Disciples 2 – Empire

Disciples 2 - Empire


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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 !                                               ¦
==============================================================================

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 !!

==============================================================================

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.

Finally, thanks to everybody at gamefaqs.com who has posted on the 
messageboards and encouraged me to keep going !! =)
                                                                              
==============================================================================

                                                 Copyright David Booth, 2003-4

==============================================================================

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