Disciples 2 - Servants of the Dark ====== === ======= ======= === ======= === ======= ======= ======== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ===== ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ===== ===== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ===== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ¦ ===== === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦=== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ / ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ==== ¦ ¦ ==== ¦ ¦/ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ === ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ===== ¦ ==== ==== ¦ ¦ ===== ¦ / ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ====== === ======= ======= === === ======== ======= ======= ======== s e r v a n t s o f t h e d a r k ============================================================================== ¦ The aim of this file is to provide you with general information on ¦ ¦ Disciples 2 : Servants of the Dark in a clear and readable format. ¦ ¦ I hope it serves you well !! - Mister Sinister ¦ ============================================================================== Dedicated to my dear Friend Miguel, Prince of the Nosferat. Table of Contents 1. Introduction and Overview of the Game 2. Basic Controls 3. The Two Races 4. Tact & Diplomacy 5. Types of Items 6. Undead Hordes Saga Walkthrough 7. Legions of the Damned Saga Walkthrough 8. Stats for Units 9. Rulers and Leaders 10. Comments on Units and Suggested Upgrade Routes 11. Tips and Tricks 12. Credits =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ¦ SECTION ONE ¦ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- OVERVIEW Disciples 2 : Servants of the Dark is a turn-based strategy game where the player picks one of two major races and battles across either a pre-defined sequence of levels (the Sagas), one of a number of set individual missions (the Quests), plays in a Custom Saga, or with other human in multi-player mode. Servants of the Dark is an official Expansion Pack for the Disciples 2 title. It is a swords and sorcery type game, with a reasonably simple interface and gentle learning curve, but which boasts hours and hours of gameplay, and is quite honestly ? HELLISHLY addictive ... I heartily recommend it. I have written individual in-depth walkthroughs for the Sagas for the two main races in this expansion pack - the Undead Hordes and the Legions of the Damned, and both of those can be found at http://www.gamefaqs.com. Helpful comments and so on are always welcome, and I can be reached at shadowpath@hotmail.com - Mister Sinister, 2004 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ¦ SECTION TWO ¦ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BASIC CONTROLS As with any strategy game, troop management skills are FUNDAMENTAL to your success. In order to become a good Servants of the Dark 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 as the unit must move together, as one. Combat is initiated by moving to a square adjacent to a rival or enemy unit on the map, and combat is dealt with in a separate screen. The world map begins by being totally covered in a fog of war, which disperses as you move your units about ... certain terrain cannot be traversed, and you will have to find ways around it ... examples include waterfalls, whirlpools and mountain ranges. Obviously not all of the creatures you encounter on the world map will be hostile - some will give you sub-quests which you can complete to gain prizes should you wish ... others will be territorial, and will either attack you on sight or pursue you until you leave their area of the map. You will encounter cities belonging to other players, as well as neutral cities, and various other structures dotted about the map, ALL of which can be explored and/or conquered. BEAR IN MIND AT ALL TIMES that this is a TURN-BASED strategy game. Therefore, whilst you have the luxury of time to think your moves through, as you would in a chess game, poor troop movement can lead to units becoming isolated at the end of a turn, and easy pickings for roaming creatures ... ... always watch your back ... Each unit on the map can comprise up to SIX individual characters. So, taking our earlier example of the unit being led by the Werewolf, this unit can comprise the Werewolf that leads them, and up to FIVE other characters ... if the leader dies, the unit will still be able to move, but will do so at a MUCH slower rate, and the unit's icon on the map will change. It will still be the Werewolf, but you will see that the leader has died because a little skull shield will be displayed at the foot of the icon. This allows you at a glance to see units which have had their leaders slain. Provided at least ONE character in the unit is still alive, it is possible to heal and/or resurrect those characters in the unit which have died. You can either