. If you approach this shop, a Dwarven Mountaineer called Eighttoe stops you, saying that you've got SOME nerve showing your face in these parts - however, your gold is as good as anybody else's, so hurry and buy what you need and BUGGER OFF before you get spotted ... is his advice ... ;) If you are swift enough to make it to Brinepeak before the Clans get to it, Dresdon queries why they (the Clans) haven't already "felled this fearsome beast" ... ... erm ... *taps him on the shoulder* ... THAT'LL BE BECAUSE THEY'RE SHORT AND MOVE SLOWER THAN US ME DUCK ;) I'm now going to head up to the northwesternmost corner of the map. If you take Warren Manor, Dresdon comments that it would appear that Mortis' corpses have ALSO arrived on the lands ... and that he hopes you will have no further encounters with them ... Whilst it is true that the Undead do not have a Capital City on this map, there is at least ONE more undead unit lurking around, so be careful ;) If you venture to the VERY northwesternmost corner of the map you will find that it comprises a totally walled-in city that has been taken by the Greenskins and Dragons - the City of Kondoss. Once it has been "liberated", Dresdon sneers at the Lizard Men that once populated it ........................ that's not very nice is it !!!!! I then swept back south and slightly further eastwards, to take the Clans' City of Olgrevin (which, surprisingly, was unoccupied !!). Zera comes up to say that it was a senseless waste of life - that you had only wanted to speak with the Clans, but that they had attacked you without provocation. ... perhaps they just saw your armies marching upon their CITY eh ????? ;) Dresdon offers that Crowley must have been torturing them with his witch trials, and that consequently they must have it in for the Empire ... and really who can blame them ??? Once the Jurott Temple has fallen, Zera says that it used to be a place of peace and meditation for the children of the Highfather, and asks QUITE RIGHTLY how Crowley could possibly allow the mutilation of such a monument ... To the east of the Jurott Temple lies Camp Helnn - a Mercenary Camp - and due east of Camp Helnn lies Count Crawley's City - right smack bang in Legions' Lands ... =./ HOWEVER ! Before I kick his ARSE I thought I would explore the rest of the world map for you ;) SOUTH of your present location lies the Blithrung Tower which, when conquered, causes Natell to pop up and tell you that the Dragons WERE formerly under the control of the Elves, but that alliance died soon after Gallean's death. The Dragons now roam the lands wild and unchecked ... and should be carefully watched out for. Venturing further south (south-west), Rummenia lies in your path. Whilst it is on Clans'-owned land, when I came to it, it was occupied by neutral troops. Once it has fallen, Natell tells you that it is an old Dwarven City, that has nothing in it ... the Clans appear to have been fighting over it for some time, and this constant state of flux has left little in the City's coffers. There ARE, contrary to Natell's analysis, two Potions of Invulnerability in the City. Due south-east of Rummenia lies ... shock, horror, Dark Elf Lachla'an and the Undead Pawns !!!!! WTF are they doing here ??? I naturally HAD to move in and check it out =./ As you approach him, he calls out to you, saying that you are insignificant; nothing more than a tiny tremble in the passing of eternity. He says he has no time to waste on you, with which he casts a shadow spell over his present location (which is obviously immediately dissipated 'coz he's within your line of sight), and then legs it due east and disappears off the map. That little TURD. The REST of his undead pawns can be slain, however. These comprise :- 1) 2 x Giant Spiders (1/1), Giant Black Spider (1) 2) 2 x Giant Black Spiders (1/5) 3) 2 x Giant Spiders (5/1), Giant Black Spider (1) After dispatching the Undead Pawns, I returned to the Blithrung Tower and then ventured due east, through the opening in the gates, to take the City of Flittersby from Count Crowley's Armies. PUZZLINGLY, the section of wall missing from the wall that would otherwise have blocked my access to Flittersby is protected by a level one Thief, who has a leadership skill of FIVE !?!?! And is accompanied by a Paladin, a Master Thug and an Imperial Assassin !! Some HEAVY DUTY protection for our little thieving enemy ... ;) As you approach Flittersby, the Defender of the Faith on the path says that THIS side of the river belongs to Count Crowley "and his faithful". If you should attempt to pass, they shall smite you with all the power of the Highfather. HAAAAAAAAAAAAAAAAAAAHAHAHAHAHAHAHAHAHAHAAAAAAAAAAAAAAHAHAHAHAHA *piglet snort* RIDE them to the ground and raze the city. HAHAHAHAHA. Once Flittersby has been retaken from Crowley's Armies, Zera says that it is most fortunate that you have done so, as he was trying to bring down the Great Wall that was erected around the city to protect it from Demonic Armies. She also asks where Crowley's Forces are deriving their power from, as they appear to be getting stronger with each passing day ... I can tell you that it ISN'T from Weetabix ;) Venturing back to the Blithrung Tower again, I then went east by north-east to reach the City of Riverwell. Once you have liberated Riverwell, a Paladin says "Thank the Highfather! You have liberated us! Crowley is a madman! For no apparent reason, he jailed the entire garrison!" He goes on to tell you that they were awaiting their respective trials, but had not yet been accused of anything ... he is therefore thankful for your intervention. The City contains Boots of Speed, a Life Potion and 4 x Potions of Invulnerability. Once Scroan's Tower (just to the east of Riverwell) has fallen, Natell says that the Tiara of Purity - one of the most beautiful artifacts in the realm, has been looted from it - WELL before you came to loot it ... and that the Empire is losing so much in this war ... Once you have explored the Legions'-controlled lands in the northeasternmost corner of the map, you can march for Count Crowley's City. As you approach it, Okknor pops up to tell you that the lands have been scorched by demon flame, and that Melasem (Crowley's Capital City) lies ahead. It is the stronghold of Crowley and his unholy Inquisition. The path is blocked by the following units :- 1) 2 Angels (15/10), 3 Imperial Assassins (10/10/10) 2) Defender of the Faith (10), Grand Inquisitor (10), Werewolf (1), 2 Hierophants (4/10) Despatch them and move on. As you approach Crowley's Capital City, he ventures forth to speak. He says : CROWLEY : "Look ! Knights on MY doorstep !! SINNERS !!!!!!!!!" ELDAE : "Aye, SINNERS !!!!!!!!! ON with the trials" (Eldae is a MODEUS by the way) Count Flamel Crowley's Capital City is protected by the following units :- 1) Godefroy (Pegasus Knight - 15), Defender of the Faith (5), Holy Avenger (5), White Wizard (10), Hierophant (5), Prophetess (6) 2) Titan (15), Holy Avenger (10), Defender of the Faith (10), Mage (15), Prophetess (6) Once these two units have been despatched, it's time to KICK the COUNT'S BUTT ! Melasem is a Level 5 City, so Crowley's Unit will regenerate 30% of their Hit Points PER DAY - be warned ;) His unit comprises :- Count Flamel Crowley (1), Infernal Knight (30), Holy Avenger (35), Prophetess (35), Imperial Assassin (50) For your information, Count Flamel Crowley's Stats are as follows :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Count Flamel Crowley 1000 40+30 Mind Fire Infernal Mace 90 175 Wea 65 Adj 1 Poison 90 50 Dea 65 Adj 1 ============================================================================== Once Crowley has been defeated (and I have to say, he's not THAT tough), he cries out saying "No ... the Highfather ... will not allow this. My angel, why do you allow my death ? Do I not complete your every command ?" Eldae (the Mobeus who has now assumed the portrait of an Angel) says "Yes, Crowley. You've been a most useful puppet to us." Crowley says "Puppet ? Wait ... you're no angel! How could I have ..." ... to which Eldae resumes his Mobeus form and says "Hahahahaha. We've got a grand welcome waiting for you. Count Bethrezen will be pleased to finally meet you." Crowley finishes with a stereotypical "Noooooooooooo ..." CONGRATULATIONS !! YOU HAVE COMPLETED THE SECOND LEVEL !!! :) ============================================================================== OPPONENTS Mountain Clans, Legions of the Damned, Count Crowley & his Forces. CITIES NEUTRAL CITIES Name Inhabitants Turrenslere Gunther (Ranger - 10), Knight (2), Angel (4), Titan (5) Hedronspere Defender of the Faith (5), Holy Avenger (5), Imperial Assassin (5), Hierophant (6), White Wizard (8) Kondoss Green Dragon (1), Wyvern (1), Lizard Man (10), Medusa (10) Rummenia Woterim (King's Guard - 10), Rune Master (7), Venerable Warrior (4), Wolf Lord (4), Archdruidess (4) MOUNTAIN CLANS CITIES Name Inhabitants Olgrevin - EMPIRE CITIES (owned by Count Crowley's Armies) Name Inhabitants Flittersby Tuedon (Pegasus Knight - 10), Holy Avenger (5), Angel (4), Imperial Priest (3) Riverwell Defender of the Faith (10), Holy Avenger (10), Grand Inquisitor (7), 2 x Hierophants (4/10) BUILDINGS Name Inhabitants Gain anything from taking it ? Crellingham Imperial Assassin (3), 2 Master Thugs (15/10) 318 Gp Ruins of Gelme 2 Brown Bears (5/5) 220 Gp, Life Potion Rendill's Watch 3 Marksmen (2/2/2), Spearman (10), Holy Avenger (10) 530 Gp, Diamond Blunea Ogre (10), Troll (5), Orc Champion (15) 459 Gp, Potion of Celerity Brinepeak Skylord (1) 318 Gp, Ancient Relic Warren Manor Death (4), Wight (4), 3 x Ghouls (6/10/6) 502 Gp, Tome of Fire Jurott Temple 2 Beasts (4/4), Tiamath (5) 921 Gp, Staff of Invisibility Blithrung Tower Black Dragon (1) 700 Gp Scroan's Peak Abyssal Demon (5), Infernal Knight (10), Modeus (5), Overlord (5) 613 Gp, Potion of Vigor Dreglen Devil (1), Gargoyle (1) 234 Gp, Healing Ointment EVENTS Event Notes KICK HIS ARSE March northwards and slay the WICKED Count Flamel of Crowley. ITEMS LYING ON THE GROUND 2 x Life Potions, Talisman of Venom, Orb of Thunder, Illudere Terra Scroll, 3 x Potions of Restoration, Orb of Freezing, Ruby, Talisman of Water, Potion of Vigor, Tortio Menta Scroll, 2 x Healing Ointments, Death Ward Scroll, Treebark Potion, Orb of Witches, Orb of Healing, Orb of Vampires, 2 x Silver Rings, Staff of Paralyzing, Wotan's Blessing Scroll, Potion of Water Warding, Banner of Speed, Diamond, Potion of Fire Warding, Summon Valkyrie Scroll. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) None. SHOPS Name Sells Shellot's Goods (Merchant) Healing Ointment x 10, Life Potion x 10, Potion of Healing x 10, Potion of Restoration x 10, Treebark Potion x 5, Potion of Swiftness x 5, Potion of Vigor x 5 Mathemor's Tower (Magic Shop) Highfather's Blessing (1200 Gp), Wrath of God (600 Gp), Seafaring (400 Gp), Forestwalk (200 Gp), Summon Living Armour (400 Gp), Ymir's Blessing (900 Gp), Shadow (400 Gp) Camp Timberwyk (Trainer) --> Train your Units here ! <-- Halls of Ollum (Magic Shop) Fire Ward (800 Gp), Incorruptible (1000 Gp), Summon Stone Ancestor (1000 Gp), Incantare Avenger (1000 Gp), Summon Thanatos (1000 Gp), Summon Golem (800 Gp), Illudere Terra (2000 Gp), Fog of Death (600 Gp), Sanctuera (600 Gp) Eighttoe's Oddities (Merchant) Potion of Restoration x 10, Life Potion x 10, Potion of Healing x 10, Healing Ointment x 10, Potion of Fire Warding x 1, Orb of Icefall x 1, Potion of Might x 6, Staff of Twilight x 1 Prelmic's Alchemy (Merchant) Healing Ointment x 10, Potion of Restoration x 10, Potion of Healing x 10, Life Potion x 10, Potion of Celerity x 1, Potion of Strength x 1, Potion of Striking x 1, Potion of Air Warding x 1, Treebark Potion x 5 Camp Helnn (Mercenary Camp) Barbarian Chieftain (Level 1 - 1800 Gp), Barbarian Chieftain (Level 10 - 3420 Gp), Barbarian Warrior (Level 1 - 850 Gp), Barbarian Warrior (Level 10 - 1615 Gp), Griffin (Level 1 - 1250 Gp), Skylord (Level 1 - 3000 Gp) Whibbak's Training (Trainer) --> Train your Units here ! <-- Caravan of the Wind (Merchant) Life Potion x 10, Potion of Healing x 10, Potion of Restoration x 10, Healing Ointment x 10, Infernal Knight Orb x 1, Potion of Accuracy x 3, Treebark Potion x 10 Strathoss (Magic Shop) Sanctuera (600 Gp), Paraseus (600 Gp), Maledicere (900 Gp), Chronos Major (1200 Gp), Tortio Menta (800 Gp), Nightfall (1600 Gp) ENDING Count Crowley's Alliance to the Legions of the Damned having been broken ... HOWEVER, the Elven Avatar Lachla'an HAD been slain, and Emry of Abrissel was still the Elves' prime suspect in the assassination. This meant that the Elves had DEFINITELY been lost as allies of Abrissel. ============================================================================== 3) Firewalk BRIEFING AND COMMENTS With Crowley having been removed from power, Emry of Abrissel prepared for the march back to his keep. One less faction to worry about meant that his claim to the throne was becoming stronger. As word of the crushing of the Inquisition spread throughout the Empire, support for Emry almost DOUBLED. HOWEVER, news soon reached Emry's ears that the demons had conquered the last of the Elven lands ... and that the Fires of Hell were spreading through the lands at an alarming rate, scorching forests and boiling rivers. It would appear that Count Flamel of Crowley was merely a distraction, Bethrezen having set his sights on far more than simple dominion over the Empire. One GRAND City remained in the path of the oncoming wave of molten lava - the City of Verzillin. Emry rallied ihs forces and marched for the home of the Duchess, hoping to put an end to this madness once and for all. Your objective on this third and FINAL level for the Empire is to locate and destroy the source of the Infernal Plague. A nice ... easy ... job ... then ... The level begins with Emry of Abrissel saying that the Duchess should not be alarmed, as you are not at her gates for war - merely to offer your support against the oncoming invasion of Hell. Lady Ambrielle responds, saying that she is already fully aware of his plans, having been informed before he even set foot out of Delgrenere. She says that she supposes she SHOULD be grateful for his involvement, but that he should not for one SECOND suppose that this will sway her from her plans for the throne. Emry (cheeky lad that he is) says "Am I the only one who doesn't know what I am doing before I do it ?" (bless him eh). He says that they can bicker about what to do with the throne later - for now, they have a unified Empire right in front of them, and that it will be possible to rule it with two rules ... for now ... Lady Ambrielle says that she is pleasantly surprised that Emry is willing to share his rule so easily, and that she will allow his forces to remain in her Castle ... her only hope is that the Castle still stands by the end of the level !! ;) Emry confirms that he will send his scouts to the east to investigate what madness is taking place there ... ... aaaaaaaaand we are LIVE !!!!! ============================================================================== Your Capital City is located inside the southwesternmost corner of the map ... ============================================================================== The SOURCE of the expanding flood of legions'-controlled land is Bethrezen's Magic Well, which is in the north-eastern area of the map and, not surpringly, HEAVILY guarded. So I'm going to explore the rest of the map before I get stuck into that area. Just outside your Lady Ambrielle's (read: YOUR) Capital City is the Heretic's Temple. If it is sacked, Natell shows up to say that at least the Clans seemed to be fighting the heretics as well, and that your combined forces may not be working TOGETHER, but they are making a combined dent in the ENEMY'S forces. If you venture into the southwesternmost corner of the map and take the Garrison Tower, Dresdon praises the Highfather, saying that you have FINALLY taken your Garrison back, but that it pains him that you had to trash it in the process. He says it will take time to repair it, and that the Empire does not have the resources to commit to it right now ... In the VERY southwesternmost corner of the map lies the City of Confidence. At the START of the game it is owned by the Mountain Clans ... I shall redress this balance. Once it has fallen, one of your Knights gives praise to the City, saying that he has missed her shining walls and gleaming bells. He is happy that the people of that fair city are once again safely under Empire rule. Zera confirms that the Dwarven forces have been pushed westwards into your lands by the demonic plague that is ravaging their lands. She says that she feels pity for them, as their lands dwindle with each passing day. There is a Sapphire in the City. You need to venture north to get out of the Empire's lands ... so I am going to tear northwards up the western edge of the map and hit the Undead Lands (as they are in the northwest of the map), first of all. Once you take the Library, Zera says "Wonderful! See all the books we have found here! This will certainly help us with our war!". ............... is she taking the p!ss or summit ? HOW the hell does she think those books are gonna help ... are we gonna THROW them at the Legions' ? Or better yet ! Stack them up behind the doors to our castles so as to stop the Legions' getting in ? AND keep out those nasty unwanted drafts too ?? Marching on the City of Point Hope is a good next move ... as, once it has fallen, Emry of Abrissel offers its people protection under the banner of the Empire. He calls for their support, and Captain Fellweather (although he initially distrusts Emry and his motives), says that they will help you in your quest, but that you will have to EARN their loyalty. You will then gain control over Captain Fellweather and his unit, which comprises :- Captain Fellweather (Spearman - 15), 2 Imperial Assassins (5/5) For your convenience, Captain Fellweather's Stats are as follows :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Captain Fellweather 300 0 - - Spear 89 176 Wea 50 Adj 1 ============================================================================== Furthermore, the City of Point Hope contains an Angel Talisman, and a Gold Ring. If you venture further north and take the City of Tormenta, Dresdon comments that he thinks you've gone the wrong way, and that whilst he can clearly see plague, it ISN'T of DEMONIC origin - it's the plague of Mortis - of rotting corpses and dead trees ... NIIIIIIIIIIIIIIIIICE. If you then venture east and take Misery Castle, Zera adds her voice to the already mounting level of concern, saying that the smell of the area is really icky, and do you REALLY need to stay there ??? Come ON people ... we're fighting the walking DEAD and all you can complain about is the SMELL ?? WHAT THE HELL ARE YOU LIKE !?!?!?!?!?!?!?!?!?! =O Now that I have purged the lands of the Undead Hordes' Influence, I am going to go down to the southeasternmost corner of the map, to visit our stunty little Dwarfy friends ... So ... going back almost to the entrance to the Empire's Lands, and venturing south-east, you will come upon Krub City WHICH, when liberated, will cause Dresdon to say that the City STINKS of Trolls, and that it will take YEARS to clean. LOOK Dresdon. I told Zera just a little while ago ... SHUT UP ABOUT THE SMELL you WHINING little maggot. If I wanted an army of barbies REST ASSURED I would have BUILT them. If I hear you complaining about the smelliness of unwashed greenskins or undead peeps ONE MORE TIME I'm going to send you to bed without ANY supper. UNDERSTAND ?? *Dresdon pouts and toddles off* Krug City (which is a bit whiffy, but nowhere NEAR as bad as they'd have you believe) contains a pair of Elven Boots, and a Bronze Ring. If you retake the Ransacked Shop, Okknor says that there is NO doubt that it has been burned down by Greenskins. He calls them savages ... but they were living here quite happily until WE came along ... =./ If you move to the land mass to the north of Krug City, you will find the City of Gando. Once liberated, Imperial Knight Jillins says that the City has not been held by the Clans for very long (actually it was owned by neutral forces when I just liberated it), and that it is clear that the walls were constructed by Greenskins. He says that your Engineers will do what they can to repair the damage, but that the City is in ruins. The City contains a Banner of Might and a Ruby. If you take the Armory to the east of the City of Gando, Dresdon will say that you are actually HELPING the Dwarves by forcing the Orcs to flee the lands, and he wonders whether they (the Dwarves) might try and set up an outpost on the lands. If you set sail towards the Blue Dragon to the north-east of the City of Gando, then Okknor says that the ocean there is actually BOILING !! Natell says that Nevendaar is breaking away as Bethrezen is scarring the land. He says it is sheer madness, and you MUST hurry !! If you venture back towards the Clans' Capital City (which is to the east of the City of Gando), and despatch the Guard Tower, Okknor will comment that whilst the Dwarves favour these Guard Towers, they haven't really done them any GOOD ... have they ... *chortle* *titter* If you head into the very southeasternmost corner of the map and free the City of Fort Kjell, Zera says you are getting closer to the source of the evil, and that it is spreading down from the north. This information has been gleaned from a runic script you found in the City, which is (to her mind) proof that the City must have belonged at SOME point in the past to the Mountain Clans. With that, the Lava Pit and the Obelisk to the west and north-west of Fort Kjell disappear. Fort Kjell contains an Orb of Lycanthropy. As you move northwards from Malavien's Tower towards the Tiamath on the World Map, Zera pops up to tell you that Great Evil has been called up from the ground, and that the holes in the area are glowing with the Fires of Hell at their hearts. If you move towards the centre of the map - i.e. west by north-west of this location, Dresdon will comment that this APPEARS to be the FORMER Capital of the Legions of the Damned, but that they have now moved into the Elven Lands, and left this place in ruins. However, PLENTY of demons still freely roam the lands ... so it's HUNTIN' TIME !! :) :) :) :) :) If you take the Lava Pit, Dresdon says that a scorched corpse in the area is holding some kind of potion to its skull. He was unable to imbibe the liquid as he got turned into a walking crisp before he could get the cap off. You then pick up a potion of fire warding. If you venture northwards from the centre of the map, you will encounter SIX units - three Elven Units, three Imperial Assassins. As you approach, one of the Imperial Assassins - named a Verzillin Spy, tells you that they have managed to convince these Elves to assist them in fighting the Armies of Bethrezen, but that no time should be wasted. You then gain control over the following units :- 1) Elf Lord (Level 1; Leadership 3) 2) Forest Elf (Level 1; Leadership 3) 3) Forest Elf (Level 1; Leadership 3) 4) Imperial Assassin (Level 1; Leadership 3) 5) Imperial Assassin (Level 1; Leadership 3) 6) Imperial Assassin (Level 1; Leadership 3) If you pay a visit to the Medusa Lair - due north of your present location - a Medusa tells you that the "Fireskins" are to the EAST of their Lair, and that they do not have what you want ... ... unless of course you're after the Talisman of Thunder they are jealously guarding ;) I then headed due south and then south-east to take the Ruined Town Hall. Once it has fallen, Dresdon announces the Empire's standing policy on entering combat with Dopplegangers. He calls on Mullens (a Knight) to cite his eldest daughter's name. Mullens confirms that her name is Eleesa. Dresden then asks Semble what HIS eldest daughter's name is ... Semble (a Squire) confirms that his eldest daughter's name is Eleesa as well. Dresdon calls for Semble to be hanged from the nearest tree. Which I think is a bit harsh to be honest ... I mean ... he COULD have called his daughter Eleesa as well ... and what if Dresdon had asked Semble BEFORE Mullens ? Would he have hung Mullens instead ? ... and ... what of the twins ?? Did they get out of the mine ok ????? =./ Semble polymorphs back into his Doppleganger form (GOOD CALL Dresdon), and cries out that Bethrezen will have your SOUL ... before he is cut into little bits and fed to the wolves ... :) If you venture further east, Dresdon confirms that there was a great battle in the nearby village, and that the fractured walls and unburied corpses tell a tale of hasty defences being built to ward off demons charging down from the mountains. If you head north rather than further east, you will find the Clan Fort. If you head north-east of the Clan Fort you will hit the City of Stunnart Point. Once this City has fallen, Natell tells you that the scrolls he has found in the City tell of the fate of Elgrid the Tamer - an Elven Lord that used to dwell there. Apparently the plague destroyed Elgrid's Creatures, and the Demons drove him from his home. Poor lad :( If you then venture east and then south, you will find the former Elven City of High Point. This is confirmed by Natell after the City has fallen. He says that it has been so badly damaged that it barely RESEMBLES an Elven City anymore :( Now then ... the ONLY way to gain access to Bethrezen's Magic Well is via the northeasternmost corner of the map. So that is where I am now going to go. There are three units of dragons en route ... from the north to the south they are as follows :- 1) Red Dragon (1), Green Dragon (1) 2) Black Dragon (1), 2 Red Dragons (1/1) 3) Red Dragon (1), Black Dragon (1), Onyx Gargoyle (3) Now then ... in order to complete this level, you must fight NEBIROS' Unit. This unit comprises :- Nebiros (1), Infernal Knight (99), Mobeus (99), Fiend (99) As you approach, Nebiros screams out "What is this stench of righteousness that fouls the air? Humans and Elves! Don't you know that you've already lost ?" Emry of Abrissel responds, saying that he is a large beast to be sure, but why should the Empire cower before one demon. He adds that they have fought far fouler creatures than this on their lands before this day. Nebiros laughs at you, saying that he draws his power from the very BOWELS of hell. He says he spreads Bethrezen's Plague to ENGULF your Cities. Lady Ambrielle kicks in to say that Nebiros is the source of the Plague and, as such, MUST be destroyed. Nebiros then attacks you. For your convenience, here are Nebiros' Stats :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Nebiros 2600 30 Mind DFWAE Halberd 90 300 Wea 60 Any 6 Paralyse 60 0 Mind 60 Any 6 ============================================================================== To be honest with you, Nebiros ISN'T as tough as he seems IF you have a kickass unit, have assaulted most of his units with spells before combat, and have placed the ABSOLUTELY UNBELIEVABLY AMAZINGLY COOL Damage Ward spell on your units prior to combat. Once he has been slain, Bethrezen's Magic Well reverts to its former glory, and the plague that was sweeping Nevendaar abates as quickly as it started. Nebiros just has time to let out a cry of "You may have defeated me, bu ..." in response to which Emry of Abrissel says "Slay the Demon! I tire of its filthy tongue. This is a victory not only for the Empire, but for all of Nevendaar. None could escape the fiery Plague. Nebiros was but one of Bethrezen's minions. Dwarves, Elves, we would all be engulfed !" Emry then calls for Princess Illumielle to come out of hiding, and set foot free of the protection of Lady Ambrielle. Lady Ambrielle retorts, saying that it would appear that not ALL her secrets are as well guarded as she had thought, but that she will let him off just this once ... Illumielle (who is the lady on the front cover of the box - at least on MY version of the Expansion Pack), says that the lands are cooling, and that there is renewed hope for the forests. She is grateful to the Empire, and will now return to her people to try and reunite them as one. She says that perhaps, one day, you will fight side by side again ... and that perhaps ONE day there will actually be no need to fight at all ... Emry bids them farewell, and then turns his attentions on the RATHER well endowed Lady Ambrielle, who has to practically deflate her cleavage just to SEE him ... Lady Ambrielle confirms that she and Emry should work together, and that she feels certain they could come to some mutually acceptable arrangement ... over dinner ?? Emry is putty in her hands. You have just completed the Empire's Expansion Pack !! W-E-L-L D-O-N-E ! ! ! ! ! ============================================================================== OPPONENTS Mountain Clans, Legions of the Damned, Undead Hordes CITIES NEUTRAL CITIES Name Inhabitants Point Hope Ardobert the Brave (Pegasus Knight - 15), Defender of the Faith (5), Holy Avenger (5), White Wizard (4) Krub City Ogre (15), Troll (15), Goblin Archer (16), Medusa (15) Gando Eraric (King's Guard - 10), Son of Ymir (4), Elder One (10), Archdruidess (4) Fort Kjell Ekrezem (Counsellor - 10), Demon Lord (4), Infernal Knight (15), Incubus (15), Doppleganger (4) Stunnart Point Baalhu (Duke - 15), Abyssal Demon (5), Tiamath (10), Doppleganger (4) High Point Hygral (Arch Devil - 15), Abyssal Demon (10), Tiamath (15) UNDEAD HORDES' CITIES Name Inhabitants Tormenta [Doomdrake (2), Zombie (2), Skeleton Warrior (3) Spectre (2)] Misery Castle [Deathdragon (3), Zombie (2), Wraith (3), Dark Lord (3)] MOUNTAIN CLANS CITIES Name Inhabitants Confidence Dagaric (King's Guard - 10), Ice Giant (3), Hermit (4) [Elder One (4)] BUILDINGS Name Inhabitants Gain anything from taking it? Heretic's Temple Hermit (4), Dwarf King (5), Ice Giant (3) 400 Gp, Orb of Icefall Garrison Tower Hermit (4), Flame Caster (3), Rune Master (5), Dwarf King (5), Venerable Warrior (4) 550 Gp, Damage Ward Scoll Elven Guard Tower 2 Griffins (1/1), Skylord (1) 500 Gp, Royal Scepter Library Holy Avenger (15), Elementalist (15), 2 Prophetesses (10/8) 800 Gp, Etched Circlet Crumbled Castle 3 Wyverns (1/1/1) 400 Gp, Ancient Relic Ruined Farm 2 Ghouls (10/10) Occultist (1) 350 Gp, Skeleton Champion Orb Ransacked Shop Ogre (5), Troll (3), Orc (10), Goblin Archer (20) 750 Gp, Emerald Armory Ogre (1), Troll (1), Orc King (3), Goblin Archer (10) 500 Gp, Iron Skin Potion Guard Tower Ice Giant (3), Hermit (4), Wolf Lord (4) 400 Gp, Tome of Water Witch Tower 2 Fat Imps (10/10), Imp (10), Succubus (15) 700 Gp, Orb of Inferno Ruined Lochhouse Red Dragon (1), Beast (4), Infernal Knight (10), Succubus (15) 500 Gp, Infernal Knight Orb Lava Pit Red Dragon (1) 1000 Gp Staff of Invisibility Medusa Lair 3 Lizard Men (1/5/1), 2 Medusas (1/1) 700 GP, Talisman of Thunder Ruined Town Hall 2 Dopplegangers (5/4), Marble Gargoyle (2), Demon Lord (4) 400 Gp, Orb of Earth Clan Fort Primitive Giant (5), Son of Ymir (4), Yeti (15) 500 Gp, Orb of Restoration Deserted Church 3 Ghouls (1/10/1), Master Occultist (1), Elder Vampire (5), Shade (5) 600 Gp, Lich Talisman EVENTS Event Notes WHAT THE ... The land turns to blood and lava like a sea of red. TO ARMS !! You must find the source of the plague (NE) ELVES AHOY !! Three units of Elves and three Empire units ally to you. SLAY THEEEEEM !!! Kill Nebiros and END THE GAME !! :) ITEMS LYING ON THE GROUND 6 x Potions of Restoration, Potion of Accuracy, Chant of Hasting Scroll, Potion of Vigor, 5 x Life Potions, Ice Spirits Scroll, Elder Vampire Orb, 3 x Treebark Potions, 4 x Healing Ointments, Gold Ring, Potion of Speed, Orc Orb, Potion of Celerity, Touch of Mortis Scroll, Forestwalk Scroll, 2 x Potions of Protection, Blizzard Scroll, Sapphire, Ancestor's Call Scroll, Emerald, Summon Death Scroll, Orb of Regeneration, Damage Ward Scroll, Skeleton Champion Orb, Psalm of Death Scroll, Orb of Healing, Orb of Stone Rain, Potion of Swiftness, Incantare Hellhound Scroll. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) None. SHOPS Name Sells Thurania's Tower (Magic Shop) Winds of Restoration (2000 Gp), Illudere Terra (2000 Gp), Divis Nocte (600 Gp), Winds of Travel (1600 Gp), Summon Stone Ancestor (1000 Gp), Mortis' Venom (1500 Gp), Incantare Avenger (1000 Gp), Nightfall (1600 Gp) Norly's Shop (Merchant) Life Potion x 15, Potion of Restoration x 10, Potion of Healing x 10, Potion of Invulnerability x 1, Healing Ointment x 10, Potion of Swiftness x 1, Potion of Fortune x 1 Allar's Shop (Merchant NE) Life Potion x 10, Potion of Healing x 10, Potion of Restoration x 10, Healing Ointment x 10, Treebark Potion x 6, Potion of Striking x 4, Potion of Vigor x 5, Potion of Strength x 6, Potion of Might x 1 Hallow House (Merchant) Life Potion x 10, Potion of Restoration x 10, Potion of Healing x 10, Healing Ointment x 10 Righon's Camp (Mercenary) Barbarian Chieftain (Level 1 - 1800 Gp), Dark Lord (Level 3 - 850 Gp), Elder One (Level 4 - 2800 Gp), Medusa (Level 1 - 1310 Gp), Ogre (Level 1 - 2800 Gp), Onyx Gargoyle (Level 3 - 1000 Gp), Skylord (Level 1 - 3000 Gp), Son of Ymir (Level 4 - 2600 Gp), Troll (Level 1 - 2800 Gp), Venerable Warrior (Level 4 - 1800 Gp) Metaca's Camp (Trainer) --> Train your Units here ! <-- Mariann's Market (Merchant) Life Potion x 14, Potion of Restoration x 10, Potion of Healing x 7, Healing Ointment x 11, Treebark Potion x 4, Potion of Strength x 8, Potion of Celerity x 3 Malavien's Tower (Magic Shop) Rust (200 Gp), Shadow (400 Gp), Rot (800 Gp), Forestwalk (200 Gp), Seafaring (400 Gp), Tempest (600 Gp), Ice Spirits (1200 Gp), Paraseus (600 Gp) Allar's Shop (Mercant - NE) Life Potion x 10, Healing Ointment x 10, Potion of Healing x 10, Potion of Invulnerability x 1, Potion of Vigor x 1, Potion of Strength x 1, Potion of Might x 1, Potion of Celerity x 1, Potion of Restoration x 10 Gareth's Laboratory (Magic) Ignis Mare (200 Gp), Menta Minoris (200 Gp), Chronos (400 Gp), Cursa Demoneus (400 Gp), Incantare Beliarh (400 Gp), Maledicere (900 Gp), Paraseus (600 Gp), Sanctuera (600 Gp), Deus Talonis (1000 Gp), Illudere Terra (2000 Gp), Projicere Terra (800 Gp) Purthen's Camp (Mercenary) Brown Bear (Level 1 - 300 Gp), Green Dragon Level 1 - 4500 Gp), Griffin (Level 1 - 1250 Gp), Manticore (Level 1 - 5600 Gp), Medusa (Level 1 - 1310 Gp), Ogre (Level 3 - 3360 Gp), Polar Bear (Level 1 - 300 Gp), Skylord (Level 1 - 3000 Gp), Spirit of Fenrir (Level 1 - 2300 Gp), Titan (Level 1 - 300 Gp), Titan (Level 5 - 420 Gp), Wolf (Level 1 - 300 Gp), Yeti (Level 6 - 600 Gp) Thurin's Shop (Merchant) Life Potion x 10, Potion of Restoration x 10, Potion of Healing x 10, Healing Ointment x 10, Potion of Vigor x 2, Potion of Striking x 1, Treebark Potion x 5, Ancestor's Call Scroll x 1, Potion of Fire Warding x 1 Anjalin's Camp (Trainer) --> Train your Units here ! <-- ============================================================================== EPILOGUE ============================================================================== Finally, the factions of Ambrielle and Emry had joined forces. Who would have suspected a plague of Bethrezen's twisted design would strengthen the Empire ? The Elves and the Humans celebrated a temporary alliance. The children of Gallean, however, had much to mourn. They had lost their Queen, their Princess, and now even their resurrected God seemed to have abandoned them. As they had always done in times of crisis, the Elves returned to the forest, far from Human eyes. Perhaps one day that would emerge, their former glory regained. But for now, the unified Empire had its own agenda. It was a time for glorious celebration. It was time for the crowning of a new King, and perhaps a new Queen as well ... ============================================================================== ACKNOWLEDGEMENTS Thanks to all the people at gamefaqs.com with ONE exception (and you KNOW who you are, you little maggot), for being nothing but supportive and encouraging of me during the process of creating this walkthrough and its siblings. As I mentioned at the top, this walkthrough is dedicate to my friend Michael the Horny Angel, and his beau Aiden. Thanks guys for being such a swell pair of guys, and true and reliable friends to the little Shadow. x =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ý SECTION SEVEN Ý =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ======== ==== === ========== ======== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ==== Ý Ý Ý Ý Ý === Ý Ý ===== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ===== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ====== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ==== Ý ==== Ý Ý Ý Ý Ý Ý Ý Ý ===== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ======== ======= === === ==== ==== ======== (Dedicated to Michael and Fred, mit freundlichen Grueáen) THE MOUNTAIN CLANS "GUARDIANS OF THE LIGHT" SAGA WALKTHROUGH ============================================================================== Ý This walkthrough is copyrighted to Mister Sinister (2004) Ý Ý I don't mind it being lifted in its entirity, but if you do so, Ý Ý please make sure you give credit to the author (me) and DON'T pass it Ý Ý off as your own. Thanks ! Ý ============================================================================== THE THREE MISSIONS OF THE MOUNTAIN CLANS SAGA IN THIS EXPANSION PACK :- 1) After Ragnarok 2) The Call of Wotan 3) To Unearth a Goddess ============================================================================== BRIEF NOTES BEFORE WE GET STARTED This is a very quick key to some of the terms I'll use in this FAQ :- In areas where I am talking about troops in cities, any troops mentioned in [squared brackets] are within the city proper (an obvious example would be Vithar, who would be shown as [Vithar] as he is IN the city and, in his case, cannot leave) - all troops NOT in squared brackets are just waiting in the city (as in, healing there, etc.) Map directions are as follows. North on the map is up and right. South is down and left. West is up and left, and East is down and right. One other thing ... if when mentioning any troops I refer to them like this :- Phantom Warrior (10) or 2 Dwarves (10/12), then the numbers in brackets refer to their level/s of experience ... so BE WARNED !! ;) Obviously the very nature of this game makes doing an FAQ quite a tricky task, as you can go anywhere, do anything (within reason) and your opponents will pretty much respond to the way you play ... so this is an account of what I would suggest and expect, pointers I have learned, things I would pick up - basically anything and everything which I could think of which might help you play as the Undead Hordes in their Saga ... I have tried to keep this FAQ both light-hearted, and informative. Similarly, with troops garrisoned in cities, whilst my FAQ is accurate as at MY playing the game, these may change - ESPECIALLY in cities owned by other players (as you are doubtless aware if you've ever played this game, your computer opponents are FOREVER changing the troops that they garrison in their cities). Comments are always welcome - you can reach me at shadowpath@hotmail.com. Thanks for reading this !! ============================================================================== V E R Y I M P O R T A N T N O T E ============================================================================== You CANNOT complete the second level of this Expansion Pack unless you have installed the Patch from the following web-site :- http://www.strategyfirst.com There is some kind of bug which prevents the final act on the level from initialising unless the patch is installed, so basically you'll not be able to complete the level unless you either :- a) Download and Install the Patch; or b) Use the "wearethechampions" Cheat to bypass the end of the level The EXACT URL for the download when I came to download it was :- http://www.strategyfirst.com/games/GameInfo.asp?sLanguageCode=EN&iGameID=99 Go to DOWNLOADS and download the patch named :- "Disciples II Expansion Patch V2.00 to V2.01" It says in the text of the patch that it cures the problems on the second level of the Mountain Clans Saga" ============================================================================== 1) After Ragnarok BRIEFING AND COMMENTS Under the rule of Queen Yataa'Halli, the Clans were reunited. Nhiddog was slain, the Ragnarok prevented, and the Clans returned to their mines to write great tales of their victories in runes for all future generations to see. The Kingdom of the Dwarves had been struck hardest during the Ragnarok, leaving the already fragile messenger routes crippled, and many cities destroyed. Now was the time to begin rebuilding the formerly GLORIOUS empire of the Mountain Clans. To do this, Queen Yataa'Halli would need the support of as many of the Elder Loremasters as she could find ... HOKAY ... LET'S GOOOOOOOOOOOO BABY !! :) Your objective on this first level is to seek Loremaster Ironhill in Fort Ironhill. Queen Yataa'Halli (who I'll just refer to from now on as "The Queen") starts your first level by addressing your people, confirming that Nhiddog has been slain, and that messengers have been sent to inform all the Dwarves that the danger has, for now, abated. The Wyrm has fallen, and Nevendaar is, for the moment, once again safe. Loremaster Flinthide praises Wotan and the Valkyries, and then goes on to say that the 12 Elder Loremasters must gather together to chronicle what has been witnessed, as this is DOUBTLESSLY one of the greatest spectacles in their history. The tale of the Ragnarok must be documented. To this end, Flinthide requests that Loremaster Ironhill be approached at Fort Ironhill, for his presence. The path, apparently, lies due south of your Capital City. ============================================================================== NOTE : Your Capital City is just inside the north-western corner of the map. ============================================================================== You start off this first level with a reasonable amount of GP and Runestone Mana (the initial starting level decreasing depending on the difficulty you have selected), and all your level one spells already learned. You will have unfettered access to your ENTIRE spellbook during the three missions that make up the Legions' Expansion Pack, and can build ALL your buildings on EACH level. ============================================================================== IMPORTANT NOTE UNIT LEVELS AND LEVELLING-UP ============================================================================== You will see that there is a picture of a sword with a coloured blade above your leader's portrait on the party screen. This is a new addition to the Disciples 2 Expansion Packs, and serves to give you a rough guideline as to the approximate level of the units in an enemy's pack ... and your own ;) A unit WITHOUT a sword is Level 1 - 4 A unit with a BLUE-bladed sword is Level 5 - 9 A unit with an ORANGE-bladed sword is Level 10 - 14 A unit witha RED-bladed sword is Level 15 or higher I would HOPE for your sakes that you have imported a leader with a RED-bladed sword, as your leader WILL NOT GAIN ANY EXPERIENCE during the ENTIRE campaign. That's right !! Your leader will NEVER level up again, so BE WARNED. ============================================================================== SO. Moving out of your Capital City, you will find a LOAD of polar bears around ... so watch out. If you take the Asana Tower, an Axe Thrower comments that even though the Air Elementals had no reason to attack you, they fought with an inexhaustible rage. An Archdruidess responds to him by saying that where there is good there is invariably evil, and that only be resisting evil can they resist the Ragnarok. It is for THIS reason that the Loremasters must carry the word of the clans with them, from generation to generation. Altogether now ... AWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW inn't that sweet !! The City of Frakket to the south-west of your Capital City, contains a Mortis' Venom scroll ;) Just as you are about to enter the City of Cloverhorn, Hurden Cloverhorn the Dwarf Champion appears to ask you how you're doing ... this has very much got the feel of one of those "sh!t I've just been caught with my hand in the cookie jar" moments ... hehehe. FORTUNATELY he tells you that you're more than welcome to enjoy the comforts of his city whilst you're here, and that you can actually go and pray at Rigga's shrine if you like ... or pop into Brewynna's Tavern for a bevvy. A Veteran responds to say "Thanks mate, but we must be on our way ... do you perchance know the way to Fort Ironhill" "Follow the yellow brick road !" says Hurden. Ok ok I'm kidding. He says you just need to keep going south to get to Fort Ironhill. You are then given control over Hurden Cloverhorn, who's stats are as follows. ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Cloverhorn 240 0 - - Axe 89 130 Wea 30 Adj 1 ============================================================================== He's quite tough, and he's Level 10, so it might be worth giving him a strong unit to accompany him and sending him forth to do a little rod-planting ????? Once you enter the City of Cloverhorn, a Novice pops up to tell you that the Undead Capital lies to the south, whilst the Legions' Capital lies due east. The City of Cloverhorn contains a Talisman of Healing, a Potion of Healing and a Potion of Restoration. If you visit Rigga's Statue (just to the east of Cloverhorn), an Archdruidess pops up to tell you that this is Rigga's Shrine (DUH !!!!!), and you are given a Healing Ointment from Saint Rigga. The Archdruidess praises him and says that his battle with the Black Dragons will inspire the Clans to be as brave in their battles as he was. From Cloverhorn, instead of following the river to the south, I ventured due west. As you approach the City of Vaingold, a Titan asks you whether the annoying Dragons that are increasing consistently in number have not yet ventured forth into your lands. A novice responds, saying nope ... we ain't seen none of those (with a thick Devon accent), where did they come from ? To which the Titan advises him that they fly in from the south, and whilst they have been trying to locate their lairs to sort them out good and proper, they have, thusfar, been unsuccessful. The novice politely thanks her for the information and leaves. The City of Vaingold contains a Staff of Nightfall. If you sack the Ruined Sanctuary, your Veteran says with a fweeky tone that the Unholy Chalice you found there is stained with BLOOD !! (shocker boys) Your Novice tells him that had you not been victorious, you COULD have been their next sacrifice. As you round the bend south and then west, an undead unit (spawned at their Capital City) rides into combat range with you, and a unit of Spirit Wolves appears just south of the city of Rock Castle to aid you. The Vampire Virimos tells you that you're nothing but appetisers for his hunger, and he hopes that there'll be enough of you to sustain a reasonable pic-n-mix ... what a PUNK eh !! The Spirit Wolves ride into combat with the undead units, saying that Wotan will protect you. The undead units are TOTALLY atomised. One of your King's Guards remarks out of shock that he wouldn't have believed it had he not seen it with his own eyes ... the Spirits of Wotan are here. He then asks of the Spirit Wolves what the heck they're doing here ... to which they reply ... "We've been sent by Wotan to give you this message. If you follow the text to the letter, then Wotan will appear to you." ============================================================================== NOTE : Have you noticed how those wolves have familiar speech impediments ???? ============================================================================== You are then given Wotan's Scroll, which reveals the secret ritual referred to by the Spirit Wolves. If you continue to venture south and west from here (towards Rock Castle), then when you have taken the Lost Temple, a Dwarf pops up to suggest that you are venturing dangerously near to Mortis' Capital City, and it would perhaps be wiser to take an alternate route. ... BUT I DON'T CARE !! :) I'm going to explore this bit first ;) PLUS a Runemaster tells him to stop being such a wimp, which I agree with. Rock Castle contains an Imperial Crown and a