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Disciples 2
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¦ The aim of this file is to provide you with ALL information on ¦
¦ Disciples 2 : Dark Prophecy in a clear and readable format. ¦
¦ I hope it serves you well !! - Mister Sinister ¦
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(Dedicated to Simon, mon bras)
Table of Contents
1. Introduction and Overview of the Game
2. Basic Controls
3. The Four Races
4. Tact & Diplomacy
5. Types of Items
6. Empire Saga Walkthrough
7. Mountain Clans Saga Walkthrough
8. Undead Hordes Saga Walkthrough
9. Legions of the Damned Saga Walkthrough
10. Stats for Units
11. Rulers and Leaders
12. Comments on Units and Suggested Upgrade Routes
13. Tips and Tricks
14. Credits
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¦ SECTION ONE ¦
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OVERVIEW
Disciples 2 is a turn-based strategy game where the player picks one of four
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.
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 a review for this game which you can read at
http://www.gamefaqs.com. I have also written individual in-depth walkthroughs
for the Sagas for the four main races in the game, all of which are available
for free viewing at http://www.gamefaqs.com.
Comments, etc., are always welcome, and I can be reached at
shadowpath@hotmail.com
- Mister Sinister, 2003
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¦ SECTION TWO ¦
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BASIC CONTROLS
As with any strategy game, troop management skills are FUNDAMENTAL to your
success. In order to become a good Disciples 2 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.
For example, sending nothing but Undead Troops to battle Undead Troops doesn't
SOUND unreasonable until you consider that MOST undead troops are immune to
death magic, so if YOUR set of troops comprises nothing but Undead Spellcasters
they will do practically NO good whatsoever.
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
again, as the unit must move altogether.
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), or at any of your Cities
(provided you have constructed a Temple in your Capital City).
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. :-
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¦ YOUR ¦ MY ¦
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¦ LAND ¦ LAND ¦
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¦ ¦ ¦ GOLD ¦ ¦
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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
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¦ BACK ROW ¦ FRONT ROW ¦ FRONT ROW ¦ BACK ROW ¦
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¦ 1 ¦ 1 ¦ 1 ¦ 1 ¦
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¦ BACK ROW ¦ FRONT ROW ¦ FRONT ROW ¦ BACK ROW ¦
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¦ 2 ¦ 2 ¦ 2 ¦ 2 ¦
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¦ ¦ ¦ ¦ ¦
¦ BACK ROW ¦ FRONT ROW ¦ FRONT ROW ¦ BACK ROW ¦
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¦ 3 ¦ 3 ¦ 3 ¦ 3 ¦
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... 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 Undead Hordes, your bog-standard melee
fighter is the "Fighter" character. In your Capital you can build one of two
different buildings that will alter the Fighter's Upgrade Route. If you
construct Unholy Ground, your Fighter will become a Zombie when he levels up ...
if you choose instead to construct an Evil Monastery, your Fighter will become
a Templar.
Both routes are mutually exclusive - this means that you cannot allow some of
your Fighters to become Zombies, and some to become Templars - 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 ...
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¦ SECTION THREE ¦
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THE FOUR RACES
The four races you can pick from are as follows :-
1) The Empire
2) The Mountain Clans
3) The Legions of the Damned
4) The Undead Hordes
THE EMPIRE, led by Emperor Demosthene, 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 evildoers in the Empire plot its downfall from
the shadows. 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 the High King Morok Cloudkeeper, and later 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.
THE LEGIONS OF THE DAMNED, under the control of their God Bethrezen, comprise
NOT surprisingly Devils, Demons, Succubus', Incubus', basically anything
winged and horny (pardon the pun). They are OBSESSED with fire, and boast the
most heavy-hitters in the game ... they have several Giant-type units (moreso
than the Mountain Clans I believe), and are quick and strong.
- and finally -
THE UNDEAD HORDES, guided by their Dark Goddess Mortis, comprise Zombies,
Skeleton Warriors, Liches, Wyverns, Vampires, Wraiths and loads of other nasty
beasties ... the main thing that the Undead Hordes have going for them is
their ability to paralyse their foes ... they have three units whose only
attacks are to paralyse, and this can REALLY knock the stuffing out of an
otherwise healthy unit of opponents ... we lurve the Undead Hordes :">
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 Shadow Wolves. They help add variety and spice to the game, and to
generally keep it interesting =)
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¦ SECTION FOUR ¦
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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 ;)
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¦ SECTION FIVE ¦
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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)
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¦ SECTION SIX ¦
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(Dedicated to Lord Ian, Prince Heath and Billium the Ever So Humble)
THE EMPIRE SAGA WALKTHROUGH
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¦ This walkthrough is copyrighted to Mister Sinister (2004) ¦
¦ I don't mind it being lifted in its entirity, but if you do so, ¦
¦ please make sure you give credit to the author (me) and DON'T pass it ¦
¦ off as your own. Thanks ! ¦
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THE SEVEN MISSIONS OF THE EMPIRE SAGA :-
1) The Necromancers Spirit
2) The Alliance
3) Antagonists
4) Uther's Crusade
5) Slander and Barbarism
6) The Celebration
7) Binding Forces
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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.
Obviously the very nature of this game makes doing an FAQ quite a daunting 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 Empire 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 !!
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1) The Necromancer's Spirit
BRIEFING AND COMMENTS
Demosthene mourns the passing of his Queen and the loss of his son Uther.
Hubert de Layle, the reputed power behind the Throne, plays skillfully upon
poor Emperor's emotional strings to manipulate him into running the Empire as
de Layle sees fit.
Thus empowered, Hubert de Layle squanders the vast resources of the Empire
through senseless feasts and utter debauches (we LIKE that word !!) which in
turn leads to a rise in the power of several up and coming figures, including
Erhog the Dark.
Leader of a death cult, Erhog has taken over the barony of Ammennir. If she is
not stopped, her influence will continue to grow, and it could ultimately mean
the end of the Empire and the Highfather.
Your objective is to kill Erhog the Dark and thus prevent her becoming a major
pain in the butt. As you are working your way through the level towards her
Temple (which is in the south-eastern corner of the map), you will learn that
she has sent corrupt nobles to assassinate Emperor Demosthene in the Capital
(they fail, but succeed in poisoning the poor bloke)
You may find a Stone Ring, being guarded by an Ogre (just to the north of
Gunner's Shop) - if you do, take it to the statue in the north-east of the map
behind Athlok's Keep to receive a Tome of Fire. Liberate the town of Tanscroul
to gain the assistance of Wolfgar, a Ranger who is willing to fight on your
side.
When you reach Erhog's Temple, be careful - she is warded against fire, earth,
air and water, and has a life draining attack, which replenishes her own health,
and thereby prolongs her chances of drawing out combat. Concentrate your
attacks on her as she is by far the most deadly unit in her Temple (as you
would expect). She has reasonably low hit points, so she should fall quickly
enough. Once you have defeated Erhog you will find the antidote to the poison
that was used in the attempt on Emperor Demosthene's life, and this will be
transported back to the Capital and administered to him automatically.
OPPONENTS Legions of the Damned, Erhog the Dark.
CITIES
NEUTRAL CITIES
Name Inhabitants
Milonia 2 Goblins and a Goblin Archer
Argreban Squire, Spearman, Archer
Tanscroul Master Thug, Spearman, Thug
Jaignes Port 2 Peasants
(It is quite possible that the Legions will have taken
Jaignes Port by the time you reach it)
Temple of Erhog Demon, Erhog the Dark, Ghost, Zombie
BUILDINGS
Name Inhabitants Gain anything from taking it ?
Ruined Tower Fighter, Zombie, Ghost 200 Gp, Zombie Orb
Old Fort 2 Imps 50 Gp, Bronze Ring (valuable)
Athlok's Keep 2 Devils, Cultist 300 Gp, Boots of Speed
Crumbled Temple Hill Giant 150 Gp, Orb of Thunder
EVENTS
Event Notes
Orc Trap Orc and 2 Goblins to the south of Milonia
Ogre Lair To the north of Gunner's Shop
ITEMS LYING ON THE GROUND
Treebark Potion, Potion of Speed, Life Potion, Silver Ring (valuable),
Lightning Scroll, Potion of Vigor, Emerald, Potion of Healing.
ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
Strength Scroll, Orb of Restoration, Potion of Accuracy, Runestone, Banner of
Protection.
SHOPS
Name Sells
Gunner's Tower (Magic Shop) Summon Roc (200 Gp), Blizzard (200 Gp)
Thurin's Shop (Merchant) Life Potion x 4, Potion of Healing x 10, Potion
of Restoration x 10
ENDING
Erhog is defeated, and retreats back into her Temple as it crumbles about her.
The antidote is administered to Emperor Demosthene, but it does not break his
silence - he becomes more withdrawn and sullen as a result of the attack.
==============================================================================
2) The Alliance
BRIEFING AND COMMENTS
During the campaign against Erhog, corrupt nobles loot the Empire's treasury,
leaving the Empire all but penniless. Soon thereafter, many peasants (as a
result of the real fear of starvation) leave them Empire and follow would-be
pretenders to the throne. Nevendaar is on the brink of revolution as Hubert de
Layle steps into the fray and offers to replenish the treasury from his own
personal funds, if he is crowned King of the Empire.
Many nobles support de Layle, fearing that the lack of funding may jeopardise
their own statuses, and the Empire splits as a result. Those loyal to the
Emperor turn to their old allies the Mountain Clans for help, and Empire
emissaries are despatched to find Slookarijj Darkstone, a member of the Clans
Council, and friend to the Dwarven King Morok Cloudkeeper.
As soon as you begin the level you are told by one of your troops that
Slookarijj Darkstone has been captured en route to meet you by the Legions of
the Damned. BUMMER !! Naturally, you set out to release him from his
imprisonment.
Once you have taken the City of Pudivilimus I would strongly suggest fortifying
it as the Legions' Capital is RIGHT next door, and there's a valley through
which they WILL explore frequently.
As you explore the map to the north, you will be advised by one of your Rangers
that you should follow the river to the north, and that this will lead you to
the City Thrugre'sh ... your spies have indicated that this is where Slookarijj
has been imprisoned.
A little while later you will be told (again, by one of your Rangers) that word
has been received from the Mountain Clans that Uther (the lost son of Emperor
Demosthene) has been found, deep in Mountain Clan Territory !! (Gets about a
bit, doesn't he !!)
Whilst pootling about the map you will encounter (just south-east of Gunner's
Tower) an insane loremaster, who starts babbling on about how he knows what
you're looking for, and he'll never let "her" go ... he's referring to gaining
immortality by drinking the blood of an Arch-angel that he's captured (she's
imprisoned in a mountain range to the north). If you kill him and the two
Yeti's he's travelling with you'll free and then gain control over the
archangel (who is quite chuffed to have been released) :)
If I were you I would AVOID taking on King Agraak (the Orc King who resides in
Hundtoll) until the very end of the level ... he is WELL hacked off about you
killing his Greenskin subjects, and as he won't leave his city (and therefore
benefits from the defence bonus it offers) he's QUITE difficult to kill.