do this via magic, CHEATING (tut tut), at any of your Cities (provided you have constructed a Temple in your Capital City), or using potions. Your Capital City (each major race has one) is your seat of Power on the level BUT, unlike many OTHER turn-based strategy games where there is a REAL risk of losing your Capital, and thus losing the level, in Disciples 2 each player's Capital City is occupied by (not only a maximum of 11 "normal" troops but also) an INCREDIBLY powerful Guardian, who CANNOT leave and who's SOLE purpose is to protect the Capital. Sounds like you might still be vulnerable ? In all practical reality you won't be - the Guardians are WELL powerful, and it is EXCEEDINGLY unlikely that you will ever lose your Capital ;) You will ALSO find shops on the world map ... there are several merchants in the game who have set up shop on the various levels, and with whom you can trade ... even if you can see no use for something you have picked up on a level, you can always sell it at a shop to gain extra gold ;) The currencies of the game are five-fold. You have gold (obviously), which you use to buy upgrades for your cities, to recruit new troops, to bribe the other players, and so on. Then there are the four types of mana. There is Death Mana, Runestone Mana, Life Mana and Infernal Mana. Both gold AND mana are generated at resources on the map, and these resources can be bled off to give (effectively) unlimited resources to your race - I say *effectively* unlimited as, whilst there is only a certain amount of each type of energy that will be generated by each resource per turn, the supply from which this is drawn is infinite - i.e. you will never deplete a gold or mana resource on the map (which is KEWL !!) One last thing. When you look at the map you will be able to see the terrain that belongs to your race by looking at the ground. Each turn, your race's terrain expands from every city in every direction, and whenever it touches an unclaimed resource, it seizes it for your race. Since it would take an eternity to gain control over the ENTIRE map this way, the game designers have very kindly provided each race with one type of unit that can be recruited who's sole purposes is to "plant rods". Planting a rod is a very simple process which allows you to stake a claim to a very small parcel of land which is not already yours. ... I hope that makes sense ... I'll try to explain ... Say this is the world, and you own the left-hand side of it. :- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ YOUR ¦ MY ¦ ¦ ¦ ¦ ¦ LAND ¦ LAND ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦======¦ ¦ ¦ ¦ ¦ GOLD ¦ ¦ ¦ ¦ ¦======¦ ¦ ¦ ¦ ¦ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ¦ ¦ ¦ ¦ ¦ ¦ BACK ROW ¦ FRONT ROW ¦ FRONT ROW ¦ BACK ROW ¦ ¦ ¦ ¦ ¦ ¦ ¦ 1 ¦ 1 ¦ 1 ¦ 1 ¦ ¦ ¦ ¦ ¦ ¦ ============================================================================== ¦ ¦ ¦ ¦ ¦ ¦ BACK ROW ¦ FRONT ROW ¦ FRONT ROW ¦ BACK ROW ¦ ¦ ¦ ¦ ¦ ¦ ¦ 2 ¦ 2 ¦ 2 ¦ 2 ¦ ¦ ¦ ¦ ¦ ¦ ============================================================================== ¦ ¦ ¦ ¦ ¦ ¦ BACK ROW ¦ FRONT ROW ¦ FRONT ROW ¦ BACK ROW ¦ ¦ ¦ ¦ ¦ ¦ ¦ 3 ¦ 3 ¦ 3 ¦ 3 ¦ ¦ ¦ ¦ ¦ ¦ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ... 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 ... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ¦ SECTION THREE ¦ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE TWO RACES The two races you can pick from are as follows :- 1) The Undead Hordes 2) The Legions of the Damned 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 :"> - and finally - 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. There are, of course, other "mini" races in the game, but you cannot play as these ... they include the Marshdwellers, the Greenskins, the Barbarian Tribes and the Occultists. They help add variety and spice to the game, and to generally keep it interesting =) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ¦ SECTION FOUR ¦ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 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 ;) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ¦ SECTION FIVE ¦ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 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) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ¦ SECTION SIX ¦ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ======= === === ====== === === ======== ======= ======= ====== ====== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == == ¦ ¦ ¦ ¦ ¦ === ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ==== ¦ ¦ === ¦ === ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ == ¦ == ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ==== ¦ ¦ == == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ / ¦ ¦ ¦ ¦ === === === ===== === === ======== === === =======/ ====== ====== (Dedicated to Mark Beecroft, qui me fait toujours sourire) THE UNDEAD