Chain Lightning Scroll. As you approach the pit in the south-westernmost corner of the map, one of your Dwarves comments that this MUST be the Dragon's Nest ... he suggests covering it with earth so that no beast dwells there ever again. Your Venerable Warrior is critical of him, saying you should look inside first. You uncover an emerald, a ruby and a gold ring for your troubles. The Dwarf is understandably pleased that you stopped him, or he'd have buried all that nice loot !! What a doodoohead eh ... ts ts ts. The nearby City of Oldenwood contains an Orb of Fear. If you approach the Spider's Nests to the north of Oldenwood, a Venerable Warrior says that THESE are the legendary "Spider Den Mountains". If you investigate the Haunted Halls due south of the Undead Hordes' Capital City, one of your Runemasters appears to say that these poor wretches are yet MORE Empire citizens that have been forced into hiding, and it saddens him to think that they (the Empire peeps) must perceive the Clans as their enemies nowadays ... =( If you sack Cupola, one of your Dwarves pops up to remark that that is the most OPULENT ruin he's ever seen !! * wtf ?? Hold please * * whips out his dictionary * * O ... Op ... Operatic ... Operational ... ah ! Opulent !! * * Opulent means "possessing or exhibiting great wealth; affluent* So he means RICH then !! :) Honestly a Dwarf with a dictionary up his butt. WHATEVER'S NEXT EH !! As you venture north of Cupola, you will approach Sevendusk. Once you are close enough, Gurven Sevendusk appears to greet you. Conversation goes as follows :- SEVENDUSK : YO Boys ... how's it hangin' ? How are things back home ? RUNE MASTER : SOUND mate yeah ... your city's looking nice and shiny ... did you actually sustain a single scratch during the coming of the Ragnarok ?? SEVENDUSK : Why you cheeky sod ! YES. But we were spared the worst. Unfortunately I hear that Clan Ironhill didn't have such luck. RUNE MASTER : Oh poo. We're on our way there now actually. SEVENDUSK : HAHAHAHAHA Good luck lads ... I sent three score men down there to help, but none of 'em have come back !! You are then given control of Gurven Sevendusk, who's stats are as follows :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Sevendusk 205 0 - - Crossbow 87 75 Wea 50 Any 1 ============================================================================== Sevendusk is a Level 8 Dwarven Engineer, so he (again) might be worth sending into Sevendusk and equipping with some lads to kick around with ... just a thought ;) Sevendusk is totally unoccupied ... except for 2 Life Potions you're more than welcome to ;) I then worked my way up north, back towards my Capital City, whereupon I came to the Greenskin's City of Grellarsk, which houses an Orc King so be wary. Once Grellarsk has fallen to your troops, a Crossbowman pops up to tell you that this place was hit HARD during the Ragnarok - in fact, so hard that the walls crumble when touched !! The city contains a Potion of Air Warding, and 3 Potions of Healing. If you take Frelan's Keep, a brief dialogue ensues between a Mountaineer, a Tenderfoot and a Runemaster. The Mountaineer comments that it is strange to see men living this far north, to which the Tenderfoot points out that they attacked you on first sight. The Runemaster responds by saying that they have fled the Empire, and that since the death of their Emperor (Demosthene) at the hands of the Demons, the Empire has become fragmented, with many would-be pretenders to the throne trying to stake their claim thereto. Further east of Frelan's Keep is the City of Aphode, which contains a further Illudere Terra scroll. The City of Allengarbe, just south of the Legions' Capital City in the north- western corner of the map, holds an Imp Talisman. Venturing southwards, the City of Magog contains an Incorruptible Scroll and 2 Potions of Restoration, and the City of Rrognord contains a Life Potion, a Healing Ointment and a Potion of Speed. NEXT on our little hit-list as we move south is Granthead Castle, which contains a pair of Elven Boots. Neeeeeeeeext we come to ... Cranbere Tower (which I have named Cranberry Tower) The tower must be sampled with its siblings ... Strawbere Tower and Raspbere Tower, in order to FULLY appreciate its significance ... *blush* Ok so that was cr@p ... I'll do better ... =./ Moving on we have the City of Drawgorde. Once it has fallen, a Druidess reminds you of your main objective - to find Loremaster Ironhill. Drawgorde contains a Staff of Celerity, and a Healing Ointment. Just south-west of Drawgorde is the entrance to Fort Ironhill. It is protected by members of the Legions of the Damned, being :- Abyssal Demon (10), Onyx Gargoyle (15), Tiamath (10) Slay them and move onwards ... As you FINALLY approach Fort Ironhill, the following conversation kicks off :- DWARF : There she is ... Fort Ironhill ... solid as a brick sh!thouse. RUNEMASTER : You can open up - we've despatched the Legions' Guards. ORFOL IRONHILL : Ta ! We've been too sh@t-yer-pants scared to leave for DAYS !! I think that VOLCANO over there is a portal to Bethrezen's Lair. We beat the lesser meanies, but the Onyx Gargoyle was too rich for our blood. VENERABLE WARRIOR : The Gate must be CLOSED. Loremaster Ironhill can do it, he's our man ... if he can't do it, no-one can !! ORFIL IRONHILL : Awwwwwwww shucks ... he's dead ;) SQUISHED during an earthquake. VENERABLE WARRIOR : Shiiiiiiiiiiiiiit. Ok. We'll draft in Loremaster Sevendusk instead. He's gormless and will readily accept the challenge. Anybody else notice how this Ironhill dude changed his name halfway through the dialogue ? Also, the Runemaster changed into a Venerable Warrior. Heh. Perhaps they wrote the dialogue over like ... 2 days or something ????? Loremaster Flinthide then pops up to say that replacements will have to be found in the Council for Loremasters Thunderhammer, Darkstone and Ironhill ... although he has no idea who would be able to take their places ... CONGRATULATIONS !! You have completed the First Level ============================================================================== OPPONENTS Legions of the Damned, Undead Hordes CITIES NEUTRAL CITIES Name Inhabitants Frakket Ogre (5), [Ogre (1), Goblin Archer (15)] Cloverhorn - Vaingold [Witch Hunter (2), White Wizard (8), Mage (2), Cleric (2)] Rock Castle 2 Spearmen (10/10), Imperial Assassin (10), [Defender of the Faith (5), Mage (2), Priest (2)] Oldenwood Titan (6), [Defender of the Faith (5)] Sevendusk - Grellarsk Troll (1), Goblin Archer (15), [Orc King (1)] Aphode Barbarian Chieftain (10), 2 Barbarian Warriors (5/5) Allengarbe Barbarian Chieftain (3), Barbarian Warrior (4) Magrog 2 Goblins (9/9), 3 Goblin Archers (9/9/9), [Ogre (4)] Rrognord 2 Orcs (1/1), Ogres (1) Granthead Castle Konrad (Ranger - 10), Titan (10), White Wizard (10), [Hierophant (4), Paladin (4), 2 Holy Avengers (5/5)] Drawgorde Savary (Archmage - 15), Marksman (2), Hierophant (10), Grand Inquisitor (15), Holy Avenger (5), Defender of the Faith (15), [Elementalist (20), Defender of the Faith (15)] BUILDINGS Name Inhabitants Gain anything from taking it? Asana Tower 4 Air Elementals (5/1/1/1) 484 Gp, Talisman of Stone Rain Mountain Lair 3 Master Thugs (5/5/5), Thug (15) 738 Gp, Banner of Fortitude Ruined Sanctuary Master Occultist (1) 320 Gp, Unholy Chalice Lost Temple Orc Champion (1), 2 Fat Imps (9/9), Imp (9) 105 Gp, Healing Ointment Ogwyla Orc Champion (1) 2 Orcs (1/1) 642 Gp, Staff of Light Haunted Halls 3 Peasants (1/1/1), Man at Arms (1), 2 Spearmen (1/1) 400 Gp Cupola Giant Spider (6) 400 Gp, Horn of Awareness Frelan's Keep 2 Man at Arms (1/9), 2 Peasants (1/1), Spearman (9) 500 Gp, Talisman of Inferno Shamas 2 Brown Bears (1/1) 289 Gp, Orb of Witches Cranbere Tower Occultist(10) 2 Ghouls(10/10) 304 Gp, Staff of Demonology EVENTS Event Notes FIND HIM ! Loremaster Ironhill must be found HI THERE (1) ! Loremaster Cloverhorn HI THERE (2) !! Loremaster Sevendusk is located. OOPS !!! Loremaster Ironhill is ... DEAD !! =O ITEMS LYING ON THE GROUND Ymir's Blessing Scroll, Ancient Relic, Ruby, Potion of Earth Warding, Potion of Striking, 2 x Gold Rings, 6 x Healing Ointments, Potion of Invulnerability, 6 x Life Potions, Potion of Speed, Royal Scepter, Sinestra Ignis Scroll, Orb of Freezing, Imperial Crown, 3 x Potions of Restoration, Potion of Accuracy, Rust Scroll, Orb of Regeneration, Ancient Relic, Potion of Fire Warding, Touch of Mortis Scroll, Venerable Warrior Orb, Tome of Fire, Illudere Terra Scroll, Orb of Lycanthropy, Treebark Potion, Emerald, Orb of Strength, Potion of Healing, Lich Orb. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) Life Potion, Silver Ring, Bronze Ring, Healing Ointment. SHOPS Name Sells Wagronk's Shop (Merchant) Life Potion x 15, Potion of Protection x 7, Potion of Restoration x 20, Potion of Healing x 20, Potion of Striking x 5, Potion of Swiftness x 6, Potion of Vigor x 4, Healing Ointment x 20, Potion of Air Warding x 1, Potion of Water Warding x 1, Potion of Fire Warding x 1, Potion of Earth Warding x 1 Qya'an's Shop (Merchant) Life Potion x 15, Potion of Healing x 16, Potion of Restoration x 15, Healing Ointment x 16, Tome of Air x 1, Tome of Water x 1, Tome of Earth x 1, Tome of Fire x 1, Tome of War x 1, Tome of Arcanum x 1, Tome of Sorcery x 1, Summon Evil Ent Scroll x 1 Erik's Tower (Magic Shop) Lightning (200 Gp), Healing (400 Gp), Hymn of the Clans (400 Gp), Ymir's Blessing (900 Gp) Bandour's Shop (Merchant) Incubus Orb x 1, Orc Orb x 1, Rust Scroll x 1, Blizzard Scroll x 1, Chant of Fortitude Scroll x 1, Wotan's Blessing Scroll x 1, Highfather's Blessing Scroll x 1, Paraseus Scroll x 1, Nightfall Scroll x 1, Life Potion x 15, Healing Ointment x 20, Treebark Potion x 5, Potion of Restoration x 20, Potion of Healing x 20, Titan's Might Potion x 1 Aenick's Camp (Mercenary) Centaur (Level 10 - 570 Gp), Centaur Lancer (Level 10 - 570 Gp), Griffin (Level 10 - 2375 Gp) Master Thug (Level 15 - 515 Gp) Zollian's Camp (Trainer) --> Train your Units here !! <-- Lergem's Shop (Merchant) Life Potion x 15, Healing Ointment x 20, Potion of Restoration x 20, Talisman of Regeneration x 1 Talisman of Healing x 1, Talisman of Vigor x 1, Talisman of Life x 1, Talisman of Strength x 1, Talisman of Fire x 1, Staff of Protection x 1, Staff of Demonology x 1, Staff of Earth Elemental Control x 1, Staff of Travelling x 1 ENDING Reports of the distressing news were sent back to the Queen. Several of the Clans' BEST leaders had been lost, and Wotan's Emissaries had instructed the Mountain Clans to perform a sacred rite. With three of the ELDER Loremasters gone, the ceremony would not be possible =( ============================================================================== 2) The Call of Wotan BRIEFING AND COMMENTS ============================================================================== DO NOT FORGET YOU CANNOT COMPLETE THIS LEVEL UNLESS YOU EITHER CHEAT OR ARE USING VERSION 2.01 OF THE GUARDIANS OF THE LIGHT EXPANSION PACK !!!!!!!!!!! ============================================================================== Since so many Loremasters died in the Ragnarok, the Clans were technically unable to comply with Wotan's request. Interpreting this as a test of their cunning, the Dwarven High Council convened an emergency session to discuss alternative avenues of progress. A new Order of Loremasters was already studying to replace the old ones, but it would take YEARS before this was completed. It was hoped that some of the Elder Loremasters were still alive - just unable to make contact with the Queen, or having chosen to study on their own. These Elder Loremasters were outsiders who did not trust the High Council or its decisions. However, perhaps if they could be found, they could be swayed to help old wounds heal, and reconstitute the Order. Since it was now imperative to the Clans that Wotan's message be complied with, the search for a solution in earnest began. Your objective on this second level is to find the Hermit Greenflint, and the level kicks off with a conversation between Loremaster Flinthide, Loremaster Fogfell, and a Druidess :- FLINTHIDE : "There is one man still capable Wotan's ritual ..." FOGFELL : "Speaking in full sentences never WAS your strong suit, was it Flinthide ? The man you speak of left the Order in protest MANY years ago. He is a rebel and an outcast. A proper BAD boy." FLINTHIDE : "Yes, but if we want results, it's time to bend the rules." DRUIDESS : "I was his pupil until he buggered off. He lives north of the City. I should go see him - he won't give you boys the time of day, but he'll talk to me, I'm sure of it." ============================================================================== NOTE : Your Capital City is on the Western Edge of the Map, in the Centre. ============================================================================== ============================================================================== NOTE : The Druidess need NOT be in your party for you to meet Greenflint ;) ============================================================================== A couple of pointers about this, arguably one of the MOST complicated and yet decidedly simplistic levels in the ENTIRE game. Hokay. First off, you can complete the tasks set for you VERY quickly ... HOWEVER, the final boss on this level is tough, and will IMMEDIATELY attack on of your units - a unit that MUST remain alive. Therefore, I would ensure the following :- Before you move on the ceremonial grounds (at the end of the level ?), make sure that you have :- 1) Built the Cottage and Mountain Lair in your Capital, so that you can produce Yetis. 2) Researched the Ancestor's Call Spell (yes, it's a Level 5 spell so you'll need to get your hands on some resources). 