Definitely kill him before you leave the level, however, as he gives good XP ;)
A bit later on, one of your Clerics will prompt you to ally with the Mountain
Clans in order to retrieve Uther, whom she believes can bring balance and
harmony back to the Empire.
Just to the south-east of Redden's shop you will find Wizard Horek being
forcibly imprisoned by a group of nasties (thugs, master thugs and an imperial
assassin for the mostpart) ... if you free him, he will ask you to escort him
to his brother, Wizard Tiorek, who is right up there in the northwestern corner
of the map. If you do this you will be rewarded with a Quicksilver Potion,
which will be automatically teleported to your Capital. A WORD OF WARNING. Do
NOT send your most powerful units in the same party as Wizard Horek as, once
he's been reunited with Wizard Tiorek, they BOTH disappear and your units will
go with them !! (The CHEEK !!!!!).
When (or should I say IF) you take the City of Malharon, you will be told by
one of your Rangers that Slookarijj is held east of the City (which is true -
Thrugre'sh is in the northeasternmost corner of the map).
As you approach Thrugre'sh you will be ambushed by two units of Undead Troops,
each containing THREE Werewolves. Werewolves CANNOT be harmed by physical
weapons, so you will have to have some pretty kick@ss magic to beat on these
guys ;)
[Interesting thing : It was a poor ickle Arch-angel of mine that stumbled upon
the werewolf ambush, and naturally I figured she was dead meat ... but to my
surprise, the werewolves totally ignored her, and tore off across the other
side of the map to pick a fight with my MOST POWERFUL TEAM of heroes !! What a
bunch of dummies !!]
Another quirk on this level is that if you leave it long enough (as in, if you
go all over the level killing everything and avoid the most direct route to
your target), the heavy hitters (ogres, etc.) will begin moving around the map
and attacking cities, troops who are just standing around, etc., etc., so
beware ;)
Once you have taken the City of Thrugre'sh, Slookarijj Darkstone is released
and the level ends.
OPPONENTS Legions of the Damned, Mountain Clans
CITIES
NEUTRAL CITIES
Name Inhabitants
Alinadan 3 Goblins, 3 Goblin Archers
Hundtoll Orc Champion, 3 Goblin Archers
[Ogre, Orc King, Orc Champion]
Pudivilimus Orc, Goblin, 3 Goblin Archers
Hoolbarr Barbarian Warrior, Barbarian Chieftain
Garken 2 Barbarian Warriors, Barbarian Chieftain
Thrugre'sh Ghoul, 2 Templars, Necromancer, Specter
Malharon Master Thug, 2 Man at Arms, 3 Thugs
(It is quite possible that the Dwarves will have taken
Malharon by the time you reach it)
BUILDINGS
Name Inhabitants Gain anything from it ?
Lost Temple (Capital) Master thug, 2 Thugs 100 Gp, Elven Boots
Lost Temple (Tiorek) 2 Barbarian Chieftains 250 Gp
Ruined Tower Orc Champion, Goblin, 2 150 Gp, Potion of
Goblin Archers Protection
Abandoned Tower 3 Barbarian Warriors 500 Gp, Orc Orb
Big Mouth Lair Orc, Ogre, Goblin Archer 200 Gp
Antique Temple Ogre 100 Gp, Silver Ring
Ancient Tower LOOTED FROM THE OUTSET (Beside Wizard Tiorek)
Perthin Skeleton Champion,
2 Skeleton Warriors 200 Gp, Emerald
EVENTS
Event Comments
Insane Loremaster (Just south-east of Gunner's Tower) - babbles about "her" and
how he'll never let her go.
Hill Giant (Just east of the Insane Loremaster) - tells you you must
leave.
Cemetery (Just south-east of Wizard Tiorek) - tells you this is holy
ground; the burial site of one of the heroes who fought
during the First Great Wars, and that his spirit will aid you
(quite WHAT that does for you is beyond me ...)
Ambush (Just outside the city of Thrugre'sh) - ambushed by 2 sets of
3 werewolves.
ITEMS LYING ON THE GROUND
Potion of Striking, Life Potion, Bronze Ring (valuable), Ice Shield Scroll,
Weakness Scroll, Potion of Healing, Staff of Travelling, Potion of Restoration,
Strength Scroll, Air Ward Scroll, Gold Ring (valuable), Potion of Vigor,
Incantare Hellhound, Emerald, Tome of Water (behind the Legions' Capital City,
protected by an Ogre), Ruby, Summon Living Armour Scroll
ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
Life Potion, 2 x Potion of Restoration, Unholy Chalice (artifact), Bronze Ring
(valuable), Potion of Air Warding, 2 x Potion of Protection, Treebark Potion,
Potion of Accuracy, Potion of Strength, Sapphire, Imp Orb, Dwarven Bracer
(artifact - being protected by the Kraken to the southeast of Wizard Tiorek)
SHOPS
Name Sells
Gunner's Tower (Magic Shop) Ignis Carn (400 Gp), Incantare Hellhound (200 Gp),
Chronos (400 Gp)
Furren's Shop (Merchant) Life Potion x 5, Potion of Protection x 4, Potion
of Restoration x 10, Potion of Healing x 15,
Potion of Fire Warding x 1, Iron Skin Potion x 1,
Banner of Speed x 1.
Redden's Shop (Merchant) Life Potion x 9, Potion of Protection x 4,
Treebark Potion x 4, Potion of Healing x 16,
Potion of Accuracy x 3, Potion of Vigor x 6,
Potion of Invulnerability x 1.
Allar's Shop (Merchant) Talisman of Restoration, Goblin Talisman
ENDING
Slookarijj Darkstone is released from his imprisonment, and Morok Cloudkeeper
strikes up an Alliance with Emperor Demosthene and the Empire. Unfortunately
Uther is still missing, AND to make matters worse, during negotiations with the
Mountain Clans, Hubert de Layle has time to amass a small army ...
==============================================================================
3) Antagonists
BRIEFING AND COMMENTS
Hubert de Layle, now having put together a reasonably-sized army, has begun his
march to the north, occupying all cities en route, and razing those that
challenge his rule. The heads of all those who stand against him are displayed
on pikes throughout his corrupt Empire.
News spreads throughout the Empire of Uther's return, and rumour has it he is
leading a group of Mountain Clan warriors down from Griffin Heights to purge
the Empire of those disloyal to his father. Emperor Demosthene takes his court
northwards ahead of Hubert de Layle's army to the City of Fhindar - a heavily
fortified city, and home of Inquisitor Phillip d'Agincourt, whom the Emperor
hopes will be able to ensure his safety.
Your primary objective on this level is to UTTERLY annihilate Hubert de
Layle ... which is cool, 'coz the little MAGGOT has been causing you a lot of
hassle so far ... so on with the mayhem !!
As soon as the level starts you are greeted by an Imperial Assassin called
Nobar the Traveller. Nobar tells you that Phillip d'Agincourt is awaiting your
arrival in the city of Fhindar, and that he will lead you there (this isn't
STRICTLY 100% accurate, as Nobar and his two archers then becomes yours to
control, so he doesn't really lead you anywhere), but the Imperial Assassin is
a cool unit, and quite handy to have about the place.
Just to the north of your capital is the city of Khazan Keep - I would suggest
taking this city early on in the level as it's so close to your capital. If
your troops are having a hard time beating the forces in the city, just return
them to your capital to heal and then try again ... and again if need's be :)
Nobar soon warns you of the dangers of remaining in the water, saying that the
rivers are inhabited by Sea-Witches, and so you should watch your step ... in
reality there aren't THAT many Sea Creatures to worry about, but you should
keep your eyes open nonetheless ...
... a couple of turns later, Nobar will advise you that Phillip d'Agincourt has
blocked all the passages leading to Fhindar, just to be on the safe side ...
let's hope you can get through eh !!
After a few more turns one of your Rangers reports seeing smoke rising from
Silk Forest (a fair ways to the east of your capital city). It seems someone
or something has set the forest ablaze and driven the spiders that inhabit it
out ... but who could that be ... hmmmmmmmmmmmmmmmmmmm ...
... next turn, sure enough, the Spiders begin pouring out of the valley to the
north-east of the city of Silveria. There are LOADS of spiders (which is both
a good and a bad thing - they are tough, but give oodles of yummy XP).
The SOURCE of the fire in Silk Forest is, surprise surprise, Hubert de Layle.
He and his band of MUPPETS have scared out the spiders, and are about to begin
their march to Fhindar ... [HINT : If you want to delay imposing what amounts
to a time-limit on this level, DON'T GO INTO THE SILK FOREST after you've
killed the Spiders - instead, just wipe out the spiders that come out (which
are ... ooh ... about four Giant Black Spiders and one Giant Spider if my
memory serves) ... and then continue exploring the rest of the map - this will
give you a little more time before de Layle makes his exit from the Forest].
As you step onto the little ramp leading from the northeastern section of the
level (where the Legions' Capital is located) up to Perthin, you are greeted by
(fanfare) Uther ! AT LAST !! I was wondering when he was gonna show up ... he
asks you ... no ... he TELLS you basically to rally with him to cleanse the
Empire of its corruption (a bit arrogant, but sounds like a plan, non ?) and
you are then given command of THREE more units of troops - (1) Uther, a Hill
Giant and a Warrior (2 and 3) 2 Warriors, Crossbowman, Axe Thrower. Your
objectives also now change to become "Destroy Hubert de Layle. Uther must not
die".
I personally would suggest NOT taking Uther into combat, as his survival is key
to the completion of the level ... find a shady spot for the boy, and leave one
of his 2 Warrior, Crossbowman, Axe Thrower units to protect him (not that he
really NEEDS it, but it's better to be safe than sorry), and then march the
other unit out to kick some @ss !!
If you've picked it up and not yet used it, you COULD always cast that Divis
Nocte spell to give Uther a bit more shade (and thereby protect him from spells
for a while) - juuuuuuuuuust a thought ;)
Anyhow ... a few turns after you have gained control of Uther, you will be made
aware of the presence of Hubert de Layle in Silk Forest (in the game - as in,
if you'd NOT been reading this FAQ !) ... yeah ... anyway ... he and his band
of merry men tell you that you're a fool for not joining them, and embark upon
their march to take the city of Fhindar. Your objectives change once again to
become : Destroy Hubert de Layle BEFORE he captures the City of Fhindar. Uther
must not die.
Nobar also shows up (bless) to tell you that Phillip d'Agincourt has led you
into a trap, and that you need to be careful (DUH)
For your information, Hubert is VERY well guarded - he travels with the
following units :-
Name of Group Units in Group
Hubert de Layle Hubert de Layle, Elementalist, Inquisitor, Hierophant,
Imperial Assassin
Hubert's Guards 2 Archers, 2 Spearmen, Hubert's Guards (aka ONE
Imperial Assassin)
Hubert's Scout 2 Archers, Imperial Knight, Hubert's Scout (aka ONE
Ranger)
Hubert's Guards 2 Archers, 2 Spearmen, Hubert's Guards (aka ONE
Imperial Assassin)
(No, I've not got the shakes - there are two units called Hubert's Guards).