HORDES "SERVANTS OF THE DARK" 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 THREE MISSIONS OF THE UNDEAD HORDES SAGA IN THIS EXPANSION PACK :- 1) Boons on Black Tongues 2) A Voice Silenced 3) The Fulcrum ============================================================================== 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 Ashgan, who would be shown as [Ashgan] as he is IN the city and, in his case, cannot leave - all troops NOT in squared brackets are just waiting in the city (as in, healing there, etc.) Map directions are as follows. North on the map is up and right. South is down and left. West is up and left, and East is down and right. One other thing ... if when mentioning any troops I refer to them like this :- Phantom Warrior (10) or 2 Dwarves (10/12), then the numbers in brackets refer to their level/s of experience ... so BE WARNED !! ;) Obviously the very nature of this game makes doing an FAQ quite a tricky task, as you can go anywhere, do anything (within reason) and your opponents will pretty much respond to the way you play ... so this is an account of what I would suggest and expect, pointers I have learned, things I would pick up - basically anything and everything which I could think of which might help you play as the Undead Hordes in their Saga ... I have tried to keep this FAQ both light-hearted, and informative. Similarly, with troops garrisoned in cities, whilst my FAQ is accurate as at MY playing the game, these may change - ESPECIALLY in cities owned by other players (as you are doubtless aware if you've ever played this game, your computer opponents are FOREVER changing the troops that they garrison in their cities). Comments are always welcome - you can reach me at shadowpath@hotmail.com. Thanks for reading this !! ============================================================================== 1) Boons on Black Tongues BRIEFING AND COMMENTS After a triumphant campaign in Disciples 2, and having succeeded in the resurrection of her beloved husband Gallean, Mortis had expected ... at the VERY least ... a thank you card ... but she didn't get one. No roses, no cards, not even a little box of choccies ... Gallean, having watched her sew chaos and despair upon the world in her quest to revive him, scorned her for what she had done, and what she had become, and left without even saying Goodbye. How RUDE !!!!!! Time to teach that punk a lesson methinks !! I didn't just fight that BIATCH Queen Taladrielle just to have Gallean shove it in my face ! Thus spurned, Mortis conceives a plan to strike back at her ungrateful mate. Since Queen Taladrielle's death at the hands of the hordes, the remaining Elves had been scattered about the lands ... Mortis could have sent her ever-increasing horde of undead warriors across Nevendaar in a scourge to simply wipe them out, but she had something FAR more sinister in mind ... ... and so we begin ... The aim of this first level is to "seek allies to use against the Elves". It would appear that Mortis is not satisfied to merely cleanse Nevendaar of their presence - she wants to enlist the support of others in this little crusade. ============================================================================== NOTE: Your Capital City is located in the south-eastern corner of the map. ============================================================================== Our old friend Wraith Prusheen kicks off by saying that he has not heard from Mortis in a long time, and that he is getting concerned because he fears that she may have abandoned the hordes. His concerns are answered by the vampire Virimos - an impudent young upstart - who tells him that Mortis has, in fact, started speaking to HIM instead of Wraith Prusheen, calling for the blood of Gallean's children - the Elves. Prusheen voices his concerns, saying that whilst the hordes are getting progressively stronger, they would still have great difficulty in assailing the entire Elven population of Nevendaar, to which Virimos tells him to have faith; that one day Mortis may again choose to speak to Prusheen directly again as she did in the past, but until that day comes, Wraith Prusheen - that FANTABULOUS leader from our former Saga - is to obey the commands of the Vampire Virimos. ... the ... NERVE !!!!!!! Before a bitch-fight can ensue, a Fighter interrupts them to advise that their Capital city is under siege by the Barbarian Tribes. Virimos directs everyone to the gates to ready for battle. ... and we're off !! =) You will start off on the first level with a reasonable amount of gold and death mana, which gets CONSIDERABLY less if you're playing on the higher difficulty settings, PLUS all your level one spells have already been learned. You will have, on all three of the Undead Levels in this Expansion Pack, unfettered access to your entire spellbook for learning purposes, and the ability to construct ALL your buildings