3) Ensured that EACH of your Loremasters' Parties (of which you will ultimately have THREE) comprises :- Loremaster, 2 Yetis, Dwarf Only THEN will you stand a chance in the end game on this level. Hokay ... let's start. From the start of the level, I headed west to the very edge of the map and then north. As you approach the Bear's Lair, Greenflint appears and says "My dear girl! You warm the frozen heart of an old man! How long it has been since I have seen you ?" Again ! CR@P ENGLISH !! *sigh* The druidess responds "Many years ... sadly, many circumstances have intervened in my attempts to visit you. I come to you now on behalf of Wotan. We've a dilemma which requires your great knowledge." Greenflint understandably queries WHY the Loremasters now require his knowledge - the very knowledge that they once scorned ... The Druidess pleads with him to accompany her to the Capital, saying she will explain what has transpired en route ... Greenflint says he'll come along, but that ISN'T to say he'll help. You then gain control of Greenflint, who's stats are as follows :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Greenflint 250 0 - - Ice Shards 80 55 Water 40 Any 6 Lower Init 33 0 Water 40 Any 6 ============================================================================== Greenflint has a Leadership of 5, so you COULD stick some other units with him if you like ... At the start of your next level you get a :- ============================================================================== NEW OBJECTIVE : Find Hermit Grimpeak and Hermit Hillrust ============================================================================== If you move Greenflint back to the Clans' Capital, Flinthide bids him welcome. Greenflint scoffs at him, to which Flinthide responds simply by saying that there is something that they need to discuss. Hmmmmmmmmm ... perhaps I've done this level a little @rse over t!t, but ... I took the City of Allantyr AFTER the Bear's Den, and a Druidess pops up to tell me that she can't WAIT to see Master Greenflint again ... but ... she's just finished ... talking ... to him ?? WTF ???? In any event, Allantyr contains 2 Healing Ointments, and a Diamond. ============================================================================== NOTE: Hermit Hillrust is in the southwesternmost corner of the map - JUST to the north of the Elven Settlement. ============================================================================== If you venture further south, you will come upon the City of Griggnarth. If you take it, an Alchemist says "Gallean has returned ? He was slain by Wotan MANY years ago. I have been told that Gods can't die, but he was made all ... extra crispy 'n stuff !!" There is a Banner of Resistance in Griggnarth. Further south and then west (at the first available turning) you will find Gargol (which, when conquered, causes a Runemaster to comments that the Temple was once dedicated to the God Gallean and his beloved Solonielle. The Runemaster then recounts the tale of how Wotan tore Gallean's heart from his chest and threw it into the Sun, causing Solonielle to chase after it, retrieving it but becoming so badly scarred by the experience that she came back to Nevendaar as Mortis, Goddess of Death, and FURTHERMORE how Mortis had not the strength to rule the Elves - her spirit being totally consumed with the pursuit of her lost love Gallean), and the City of Aragor Aragor contains a Talisman of Strength. ============================================================================== HERMIT HILLRUST ============================================================================== If you keep venturing south (to the southwesternmost corner of the map), you will find an Elf Settlement - however, before you can get to it, Hermit Hillrust appears in your path to say that he believes Hermit Greenflint is to the north. WE KNOW THAT ! WE'VE ALREADY FOUND HIM !! BUZZ OFF !!! Omigod ! He does !! Hee hee. If you come back to Hermit Hillrust, he asks why Greenflint is looking for him at first, but then decides it doesn't REALLY matter as he has enough respect for Greenflint to warrant attending, regardless of the reason behind the request. You then gain control of Hermit Hillrust, who's stats are as follows :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Hillrust 250 0 - - Ice Shards 80 55 Water 40 Any 6 Lower Init 33 0 Water 40 Any 6 ============================================================================== Move Hermit Hillrust to your Capital City to cause the Queen herself to welcome him back. Hillrust comments on the Queen's rule as being "legendary" (what a creep eh !), AND then he tries to hit on her !!!!!!! =O =O =O The NERVE !!!!! ============================================================================== HERMIT GRIMPEAK ============================================================================== To find Hermit Grimpeak you must venture to the southeasternmost corner of the map. As you approach this point, Grimpeak will appear and say that he has the GREATEST respect for Greenflint, and confirms that he will return to the Capital to speak with Greenflint, no worries. You then receive confirmation that the number of Loremasters is up to 12, once again ... to which Queen Yataa'Halli directs that all the Loremasters be taken to the Ceremonial Grounds (in the northwesternmost corner of the map). Loremasters Skymine, Springfrost, Cloverhorn, Sevendusk, Cloudkeeper, Fogfell, Cragwell, Flinthide and Greyhelm, all appear at the Ceremonial Grounds. ============================================================================== NEW OBJECTIVE : Bring Loremasters Grimpeak, Greenflint and Hillrust to the Ceremonial Grounds ============================================================================== You then gain control of Hermit Grimpeak, and must (as your newest objective suggests) bring him and Loremasters Greenflint and Hillrust to the sacred Ceremonial Grounds in the northwesternmost corner of the map. For your convenience, here are Hermit Grimpeak's Stats :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Grimpeak 250 0 - - Ice Shards 80 55 Water 40 Any 6 Lower Init 33 0 Water 40 Any 6 ============================================================================== *BRIEF interlude whilst he closes down the game, installs the patch and kicks it all off again* (( Now that I'm running V2.01 of the game (AAAAAAAAARGH), I can continue. )) It is VITALLY important that the Loremasters do not die, so I would STRONGLY suggest bumping them up at your Capital or Grimli's Camp to give them a better chance of survival, 'coz we ALL know there's gonna be a boss fight right ?? *flutters eyelids* BEFORE the end game for this level, let me go through the rest of the world map with you ... For starters, here are the stats of the other Loremasters who are all now at the Ceremonial Grounds in the northwesternmost corner of the map :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Skymine 95 0 - - Earth Fall 80 30 Earth 30 Any 6 Springfrost 95 0 - - Earth Fall 80 30 Earth 30 Any 6 Cloverhorn 95 0 - - Earth Fall 80 30 Earth 30 Any 6 Sevendusk 95 0 - - Earth Fall 80 30 Earth 30 Any 6 Cloudkeeper 95 0 - - Earth Fall 80 30 Earth 30 Any 6 Fogfell 95 0 - - Earth Fall 80 30 Earth 30 Any 6 Cragwell 95 0 - - Earth Fall 80 30 Earth 30 Any 6 Flinthide 95 0 - - Earth Fall 80 30 Earth 30 Any 6 Greyhelm 95 0 - - Earth Fall 80 30 Earth 30 Any 6 ============================================================================== I have also taken the liberty of exploring the rest of the world map for you. East of the Elf Settlement (in the southwesternmost corner of the map) is the City of Protogg. The City is RATHER well stocked, with 3 Life Potions, 2 Potions of Restoration AND a Potion of Vigor. The City of Rhian's Keep (on the southern edge of the map in the centre) contains a Staff of Celerity. If you take the Abandoned Mine (which is to the north of Protogg), one of your Warriors comments that this Mine used to supply raw ore to your populace. When you occupy the City of Noordargg (due east of the Abandoned Mine), one of your Novices pipes up to say that he remembers Loremaster Greenflint as being a stubborn guy, who disagreed with the Loremasters about just about everything. He isn't sure how they will get along now ... The City contains a Talisman of Thanatos. Due east of Noordargg is the City of Margylla, which contains a Life Potion and a Staff of Holiness. Due east of Margylla is the Old Lookout, and directly north of that is the City of Taura, which contains a Tome of Water. Heading due north until you reach the northernmost edge of the map, just to the west of the southeasternmost corner of the map you will find the City of Suldon. Once it has fallen, a Tenderfoot asks why Wotan and Gallean quarreled (read: why did Wotan rip out Gallean's HEART ???????). An Archdruidess responds, saying that Wotan could not accept Gallean's demands for land, but Gallean would not let it lie ... he kept persisting. His Elves were greedy, and not content to remain in their forest homes. They would most definitely have invaded the Dwarf lands, she maintains. She feels that Wotan was merely protecting his children. DEBATABLE LUV. In any event, the City of Suldon contains a Life Potion, a Healing Ointment, and a Quicksilver Potion, for your troubles. Now ... back to the Ceremonial Grounds ... SAVE THE GAME NOW PLEASE. As your three Loremasters approach the congregation, Loremasters Skymine, Springfrost, Cloverhorn, Cragwell, Flinthide and Greyhelm switch allegiances from the Loremasters to the Mountain Clans, and the following dialogue is triggered :- GREENFLINT : We are here to have coffee and a chat with Wotan. We have overcome MUCH to get here, so let's make merry for just a tick. *frantic dancing ensues* Dark Elf Lachla'an & a Lich Queen appear to bastardise the Ceremony - the Lich Queen corrupting the Ceremonial Grounds. NOSFERAT : You STUNTED little MAGGOTS. Your work here is DONE. GRIMPEAK : Leg it ! Take the runes and leg it !! DARK LACHLA'AN : Gallean ! I CHALLENGE you. GREENFLINT : We're too late ! The ceremony has begun - we can't stop it ! DARK LACHLA'AN : Mum brought me back from the dead no thanks to YOU sunshine. VENERABLE WARR : Those SCUMBAGS !! It wasn't Wotan that sent us his message at all - it was the Undead Hordes !!!!!!!!! TO ARMS !!!!!!!! ============================================================================== NEW OBJECTIVE : Defeat the Dark Elf Lachla'an ============================================================================== Dark Elf Lachla'an IMMEDIATELY attacks your Loremasters. His unit comprises : Dark Elf Lachla'an (1), Archlich (30), Death (50) Now you MAY think that the Archlich and Death will be working to the Dark Elf's benefit ... but this is debatable. Dark Elf Lachla'an's ONLY power is the ability to summon - ordinarily two Black Dragons and an Elder Vampire. Since the Archlich and Death are taking up two spaces, they are preventing him from summoning a second Black Dragon at this point ... Hmmmmmmmmmmmmmmmmm ... Anyhow ... REMEMBER THAT IT IS VERY VERY IMPORTANT NOT TO LET DARK ELF LACHLA'AN KILL ANY OF THE LOREMASTERS, AS IF HE DOES ? YOU WILL AUTOMATICALLY FAIL THE MISSION. Assuming that Dark Elf Lachla'an's initial attack on your Loremasters fails, I would then STRONGLY urge you to have your three Loremasters FLEE, ONE SQUARE AT A TIME so that you are 100% CERTAIN that you're not going to have them walk into combat range of Dark Elf Lachla'an ... The Lich Queen's Unit (in case you're interested) comprises :- Tifhas (Lich Queen - 1) Yup, that's right ... just the Lich Queen, on her tod. KILL HER if you like. Then, it's simple ! Rally your forces and beat that BITCH (Dark Elf Lachla'an) down. Don't forget that his Death unit is immune to weapon attacks, and Dark Elf Lachla'an himself's stats are below :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Dark Elf Lachla'an 2000 20 Mind DFWAE Summon 100 0 Death 90 Any 6 ============================================================================== To be honest with you I found the easiest way to defeat him was to a) despatch his Death and Archlich units, and then hit him with as much magic as I could, before going in with my best unit (Loremaster, 2 Alchemists, 3 Hermits) and using the Alchemists' Give Attack Powers to allow my Loremaster to hit Dark Elf Lachla'an THREE TIMES each round. This added up to 900 points (less the modifier for his armour), and meant that I was EASILY able to wipe out all his summons each round, thus effectively leaving him TOTALLY powerless to stop me !! Once Dark Elf Lachla'an has fallen, a Dwarf says that he looked like an Elf, but had the stench of something LONG since dead. He cannot comprehend how this could have been the child of Gallean. His comments are added to by a Loremaster, who confirms that the Undead knew the nature of their ceremony, and that they were calling upon the Gods. They had obviously intended to bastardise the Ceremony to insult Gallean by showing him what they had done to his child, Lachla'an. The Dwarf asks what anybody would benefit from angering Gallean, to which the Loremaster says there's no point in trying to comprehend the will of the twisted and wicked Mortis. He adds that he saw SOMETHING enormous headed towards the forest just after Dark Elf Lachla'an addressed Gallean. He says it was moving towards the forest, and the Elves will most definitely see it coming ... CONGRATULATIONS !! YOU HAVE COMPLETED THE SECOND LEVEL !!! :) ============================================================================== OPPONENTS Empire, Undead Hordes CITIES NEUTRAL CITIES Name Inhabitants Allantyr Troll (10), [Orc Champion (9)] Griggnarth Ogre (5), [Orc King (1), Orc Champion (1)] Aragor Troll (10), 2 Orcs (10/10), 2 Goblin Archers (15/15), [Ogre (5)] Protogg Ogre (10), Troll (10), Goblin (20), Goblin Archer (20), [Orc Champion (20)] Rhian's Keep Savary (Pegasus Knight - 20), 2 Elementalists (20/20), [Angel (10)] Noordargg 2 Ogres (10/10), [Orc King (15)] Furstadia [Spearman (1), Man at Arms (1)] Margylla Godefroy (Pegasus Knight - 10), Defender of the Faith (10), Hierophant (4), Prophetess (10), [Elementalist (10), Hierophant (15), Witch Hunter (2)] Taura 3 Wolves (1/1/1), 3 Barbarian Chieftains (1/1/1), [Barbarian Chieftain (1), Barbarian Warrior (1)] Suldon [Barbarian Chieftain (1), 2 Barbarian Warriors (1/1)] UNDEAD HORDES' CITIES Name Inhabitants Kenoshann Zythaar (Death Knight - 5), Shade (3), Doomdrake (2) EMPIRE CITIES Name Inhabitants Runia Konrad (Archmage - 5) Inquisitor (3), Grand Inquisitor (4) BUILDINGS Name Inhabitants Gain anything from taking it ? Bear's Lair 3 Brown Bears (1/1/1) 185 Gp, Boots of Speed Hugin's Hideout 2 Ghouls(1/1) 4 Imps(9/9/9/9) 309 Gp, Staff of Necromancy Tower of Pru'ushiq Manticore (1) 476 Gp, Orb of Thanatos Gargol Ogre (1), Orc (1), Troll (1) 484 Gp, Orb of Inferno Elf Settlement 2 Skylord (1/1) Elf Lord (5), Oracle Elf (10) 600 Gp, Staff of Nightfall Abandoned Mine White Dragon (1) 998 Gp, Sybil's Vision Scroll Trafer Tower Witch Hunter (2), Wizard (3), Inquisitor (3) 886 Gp, Angel Talisman Tower of Trinda 2 Mermen (1/1), Medusa (1) 492 Gp, Orb of Fear Tower of Tarin 3 Peasants (1/1/1) 579 Gp, Potion of Restoration Old Lookout Merman (1), Medusa (1) 558 Gp, Orb of Elder Vampires Exerelle Occultist (1), 2 Imps (9/9) 720 Gp, Staff of Twilight Old Mill Brown Bear (1) 306 Gp, Life Potion Plinarg Barbarian Chieftain (1) Barbarian Warrior (1) Brown Bear (1) 700 Gp, Titan's Might Potion EVENTS Event Notes FIND GREENFLINT Greenflint must be found and brought to the Capital (NW) FIND HILLRUST Hillrust must be found and brought to the Capital (SW) FIND GRIMPEAK Grimpeak must be found and brought to the Capital (SE) LET IT BEGIN !! The 3 Loremasters must be taken to the Ceremony (NW) SHIIIIIIIIIT !!! Dark Elf Lachla'an and a Lich Queen arrive to poop the party! ITEMS LYING ON THE GROUND 3 x Treebark Potions, Chronos Scroll, Potion of Striking, 7 x Potions of Healing, 6 x Healing Ointments, Ruby, Highfather's Potion, 8 x Life Potions, 5 x Potions of Restoration, 2 x Ancient Relics, Titan's Might Potion, 2 x Potions of Celerity, 2 x Potions of Invulnerability, Summon Golem Scroll, Holy Strength Scroll, Hag's Ring, Death Storm Scroll, Potion of Protection, Maledicere Scroll, 2 x Silver Rings, Bronze Ring, Quicksilver Potion, Call to Arms Scroll, Gold Ring, 2 x Emeralds, 2 x Sapphires, Incantare Avenger Scoll, Imperial Crown, Paraseus Scroll, Potion of Strength, Royal Scepter, Winds of Travel Scroll, Psalm of Death Scroll, Infernal Knight Orb, Chain Lightning Scroll, Potion of Might. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) 10 Potions of Restoration, 10 Healing Ointments, 10 Life Potions. SHOPS Name Sells Jolan's Tower (Magic Shop) Vengeance of Ymir (800 Gp), Wotan's Chant (1,000 Gp), Incorruptible (1,000 Gp), Summon Stone Ancestor (1,000 Gp), Ancestor's Call (2,000 Gp), Winds of Travel (1,600 Gp), Chant of Hasting (600 Gp), Wotan's Blessing (800 Gp), Chant of Fortitude (800 Gp), Ymir's Blessing (900 Gp) Under's Shop (Merchant) Life Potion x 10, Potion of Restoration x 15, Healing Ointment x 15, Potion of Healing x 14, Treebark Potion x 2, Iron Skin Potion x 1, Potion of Striking x 1, Potion of Accuracy x 1, Potion of Fortune x 1, Potion of Swiftness x 1, Potion of Speed x 1, Potion of Strength x 1, Titan's Might Potion x 1, Potion of Invulnerability x 1, Potion of Celerity x 1, Potion of Might x 1 Ebhon's Camp (Trainer) --> Train your Units here !! <-- Vidal's Tower (Magic Shop) Healing (400 Gp), True Sight (400 Gp), Wrath of God (600 Gp), Pestilence (200 Gp), Shadow (400 Gp), Rot (800 Gp), Hymn of the Clans (400 Gp), Ymir's Blessing (900 Gp), Menta Minoris (200 Gp), Maledicere (900 Gp), Incantare Beliarh (400 Gp) Furren's Shop (Merchant) Life Potion x 10, Potion of Healing x 15, Potion of Restoration x 15, Healing Ointment x 11 Thurin's Shop (Merchant) Potion of Fire Warding x 1, Potion of Earth Warding x 1, Potion of Water Warding x 1, Potion of Air Warding x 1, Life Potion x 10, Potion of Protection x 3, Potion of Healing x 15, Potion of Restoration x 16 Grimli's Camp (Mercenary) Air Elemental (Level 1 - 50 Gp), Ghoul (Level 5 - 420 Gp), Wraith (Level 3 - 260 Gp) Ebhon's Shop (Merchant) Life Potion x 10, Potion of Healing x 15, Potion of Restoration x 15, Potion of Accuracy x 1, Healing Ointment x 11, Staff of Holiness x 1, Staff of Celerity x 1, Zombie Talisman x 1, Elder Vampire Talisman x 1, Elf Lord Talisman x 1, Runestone x 1, Tome of Sorcery x 1, Tome of Arcanum x 1, Orb of Lycanthropy x 1, Orb of Life x 1, Orb of Vigor x 1, Orb of Stone Rain x 1, Orb of Earth x 1, Orb of Water x 1, Orb of Bane x 1 ENDING The message from Wotan was a ruse intended to trick the Dwarves into serving Mortis. She had used her powers to taunt her lover with their tortured child, and when the Undead Hordes overran the Ceremony, many of the newly reunited Loremasters were slain. However, the Dwarves REMAINED strong. Under the continued rule of Queen Yataa'Halli, their empire was slowly rebuilding. Their attentions now turned to the Undead Hordes, who had certainly just provoked them into full-scale war with this latest act. ============================================================================== 3) To Unearth a Goddess BRIEFING AND COMMENTS In spite of their reputation, the Dwarves only really wanted peace. Having said this, however, they were renowned for their swift and unforviging brand of justice. In spite of the shame that the Loremasters were collectively feeling at having allowed their runic magic to be abused by the Hordes, the ENTIRE Mountain Clans Armies were rallied with one single purpose in mind - the obliteration of the Undead Hordes. Thus, they marched on the Hordes' Capital City. Your objective on this final level is to "demolish the Capital of the Undead Hordes" Ooh ! A nice easy one then. WHAT ABOUT ASHGAN ?????????????? *sigh* ============================================================================== NOTE : On this final level, your Leader CAN gain Experience up to Level 18 ============================================================================== At the beginning of the level, Queen Yataa'Halli shows up to call her Dwarven Armies to arms, saying that whilst many of the Clan Loremasters felt that they had failed Wotan, in TRUTH Wotan had never set them a task to complete, and that NOW would be the time to demonstrate their devotion to him, by wiping out those that would seek to taint his name ... the Undead Hordes ... Her comments are echoed by a Venerable Warrior (who seems kinda itcihng to get stuck into battle) A Mountaineer cheers them on, and we're off !! :) Omigod ! We actually get to control Queen Yataa'Halli !! :) :) :) Her stats are as follows :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Queen Yataa'Halli 250 20 - - Runic Axe 80 80 Wea 40 Adj 1 ============================================================================== She has a leadership skill of 5, and can therefore be taken along for a good Skeleton-Bashing should you wish ... ============================================================================== YOUR CAPITAL CITY IS ON THE NORTHERNMOST EDGE OF THE MAP, IN THE CENTRE ============================================================================== The City of Korgall, due west of your Capital City, contains an Orb of Fear. If you venture to the west until you reach the Lost Temple, and then turn south, you will come upon Garrell's Keep. Sacking it will cause one of your Rune Masters to comment that Garrell's Keep USED to be under the rule of Emperor Demosthene, but he had heard that it had broken away from the Empire, following the Emperor's death ... His thoughts are confirmed by a King's Guard, who advises that the present King has had to struggle to retain his control over the Empire, and that Emperor Demosthene retained a very weak hold over his people when HE was in charge. He says that many Lords tried to overpower the throne, and praises Wotan that the Dwarves are better mannered. The City contains a Talisman of Venom. A little further south lies the Empire's Capital City. The City of Argless lies due west of the Empire Capital City, and it contains a Holy Armour Scroll. Gorgaan Castle lies to the east of the Empire Capital City - once it has fallen, a Druidess says that a banner fastened to one of the walls of the City has magical properties, and should be taken. She is referring to a Banner of Celerity that is located inside the City for your pleasure. C I am now going to double-back on myself (i.e. go north), and then venture due east, and complete the map in a snake-like motion like this :- -----------------------------> | | | | V <----------------------------- | | | | V -----------------------------> (Just in case you wondered where the Hell I was going) ;) Once the City of Sargonk (about 2/3 of the way eastwards across the northern edge of the map) has fallen, your Druidess asks when the time of peace will finally arrive. She cannot understand why even the most DIVINE of beings, such as your God Wotan, must fight in the heavens ... An Archdruidess tells her that, as Disciples, they must live in the world that their Gods have forged for them. It is not for them to choose the life they lead - it is for their God Wotan to decide what is best for them. Sargonk contains an Elder Vampire Talisman. Once Gamaar (a little City that is further north-east of Sargonk) has fallen to your Mountain Clan Armies, a Dwarf comments that the air up there is FOUL. A Dwarf Champion responds by telling him to shut his cakehole, saying that the Clans have dug deep into the earth and smelled things FAR far worse. He also says that in his FATHER'S time, Gamaar was a Dwarven Stronghold, but that it was abandoned a loooooooong time ago ... Gamaar contains a Talisman of Freezing. Mendrik's Tower (the Magic Shop in the northeasternmost corner of the map) has got LOADS and LOADS of cool spells including the KICKASS Damage Ward, and the Death Ward Spell, BOTH of which I would think would be of GREAT use to you during the coming days, non ?? ;) Now we turn southwards and move down the map !! :) Raven Fort is the first City I shall smite, even though it is actually VERY well guarded indeed !! The City contains a Tome of Air, Life Potion and Healing Ointment. Moving back to the west now, the City of Brisburg contains a Healing Ointment. If you take the City of Krassar, a Crossbowman reminds you that you still have a LOOOONG way to go before you can face Mortis ... *Taps him on the shoulder* Actually mate ... all we'd need to do is like ... head SOUTH instead of doing the snakey thing we're going ?? *Gives him a thumbs up and winks* A Forge Guardian tells the Crossbowman that there is a shop further south where the Clans' Forces can replenish their supplies. He means Under's Shop, the stats for which I've put in the shops section ;) As you enter the Elven Lands to the south-east of the Empire's Capital City, the Elf Queen Drullia'an appears before you to say that they have heard a great deal about your deeds of late and that, whilst it saddens them that Lachla'an came to such an end, they are grateful to you for having ended his torment. She says that the Elves have a new-found respect for the Dwarven people, and that she hopes that this respect will be extended to them in kind, whilst you travel through their lands (i.e. they WILL be watching you) ;) To that end, the Queen asks whether the Dwarves would be willing to fight as allies to the Elves in the upcoming conflict. Drullia'an says that if you would like to attend the forthcoming Council Meeting to discuss this matter further, you should meet them tomorrow outside the Elven City of Crisielle. Phew ! That's NOT one of the Cities I've already taken ... hee hee. With that, Drullia'an disappears. The Elven City of Crisielle (which you are directed to) you CAN actually take without side-effects (as far as I can tell). It's totally undefended and so there's no problem with taking it. If anything this will mean that you don't HAVE to have your units in the vicinity ? 'Coz you can just wait for Drullia'an to materialise outside, create a unit in Crisielle or a summon outside to "attend" the meeting, and keep on adventuring with your strongest unit/s ;) :) The next turn, the following units materialise outside of Crisielle :- 1) Elf Lord Saniel (Level 7; Leadership 5) 2) Forest Elf (Level 15; Leadership 5) 3) Elf Lord Lurliele (Level 7; Leadership 5) 4) Elf Queen Drullia'an If you approach them, Queen Drullia'an bids you welcome, and says that the Elves are pleased at the prospect of renewed peace with their Dwarven friends. A Dwarf replies, saying that whilst the past holds no love between your two peoples, now that you have a common goal, perhaps the future will yield greater prospects for peace for you both. Queen Drullia'an recommends that an attack be commenced in the morning. She says that the Elves will rely upon the War Experience of the Dwarves and that they, in turn, can rely upon the Elves' command of Magic to assist them in the battles ahead. Units 1), 2) and 3) above then become allied with the Dwarves, and Queen Drullia'an disappears. If you venture either west, south, east and then north of Crisielle (or south- east and then west of Crisielle) you will find the City of Arphos, which contains a Banner of War. The City of Davon Fort (further east) is reasonably easy pickings and, given its close proximity to the Undead Hordes' Capital City, you MIGHT feel it is worth not only pillaging, but also beefing up as a staging ground for assaults on the Hordes' Capital City ?? Hmmmmmmm ? Yeeeeeees ?? Furthermore, the City contains a Projicere Terra Scroll. Isha Castle (on the northern shores of the next land mass to the east) contains 2 Life Potions if you're at all interested =./ The land mass itself has a THRIVING tourist trade ... and a cute little garden tearoom where I myself have been known to succumb to the occaaaaasional temptation posed by a rogue cucumber sandwich ... *blush* The City of Venretia contains a Tome of War. The City of Gallymar is LUDICROUSLY poorly protected (at least durings its occupation by neutral forces), and contains an Angel Talisman. Sinister Recommends !! ;) The City of Delos (in the southeasternmost corner of the map) holds a Hecatomb scroll Avonia Castle houses an Orb of Freezing and a Call to Arms Scroll. Northwards of Avonia Castle, the City of Asmara contains a Tome of Arcanum. ... and NOW we can begin our final assault on the Undead Hordes Lands !! :) :) Moving east to west, Vollosburg contains SQUAT, but once you have taken it and try and move via the road to the west ? A Phantom Warrior cries out at you, saying that by Order of Mortis, no living thing shall pass through the gates ahead of you. A Level 9 Doomdrake then appears in your path. Next up is Khazan Keep. Once taken, a Dwarf pops up to tell you that Mortis took it to house her minions, and remarks YET AGAIN that he cannot believe that Mortis - BRINGER OF PLAGUES, was once Solonielle - Goddess of the Elves. He asks how her purity abandoned her. A Clan Lord responds by telling him that SHE deserted her purity ... (which I personally think is a BIT harsh - she kinda melted ... THAT'S what p!ssed her off). He says that she became obssessed with replacing her husband, and gave up on considering the effects this may have on others - or the lives of those she trod on in the pursuit of her goal. Khazan Keep is also devoid of goodies. As you come upon Mortis' Capital City itself, a Mountaineer remarks in shock that it is a "horrible monument to Mortis' depravity". I myself think that it's rather special actually ... nice and black and shiny. One of your Flamecasters squeals, saying that he hears a noise that sounds like the screaming of a million tortured souls ... Sure enough, a Grave Golem appears in between you and Mortis' Capital City. ============================================================================== NEW OBJECTIVE : Take the Undead Capital. The Guardian MUST be Destroyed ============================================================================== The Grave Golem's stats are as follows (he's a BIG lad, so be careful) ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Death (95) 640 0 We,De - Death Touch 86 300 Dea 60 Any 1 Poison 56 300 Dea 60 Any 1 Grave Golem 2800 40 Mind DFWAE Phantom 95 200 Life 60 Any 6 Paralyse 60 0 Mind 60 Any 6 Wight (95) 590 0 We,De - Death Touch 86 300 Dea 50 Any 1 Drain Level 86 0 Dea 50 Any 1 ============================================================================== To make matters worse, he isn't alone. He travels with Death (95) and a Wight (95) BEFORE I get stuck into HIM however, I'm going to finish exploring this level for you. To the WEST of the Grave Golem is the City of Henzador, which contains a Call Red Dragon Scroll. Further west is the City of Yrunra, which contains a Talisman of Icefall. The City of Vrrudarr is bereft of goodies. HOKAY. NOW I'm going to deal with those ANNOYING little Undead Maggots. First off, make sure you have all the units you want to throw at the Grave Golem within travelling distance of him ... since he and his units heal a percentage of their damage each turn, unless you have MASSES of mana it's probably best to try and finish him and his goons off in one turn. Secondly, fire off ALL your troop-based negative enchantments (i.e. damage spells, spells that produce negative combat effects - i.e. negatives to hit, reductions in initiative, etc., etc.), at him. Thirdly, use as many wards as you can on your boys ... And finally, use as many positive troop-based enchantments (i.e. damage increases, bonuses to accuracy, etc., etc.) that you can on YOUR boys. And we're off !! Once you've slain him, (which shouldn't take long if you've explored the whole map - you'll have PLENTY of things to throw at him), he says "It isss time for usss to sssleep again.", and off he pops) One of your Rune Masters comments that he was a FOUL creature ... just like a walking graveyard that came marching in to defend Mortis' City. He prays that this SACRILEGE has been brought to an end. Now then ... HE was easy ... NOW comes the hard part ... you have to take the Undead Hordes' Capital City from Ashgan ... to DO this you will need to go through the same preparation routine as you did before you fought the Grave Golem (so technically speaking if you were able to despatch him in one round and still have enough movement points to march on the Undead Hordes' Capital that's GREAT) ... Three other things I will say for Ashgan :- 1) He ISN'T immune OR warded against mind, so he CAN be paralysed. 2) He has a HUGE amount of Armour points, so you will do VERY little damage when you strike him ... 30 points MAXIMUM per hit, and he has 900 HP !! 