You now have THREE major ways of dealing with the situation (you'll probably
use elements of all three) :-
1) TAKE HUBERT WHERE HE IS. Since his troops are all closely huddled, you can
barracade the exit to Silk Forest with your troops and take him whilst he's
still IN the forest.
2) PICK OFF HIS TROOPS PIECEMEAL. As he is marching along the map, he and his
troops are VERY vulnerable to spells, so if you're playing as a Mage Lord
you can literally BOMBARD them with combat spells as they are marching to
Fhindar - you should be able to dramatically weaken (even kill) most of
them before they get there ... similarly, as his units move at different
speeds, they can be taken one by one (ish) and that SHOULD allow you time
to hit and run ;)
3) BEAT HIM TO IT. Take Fhindar yourself !! Why not !?!?! Keeping Fhindar
under the control of a Neutral Power is NOT one of your objectives on this
level, so you can take Fhindar before him and build it up from the Level 2
City it is at the minute to a Level 5, stock it with all your troops
(including Uther, because if either he dies OR Fhindar falls, you lose) and
then wait for him to come to you.
The choice is entirely yours, but MAKE THAT SCUMBAG PAY !! =D
Once Hubert dies, the level ends.
[HINT: IF at all possible, take the Den IN the Silk Forest as well, as it
contains a Soul Crystal - a VERY useful artifact for the levels ahead]
==============================================================================
ADDITIONAL HELP CONTRIBUTED BY MICHAEL CHANDRA
==============================================================================
Antagonists Event Info
- At the start of turn 20, you get the message about the Spiders being smoked
out of the forest.
- At the start of turn 30, Hubert's backup shows up and he threatens you. He'll
start moving after you end your turn.
Another interesting thing from Michael :-
Air Elementals give experience. I killed off all but the Elementalist and
pulled back all my units. My leader had 110 damage thanks to spell and potion,
and 100% hit chance, 85% natural with a Potion of Striking, so from that point
on, I killed off over 60 Air Elementals before taking down the Elementalist.
The result was that from less than 150 experience at level 6, my leader went
to level 7, next mission I got to pick my level-up.
==============================================================================
Thanks Michael, for those little gems !! =)
Here endeth the guide for this level.
==============================================================================
OPPONENTS Hubert de Layle, Legions of the Damned.
CITIES
NEUTRAL CITIES
Name Inhabitants
Khazan Keep 2 Spearmen, Man at Arms, Archer
Silveria 2 Man at Arms, Spearman, Marksman
Runia Orc, 2 Goblins
Fhindar 2 Man at Arms, Spearman
BUILDINGS
Name Inhabitants Gain anything from it ?
Ruined Keep Orc, Goblin, 2 Goblin Archers 300 Gp, Sapphire
Abandoned Temple Ogre, 2 Goblins 100 Gp
Den Giant Spider, Ogre, Goblin Archer 500 Gp, Soul Crystal
Perthin Rock Giant, Druidess, Crossbowman 400 Gp
Lost Mastaba Ice Giant, Mountaineer 300 Gp, Talisman of
Freezing
EVENTS
Event Information
Nobar the Traveller Introduces himself at start of level and proves quite
useful throughout as a source of information
Startled Spiders Hubert de Layle forces Spiders to flee Silk Forest,
east of your Capital
Hubert's March Hubert and his forces march to Fhindar to slay Emperor
Demosthene
d'Agincourt's Betrayal That PUNK !! =O
ITEMS LYING ON THE GROUND
Potion of Striking, Life Potion, Wotan's Blessing Scroll, Potion of Restoration,
Potion of Water Warding, Orb of Regeneration, Gold Ring, Orb of Nosferat,
Potion of Fortune (just to the north-west of Perthin)
ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
2 x Potion of Strength, 2 x Life Potion, Call Decay Dragon Scroll, Emerald,
Banner of Battle (carried by one of the spiders that flees the Silk Forest),
Wotan's Blessing Scroll (no, it's not the same one I listed above - there are
DEFINITELY at least 2 on this level), Divis Nocte Scroll, Banner of Protection
SHOPS
Name Sells
Under's Shop (Merchant) Life Potion x 5, Potion of Protection x 2, Potion
of Healing x 10, Potion of Restoration x 10,
Potion of Vigor x 2, Healing Ointment x 3
Thurania's Shop (Magic Shop) Chronos (400 Gp), Cursa demoneus (400 Gp)
Malavien's Tower (Magic Shop) Chant of Arms (600 Gp), Vithar's Might (200 Gp),
Tempest (600 Gp)
Tralar's Shop (Merchant) Life Potion x 5, Potion of Healing x 9, Potion of
Restoration x 10, Healing Ointment x 3, Ring of
Strength (artifact) x 1
ENDING
Uther (UTHER !?!?! WE did that !!) defeats Hubert de Layle, and returns home
to Nevendaar. Emperor Demosthene's illness miraculously heals and, feeling
overjoyed and renewed at the safe return of his son to his house, sets about
rebuilding the crippled and corrupted Empire.
[Hint: If you take the Soul Crystal from this level with you, you'll have a
MUCH easier time on the next level.]
==============================================================================
4) Uther's Crusade
BRIEFING AND COMMENTS
Even though Hubert de Layle is now defeated, his legacy remains ... many petty
nobles have arisen from the ashes of his demise, to lay their own claims to the
Throne of the Empire. Demosthene awakens from a nightmare he was having about
bad fruit (as you do) and, realising that this dream was an Omen (and that he,
as he is still weak, cannot yet reclaim his Empire) sends Uther to quell the
uprisings.
Kewl !! So we get to kick BUTT (again). Hokay boys and girls, buckle up ...
Your objective in this level is to re-capture the Cities of Avonia Castle, Rock
Castle and North Keep. Oh ... and Uther must not die.
Since this is another one of those Uther (precious) HAS to keep breathing
levels, I would strongly suggest not sending him into any BIG battles ... use
him to mop up weaker troops around the map if it pleases you, but save the MEGA
fights for your bestest leader and his troops, and leave Uther garrisoned in
one of your Cities ... your capital is obviously safest ...
Also, as there are plenty of heavy hitters in the Greenskin mob out there (i.e.
Trolls), bringing the Soul Crystal from the previous mission would have been a
GREAT move, as it can be used to paralyse opponents and thereby prolong your
chances of not getting your butt kicked too early on ;)
As you begin the level, Uther runs out of the capital (impetuous child) to tell
you that the cities you need to capture lie to the south. Yes Uther. Right.
NOW GET BACK INDOORS BEFORE YOU CATCH A COLD YOU SILLY SOD !!
Soon after starting, a very nice Drawf by the name of Dagarik Stormcaller shows
up to advise you of the presence of the Mountain Clans on this level, and to
confirm that they will aid you in your mission and respect the boundaries of
your lands as per the Alliance between your two peoples.
... bless ...
So off you go ! As you get close to Malavien's Tower (a magic shop just to the
southeast of the City of Kenoshann), one of your Rangers will pop up to give
you a health warning about Trolls ... they are M-E-A-N (as if you NEEDED to be
told that !!) ... sigh ...
As the level progresses, you will start to see Uther becoming ... well ... a
bit more tyrannical basically ! He doesn't just want to protect the Empire
from its would-be destroyers ... he wants to wipe them out ENTIRELY ...
To make matters slightly worse, one of your Rangers pops up a bit later on to
tell you that Avonia Castle has fallen to the Greenskins, and that the populace
has been decimated ... that's SURE to nark Uther even more, non ??
More plodding, more exploring, more looting and pillaging under the guise of a
holy crusade ... ah, we love the Empire :)
[Note ... A little while after learning that Avonia Castle has been nabbed by
our green-skinned friends, E-V-I-L little SCUMS that they are, the Mountain
Clans break their treaty with me !! In my experience of playing this game,
treaties are frequently broken by the computer at different times, so this
might not happen at this point during your level, but EXPECT it to be happening
soon ... always got their eye on a better deal those crafty dwarves ... well
I'll show THEM !!]
Shortly after the Mountain Clans break the Treaty, one of your Mages reports
that they have severed ALL Diplomatic Communications with the Empire, and are
amassing troops near their capital ...
As you bear down on North Keep, the inhabitants come out to face you (NOT a
smart move on their part) ... they are outraged that you have come to "liberate"
their City in the name of the Empire, claiming that they have had to defend
against Orcs, Goblins, and Trolls and have had NO help from the Empire in spite
of their pleas. Once you have despatched their warriors and occupied the city,
Uther (in response to their constant complaints about the inequities of the
Empire) has them all put to death !!!!! =O
((( whips out a copy of the Dictionary )))
Saviour : "A person who rescues another from harm, danger, or loss."
Hmmm ... I wonder if Uther knows about this ... =./
Oh well ... there's always more cities ... ONWARD !!!!!
A little while later a Vampire pops up to threaten Uther - who responds with
his usual "I'ma gonna kick yo' @ss you scrawny lil' punk" rubbish ... yeah yeah
little man, dream on ....................................... oh ... wait a
minute - that's us !! GO UTHER !! =D
In the next few turns, the Vampire that made the threat (who is in a unit with
2 Templars and a Warlock) and a Zombie group (comprising a Zombie, 2 Ghouls and
a Warlock) make towards the Capital to beat on Uther. The Legions also pop up
to insult the Empire for sending a mere boy to assault them, and Uther responds
with something interesting ... he says "Laugh all you want ... prepare to meet
your new master" ... hmmmmmm =./
After those two groups have been despatched, one of your Mages advises you that
you have received a message from the Mountain Clans - they've declared war on
you ! It's from Dagarik Stormcaller ... our friend from earlier ! Here's a
brief transcript of their conversation :-
[Begin transcript]
Dagarik (clears throat) : "Um ... I'm TERRIBLY sorry sonny, but my master
has told me to whup yo @ss"
Uther "Say WHAT !?!?! Little man I'm SO gunna put my boot up yours"
Dagarik "It's not MY fault dude - he's been really cut up since his son
passed away in that tragic skiing accident"
Uther "BOO HOO"
Dagarik "Omigod ! How MEAN are you !?!?! I'm gonna rip your head off you
KRAZY man !!"
[End transcript]
So the upshot is that Dagarik Stormcaller says he's REALLY sorry, but he has no
choice, and that Morok Cloudkeeper has COMMANDED his subjects to destroy
Uther ... OH WELL THAT'S ALRIGHT THEN INNIT !! SHEESH !! =O
Dagarik leaves under a cloud, and vows to seek vengeance when he meets you on
the battlefield.