on EVERY level. Woohoo !!!!! :) I would therefore suggest that you start off by building up a respectable army to accompany the leader you will have had to import from your previous saga. ============================================================================== IMPORTANT NOTE UNIT LEVELS AND LEVELLING-UP ============================================================================== You will see that there is a picture of a sword with a coloured blade above your leader's portrait on the party screen. This is a new addition to the Disciples 2 Expansion Packs, and serves to give you a rough guideline as to the approximate level of the units in an enemy's pack ... and your own ;) A unit WITHOUT a sword is Level 1 - 4 A unit with a BLUE-bladed sword is Level 5 - 9 A unit with an ORANGE-bladed sword is Level 10 - 14 A unit witha RED-bladed sword is Level 15 or higher I would HOPE for your sakes that you have imported a leader with a RED-bladed sword, as your leader WILL NOT GAIN ANY EXPERIENCE during the ENTIRE campaign. That's right !! Your leader will NEVER level up again, so BE WARNED. ============================================================================== Once you are ready, and note that I would strongly suggest constructing a building so as to level up some of your units ASAP before going out of the capital ? Leave your capital city. You will find the following units in close proximity to your capital :- 1) Spirit Wolf 2) Wolf, Barbarian Chieftain, Barbarian Warrior 3) Charfang (Barbarian Chieftain), Spirit Wolf 4) Threescar (Barbarian Chieftain), Spirit Wolf 5) 2 x Wolves (one of which is Level 10, so WATCH OUT !!) 6) Greypaw (Barbarian Chieftain), Barbarian Warrior, Wolf 7) Spirit Wolf, 2 x Wolves Before you are able to attack them, however, Greypaw speaks up and says with shock, "It's true! They've built a city upon our cemetery! Forward brothers! Drive these disgusting worms back into the ground!" (FLATTERY young man, will get you absolutely NO-where.) A Banshee by the name of Eledrene responds to him ... BASICALLY inviting him for a bit of nookie (it would appear these two know each other) ;) Threescar shouts out that it's a trick, and that "these are not your loved ones", urging his troops to fight. Threescar's troop (number 4 on my list) then rushes in to attack you. IF you followed my advice and constructed a building before you left the capital ? Then by all rights you SHOULD find that after Threescar and his Spirit Wolf have been slain, some of your units level up. RESULT !! :) ALSO note that as your leader will get no xp for any battles in this expansion pack ? This will ALSO help your units to level up faster ;) Once Threescar's unit has been slain, the Spirit Wolf speaks to you, saying "You've seen ..." and then polymorphing into a Barbarian Chieftain and continuing "... nothing ...". Prusheen remarks that these "Spirit Wolves" are actually NOT wolves at all - they are illusions ! Virimos takes one for interrogation, and authorises you to dispose of the rest. LIKE we needed to be told eh !!!!! *sigh* In the chest just to the east of your Capital City is a Potion of Speed ;) Next turn, a Barbarian Chieftain is being tortured by Virimos for information. He begs for mercy, but Virimos hurts him a little more before allowing him to speak. Ok ok so maybe I was a bit hard on Virimos ... I'm kinda starting to like him! The Barbarian Chieftain confirms that they wield talismans that grant them the power to change their shape into Spirit Wolves. The Barbarian Chieftain tells Virimos that in exchange for the information he wishes to return home. FAT CHANCE !!!!!!!! Needless to say Virimos tortures him to death. Next turn, Virimos tells Prusheen that he has a task for him ... one which Mortis herself has called for. Prusheen is to lead an expedition to the north to deceive the Mountain Clans. They are to disguise themselves as representatives of Wotan, and to tell the dwarves that Wotan bids them enter battle against the Elves. Naturally poor Prusheen is a little confused. I mean ... how is he ... a walking corpse ... supposed to make himself look like a stunted little Mountain Clan goody-two-shoes resource stealing Dwarf ???? Virimos responds by giving him a verbal smack-down, and telling him that they will use the Barbarian's Talismans to disguise themselves as Spirit Wolves. FURTHERMORE, Virimos says that he will send his OWN party there to attack the Dwarves, but that Prusheen will intercede (with his band of Spirit Wolves) and drive them away before delivering their message to the Dwarves ... Virimos believes that this will be sufficient to trick the Dwarves into believing that Wotan's message is real. ============================================================================== NEW OBJECTIVE : Lead Prusheen's pack of wolves to meet with the Clans. ============================================================================== You