3) He will regenerate 35% of his HP PER DAY by virtue of being in the Capital, so you REALLY don't want to have to retreat and come back ;) Once Ashgan has fallen (with his MIGHTY death cry of "baaaaastaaaaaaards"), Death calls to the Hordes to flee, saying that they can no longer hold the Capital City. Then your Rune Master comes up with a CLASSIC quote that I really like ... "Do not let them escape, brothers" There is no honour in fighting the dead; there is no dishonour in throwing axes into their backs!" Yyyyyyyyyyyyyyyyyyyyyeah ... riiiiiiiiiight ... I believe ya ! Queen Yataa'Halli then praises the Clans, saying how PROUD they have made her. She says that it is a GREAT moment to see the Dwarves working with their one- time adversaries the Elves, to overcome their common foe, and that never again shall the Dwarves allow themselves to be the unwitting puppets of evil. W-E-L-L D-O-N-E ! ! ! ! ! ============================================================================== OPPONENTS Empire, Legions of the Damned, Undead Hordes, Elves. CITIES NEUTRAL CITIES Name Inhabitants Korgall [Orc (15), Orc Champion (15), Goblin Archer (25)] Garrell's Keep Squire (19), Spearman (19), Marksman (2) Argless [Barbarian Chieftain (1), Barbarian Warrior (1)] Gorgaan Castle 2 Orcs (1/1), Orc Champion (1) Sargonk [Ogre (18), 2 Goblin Archers (25/25)] Gamaar Troll (15), 2 Orcs (1/1), [Orc King (20)] Raven Fort 2 Defenders of the Faith (1/25), Holy Avenger (20), White Wizard (25), 2 Prophetesses (20/20) [Holy Avenger (15), White Wizard (20)] Brisburg Justin (Pegasus Knight - 15), 2 Holy Avengers (15/15), Hierophant (15), [Holy Avenger (20)] Krassar Troll (9), [Orc (10)] Arphos Godefroy (Pegasus Knight - (1)), Hierophant (4), 2 Marksmen (2/2), [Holy Avenger (5), Matriarch (3)] Davon Fort [2 Men at Arms (15/15), Acolyte (1)] Isha Castle Barbarian Chieftain (1), Master Thug (1), Thug (1), Archer (1), [Barbarian Chieftain (20), Barbarian Warrior (15)] Venretia Titan (5), 2 Spearmen (15/15), 2 Archers (1/1) Gallymar 3 Spearmen (1/1/1), 2 Archers (1/1) Delos Defender of the Faith (7), Grand Inquisitor (4), Matriarch (3), Holy Avenger [(5)] Avonia Castle [2 Defenders of the Faith (4/4), White Wizard (4)] Asmara [2 Spearmen (1/1), Squire (1), Archer (1)] Henzador Lizard Man (1), Medusa (1) Yrunra 2 Lizard Men (5/5), Medusa (4) Vrrudarr Lizard Man (15), Medusa (1), [Lizard Man (15)] ELVEN CITIES Name Inhabitants Crisielle - UNDEAD HORDES' CITIES Name Inhabitants Vollosburg Shagherul (Banshee - 1), Phantom Warrior (5), [Archlich (5), Skeleton Champion (4)] Khazan Keep Umheru (Nosferat - 10), Dreadwyrm (4), Archlich (8), [Elder Vampire (15)] BUILDINGS Name Inhabitants Gain anything from taking it ? Barn Manticore (1) 207 Gp, Potion of Celerity Lost Temple 3 Spearmen (10/10/10), Peasant (1), 2 Marksmen (2/2) 500 Gp, Tome of Fire Cransell Ogre (1) 619 Gp, Call to Arms Scroll Abandoned Mine Blue Dragon (1) Red Dragon (1) 234 Gp Vengeance of Ymir Scroll Perthin Mines 3 Brown Bears (15/1/15) 392 Gp, Tiara of Purity Abazonia 2 Manticores (1/1) 338 Gp, Royal Scepter Thug's Lair Master Thug (20), 2 Brown Bears (20/20) 374 Gp, Staff of Necromancy Temple 2 Angels (15/15), Hierophant (15), White Wizard (15), Elementalist (20) 104 Gp, Staff of Earth Elemental Control Lair Troll (1), 2 Ogres (1/1) 684 Gp, Wotan's Chant Scroll Odense Green Dragon (1) 1000 Gp, Summon Death Scroll Olian 3 Lizard Men (1/1/1) 298 Gp, Boots of Seven Leagues Ghenkia Troll (1), 2 Orcs (1/1) 305 Gp, Major Healing Scroll Hellish Gate 2 Lizard Men (10/10), Medusa (10) 800 Gp, Sanctuera Scroll Kassel Zombie (2), 2 Ghouls (1/1) 100 Gp, Staff of Tempest Tower 3 Wolves (1/1/1), Barbarian Chieftan (1), 2 Barbarian Warriors (1/1) 900 Gp, Life Potion Tranzaar 2 Master Thugs (10/1) Thug (5) 192 Gp, Illudere Terra Scroll Chrylere 6 Wolves (1/1/1/1/1/1) 158 Gp, Chant of Fortitude Scroll Toria 2 Deathdragons (3/3), Doomdrake (2) 800 Gp, Summon Golem Scroll Crumbling Tower 2 Man at Arms (10/10), Peasant (1), Spearman (10) 400 Gp, Healing Ointment EVENTS Event Notes TO WAAAAAAAR !! Queen Yataa'Halli calls the Clans to wage WAR on the Undead. ALLIANCE !?!?! Queen Drullia'an proposes an Elf-Dwarf Alliance ... wtf !?! BACK TO WAAR !! Back at the Undead Hordes boys !! :) ITEMS LYING ON THE GROUND 14 x Healing Ointments, Potion of Healing, 9 x Life Potions, 3 x Treebark Potions, Healing Scroll, Potion of Strength, Water Ward Scroll, Tempest Scroll, Potion of Fire Warding, 3 x Imperial Crowns, 4 x Potions of Celerity, Tortio Menta Scroll, 3 x Rubies, 4 x Potions of Restoration, 2 x Diamonds, Potion of Air Warding, Mind Ward Scroll, 2 x Potions of Vigor, 4 x Sapphires, Call to Arms Scroll, Potion of Striking, 4 x Royal Scepters, Potion of Might, Wotan's Blessing Scroll, 4 x Ancient Relics, Iron Skin Potion, True Sight Scroll, Summon Roc Scroll, Gold Ring, Nightfall Scroll, 2 x Potions of Fire Warding, Potion of Invulnerability, Potion of Accuracy, Potion of Water Warding, Menta Potens Scroll, Bronze Ring, 2 x Emeralds, Potion of Speed, Silver Ring, Potion of Strength, Terror Scroll, Potion of Earth Warding. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) 5 x Potions of Restoration, 5 x Life Potions, 5 x Potions of Healing. SHOPS Name Sells Malavien's Tower (Magic Shop) Holy Armour (600 Gp), Mind Ward (600 Gp), Fire Ward (800 Gp), Summon Golem (800 Gp), Major Healing (1000 Gp), Ymir's Blessing (900 Gp) Mendrik's Tower (Magic Shop) Incorruptible (1000 Gp), Summon Stone Ancestor (1000 Gp), Incantare Avenger Illudere (1000 Gp), Illudere Terra (2000 Gp), Tortio Menta (800 Gp), Summon Thanatos (1000 Gp), Hecatomb (1000 Gp), Damage Ward (1000 Gp), Winds of Restoration (2000 Gp), Major Healing (1000 Gp), Death Ward (1000 Gp) Ebhon's Shop (Merchant) Potion of Life x 10, Potion of Restoration x 10, Healing Ointment x 7, Tormentio Scroll x 1, Summon Skeleton Scroll x 1, Chronos Scroll x 1, Pestilence Scroll x 1, Shadow Scroll x 1, Earth Ward Scroll x 1, Air Ward Scroll x 1, Lightning Scroll x 1, Summon Roc Scroll x 1, Potion of Might x 6, Treebark Potion x 10 Underik's Tower (Magic Shop) Chant of Hasting (600 Gp), Summon Valkyrie (600 Gp), Ice Spirits (1200 Gp), Vengeance of Ymir (800 Gp), Wotan's Chant (1000 Gp), Holy Armour (600 Gp), Mind Ward (600 Gp), Daylight (1600 Gp), Armageddon (1000 Gp) Under's Shop (Merchant) Life Potion x 15, Healing Ointment x 10, Potion of Restoration x 10, Potion of Protection x 3, Highfather's Potion x 1, Potion of Speed x 1, Potion of Fortune x 1, Potion of Swiftness x 2, Quicksilver Potion x 1, Potion of Air Warding x 1, Potion of Water Warding x 1, Potion of Fire Warding x 2, Potion of Earth Warding x 1, Potion of Might x 5 Luther's Camp (Mercenary) Ice Giant (Level 3 - 1300 Gp), Spirit of Fenrir (Level 1 - 2300 Gp), Wolf Lord (Level 4 - 2300 Gp), Yeti (Level 1 - 400 Gp) Furren's Shop (Merchant) Life Potion x 10, Healing Ointment x 11, Potion of Protection x 5, Potion of Healing x 10, Potion of Restoration x 10, Potion of Striking x 2, Potion of Accuracy x 1, Potion of Swiftness x 2, Potion of Speed x 1, Potion of Vigor x 2, Potion of Strength x 1, Potion of Might x 1, Potion of Celerity x 1, Potion of Invulnerability x 6 Yggar's Shop (Merchant) Life Potion x 10, Healing Ointment x 10, Potion of Restoration x 9, Hymn of the Clans Scroll x 1, Ice Shield Scroll x 1, Haste Scroll x 1, Armageddon Scroll x 1, Lich Orb x 1, Orb of Lycanthropy x 1, Spirit Staff x 1, Staff of Invisibility x 1, Staff of Holiness x 1, Talisman of Restoration x 1, Talisman of Strength x 1, Orb of Fear x 1, Orb of Witches x 1, Touch of Mortis Scroll x 1, Tortio Menta Scroll x 1, Potion of Might x 6 Jolan's Tower (Magic Shop) Divis Nocte (600 Gp), Menta Potens (600 Gp), Sanctuera (600 Gp), Sinestra Ignis (800 Gp), Incantare Avenger Illudere (1000 Gp), Pestilence (200 Gp), Curse of Nygrael (400 Gp), Weakness (200 Gp), Shadow (400 Gp), Mind Ward (600 Gp), Holy Strength (600 Gp), Chant of Arms (600 Gp), Summon Valkyrie (600 Gp) Unnen's Camp (Trainer) --> Train your Units here !! <-- Xennon's Camp (Mercenary) Medusa (Level 1 - 1310 Gp), Mermaid (Level 1 - 1310 Gp) Othon's Tower (Magic Shop) Call Decay Dragon (600 Gp), Fog of Death (600 Gp), Psalm of Death (1200 Gp), Mortis' Venom (1500 Gp), Incantare Hellhound Illudere (200 Gp), Cursa Demoneus (400 Gp) Werric's Shop (Merchant) Life Potion x 11, Potion of Protection x 6, Potion of Healing x 15, Potion of Restoration x 17, Potion of Air Warding x 2, Potion of Water Warding x 2, Potion of Earth Warding x 2, Potion of Fire Warding x 2, Healing Ointment x 15, Terror Scroll x 1, Hecatomb Scroll x 1, Pestilence Scroll x 1, Weakness Scroll x 1, Touch of Mortis Scroll x 1 ============================================================================== EPILOGUE ============================================================================== A Dwarf prizes peace above all else, but if that peace is threatened, they will defend it with fervour. This chapter of Clan history proved to all of Nevendaar, especially the Elves, that the Dwarves were no longer naive to the ways of the world. Nevertheless, even as the Dwarves were celebrating their triumph, Queen Yataa'Halli could not rest. Her race remained vulnerable. For although the Dwarves were adept at the art of war, the weapons of politics and subterfuge were mysteries to them. Yataa'Halli decided that the era of Dwarven isolation must end. Spies were sent to observe and report any hits of trouble, and diplomats were appointed to work closely with her allies. The Clans would become an active force in the history of the world instead of unwilling participants. ============================================================================== ACKNOWLEDGEMENTS Thanks to all the people at gamefaqs.com with ONE exception (and you KNOW who you are, you little maggot), for being nothing but supportive and encouraging of me during the process of creating this walkthrough and its siblings. As I mentioned at the top, this walkthrough is dedicate to my friends Michael Jarboe and Fred K”sters, who always makes me smile when I'm down, and give me support and encouragement when I need it. Thanks guys, you're the best :) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ý SECTION EIGHT Ý =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ============ ============= == ============ ============ Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ======= Ý Ý Ý Ý Ý Ý Ý ======= Ý Ý ==== ==== Ý Ý ==== ==== Ý Ý Ý ======= Ý Ý Ý Ý Ý Ý Ý ======= Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ======= Ý Ý Ý Ý == Ý Ý Ý ======= Ý Ý Ý Ý Ý Ý ÝÝ Ý Ý Ý Ý Ý ======= Ý Ý Ý Ý Ý Ý Ý Ý Ý ======= Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ============ ===== ==== ==== ===== ============ ============================================================================== Ý The aim of this part is to provide you with the stats for as many races Ý Ý (hopefully all of them) as I could fine, and to present these stats in a Ý Ý clear and readable format. Obviously in order to make it readable, space Ý Ý is very important, and I have therefore had to abbreviate in certain areas Ý Ý For your ease of reference, I have reproduced a key below, which I hope Ý Ý will make sense - it's pretty obvious ;) - Mister Sinister Ý ============================================================================== KEY :- In the event that I haven't had enough space to put a FULL text explanation of what something means, I have abbreviated. Here is a list of the abbreviations I have used throughout this document :- % HIT = Percentage Chance to Hit A = Air ADJ = Adjacent only Ai = Air AR = Armour Rating ATT = Attacks (methods of attacking) Br = Breath (usually of Dragon's) Brth = Breath (usually of Dragon's) CHIEFTN = Chieftain [Barbarian Chieftn = Barbarian Chieftain] Cur = Cure D = Death DAM = Damage inflicted De = Death De. = Death (usually "Death Touch") Dm = Damage Drn = Drain E = Earth Ea = Earth F = Fire Fi = Fire Frstbt = Frostbite HP = Hit Points IMM = Immunities In-B = Infernal Blade INIT = Initiative Li = Life Low = Lower [Low Init = Lower Initiative] Lvl = Level Lwr = Lower [Lwr Dam = Lower Damage] M = Mind Mi = Mind Overflw = Overflow (as in, Drain Life Overflow) ;) P'lyse = Paralyse Para = Paralyse Pet = Petrify Po = Poison Poi = Poison REA = Reach Shr = Shower (as in, Ice Shower) ;) Sp = Swipe, when used with Tree - i.e. Tree Sp = Tree Swipe SRC = Source of the Attack(s) Swd = Sword TAR = Targets Tch = Touch (e.g. De. Tch = Death's Touch) Un. = Undead [usually "Undead Blade" (Un.Blade)] W = Water Wa = Water WARD = Warded Against We = Weapon Nb - if an attack type is listed in brackets it means the unit has TWO of this attack ============================================================================== ======== === === ======== === ======== ======== Ý Ý Ý \ / Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý === Ý \ / Ý Ý Ý Ý Ý Ý Ý Ý === Ý Ý Ý \/ Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý == Ý Ý Ý ===== Ý Ý Ý ===== Ý == Ý Ý Ý Ý Ý / Ý Ý Ý \ Ý Ý Ý == Ý Ý\ /Ý Ý Ý Ý Ý Ý Ý \ Ý == Ý Ý Ý Ý \/ Ý Ý Ý Ý Ý Ý Ý \ Ý Ý Ý === Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý\ \ Ý === Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý \ \ Ý Ý ======== === === === === === === ======== ============================================================================== THE UNITS OF THE EMPIRE LEADER UNITS (Party Leaders, etc.) HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR MYZRAEL 900 50+40 - - Holy Wrath 95 250 Life 90 Any 6 PEGASUS KNIGHT 150 0 - - Long Sword 80 50 Wea 50 Adj 1 RANGER 90 0 - - Falcon Arrow 80 40 Wea 60 Any 1 ARCHMAGE 65 0 - - Lightning 80 30 Air 40 Any 6 ARCHANGEL 100 0 - - Healing 100 40 Life 10 Any 1 THIEF 100 0 - - Daggers 80 30 Wea 60 Adj 1 SUBORDINATE UNITS (Group Members, etc.) HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR ACOLYTE 50 0 - - Heal 100 20 Life 10 Any 1 ANGEL 225 0 - - Holy Lance 80 125 Wea 50 Adj 1 APPRENTICE 35 0 - - Lightning 80 15 Air 40 Any 6 ARCHER 45 0 - - Arrow 80 25 Wea 60 Any 1 CLERIC 75 0 - - Healing 100 20 Life 10 Any 6 DEFENDER OF FAITH 225 30 - - Sword 80 125 Wea 70 Adj 1 ELEMENTALIST 95 0 - Air Summon 100 0 Air 40 Any 1 GRAND INQUISITOR 210 0 Mind Fire Holy Mace 80 100 Wea 50 Adj 1 HIEROPHANT 125 0 - - Heal/Revive 100/100 120 Li/Li 10 Any 1 HOLY AVENGER 250 0 - - 2 x Long Sword 80 75 Wea 50 Adj 1 IMPERIAL ASSASSIN 135 0 - - Dagger/Poison 85/75 60 We/De 60 Any 1 IMPERIAL KNIGHT 200 0 - - Lance 80 75 Wea 50 Adj 1 IMPERIAL PRIEST 100 0 - - Healing 100 80 Life 10 Any 1 INQUISITOR 180 0 Mind - Mace 80 75 Wea 50 Adj 1 KNIGHT 150 0 - - Sword 80 50 Wea 50 Adj 1 MAGE 65 0 - - Lightning 80 30 Air 40 Any 6 MARKSMAN 90 0 - - Arrow 85 40 Wea 60 Any 1 MATRIARCH 100 0 - - Heal/Cure 100/100 40 Li/Li 10 Any 6 PALADIN 175 30 - - Long Sword 80 100 Wea 50 Adj 1 PRIEST 75 0 - - Healing 100 40 Life 10 Any 1 PROPHETESS 125 0 - - Heal/Cure 100/100 70 Li/Li 10 Any 6 SQUIRE 100 0 - - Sword 80 25 Wea 50 Adj 1 TITAN 250 0 - - Smash 80 60 Wea 50 Adj 1 WHITE WIZARD 125 0 - - Lightning 80 60 Air 40 Any 6 WITCH-HUNTER 140 0 Mind - Sword 80 50 Wea 50 Adj 1 WIZARD 95 0 - - Lightning 80 45 Air 40 Any 6 ============================================================================== === === ======== ======== =======\ ======== ======== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ==== Ý Ý Ý Ý Ý\ Ý Ý === Ý ==== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý \ Ý Ý Ý Ý Ý Ý ====== Ý Ý Ý Ý Ý Ý ===== Ý Ý Ý Ý Ý == Ý ==== Ý Ý Ý Ý Ý Ý Ý \ Ý Ý Ý Ý Ý Ý Ý Ý Ý ====== Ý Ý Ý Ý Ý Ý \ Ý Ý Ý Ý Ý == ===== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý\ \ Ý Ý / Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ==== Ý Ý Ý \ \ Ý Ý/ Ý Ý === ===== Ý Ý Ý Ý Ý Ý Ý Ý Ý \ \ Ý Ý Ý Ý Ý Ý === === ======== === === =======/ ======== ======== ============================================================================== THE UNITS OF THE UNDEAD HORDES LEADER UNITS (Party Leaders, etc.) HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR ASHGAN DEATH KNIGHT 150 0 Death - Undead Blade 80 50 Wea 50 Adj 1 NOSFERAT 90 0 Death - Drain Life 80 10 Dea 50 Any 6 LICH QUEEN 65 0 Death - Fire Storm 80 30 Fire 40 Any 6 BANSHEE 100 0 Death - Paralyze 70 0 Mind 20 Any 1 THIEF 100 0 - - Daggers 80 30 Wea 60 Adj 1 SUBORDINATE UNITS (Group Members, etc.) HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR ARCHLICH 170 0 Death - Plague 80 90 Dea 40 Any 6 DARK LORD 200 0 - F,W,A,E Undead Blade 80 75 Wea 50 Adj 1 DEATH 125 0 Wea,De - Death Touch/Poi 80/50 100 De/De 60 Any 1 DEATHDRAGON 375 0 Death - Breath 80 55 Dea 35 Any 6 DOOMDRAKE 300 0 - - Breath 80 40 Dea 35 Any 6 DRACOLICH 525 0 Death - Pestilence Br 80 75 Dea 35 Any 6 DREADWYRM 450 0 Death - Plague Br/Poi 80/40 65 De/De 35 Any 6 ELDER VAMP 210 0 Death - Drain Li Overflw 80 60 Dea 40 Any 6 FIGHTER 120 0 - - Sword 80 25 Wea 50 Adj 1 GHOST 45 0 Death - Paralyze 65 0 Mind 20 Any 1 INITIATE 45 0 - - Pestilence 80 15 Dea 40 Any 6 LICH 140 0 Death - Plague 80 70 Dea 40 Any 6 NECROMANCER 105 0 - Death Pestilence 80 45 Dea 40 Any 6 PHANTOM WARR 320 0 Death - Un.Blade/Para 80/50 125 We,Mn 50 Adj 1 SHADE 135 0 Death - Paralyse 50 0 Mind 20 Any 6 SKELETON CHAMPION 270 0 Death - Long Sword 80 100 Wea 50 Adj 1 SKELETON WARRIOR 220 0 Death - Long Sword 80 75 Wea 50 Adj 1 SPECTER 90 0 Death - Paralyse 70 0 Mind 20 Any 1 TEMPLAR 160 0 - F,W,A,E Lance 80 50 Wea 50 Adj 1 VAMPIRE 185 0 Death - Drain Life 80 50 Dea 40 Any 6 WARLOCK 75 0 - - Pestilence 80 30 Dea 40 Any 6 WEREWOLF 100 0 Weapon - Slash 80 40 Wea 50 Adj 1 WIGHT 105 0 We,De - De.Tch/Drn Lvl 80/80 75 De/De 50 Any 1 WRAITH 75 0 We,De - Pestilence 80 60 Dea 60 Any 1 WYVERN 225 0 - - Breath 80 25 Dea 35 Any 6 ZOMBIE 170 0 Death - Slash 80 50 Wea 50 Adj 1 ============================================================================== === ======== ======== === ======== ======== ======== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ===== Ý ==== Ý Ý Ý ==== Ý Ý Ý Ý ==== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ==== Ý Ý Ý Ý Ý Ý === Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ==== Ý Ý Ý Ý Ý Ý === Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý === Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ===== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ====== Ý ===== Ý === Ý Ý Ý Ý ==== Ý Ý Ý Ý Ý ===== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ======== ======== ======== === ======== === === ======== ============================================================================== THE UNITS OF THE LEGIONS OF THE DAMNED LEADER UNITS (Party Leaders, etc.) HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR ASHKAEL DUKE 150 0 - - Infernal Sword 80 50 Wea 50 Adj 1 COUNSELOR 90 0 - - Crossbow 80 40 Wea 60 Any 1 ARCH-DEVIL 65 0 - - Flame Burst 80 30 Fire 40 Any 6 BARONESS 100 0 - - Fear 80 0 Mind 20 Any 1 THIEF 100 0 - - Daggers 80 30 Wea 60 Adj 1 SUBORDINATE UNITS (Group Members, etc.) HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR ANTI-PALADIN 220 0 - - Battle Axe 80 75 Wea 50 Adj 1 ABYSSAL DEMON 600 0 - - In-B/Pet 80/40 140 We/Mn 40 Adj 1 BEAST 420 0 - - Slash 80 70 Wea 20 Any 6 BERZERKER 170 0 - - Battle Axe 80 50 Wea 50 Adj 1 CULTIST 45 0 - - Fire Rain 80 15 Fire 40 Any 6 DEMON 270 0 - - Slash 80 80 Wea 35 Adj 1 DEMONOLOGIST 105 0 - - Fire Rain 80 45 Fire 40 Any 6 DEMON LORD 470 0 - - Axe 80 140 Wea 40 Adj 1 DEVIL 170 0 - - Slash 80 50 Wea 35 Adj 1 DOPPLEGANGER 120 0 - - Morph/Slash 80 30 Wea 80 Adj 1 FIEND 250 0 - - Slash/Poison 80/40 60 We/De 50 Adj 1 GARGOYLE 90 40 Poison Mind Rock Shards 80 40 Wea 60 Any 1 HAG 115 0 - - Polymorph 80 0 Mind 20 Any 1 INCUBUS 135 0 - - Petrify 65 0 Earth 20 Any 6 INFERNAL KNIGHT 270 0 - - Infernal Sword 80 100 Wea 50 Adj 1 MARBLE GARGOYLE 150 60 Poison Mind Rock Shards 80 65 Wea 60 Any 1 MODEUS 170 0 - Fire Fire Storm 80 75 Fire 40 Any 6 MOLOCH 370 0 - - Slash 80 110 Wea 35 Adj 1 ONYX GARGOYLE 170 65 Poison Mind Onyx Shards 80 85 Wea 60 Any 1 OVERLORD 570 0 - - Infernal Blade 80 170 Wea 40 Adj 1 PANDEMONEUS 135 0 - - Fire Storm 80 60 Fire 40 Any 6 POSSESSED 120 0 - - Short Sword 80 25 Wea 50 Adj 1 SORCEROR 75 0 - - Fire Rain 80 30 Fire 40 Any 6 SUCCUBUS 145 0 - - Polymorph 40 0 Mind 20 Any 6 TIAMATH 495 0 - - Slash/Lwr Dam 80/80 100 We/Mn 20 Any 6 WITCH 75 0 - - Polymorph 80 0 Mind 20 Any 1 ============================================================================== ======== ==== === ========== ======== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ==== Ý Ý Ý Ý Ý === Ý Ý ===== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ===== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ====== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ==== Ý ==== Ý Ý Ý Ý Ý Ý Ý Ý ===== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ======== ======= === === ==== ==== ======== ============================================================================== THE UNITS OF THE MOUNTAIN CLANS LEADER UNITS (Party Leaders, etc.) HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR VITHAR 900 50+40 - - Vithar's Thunder 95 250 Life 90 Any 6 KING'S GUARD 225 0 - - Battle Axe 80 60 Wea 40 Adj 1 ENGINEER 135 0 - - Crossbow 80 40 Wea 50 Any 1 LOREMASTER 95 0 - - Earth Fall 80 30 Earth 30 Any 6 DWARF CHAMPION 150 0 - - Axe 80 40 Wea 30 Adj 1 THIEF 150 0 - - Daggers 80 40 Wea 50 Adj 1 SUBORDINATE UNITS (Group Members, etc.) HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR ALCHEMIST 120 0 - - Give Attack 100 0 Life 10 Any 1 ARCHDRUIDESS 150 0 - - Boost Dmg/Cur 100/100 +100 Li/Li 70 Any 1 AXE THROWER 65 0 - - Throwing Axe 80 25 Wea 40 Any 1 CROSSBOWMAN 110 0 - - Crossbow 80 40 Wea 40 Any 1 DRUIDESS 120 0 - - Boost Dmg/Cur 100/100 +75 Li/Li 70 Any 1 DWARF 150 0 - - Warhammer 80 30 Wea 40 Adj 1 DWARF KING 250 30 - Mi,Wa Great Mace 80 100 Wea 20 Adj 1 ELDER ONE 400 0 - - Lightning 80 80 Air 20 Any 6 FLAME CASTER 130 0 - Fire Flame Burst 80 35 Fire 40 Any 6 FORGE GUARDIAN 155 0 - - Crossbow 80 70 Wea 40 Any 1 HERMIT 250 0 - - Ice Shr/Lw Int 80/33 55 Wa/Wa 40 Any 6 HILL GIANT 210 0 - - Tree Sp 80 60 Earth 30 Adj 1 ICE GIANT 400 0 Water - Ice Shard 80 120 Water 30 Adj 1 MOUNTAINEER 225 0 - - Ice Shards 80 30 Water 40 Any 6 NOVICE 90 0 - - Boost Damage 100 +50 Life 70 Any 1 ROCK GIANT 310 0 - - Punch 80 90 Earth 30 Adj 1 RUNE MASTER 300 0 - - 2 x Axe 80 65 Wea 40 Adj 1 SON OF YMIR 500 0 Water - Ice Swd/Frstbt 80/85 150 Wa/Wa 50 Adj 1 TEMPEST GIANT 350 0 - - Call Lightning 80 50 Air 20 Any 6 TENDERFOOT 60 0 - - Boost Damage 100 +25 Life 70 Any 1 VENERABLE WARRIOR 275 0 - - Great Axe 80 100 Wea 40 Adj 1 VETERAN 250 0 - - Warhammer 80 80 Wea 40 Adj 1 WARRIOR 200 0 - - Warhammer 80 55 Wean 40 Adj 1 WOLF LORD 225 0 - - Morph/Frost Brth 80 40 Water 40 Any 6 YETI 230 0 - Water Ice Breath 80 30 Water 40 Any 6 ============================================================================== ======== ======== === === ======== ======== ==== === Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ==== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ==== Ý Ý Ý Ý Ý Ý Ý === === Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý == Ý Ý Ý Ý Ý Ý Ý ==== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý \ Ý Ý Ý Ý Ý Ý Ý Ý Ý == Ý Ý Ý Ý Ý Ý Ý \ Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý \ Ý ==== Ý Ý Ý Ý Ý Ý Ý Ý ==== Ý ==== Ý Ý Ý Ý Ý\ \ Ý Ý Ý Ý Ý ===== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý \ \ Ý Ý Ý Ý Ý Ý === === ======== ======== ==== === === === === ======== ============================================================================== THE NEUTRAL UNITS LEADER UNITS (Party Leaders, etc.) [PLEASE NOTE THAT THIS CATEGORY INCLUDES ALL SUMMONED CREATURES, THE MARSH DWELLERS, ETC.] HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR AIR ELEMENTL 100 0 Air - Slash 80 30 Air 40 Any 1 BARBARIAN CHIEFTN 275 0 - - Great Claws 80 100 Wea 40 Adj 1 BARBARIAN WARRIOR 250 0 - - Axe 80 80 Wea 40 Adj 1 BLACK DRAGON 800 0 Death - Acid Breath 75 125 Death 40 Any 6 BLUE DRAGON 700 0 Water - Steam Breath 75 100 Water 40 Any 6 BROWN BEAR 270 0 - - Claw 80 60 Wea 65 Adj 1 CENTAUR 140 0 - - Arrow 80 40 Wea 60 Any 1 CENTAUR LANCER 225 0 - - Lance 84 89 Wea 55 Adj 1 ELF LORD 195 0 - Air Lightning 80 50 Air 50 Any 6 ELF RANGER 45 0 - - Arrow 80 25 Wea 65 Any 1 FAT IMP 100 0 - - Slash 70 30 Wea 50 Adj 1 FOREST ELF 100 0 - - Spear 80 40 Wea 65 Adj 1 GIANT BLACK SPIDER 370 0 - - Pincer/Paralyse 80/90 120 We/De 35 Adj 1 GIANT SPIDER 420 0 - - Pincer/Paralyse 80/80 130 We/Mi 35 Adj 1 GOBLIN 50 0 - - Spear 80 15 Wea 30 Adj 1 GOBLIN ARCHER 40 0 - - Arrow 80 15 Wea 50 Any 1 GOLEM 150 50 Ea,Po - Earthquake 80 70 Earth 70 Any 6 GREEN DRAGON 600 0 Fire - Fire Breath 75 60 Fire 40 Any 6 IMP 50 0 - - Tail Whip 80 20 Wea 30 Adj 1 KRAKEN 350 0 - - Tentacle 80 120 Wea 40 Adj 1 LIVING ARMOUR 175 0 Mi,Po - Great Sword 80 65 Wea 55 Adj 1 LIZARD MAN 200 0 - - Swords 80 75 Wea 50 Adj 1 MAN AT ARMS 95 0 - - Axe 80 25 Wea 50 Adj 1 MASTER THUG 110 0 - - Shrt Sw/P'lyse 80/80 35 We/De 75 Adj 1 MEDUSA 115 0 - - Petrify 60 0 Earth 20 Any 6 MERMAID 75 0 - - Maelstrm,P'lyse 60/50 20 Wa/Mi 20 Any 6 MERMAN 140 0 - - Trident 80 40 Wea 50 Adj 1 OCCULTIST 75 0 - - Summon 100 0 Death 40 Any 1 OGRE 300 0 - - Giant Club 80 130 Wea 20 Adj 1 ORACLE ELF 125 0 - Air Healing 100 60 Life 10 Any 6 ORC 200 0 - - Axe 80 55 Wea 40 Adj 1 ORC CHAMPION 220 20 - - Flail 80 80 Wea 40 Adj 1 ORC KING 295 30 - - Mace 80 115 Wea 55 Adj 1 PEASANT 40 0 - - Pitchfork 75 15 Wea 30 Adj 1 POLAR BEAR 300 0 - Water Claw 80 80 Wea 70 Adj 1 PRIMITIVE GIANT 310 0 - - Giant Mace 80 100 Wea 30 Adj 1 RED DRAGON 800 0 Fire - Fire Breath 75 125 Fire 40 Any 6 SEA SERPENT 400 0 - - Bite 80 125 Wea 70 Adj 1 SKELETON 100 0 Death - Bone 80 40 Wea 60 Adj 1 SPEARMAN 140 0 - - Spear 80 50 Wea 50 Adj 1 SPIRIT WOLF 200 0 - - Spirit Howl 90 50 Air 40 Any 6 THUG 65 0 - - Daggers 80 25 Wea 65 Adj 1 TROLL 350 0 - - Slash 80 120 Wea 40 Adj 1 VALKYRIE 250 0 - - Ice Storm 80 55 Water 60 Any 6 WHITE DRAGON 700 0 Air - Vapor Breath 75 100 Air 40 Any 6 WOLF 180 0 - - Bite 80 55 Wea 50 Adj 1 ============================================================================== ==== ==== ======== ===== ======== === === ======== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ==== Ý Ý Ý Ý Ý ==== Ý Ý Ý Ý ==== Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý == Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý == Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý Ý ==== Ý Ý Ý Ý Ý Ý Ý Ý ==== Ý Ý Ý Ý Ý Ý Ý Ý \\Ý Ý ==== Ý Ý ==== Ý Ý Ý Ý Ý Ý Ý Ý Ý \\ Ý Ý Ý Ý ========== === === ===== =======\ ======== ======== ============================================================================== UNIQUE UNITS HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Captain Fellweather 300 0 - - Spear 89 176 Wea 50 Adj 1 Count Flamel Crowley 1000 40+30 Mind Fire Infernal Mace 90 175 Wea 65 Adj 1 Poison 90 50 Dea 65 Adj 1 Gelma'ar 195 0 - Air Lightning 80 50 Air 50 Any 6 Millu 42 0 - Air Healing 100 -60 Life 10 Any 6 Nebiros 2600 30 Mind DFWAE Halberd 90 300 Wea 60 Any 6 Paralyse 60 0 Mind 60 Any 6 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ý SECTION NINE Ý =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- RULERS AND LEADERS The first decision you really have to make insofar as your RULER is concerned is whether he (or she) is going to be a Fighter/Magic User/Thief ... this is your RULER we are talking about - i.e. you. If you choose to make your Ruler a FIGHTER, your units will heal a percentage of their Hit Points at the end of each turn ... that's ... ALL your units ... so that's quite a natty power. To counter this, there is an upper limit on the level of spells you can research and cast. If you choose to make your Ruler a MAGE LORD, your Capital City will automatically have the Magic Tower constructed at the beginning of each level, you will be able to research all spells at HALF their original cost, AND you can (provided you have the mana) cast each spell TWICE per turn ... MAGE LORDS ROCK MAN !! =D If you choose to make your Ruler a GUILDMASTER (aka Thief), your Capital City will automatically have the Thieves' Guild constructed at the beginning of each level, you will be able to make your cities grow at half the normal cost, and your thieves will have LOADS more options available to them than the thieves of a Fighter or Mage Lord. Options like changing the orders of your opponents, so as to confuse them ... things like that :"> If you click on the portrait for your Ruler, you can change your Ruler's face if you like. From this screen you also pick the difficulty setting (and, if you are playing in a Quest rather than a Saga, you can also import a previously exported hero to assist you should you wish). Switching now to your leaders ... You have to have a leader that is already at at LEAST level 10 to IMPORT into a saga in the Guardians of the Light Expansion Pack, and that leader will only be able to gain experience during the THIRD level of the Expansion Pack, and even then ONLY up to level 18. Since I always play magic-users, mine are centered around a) keeping them alive longer, and b) making the stronger ... other types of players will have other preferences, obviously ;) ALSO bear in mind that you can only take ONE leader with you to the next level, so I would *STRONGLY* suggest that you focus on building on just ONE leader ... just use the others as cannon-fodder and scouts basically ;) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ý SECTION TEN Ý =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COMMENTS ON UNITS AND SUGGESTED UPGRADE ROUTES A VERY brief section with my comments on units I really like and which upgrade paths I choose whilst I am playing :- [NOTE: Where I say "hit for six" I mean hit all the units in your opponent's team at once] ============================================================================== THE EMPIRE F I G H T E R U N I T S Stable --> Imperial Stable --> Shrine --> Holy Statue Knight --> Imperial Knight --> Paladin --> Holy Avenger Nothing worthy of comment here ... I don't like the Inquisitors because I hate their taste in headwear !! :"> M A G E U N I T S Library --> Tower --> Arcane Tower Mage --> Wizard --> White Wizard The Elementalist being the only other option for these guys, and him only being able to summon (which is no good if you are in a unit which is already maxed out with 6 characters), I think this is a fairy decisive win for the White Wizard (PLUS Gandalf - the ORIGINAL White Wizard - ROCKS !!) =D R A N G E A T T A C K U N I T S Archery Range --> Imperial Guild Marksman --> Imperial Assassin There's no other option !! But the Imperial Assassin ROCKS, which is faBOO :"> S U P P O R T U N I T S Church --> Cathedral --> Basilica Cleric --> Matriarch --> Prophetess The choice here is a clear-cut one. The Priests heal more damage, but can only heal one character at a time ... the Clerics heal less damage, but can heal ALL your characters at the SAME time which makes the TOPS in my book :"> MY BEST EMPIRE UNIT COMPRISES :- Archmage, Prophetess, White Wizard, 3 Holy Avengers ============================================================================== THE MOUNTAIN CLANS F I G H T E R U N I T S Brewery --> Outpost --> Snow Den Warrior --> Mountaineer --> Hermit I LOVE using the Hermits !! These guys ROCK - they hit for six, are tough enough to stand in your FRONT line, and lower their enemies initiatives with successive strikes too !! GO HERMITS !! =D M A G E U N I T S Cottage --> Alchemy Tower Novice --> Alchemist Alchemists are KICK@SS dude ... even though their initiates are low, they feed another unit an extra attack, so stick two of these on the back line with a strong spellcaster and that spellcaster will be able to hit THREE TIMES PER ROUND !! =D R A N G E A T T A C K U N I T S Shooting Range --> Engineer's Guild Crossbowman --> Flame Caster Flame Casters can hit for six and are warded against Fire Attacks, which prolongs their life-expectancy against Legions' Units - a great freebie bonus :"> S U P P O R T U N I T S Mountain Peek --> Cloud Keep --> Bifrost Bridge Rock Giant --> Tempest Giant --> Elder One I personally favour units which can hit for six as they can greatly weaken the overall combat effectiveness of your opponent without really DOING anything special ... that's why I have gone for the Tempest Giant and Elder One ... I personally wouldn't use giants in combat, as I would prefer Alchemists and Hermits, but there you go :"> MY BEST MOUNTAIN CLANS UNIT COMPRISES :- Loremaster, 2 Alchemists, 3 Hermits ============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ý SECTION ELEVEN Ý =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TIPS AND TRICKS Here are a couple of tricks that I have picked up ... I don't feel the need to give credit to anybody for these, as I honestly came up with them myself !! It MAY be that they are printed elsewhere - I really don't know ... (God how bolschy eh !!) HEAL YOUR TROOPS If you are playing as the Empire, and you have destroyed all but one unit in your opponent's army ... IF that unit does less damage when it attacks than your healer would do when he/she heals, then have all your units EXCEPT the healer defend, and tend to their wounds during combat ... then slay the remaining unit when all your characters are back to 100% health !! This trick works ESPECIALLY well if you are using a six-hit- healer ;) MAKE THE COMPUTER FLUFF UP ITS CHANCE OF HITTING YOU ? Whilst I have been reasonably criticised for mentioning this before, I HONESTLY believe that, if you click the mouse at a certain point during the computer opponent's attacking animation, you can increase their chances of missing you. I might be talking UTTER cack, but I'll settle for that ... if I'm onto something it would be remiss of me not to mention it :"> =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ý SECTION TWELVE Ý =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CREDITS This FAQ is dedicated entirely to my dear friend Nick, MOST DEFINITELY the most polite and considerate young man I've ever met, who's education and unfailing courtesy put my own to considerable shame. Thanks for being my friend Nick :) - Mister Sinister, 2004 ============================================================================== Copyright David Booth, 2004 ==============================================================================