Dagaric (notice the difference ? I reckon the programmers were having an
oojie) Stormcaller then leaves the Capital city of the Mountain Clans and move
south across the map ... you really SHOULD stop him as, even though he's a TOP
bloke, he's carrying some natty items including a Life Potion, some Potions of
Restoration AND a Runic Blade (artifact) ... once you've slain him, he says his
bit and pops his clogs ... it's quite emotional really (wipes a tear from his
eye).
If at any point on this level you move towards the Crumbled Castle, a terrified
peasant named Emand comes running up to to ask you to help him and save his
children from the Trolls that have raided his farm and forced him to flee. You
then gain control of Peasant Emand for a little while. I know what you're
thinking ... "What the HECK am I supposed to do with a PEASANT, right ?" Well
check out his LEADERSHIP dude ! Zat's right !! Peasant Emand has FIVE
leadership points ! Put him in the back row and outfit him with some KILLER
troops if you fancy ... why not !! Just remember same rules apply as with
Wizard Horek in the previous level - once you've finished with Peasant Emand,
he'll leave and take whoever was with him with him, so don't say you've not
been forewarned.
You will see that as soon as you've gained control of Peasant Emand, a troll
walks up to just south of the unit that found him ... this is the troll Emand
was speaking about ... as soon as you have killed this unit, you will lose
Emand ... so in all PRACTICAL reality you won't have Emand long enough to enjoy
him ... but you COULD do if you really wanted to (just don't kill the troll !!)
As soon as you have destroyed the troll that was hassling Peasant Emand, he
thanks you and reveals his family secret to you - apparently one of his
ancestors was a great warrior, who recorded all his secrets in a tome ... this
tome is located in his house, which is beyond a mountain range to the south of
your present location - Emand opens the secret passageway there for you as a
token of his gratitude.
Outside Rock Castle a wayward band of Spearmen offer to ally with you as soon
as you draw close - it appears they are afraid of the UTTER buttkicking you
would otherwise give them ... smart kids !! :)
So you gain the following in one unit :- Spearman, 2 Men at Arms, 2 Archers
(handy !!)
Once all three cities are under your control, you will automatically complete
the level. With the cities uprisings quelled, Demosthene returns to the
Capital, to rest ...
==============================================================================
ADDITIONAL HELP CONTRIBUTED BY MICHAEL CHANDRA
==============================================================================
Crusade Event Info
- At the start of turn 15, you are told the dwarves have cut all ties with you.
- At the start of turn 20, the dwarves declare war. If you kill Dagaric before
that happens, he says nothing, if you don't, he apologizes, then Uther is
rude, so Dagaric gets pissed.
==============================================================================
Thanks for the head's up Michael !! :)
Here ends our guide for THIS level
==============================================================================
OPPONENTS Legions of the Damned, Rebels and Greenskins holding the Three
Cities in question
ALLIES Mountain Clans (at least at the outset)
CITIES
NEUTRAL CITIES
Name Inhabitants
Jenosh 2 Master Thugs, 2 Archers
Avonia Castle 2 Trolls
Kenoshann Zombie, Fighter, Warlock, Wraith
Goxx City Orc Champion, Orc, Goblin Archer
Asmara 2 Peasants, Thug, Archer
North Keep 2 Spearmen, 2 Marksmen, Man at Arms, Priest
Rock Castle Imperial Priest, 2 Grand Inquisitors, Marksman, Spearman,
Elementalist
MOUNTAIN CLANS CITIES
Name Inhabitants
March Fort Crossbowman, Rock Giant, Loremaster
BUILDINGS
Name Inhabitants Gain anything from taking it ?
Tower 4 Goblin Archers 150 Gp, Orb of Vigor
Crumbled Castle Werewolf, 2 Wolves 100 Gp, Staff of Paralyzing
Haunted Halls Shade, Deathdragon, Ghost 750 Gp, Banner of Resistance
Old Tumulus Orc Champion, Troll, Ogre 1,000 Gp, Tome of War
Ancient Temple 2 Goblins 30 Gp, Rust Scroll
Ruined Outpost Orc, 2 Goblin Archers 300 Gp
Abandoned Farm Devil, Cultist 200 Gp, Orb of Venom
Kassel 2 Peasants, Apprentice 100 Gp, Orb of Fear
Lost Mastaba Polar Bear 200 Gp
EVENTS
Event Information
Dagarik Stormcaller Introduction - Dagarik Stormcaller advises you of the
Alliance between the Empire and the Clans
Ranger Warns you about how MEAN Trolls are as you approach
Malavien's Tower
Dwarven Betrayal HAVE WE NO FRIENDS AT ALL !?!?!?!?!??!!
Vampire Assault Vampire, Zombie, Ghouls, etc., attempt to assassinate
Uther
Dwarven War (!!) Dwarves declare WAR on the Empire
Peasant Emand Peasant Emand asks to be liberated from his Troll
Troubles
(Note that you might not do the above in that order - I would expect you can do
Emand a LOT earlier in the level - I just went a different route !!)
ITEMS LYING ON THE GROUND
2 x Potion of Healing, Potion of Air Warding, Runestone (artifact - just east
of Malavien's Tower), Potion of Vigor, Healing Ointment, 2 x Life Potion, Ice
Shield Scroll, Potion of Accuracy, True Sight Scroll, Silver Ring (valuable),
Orb of Fire, Ruby, Lizard Man Orb, Talisman of Life (just to the west of North
Keep (it's floating in the water)), Gold Ring (valuable), Iron Skin Potion (on
the floor beside the Crumbled Castle), Titan's Might Potion (on thefloor beside
the Crumbled Castle), Diamond, Orb of Regeneration, Potion of Striking
ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
6 x Potion of Restoration, 8 x Life Potion, Treebark Potion, Potion of Healing,
Maledicere Scroll, Summon II: Evil Ent Scroll, Talisman of Restoration, Banner
of Striking, Potion of Swiftness, Runic Blade (artifact - carried by Dagaric/k
Stormcaller), Talisman of Life (not the same one as I picked up off the floor -
I'm 100% sure), Orb of Earth, Potion of Strength, Infernal Knight Orb, Rust
Scroll
SHOPS
Name Sells
Ebhon's Shop (Merchant) Angel Orb x 1, Zombie Orb x 1, Orc Orb x 1,
Lizard Man Talisman x 1
Malavien's Tower (Magic Shop) Weakness (200 Gp), Fog of Death (600 Gp), Summon
I: Skeleton (200 Gp)
Thurin's Shop (Merchant) Life Potion x 5, Potion of Healing x 10, Potion
of Restoration x 10, Potion of Striking x 5,
Potion of Vigor x 5, Healing Ointment x 3, Potion
of Might x 2
Yggar's Shop (Merchant) Life Potion x 5, Potion of Protection x 5, Potion
of Healing x 10, Potion of Restoration x 10
Xennon's Camp (Mercenary) Man at Arms (50 Gp), Spearman (300 Gp)
ENDING
With the three cities retaken, Emperor Demosthene can finally make his way back
to the Capital to rest ...
==============================================================================
5) Slander and Barbarism
BRIEFING AND COMMENTS
As Demosthene was returning home, he received word from the East that an army of
undead warriors was staging a relentless assault on the Elven Lands. Should
they be victorious, they would have an unobstructed path through High Annulia
and thereafter to Nevendaar.
Nobody knew why Mortis had returned, but it certainly wasn't a good sign ...
and even though the Elves had not requested the aid of the Empire, Emperor
Demosthene, realising the severity of the situation, arranges for a small group
of warriors to rush to their assistance in what could be a MOST important
battle to ensure the future safety of Nevendaar.
Your objective on this level is to destroy Dark Elf Lyf before he can kill the
Elves. Sounds quite simple ? This guy is BAD news I'm tellin' ya.
Upon your arrival, one of your Marksmen tells you that the Elven City is to the
west of your Capital, and that you must be quick, as they are under attack.
As you explore the level you will find that, perhaps a bit disturbingly, the
Legions do not seem that fussed about losing to you - they babble incessantly
about the rebirth of their God Bethrezen, and how this will mean your suffering
"a millennia of pain", and other such pleasantries. Don't these people know
how to say Hello ?? Sheesh !!
A little while into the level, you are approached by a Forest Elf who tells you
of the plight of his people - it appears that their city is under attack by the
undead (tell us something we DON'T already know will ya !), and he offers to
lead you to his Lord Hyllia, as "humans cannot enter Elven Lands" (we'll see
about THAT !!).
Once again, he doesn't actually LEAD you anywhere - you simply gain control of
his unit (the Forest Elf, who (at least in my level) is quite badly wounded,
and two Elf Rangers), so I would heal the Forest Elf if he needs it, and then
use this party as cannon fodder OR (even better) to explore the map and
(ideally) find the Elves ... whom we know are to the west of your capital.
If you're not moving quick enough, you will find that the Forest Elf attempts
to chivvy you along by saying that he's not sure how much longer his forces can
hold off against the Undead Hordes (and technically he's right - the Undead ARE
on their way to beat the living PLOP out of the Elves) ;)
Time to get your skates on kid !!
To the south-east of Werric's Shop, you will encounter a Mermaid and a Kraken,
and the Mermaid will introduce herself to you and tell you that she is a friend
of the elves, and has been sent to protect you whilst you are en route to their
island in Ullguth's Lake, which is west of your present location.
Once AGAIN (really REALLY unhelpfully) she doesn't show you the way - she just
joins your team ... nevermind ... to get to where you're going just follow the
river to the west of your present location (as in, up alongside Werric's shop
and upwards), and then to the south (i.e. left) when you reach the corner of
the island, so to speak. Undead are pouring from the north to the south on
this map, so you basically have two options - either stop the flow of Undead by
moving north and taking out the Lost Mastaba (your ultimate target), or protect
the Elves from their existing attackers, by going south to their island.
The choice, as they say, is entirely yours ...
[HINT: Do NOT select the Mermaid unit too many times, or the sound of her
going UH-HAW will become SOOOOO annoying you'll probably never wanna play
through the rest of the game ... T-R-U-S-T M-E ! ! !]
Dark Elf Lyf appears a bit later to ask you what the heck you think you're
doing, and to GO AWAY ... yuh RIGHT buddy ... ONWARD !!
I would suggest moving to the north, to take out the mainstay of the Undead
Army before it floods the map ...
If you DO decide to go to the north, one of your troops pops up to warn you
that the land appears strange - nothing is growing, and he feels concerned that
"weird things" could pop up at any moment ... to which Dark Elf Lyf responds by
saying that it's too late - caution is a good thing, but the "weird things" are
comin' atcha !!
BRACE FOR AN ATTACK !!
Assuming you survive, you should make your way deeper and deeper into the north
until you secure the City of Groshhenn, which you should STRONGLY fortify so as
to defend against further undead passers-by. A seemingly ENDLESS supply of
Undead Warriors pour from the Lost Mastaba down to the other areas of the map,
and quelling this onslaught is a great ... no ... make that a GREAT ... idea ...
I would suggest sending the Mermaid and her Kraken friend to the island she
spoke of WHILST sending your best units into the north to take Groshhenn, to
give you a 2-pronged attack.