are given control over three Spirit Wolves outside your capital city. ONE is the polymorphed Wraith Prusheen, the other two are (presumably) two of his aides. Your new objective is to lead Pup Prusheen and the Woof-pack north-west of your capital city, to meet with the Mountain Clans. BE WARNED that Spirit Wolves are NOT excessively powerful. They have a sonic bark that can hit 6 units, but they are still pups compared to the nasty things that lurk around. When you're given control over the pack, all three Spirit Wolves are in the front - I would suggest moving Prusheen to the BACK so that if the going gets tough, he can always retreat. If Prusheen dies, you fail the level, so MY technique was to hold him back and clear a path for him with my stronger units - then just let him waltz on through, sniffing flowers and cocking his leg against trees, until he meets with the Clans. As you continue slaying the Barbarians, Lich Queen Sheggrah pops up to remark that you've never encountered Barbarians that are this brave (read: stupid) before ... it's as if they can predict your intentions !! There is a Highfather's Potion in the very south-east of the map, in the water just in front of the Sea Serpent. If you conquer Sissathell, the Medusa squeals out in pain after your victory ... it's rather refreshing actually :) If you take the City of Uslenore, an Initiate reports back to Lord Virimos (LORD ?? In all the time our poor little mate Prusheen was kickin @rse he was just "Wraith" !! The CHEEK !!!!) to say that whilst you have taken the city, you have only been able to slay a LESSER Chieftain in the Barbarian Order, and that your sources have revealed that Chief Yorjagg is their Leader (although you do not know where he resides). Virimos is all "Yes yes WHATEVER ... now GET ON WITH YOUR MISSION" Uslenore contains a Healing Ointment and 2 Life Potions ;) ============================================================================== BE WARNED that Barbarian Chieftains spawn periodically just outside the city of Uslenore, and they WILL try and retake the city, so if you want to hold it ? You'd better heavily fortify it ;) ============================================================================== The Undead Spy Nith pops up periodically as you venture around the map - most often when you're venturing near shops. If you approach "The Mill" (a merchant's shop to the west of your capital city), he pops up to tell you that if you're looking for the outpost, there is an impassable mountainous wall north of your present location, that has been sealed by Dwarven magic. Nith knows that there was once a key to bypass the seal, that was given to the Elder Barbarian Tribes to open trade ... Hmmmmmmmmmm. THANKS Nith :) He's a helpful little chappy. Nith confirms that he will continue to scout out for the key, but that he would SUPPOSE that Yorjagg - the Barbarian High Chief - would be guarding it. For future reference, Nith may be helpful ? But he's also a BIG time MOANER :( ============================================================================== NOTE : Barbarian High Chief Yorjagg resides in the City of Crawyk, in the south-westernmost corner of the map ============================================================================== If you approach the City of Crawyk, Yorjagg calls out to mock you as you approach. Hahahahahaha little does he know it'll be US laughing when his head is on a spike outside the soon-to-be UNDEAD City of Crawyk. ONWARD !! =) [Be warned before you enter the City of Crawyk, that Yorjagg is not only a Level 12 Barbarian Chieftain, he is also warded -v- Mind Attacks ;)] For your convenience, here are his stats :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Yorjagg 992 20+20 - Mind Great Claws 89 242 Wea 48 Adj 1 ============================================================================== Yorjagg was holding a set of Skull Bracers, and once he is slain, Virimos pops up to congratulate you, saying that without their Figurehead, the Barbarians will be in a state of comparative shock, and unlikely to pose a further threat to the Hordes. UNFORTUNATELY, however, the location of the key is still unknown. One of the Barbarian Warriors in the city is questioned, but he does not know anything about it. Virimos threatens to have him fed to the Zombies for his stupidity, whereupon he suddenly loses his amnesia, and recalls that they DID have a key, but that it is inaccessible as Dragons have nested in the city where it resides, and that they will not let it go. He ALSO tells you that the Tribes are no longer in trade with the Dwarves, so it's actually of precious little use to you any way. Virimos STILL has him fed to the Zombies. GOD this Virimos guy is MEAN !! :) You will still have to stage another assault on the City of Crawyk if you want to take it, as there are already units in the city ... and if you DO take the City you will