[HINT: NOT all the elves you encounter are your allies (obviously Dark Elf Lyf
isn't, but also some of the elves in the waters around their home island are ...
let's say ... unwilling ... to let you pass) - you have been forewarned !!]
When you reach the Elven Island, you will find that the Elf Lord Hyllia rushes
out to greet you ... he thanks you for your aid, and tells you a bit more about
Dark Elf Lyf ... it appears that Mortis HERSELF directly intervened to bend Dark
Elf Lyf to her will, and how he is her willing pawn ... you will then gain
control of 2 or 3 parties (depending on how many have fallen to the Undead by
the time you get here - it will most likely be just two). These comprise :-
1) 2 Elf Rangers, 2 Centaurs and Elf Lord Hyllia.
2) Centaur Lancer, 2 Elf Rangers.
Your objectives will ALSO change at this point to include a new one - Elf Lord
Hyllia must not die.
((( You know what this means )))
Time to wrap him up in cotton wool then, eh ... hokay ... since he (and every
other elf on the map it seems) has stipulated that humans are not allowed into
the Elven Island, I would use your Elvish troops to defend the Elven Island and
press north with your best warriors to secure the Lost Mastaba ... meanwhile
you can send Elf Lord Hyllia to explore the Elven Island and nab all the
goodies there for you ...
Depending on how long it takes you to battle northwards to challenge Dark Elf
Lyf in his Fortress (Lost Mastaba), the Elves WILL keep sending you messengers
and others to tell you how badly they are fairing (I thought the elves were
supposed to be STRONG !!), and Undead Hordes will continue to pour forth from
the Lost Mastaba and head southwards ...
Once you have conquered the Lost Mastaba in the North-west of the Map, the level
ends and disaster is averted.
[INTERESTING THING : If you re-take Fox City you get a little spiel (as you're
no doubt accustomed to by now), but this one actually comes from an Undead
Fighter Unit (but he speaks as if he were one of your own troops !!) he says
that the streets have all been swept clean of living things by pestilence winds
Mortis' minions must have assailed the City with ... O-U-C-H !!]
[INTERESTING THING : If you re-take Avonia Castle, one of your Mages pops up to
tell you that there are carvings on the wall depicting Lyf the Elf BEFORE he was
turned by Mortis, and how the Elves had no choice but to abandon the city after
Lyf's transformation to Dark Elf Lyf ...]
[HINT: Obviously focus your attacks on Dark Elf Lyf when you finally DO fight
him, as he is a powerful summoner, and will fill any and all empty spaces in his
party of six every turn he gets a chance ... but as with all summoners, if he is
slain, all his summoned creatures will instantly die too :">]
==============================================================================
ADDITIONAL HELP CONTRIBUTED BY MICHAEL CHANDRA
==============================================================================
Slander and Barbarism, Event Info
- When the Forest Elf reaches your capital, (arrival time can vary, since he
tries to avoid units along the way) he asks for help.
Forest Elf "Empire, we need your assistance! Undead Hordes have attacked our
city! Please, let me guide you to my Lord Hyllia... Humans cannot
enter Elven Lands, I will guide you there."
- When you come near the Centaur Lancer at the Elven city, Hyllia runs to you.
The event exists just outside the Mermaid's reach. That's right, she's not
allowed to trigger it. A summon can, though.
- At the start of Turn 10, the Forest Elf begs you to hurry.
Forest Elf "We must hurry, my Empire friends. The Elven city is west of here,
on an island. I don't know how much longer they can last..."
- At the start of Turn 12, Lyf threatens you.
Dark Elf Lyf "What do you think you are doing, Humans? My actions are of no
concern to you - be gone!"
- At the start of Turn 20, the Elves become desperate again and beg for help.
Interesting how they always do that just as the next spawn starts. They whine
about how their defenses are being broken down. Hey, idiots, I'm killing
those guys before they even can decide if they are going to attack you or not!
Acolyte "Milord, an elven messenger asks for an audience. He brings news of
the Elven city!"
Elven Messenger "The Undead are breaking down our defenses! Our troops have
not slept in days... The accursed dead attack us incessantly!
Please hurry, before it is too late!"
- At the start of Turn 25, Lyf threatens you. Like I am impressed... Of course,
the spawns WILL impress you, and forced me to restart the mission since I
didn't have a magic unit. Oh well, no biggies.
Dark Elf Lyf "You persist in your futile attempt to stop me? Mortis will
tolerate your presence no longer! This is your last warning,
leave now or perish..."
- At the start of Turn 33, Lolleta Greenlief becomes impatient and, with a
Devil face, says he's sick of it. Hyllia begs him not to, but Greenlief, now
with a Centaur Lancer face, persists, so it's fine with Hyllia. But Greenlief
still doesn't move an inch. Bitch. I assume that if you kill Greenlief before
turn 33, the event won't take place.
- At the start of Turn 45, the real fun begins with the spawning of 2 very
powerful groups, when Lyf gets pissed. Hope you took that paralyzing artifact
with you, because you're going to need it.
Dark Elf Lyf "I'm afraid you have tested my patience long enough! Pray all
you want, not even the Highfather can save you now..."
2 groups spawn.
Group 1 exists of: 2x Dracolych, 1x Vampire.
Group 2 exists of: 2x Werewolf, 1x Wraith, 1x Vampire, 1x Warlock.
Slander Enemy Info
- At the start, a group with 2 Zombies and a group with 2 Zombies and a Specter
already exist. The second will reach the elves first and weaken the Centaur
Lancer, the first will break through the next turn and get killed by Greenlief
- Every 10 turns, during the start of everyone's turn, including the Neutral, a
pair of groups will spawn, being a Specter with 1 Doomdrake, and a Zombie with
another Zombie and 1 Specter. In total, 8 monster parties will spawn.
- Every 25 turns, during the start of everyone's turn, including the Neutral, a
pair of groups will spawn, being a Necromancer with 1 Death and 1 Werewolf,
and a Skeleton Champion with 2 Zombies and 1 Specter.
- In turn 45, 2 groups spawn:
* 2x Dracolych, 1x Vampire
* 2x Werewolf, 1x Wraith, 1x Vampire, 1x Warlock
- Lollena Greenlief is a level 5 Centaur Lancer, the rest of the group is level
1. Elves now under your control, are indeed the only ones allowed in the Elven
Lands. Because they used to be from the race Elves, they can walk past Elves
without being attacked. You, on the other hand, cannot. And Greenlief can be
a tiny bit painful. Go ahead and wipe out the elves if you want, though.
Hyllia can use some exp, and he's the only Elf that has to stay alive.
- The city of Grosshenn has a Doomdrake and a Dracolych in it. Those can do 125
maximal damage in a turn, no real biggies, but since enemies gain 4% exp per
turn, you want to take them before turn 26, otherwise they're on 137 maximal
damage.
Slander Tactics
First of all, this mission has strong units that attack everyone, and 2
capitals. In other words, whether you have or do not have the Soul Crystal,
you're going for female healers.
Second, you need 2 healers. If you don't have 2 Prophetesses, you're in for a
whole lot of trouble. My standard group has 2, so I wouldn't know how painful
being without them is, but I can imagine. For the Necromancer spawns, you do
not REALLY need them, but for turn 45 and the capitals, you DO.
Third, you need a magic user, to take out the Werewolfs, Wraiths and Deaths
with. Remember that Lyf can summon Wraiths, so no matter what, you NEED magic.
Now, there's 4 options, to who takes out the Necromancer groups. Hyllia, a
Ranger, a Pegasus Knight or an Archmage. I assume your main leader is at level
9. If he's lower, then you need practice.
The Archmage will do 70 damage and have 145 HP, the Pegasus Knight will do
130 and have 270 HP, the Ranger will do 80 damage and have 170 HP. Hyllia is
tough and does 70 damage if you haven't levelled him. I sure did.
This means that all four will NOT be targetted by the Death. Unless the Death
can kill a unit in 1 hit, it will ALWAYS go for the Prophetess in the top,
even if she's defending. All ranged units do that, the moment your healers
hit level 2.
The problem lies in the fact a Death does 100 damage and poisons, and the
Necromancer also does 45 damage. Which means a healer can get 185 damage in a
turn. Since you'll need all the potions for capturing the Capital, you're in
for a little trouble. Either you kill the Necromancer before he can strike,
you paralyze him with the Talisman, or you make sure you can survive the hits.
With the banner that gives 15% armor, which you of course were smart enough
to take with you after Antagonists, and with the spell Holy Armour, the
maximal damage is 122. Go for that, and each of your three leaders can take
the group out.
Without magic:
Hyllia wouldn't be so lucky, since he can't carry the banner. He's fast,
though, so with either a White Wizard and Celerity, a normal Wizard could get
killed, or with an Imperial Assassin, and you DO have a Marksman you can level
up with the weaker spawns, he can kill the Necromancer. In fact, if you cast
Holy Armour, the Marksman is enough.
A Ranger, boosted with Might and his 25% damage Artifact, can take out the
Necromancer himself. He just needs a White Wizard to take out the Death and
Werewolf.
The Archmage will have an initiative bonus, since you used all the permanent
items on your main leader, right? With Might and the Artifact, he too can
take out the Necromancer in one hit. He doesn't even need another magic unit
to support him.
A Pegasus Knight, well, he's screwed. He can't paralyze the Necromancer, hell,
he can't even HIT him. So if he wants to take out the Necromancer in turn 1,
he needs 2 Imperial Assassins. That, or an Assassin boosted so high that he
can do it by himself, but if your mana pool can afford that, you can also
afford Holy Armour, dumbass. With just potions, it's not enough, because he
can't poison in turn 1.
Against the Dracolych group from turn 45, you need to paralyze a unit,
because even with Holy Armor and the Banner, these guys can do 140 damage.
Even if your healers levelled up, they can be killed by a maximal hit, though
with level 5 Prophetesses, I'd take my chances.
If you attack these guys with Hyllia, then there's a scroll somewhere that
lowers attack with 33%. Combine that with Holy Armour, and he can take them
out with level 4 healers.
The other group can only do 124 damage max, with Holy Armour, so Hyllia can
kill them. If you casted Holy Armour on your main leader, Hyllia can take his
Prophetesses and fight, since only they need the Armour.
Since your main leader takes out the capitals, he can easily hit level 11
without spawn fighting. So you can let Hyllia train on the weaker spawns,
starting with the Specter groups. I gave him the Kraken as extra unit, you
can also go for Wolves or Empire units. I took the Kraken.
==============================================================================
Thanks again for the input mon ami !! :)
==============================================================================
OPPONENTS Dark Elf Lyf and his army, Legions of the Damned, Undead Hordes.
CITIES
NEUTRAL CITIES
Name Inhabitants
Ugghekk Giant Black Spider, Goblin Archer
Fox City [Fighter, Ghost]
Brisburg [2 Fighters]
Avonia Castle 3 Lizard Men, Medusa
Grosshenn [Doomdrake, Dracolich]
Suldon Cultist, 3 Imps
Gromdam [Demon, Demonologist]
UNDEAD CITIES
Name Inhabitants Gain anything from taking it ?
Taura [Doomdrake, Zombie] Orb of Fire, Potion of Restoration
BUILDINGS
Name Inhabitants Gain anything from it ?
(NOTE: in the list below, se = south-east, and nw = north-west. Ta !)
Abandoned Castle Wraith, 2 Initiates 200 Gp, Staff of Necromancy
Perthin 2 Goblin Archers 100 Gp, Celerity Scroll
Lost Mastaba (se) Dark Lord, Warlock, 2 Specters 500 Gp, Summon II : Golem
Scroll
Lost Mastaba (nw) Dark Elf Lyf, Deathdragon,
Lyf's Summons 1,000 Gp
Ruined Keep Imperial Assassin, 2 Master
Thugs, Peasant 300 Gp
Old Temple 2 Lizardmen 300 Gp, Ice Spirits Scroll
Crumbled Temple 2 Ghouls 200 Gp, Orb of Nosferat
EVENTS
Event Information
Notice of Elves under Siege Marksman tells you to haul @ss to the west
Forest Elf visits the Capital Tells you that you need to haul @ss to the west
to help his people
Mermaid assists you Tells you to haul @ss to the west (starting to
see a pattern here ?)
[When you arrive in the West]
Elf Lord Hyllia Greets you and offers to help you fight Dark Elf
Lyf
Dark Elf Lyf Tells you to buzz off and then tries to kill you !
Can't we all just git along ?!?!?!?!
ITEMS LYING ON THE GROUND
Orb of Vigor, Seafaring Scroll, 2 x Life Potion, Rot Scroll, 2 x Potion of
Restoration, Boots of Travelling, Tome of Arcanum, Potion of Healing, Stone
Rain Scroll, Potion of Protection, Tortio Menta Scroll, Ignis Carn Scroll,
Tormentio Scroll, Orb of Regeneration, Ruby, Tiara of Purity (artifact - from
the mountainous cave to the south-east of the Undead Capital), Orb of Poison
ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
4 x Life Potion, Potion of Invulnerability, Incubus Talisman, 2 Healing
Ointment, Orb of Fire, 2 x Potion of Restoration, Zombie Talisman, Potion of
Healing, Potion of Restoration, Dwarven Bracer (artifact), Potion of Might,
Weakness Scroll, Gold Ring (valuable)
SHOPS
Name Sells
Kilgen's Shop (Merchant) Healing Ointment x 3, Life Potion x 5,
Potion of Restoration x 10, Potion of
Healing x 10, Treebark Potion x 5, Potion
of Water Warding x 1, Potion of Fire Warding
x 1, Potion of Striking x 5
Purthen's Camp (Mercenary) Wolf (300 Gp)
Mathemor's Tower (Magic Shop) Ignis Mare (200 Gp), Chronos (400 Gp),
Paraseus (600 Gp)
Furren's Shop (Merchant) Life Potion x 5, Potion of Swiftness x 5,
Potion of Restoration x 10, Potion of
Healing x 10, Highfather's Potion x 1,
Potion of Striking x 3, Potion of Strength
x 3
Werric's Shop (Merchant) Life Potion x 3, Potion of Restoration x 10,
Potion of Healing x 10, Potion of Accuracy
x 3, Potion of Protection x 3
ENDING
Congratulations !! You slew the tyrannical Dark Elf Lyf (Mortis' Angel in the
World), and can now return home with your troops to Nevendaar, where a great
feast awaits you ...
==============================================================================
6) The Celebration
BRIEFING AND COMMENTS
As is apparently the custom in Nevendaar, Demosthene as Emperor prepares to
crown his son Uther whilst he is still alive (that's Demosthene - not Uther).
News of this momentous occasion spreads throughout the kingdom, and all attend
the great banquet in the Capital (even in a GAME nobody can resist a free meal
it seems). Still nobody knew what had happened to Uther during the ten years
he had been stolen away from Nevendaar, but all were certain of the strength he
wielded, and that the burden of being the Emperor at such a young age did not
seem to phase him at all ...
Your objective at the outset of this mission is a simple one - ensure that
Uther is crowned Emperor ... to do this, you just need to watch the events
unfold.
Demosthene is all set to begin the ceremony, when Uther turns his banner to the
Legions and utterly ANNIHILATES his dad !! THAT LITTLE BUGGERHEAD !!!!! As if
that wasn't enough, Uther then flees the capital and several (3) units of demons
teleport in to start laying waste to Nevendaar.
Great. Juuuuuuuuuuuuust great. I leave you alone for TWO little minutes and
just LOOK at the mess you make !! =O
Hokay. We're off.
As this is THE CAPITAL of the Empire, you would expect that it would be REPLETE
with people loyal to the Empire, yeah ? Well ... kinda ... you DO get a load
of extra units to start off with, which are as follows :-
1) Peasant (like, WOW)
2) Spearman and Archer
3) Spearman
4) Spearman
5) Spearman and Man at Arms
6) Spearman and Man at Arms
7) Spearman
... so THIS is the mightiest Nevendaar can muster ... Mercenaries, basically.
Pathetic. Well, we'd best make do, 'coz it ain't gonna get any easier ;)
You ALSO gain control of, not only your capital (which you would naturally
expect), but also a city just outside Nevendaar, called Gilgam City ... it
starts out as a very humble level 1 City with nobody in it, so I would move the
Spearman just outside it indoors and build it up to serve as a gatehouse for
Nevendaar.
Naturally your objectives have now changed ... your new primary goal is to
avenge the death of Emperor Demosthene by KILLING Uther ........... COOL !! =D
[INTERESTING POINT : The units you are so graciously "given" have really
RUBBISH leadership scores ... usually no greater than the number of units they
have with them to begin with (in some cases 0 !!) so they are about as much use
as a chocolate fireguard really ...]
So ... your first step should be to despatch the Demon GOONS in Nevendaar ...
this SHOULDN'T prove to be too much hassle, but I would concentrate on doing so
with your BEST troops, and thereby focus on minimising the casualties to your
new troops.
A short while after the disaster in Nevendaar has at least been contained, you
receive a messenger from the Elven Lands to the East. He voices the sorrow of
the Elven People at not having been able to help you prevent the tragic death
of Emperor Demosthene, and says that they are unable to help you in your present
plight either, as they are handling an internal matter in their lands to the
east. You are asked NOT to intrude on their lands ...
... What ? After ALL we did to help them last time out ? How RUDE !! =(
If you take Indrus Keep, an Initiate says to you "Why don't we ally - Mortis
had ordered us to kill Uther as well ?" - this sounds like a dodgy idea ... you
really wanna trust a corpse ? Doesn't matter 'coz he doesn't actually offer you
an alliance - it seems to be just a suggestion ... hmmm ... =./
Uther is, for your information, in the south-western corner of the map, behind
the Legions' Capital City. Whilst this means that the Mountain Clans (being in
the northwest) are geographically out of your way (at least a bit), neither they
NOR the elves should be ignored ;)
==============================================================================
A brief interlude courtesy of Timelord, who says :-
You get a valuable artifact - Talisman of Fear. With your hero appropriately
leveled up and with armor-increasing enchantments on him, he can lead a good
party to victory at the enemy's Capital also!!! Coz the Guardians are not
immune to mind-based attacks.
==============================================================================
After a few more turns have passed (during which you will almost definitely
still be making your way towards the Legions in the corner), you receive (at
your Capital) an Elven Messenger, who says that the Elves offer to help you,
provided you do them "a small service" and destroy the living dead to the south
of their realm. Obviously this represents a deviation from your intended
course, but if you choose to help them out, you need to clear out all the
undead to the south and south-east of your Capital City ... if you do this an
Elf Centaur will appear, thank you, and give you a gift - the Horn of Awareness
(artifact).
However, EVEN AFTER doing this the elves do not seem to want to let you into
their lands ... you will be met with distinct resistance when you go there ...
ESPECIALLY if you try and take the city in their lands ...
If you conquer the city of Haven to the north, the Dwarves respond much as the
Initiate did ... they question why you have attacked them instead of allying to
defeat your mutual enemy ... (LOOK WHO'S TALKING !! Any time Clan troops have
encountered the Empire on this level so far, they've tried to kill you !!)
Once you have found Uther, he casts a spell on you which reduces your unit's
chances to hit, and then he sends a unit to attack you ...
... since the spell only lasts for one round, I would strongly suggest that as
soon as you have battled off the first assault from Uther's troops, you end the
turn and wait until next turn before pressing on ... Uther and his other bods
SHOULDN'T attack you ... you will need to take the fight to them.
Once Uther has been felled, he laughs at you, telling you that now that you
have spilled the blood of your ruler, he can assume his "true" form ..........
D-E-M-O-N U-T-H-E-R !!!!!
OPPONENTS Uther, Legions of the Damned, Mountain Clans, Elves (if you
push them)
CITIES
EMPIRE CITIES
Name Inhabitants
Gilgam City [Empty at the start, so I would strongly advise stocking it
ASAP]
NEUTRAL CITIES
Name Inhabitants
Nimoria 2 Cultists, Thug, Possessed
Haven 2 Axe Throwers, Dwarf
Rotturdam 2 Centaur Lancers, Oracle Elf, Elf Lord, Elf Ranger
Indrus Keep Initiate, Doomdrake, Ghost
North Keep 2 Titans, Spearman
Western Fort Demon, Marble Gargoyle
Kenoshann 2 Goblins, Orc
BUILDINGS
Name Inhabitants Gain anything from it ?
Crumbled Outpost Black Dragon, 2 Goblin Archers 650 Gp, Mjolnir's Crown
(artifact)
Old Fort 2 Ghouls, 2 Specters 500 Gp, Titan's Might
Potion
Crumbled Temple Griffin, Elf Lord, Centaur 400 Gp, Vengeance of Ymir
Scroll
Ruined Farm 2 Master Thugs, Mage, Spearman 260 Gp, Royal Scepter
Abandoned Outpost 3 Lizard Men, Medusa 200 Gp, Lizard Man
Talisman
(please note that the first Abandoned Outpost is west of Nevendaar)
Abandoned Outpost 2 Orc Champions, Ogre 500 Gp, Staff of Celerity
(please note that the second Abandoned Outpost is south-east of Nevendaar)
Ancient Keep Fighter, Ghost, 2 Initiates 200 Gp, Potion of Fire
Warding
Ruined Fort Peasant, 2 Man at Arms 50 Gp, Weakness Scroll
Old House 2 Fiends, Cultist 350 Gp, Holy Chalice
EVENTS
Event Information
Demosthene Dies by Uther's Hand That unappreciative little bugger ! I'll
take the crown !!
Uther flees the Capital Scoundrel ... HUNT HIM DOWN !!
Hunt for Uther begins ((( yey )))
Elves ask for help to kill Undead Ya wot ? We've already saved you guys
once ... can't you do anything !!
Uther is slain by heroes Yeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeha
Uther becomes Demon Uther ... oh ... dear ...
ITEMS LYING ON THE GROUND
2 x Potion of Restoration, Talisman of Fear, 3 x Potion of Healing, Winds of
Travel Scroll, Ignis Potens Scroll, Orb of Vigor, Silver Ring (valuable),
Treebark Potion, Banner of Strength, Silver Ring (valuable), Orb of Restoration,
Potion of Swiftness, Gold Ring (valuable), 2 x Life Potion, Stone Rain Scroll,
Tome of Air, Potion of Strength, Strength Scroll, Healing Ointment, Diamond,
Potion of Earth Warding, Ancient Relic (valuable), Potion of Fire Warding, Orb
of Earth, 2 x Emerald, Sapphire, Bronze Ring (valuable), Lightning Scroll, Orb
of Life, Orb of Water, Orb of Vampire, Potion of Striking
ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
5 x Potion of Restoration, 6 x Life Potion, Potion of Healing, Treebark Potion,
Potion of Invulnerability, 2 x Healing Ointment, Banner of Striking, Unholy
Dagger (artifact)
SHOPS
Name Sells
Furren's Shop (Merchant) Squire Orb x 1, Angel Orb x 1, Orb of Restoration
x 2, Orb of Strength x 1, Orb of Fire x 3, Orb of
Inferno x 1, Orb of Thunder x 1, Orb of Lightning
x 1
Sallat's Shop (Merchant) Summon I: Roc Scroll x 2, Rust Scroll x 1,
Healing Scroll x 1, Chant of Arms Scroll x 3
Thurania's Tower (Magic Shop) Ice Shield (200 Gp), Blizzard (200 Gp), Seafaring
(400 Gp), Chant of Arms (600 Gp)
Turian's Camp (Mercenary) Man at Arms (50 Gp), Peasant (30 Gp), Spearman
(300 Gp)
Yggar's Shop (Merchant) Ice Shield Scroll x 1, Ice Storm Scroll x 1,
Blizzard Scroll x 1, Water Ward Scroll x 1,
Vithar's Might Scroll x 1
Othon's Tower (Magic Shop) Summon I: Roc (200 Gp), Summon II: Valkyrie (600
Gp), Tempest (600 Gp)
Werric's Shop (Merchant) Talisman of Vigor x 1, Talisman of Poison x 1,
Talisman of Fire x 1, Talisman of Regeneration x 1
Elihar's Shop (Merchant) Life Potion x 6, Potion of Protection x 5, Potion
of Restoration x 10, Potion of Healing x 10,
Healing Ointment x 5
ENDING
Uther's demise at the hands of your intrepid heroes leads him to transform into
Demon Uther ... you rally your troops for one last push to overthrow this
tyrant ... let's hope you've got what it takes !!!!!
==============================================================================
7) Binding Forces
BRIEFING AND COMMENTS
Crunch time ... Uther has become Demon Uther, and threatens to not only destroy
the Empire, but to plunge the entire WORLD into chaos. In a last-ditch effort
to defeat this maniac, emissaries are despatched throughout the kingdom. 5
messengers are sent to enlist the aid of the Elves; 3 travel up through Griffin
Heights to impress the urgency of the matter upon the Mountain Clans, and 8 more
messengers travel around the Empire, rallying warriors and mages alike to the
final battle. (Can you say Lord of the Rings MUCH ??)
Right ... this is the level you've been waiting for ! The chance to flex the
muscle of your most powerful units against the greatest adversary you (CAN
basically) encounter as the Empire ... DEMON UTHER.
This boy is BAAAAAAAAAAAAAAAAAAAAAAAAAAAAD man ... he's REALLY really tough,
and is well protected by his underlings ...
... so you ready ?? :)
Right ... FIRST OFF I would play this final level more like a level of Command
and Conquer than anything else ... Demon Uther is on this map (he's in the
north-western corner) and, contrary to what I had originally believed (which
was that he wouldn't leave, and you could just take your time getting to him,
Michal Zajíc has informed me that if you haven't got to him by about the 75th
turn, he WILL start making a move towards your Capital) ... BUMMER !!!
Since you have three opponents (Legions, Undead AND Clans) to worry about on
this level, attacks will be rife and you should therefore look to not only take
as much ground as possibly as quickly as possible, but to HOLD that ground as
well. I would strongly suggest that you not only fill all your cities with
troops IN the city, but also leave a FULL unit of troops garrisoned within the
city walls as well, so that anybody wanting to take over one of your cities has
to have TWO fights to get through (which should ideally give you a bit of time
to balance out your forces if one or more cities is/are under attack).
So ... that being said, we begin !
I would start off by securing the south-eastern corner of the map ... kill off
the Greenskins that are trolling (no pun intended) around down there ... I
would look to take the City of Indrus Keep quite early on in the game as
well ... it's quite a handly little staging ground for raids on the
south-eastern corner of the map ...
==============================================================================
Two more handy hints at this point from Timelord :-
1) In the last scenario, Binding Forces, the dwarves will ally sooner if you
attack the undead and do not attack the dwarves.
2) In the last scneario, it is possible that the stupid dwarves will kill the
Forest Elf present in the southwestern corner. This happened when I was
playing so I didn't get any message about elven support arriving.
==============================================================================
... If you approach the city of Western Fort (which is to the west of your
Capital City) then you will see a unit comprising a Spearman and 2 Peasants
guarding the city (to its eastern side). Approach these and they will change
their allegiance to your side. If you TAKE the City of Western Fort, the
populace actually THANKS you !! WOOHOO !! =D
Taking the City of Khazan will call up a brief dialogue between an Apprentice
and an Imperial Priest where the fate of the Empire is discussed ... basically
the Apprentice is balling his little eyes out, and the Imperial Priest tells
him to look to the Highfather who is sure to aid them in such dark times ...
hmmmmmmmmmmmmmmmmmmmmmm =./
For your information, the Dwarves are SUBSTANTIALLY unimpressed with you if you
invade their city of Aragonia ... but so be it I say !!
If you decide to take it, you will find that the city of Runia has had all its
populace put to the sword by the Undead Hordes (oh dear !!) ... tum tee tum ...
let's move on ... :">
There's a GREAT XP opportunity at the Ruined Outpost (Black Dragon AND 2
Wyverns - KILLER !!) and if you proceed to take the city of Rengur, one of your
Knights pops up to tell you that there is the stench of sulphur in the town,
which signifies that the Legions have DEFINITELY been there ...
A bit later on one of the Clan Lords will pop up and grill you for information
concerning Demosthene's death. The Imperial Priest he speaks to tells him the
truth, and suggests an alliance ... the Clan Lord departs, telling you that he
will bring the matter before the Council, but as it stands, with Demosthene
dead, your treaty with the Mountain Clans is O-V-E-R (oh plop).
As you approach the Ruined Farm, one of your Rangers shows up to forewarn you
of the presence of (drum roll) Cultists (!!!) on the land beyond.
... like ... wow ... I'm TOTALLY quaking in my little booties ...
If you take the City of Otzwall you have the dubious pleasure of being insulted
by a goblin ... (lovely).
Whilst you're in this neck of the woods if you go all the way to the
south-western corner of the map, you will find one lonely unit of elves ...
if you approach them they will tell you not to fear, for the elves are on the
way ...
((( ... you CAN attack this unit of elves if you like )))
[INTERESTING NOTE : I wonder whether this unit of Elves would be here if you
HADN'T cleaned out the undead in the previous level ... hmmmmmmm ...]
A trap awaits you as you approach the City of Gruu'kheml ... there is a Tiamath
and two Gargoyles protecting the city ANYWAY, but as you approach MORE units
teleport in behind you and the Tiamath looms towards you ... prepare for a
fight !!
As you approach the Abyssal Demon just south of the Legions' Capital, one of
your Wizards tells you of a Great Fog that is descending on you ... and how it
must be the Legions doing ...
... sure enough, the Legions are casting a Nightfall spell ... those RATS !!
Basically this means that the fog of war is totally replenished aside from the
areas around the cities you already control. AAAAAAAAAAAAAAAAAAARGH !!
Also, FOUR UNITS of Abyssal Demons and some of their mates teleport onto the
western and southern borders of the map ...
If you kill the Abyssal Demon you were originally approaching, Demon Uther
speaks (at last) to tell you how you're going to die ... lurvely ...
Just when it all looks like it's going a bit pear-shaped ... with the Abyssal
Demons coming from all sides to retake cities and the like, WOOHOO !! The
cavalry (literally) arrives ... the Dwarves offer (or at least they did in my
game) to ally with you, and in the south- easternmost corner of the map, the
following units appear and offer their allegiance to you :-
[IMPORTANT NOTE - I believe this will only happen if you are at least
REASONABLY good to the Elves during the previous levels]
1) Centaur Lancer, Oracle Elf, 2 Elf Rangers
2) Forest Elf, 2 Centaur Lancers
3) Forest Elf, 2 Centaur Lancers
Use them wisely - you probably won't get any more ;)
When you have waded your way through the level and are finally (!!) ready to
fight Demon Uther, please bear the following bits of information in mind :-
1) He doesn't fight alone. His "unit" comprises himself, a Modeus, 2
Infernal Knights AND a Hag !!
2) He has 1,500 Hit Points !!
3) He is immune to fire and mind, and warded against death, earth, air and
water.
4) He attacks once per round, but his attack is two-fold ... a 150 point
Inferno Spell and a chance of paralysis, both of which can hit and affect
EVERY unit in your group !!!!!
Basically this guy is the Boss for a GOOD reason ... be exceedingly careful and
DEFINITELY save before you take him on !!
Cast ALL your spells on him beforehand, use ALL your scrolls ... just throw
everything you've got at him !! :)
BEST OF LUCK (pats you on the shoulder and salutes you)
If you beat him ? This saga is OVER :)
OPPONENTS Demon Uther, Legions of the Damned, Undead Hordes, Mountain
Clans
CITIES
NEUTRAL CITIES
Name Inhabitants
Indrus Keep 2 Ghouls, Werewolf, Cultist, Ghost
Gilgam City [Doomdrake, Warlock]
Gromdam 2 Spearmen, Titan, Marksman
Otzwall 2 Trolls, Goblin Archer
Khazan 2 Apprentices, 2 Spearmen, Man at Arms
Runia Death, Dark Lord, Specter
Rengur 3 Werewolves, Ghost
Western Fort 2 Man at Arms, Spearman
LEGIONS OF THE DAMNED CITIES
Name Inhabitants
Bhaagruz [Marble Gargoyle, Demonologist, Witch]
Gruu'kheml [2 Onyx Gargoyles, Succubus]
Thuggr'hesh [Demonologist, Onyx Gargoyle, Pandemoneus]
Nepheris 2 Gargoyles, Cultist, Possessed
[2 Possessed, Sorceror]
MOUNTAIN CLANS CITIES
Name Inhabitants
Aragonia Rock Giant, Archdruidess
BUILDINGS
Name Inhabitants Gain anything from taking it ?
Abandoned Keep 4 Goblin Archers, Goblin 150 Gp, Sapphire
Crumbled Temple 2 Orcs 200 Gp, Stone Rain Scroll
(The first Crumbled Temple is to the east of your Capital City)
Crumbled Temple 2 Trolls, Goblin Archer 500 Gp, Orc Talisman
(The second Crumbled Temple is in the north-easternmost corner of the map)
Haunted Temple Ghost, 2 Cultists 200 Gp, Imp Orb
Ruined Tower Orc, Goblin Archer 500 Gp, Potion of Accuracy
Old House Squire, Apprentice, Titan 400 Gp, Projicere Terra Scroll
Ruined Farm 2 Anti-Paladins, Beast 300 Gp, Lich Orb
Kastel Imp, 2 Ghouls 250 Gp, Summon Skeleton Scroll
Densell Wolf Lord, 2 Wolves 200 Gp, Potion of Might
Ancient Keep Succubus, Demon, 2 Imps 500 Gp, Potion of
Perthin Overlord, Anti-Paladin, Invulnerability
2 Witches 800 Gp, Banner of War
Anthrin 2 Goblin Archers, Goblin 50 Gp, Potion of Accuracy
Ancient Library 3 Lizard Men, 2 Medusa 500 Gp, Incorruptible Scroll
Hideout 2 Axe Throwers, Rock Giant 300 Gp, Touch of Mortis Scroll
Ruined Outpost 2 Wyverns, Black Dragon 800 Gp, Banner of Fortitude
Haunted Fort Death, 2 Vampires, 2 Shades 800 Gp, Vampire Orb
EVENTS
Event Description
Gain Troops Go to Western Fort to gain more troops.
Dwarven Grilling A Clan Lord asks all about Demosthene and his demise ...
Elven Encounter Approach the Elves on the south-western shores to enter
into dialogue with them.
It's a Trap ! Go to Gruu'kheml to set off a trap.
Night night :"> Approach the Legions' Capital to set off a Nightfall
trap
The Cavalry !! Saved (?) by the Dwarves and Elves at the same time !!
ITEMS LYING ON THE GROUND
4 x Life Potion, 6 x Potion of Healing, Potion of Speed, Runestone (artifact),
Plague Scroll, Treebark Potion, Orb of Bane, 4 x Potion of Restoration,
Seafaring Scroll, 2 x Emeralds, Call Decay Dragon Scroll, Orb of Freezing,
Tormentio Scroll, Banner of Speed, 2 x Potion of Protection, Orb of Elder
Vampires, Boots of the Elements, 2 x Potion of Swiftness, 2 x Diamond, Orb of
Icefall, Shadow Scroll, Talisman of Strength, Potion of Strength, Potion of Air
Warding, Orb of Healing, Goblin Orb, Potion of Earth Warding, Potion of Accuracy
Potion of Fortune (just south-west of Gilgam City), Weakness Scroll, Sanctuera
Scroll, 2 x Incante Beliarh Scroll, Cursa Demoneus Scroll, 2 x Potion of
Celerity, Healing Ointment, Potion of Vigor, Orb of Restoration, Imperial
Crown (valuable - beside Thuggr'hesh City), Angel Orb, Potion of Invulnerability
Call to Arms Scroll.
ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
Sybil's Vision Scroll, Fire Ward Scroll, Vampire Talisman, 7 x Potion of
Restoration, 3 x Potion of Healing, 7 x Life Potion, Emerald, Treebark Potion,
Potion of Strength, Goblin Orb, 2 x Healing Ointment, Haste Scroll.
SHOPS
Name Sells
Tralar's Shop (Merchant) Life Potion x 5, Potion of Protection x 3, Potion
of Healing x 10, Potion of Restoration x 10,
Healing Ointment x 5, Potion of Striking x 3,
Treebark Potion x 3, Potion of Might x 1
Guggux's Camp (Mercenary) Ogre (2,800 Gp), Orc (300 Gp), Orc Champion (850
Gp)
Ebhon's Shop (Merchant) Life Potion x 4, Highfather's Potion x 1, Potion
of Healing x 5, Potion of Restoration x 5
Ebbon's Camp (Mercenary) Barbarian Warrior (850 Gp), Man at Arms (50 Gp)
Reggen's Camp (Trainer) [Train Units Here (!!)]
Gunnerth's Shop (Merchant) Life Potion x 5, Potion of Healing x 10, Potion
of Restoration x 10, Healing Ointment x 4, Potion
of Air Warding x 1, Potion of Water Warding x 1,
Potion of Earth Warding x 1, Potion of Fire
Warding x 1
Under's Shop (Merchant) Life Potion x 5, Potion of Invulnerability x 1,
Potion of Healing x 10, Potion of Restoration x 10
Potion of Speed x 2, Potion of Swiftness x 2,
Potion of Vigor x 1, Potion of Strength x 1
Gunner's Tower (Magic Shop) Call Red Dragon (800 Gp), Call Decay Dragon (600
Gp), Stone Rain (400 Gp), Curse of Nygrael (400
Gp)
Shorlakk's Shop (Merchant) Tome of Earth x 1, Etched Circlet x 1, Banner of
Battle x 1, Staff of Demonology x 1
Malavien's Tower (Magic Shop) Vengeance of Ymir (800 Gp), Chant of Hasting (600
Gp), Chant of Arms (600 Gp), Seafaring (400 Gp)
ENDING
With your allies - the Mountain Clans and the Elves - fighting by your side,
you are able to defeat the Demon Uther, and at last bring balance to the
Empire ... but the Empire is still without a leader, and much damage has been
done ... it will surely take an age to restore the former glory of this
shattered nation.
==============================================================================
ACKNOWLEDGEMENTS
Thanks and credit go to Michael Chandra for his CONSIDERABLE input into the
Antagonists, Uther's Crusade and Slander and Barbarism levels, and also to
Michal Zajíc for his insight into Demon Uther's movements on the Binding Forces
level ... credit is also given to Timelord for his guidance on the Celebration
and Binding Forces levels.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦ SECTION SEVEN ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
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¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦
¦ ==== ¦ ¦ ¦ ¦ ¦ === ¦ ¦ =====
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ =====
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ====== ¦
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦
¦ ==== ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ===== ¦
¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦
======== ======= === === ==== ==== ========
(Dedicated to Simon and his Crafty Dwarfies)
THE MOUNTAIN CLANS SAGA WALKTHROUGH
==============================================================================
¦ This walkthrough is copyrighted to Mister Sinister (2004) ¦
¦ I don't mind it being lifted in its entirity, but if you do so, ¦
¦ please make sure you give credit to the author (me) and DON'T pass it ¦
¦ off as your own. Thanks ! ¦
==============================================================================
THE SEVEN MISSIONS OF THE MOUNTAIN CLANS SAGA :-
1) Lost Runes
2) The Charmed Child
3) War Spirits
4) New Leadership
5) The Unholy Siege
6) The Ceremony
7) The Days Before Ragnarok
==============================================================================
For your information, the 12 Runes of the Dwarven Clans are as follows :-
1) Skymine 2) Springfrost
3) Cloverhorn 4) Sevendusk
5) Cloudkeeper 6) Fogfell
7) Cragwell 8) Flinthide
9) Greyhelm 10) Grimpeak
11) Greenflint 12) Hillrust
==============================================================================
And the RUNES (as far as I can discern) are as follows :-
1) Fregga's Healing Rune 2) Aurva's Potency Rune
3) Ymir's Purity Rune 4) Idun's Prosperity Rune
5) Fulla's Gold Rune 6) Braggi's Battle Rune
==============================================================================
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.
Obviously the very nature of this game makes doing an FAQ quite a difficult
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 Mountain Clans 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) Lost Runes
BRIEFING AND COMMENTS
10 years ago, the Mountain Clans sealed the God of the Legions of the Damned
(Bethrezen)'s Infernal Gate using their most powerful runic magic. Of the 12
Clans which comprised the Mountain Clans, only 7 survived the first Great
Wars, many having fallen to the unholy blades of the Undead Hordes.
After the tragic death of Sturmir Thunderhammer, the Clans elected Morok
Cloudkeeper as their new King. Whilst Morok was a great warrior, he could
not bring the 7 remaining Clans into alignment, and some of the Clans
ultimately departed to seek the shelter of higher mountains.
Wotan - the Dwarven God - had gifted 12 runes to the Mountain Clans during
the First Great Wars (one to each Clan). The runes belonging to the five
destroyed Clans are still missing, and Morok sends out his troops to scour
the remains of the Clans' Cities, to try and retrieve these lost runes.
Your objective on this first level is to retrieve the lost runes from the
Dwarven Cities of Springfrost, Cragwell and Skymine.
... and we're off !!
Hokay ... for your information ? Cragwell is in the south-eastern corner of
the map, Springfrost is due east of your Capital city and then a little south
when you reach the end of the map, and Skymine is directly north of your
Capital city.
Whichever way you go first is entirely up to you, but as this is the first
level, and the Mountain Clans ARE a more difficult race to play than most
(owing to their low initiative ratings in combat), I would STRONGLY suggest
that you polish up the map before taking the three cities in question ...
There are plenty of peasants, thugs and master thugs around your capital for
you to gain valuable XP from, so I would begin by attacking those ... PLUS of
course you have the added advantage of being able to fall back to your capital
to heal yourself ;)
As you are making your way down the western side of the map (note, this may
happen regardless of which side of the map you are on - it might just happen
when you get to a certain distance down the map), one of your Engineers speeds
towards your Capital City to deliver a message to Morok. He tells you that
Gymner Cloudkeeper, Morok's son, has been slain, seemingly whilst en route to
perform the sacred ritual which would see the runes keeping Bethrezen's
Infernal Gate locked, strengthened so that (hopefully) Bethrezen would NEVER
be able to escape the confines of his eternal prison.
Morok is quite obviously gutted, poor bloke.
But wait ! The Engineer has even MORE bad news (lovely). He tells you that
the Legions of the Damned have returned to Nevendaar, and that Gymner's body
was found south of your Capital city, amidst fire and burning rock, clutching
one of the 12 sacred runes.
[You then gain Skadi's Liberty Rune, for your little collection]
This does NOT bode well, as this is the rune which Gymner was going to use in
his ceremony to strengthen the runic seals on Bethrezen's Infernal Gate ...
Morok then sends the Engineer off to scout the terrain a bit more, as he feels
certain the situation is even WORSE than it appears at present. (The Engineer
then leaves).
As you approach the ruins of Cragwell a Troll pops up to tell you that you
are not welcome here ... hmmmmmmmmmmmmmm ... BOTHERED ? You're ALL gonna fall
to my might !! Bwahahahahaaar
Once you have searched the rubble of Cragwell, one of the King's Guards pops
up to tell you a bit about Cragwell. He says that the symbol of the Cragwell
Clan was that of a Bear, and that they were not only the MOST powerful of the
Dwarven Clans, but also the first to be attacked by the |