find a Life Potion, a Potion of Healing and a Potion of Restoration sitting in it. As you approach the Crippled Dome, Lich Queen Sheggrah pops up again to warn you that whatever is INSIDE the Dome has been able to keep the Barbarians away, so you should be prepared before you go in ... there are 2 Green Dragons inside ;) The Dragons are guarding the Runic Key ;) Once taken, the Runic Key opens up a path through the Mountain Range that occupies a vertical area to the north of your capital city, in between the towers of Crossen and Omtus. Virimos urges you to make haste ... If you slay the small band of goblins outside the city of Bintonbrall, the Ogre in the area sees you, screams at you and charges you !! HIS unit comprises :- Ogre (5), 2 Orc Champions (5/5), 2 Goblin Archers (8/8) Despatch these IMBECILES and move on. If you take the City of Bintonbrall, an Orc Champion confirms (with his dying breath I hope) that you are too ... strong ... *death sounds*. BLESS !! Bintonbrall contains 2 Life Potions and a Gold Ring. The City of Tesqil about half-way up the map on the far western edge, is owned by Count Crowley's Army, and is very well guarded by the Archmage Wermyn and his cohorts ... Wermyn appears suitably shocked at your putting his army to their deaths, and in the city you will find an Emerald and 2 Life Potions. If you approach the Glinn Market, Nith will appear to tell you that it seems odd to him that Demons are so close to the Empire ... he asks what you think. He says he wouldn't stick around here too long, as he doesn't know what's going on, but whatever it is, he doesn't like it (and then he disappears) If you ransack Guttelbryk, Lich Queen Sheggrah pops up AGAIN to tell you that she also thinks that it is strange that the Legions' Cohorts are not attacking the Empire ... velly stllange ... =./ If you approach the City of Pickstall, the Wizard Tirumn calls out to you begging you to stay away, saying that he has a curse to bear, and that any interruption could unleash chaos ... ... well ... shall we leave him then ?? I ... think ... not !! Once vanquished, Tirumn condemns you, saying that he can no longer control "them", and that you are FOOLS ... Buuuuuuuut he's dead, so who cares !! :) "Them" are a bunch of Giant Black Spiders in the area that WILL go on a lil' rampage after Tirumn dies, so we MIGHT have just made a rod for our own backs but HELLO ?? We're the Undead !! WE CAN HANDLE IT !!!!!!!!!!!!!! :) :) :) The City of Pickstall contains a Healing Potion, a Life Potion and a Potion of Restoration. If you approach Swallow's Nest (the Merchants), our little friend Nith pops up again to say that he's been waiting for you with the information Virimos has requested. He says that there is a small Clans outpost in the north, and although it is close to the Dwarven Capital, it is nothing more than a scouting point, with negligible defences. THEN he starts to moan again. Oh woe is meeeeeeee ... I'm deeeeeeeead ... and I smeeeeeeeell ... bla bla bla. He does also intimate that you might able to bump into him at other places of trade ... but you'd probably already noticed THAT little trend by now ?? Once you have stormed the Loriette, Lich Queen Sheggrah pipes up to ask why it is that the undead warriors you have just encountered have seen fit to disobey the will of Mortis ... this is all VERY strange =./ Of course, one MIGHT also ask why a corpse has the power to walk and talk, but hey ! Some things ya just accept, non ?? ;) The City of Foreneth is ALSO owned by Count Crowley's Army. It is protected not only by the residents, but by a group of units that reside OUTSIDE the city as well. To conquer it you will have to fight through :- 1) Defender of the Faith (1), 2 Man at Arms (12/12), Imperial Assassin (10) 2) Defrym (Ranger - 14), Grand Inquisitor (10), 2 Inquisitors (3/3), Imperial Assassin (10) Once it has fallen, Defrym calls out to you saying that he will die knowing that he fought on the side of righteousness, and that Crowley will deal with you soon enough. Yeah ... right ......... WHATEVER !!!!!!! BRING HIM ON is all I can say ... The City of Foreneth contains a Life Potion and a Potion of Restoration. The City of Wrenshire contains a Potion of Restoration and a Life Potion. The City of Mullusbren (which you WILL be able to investigate after despatching the LOSER Hollings and his followers) contains a Potion of Restoration, a Potion of Protection and a Life Potion. Unuo (the Level 12 Ranger) and his troops, who are just north-west of the City of Mullusbren, are guarding a Diamond. Juthrum (the Level 12 Archmage) and HIS troops, who are just to the north of the City of Mullusbren, are guarding a Healing Ointment. The City of Anubreyl (which you will find in the north-easternmost corner of the map), contains a Healing Ointment, a Life Potion and a Fog of Death Scroll. ... Flicking across to the WEST of the map now ... As you approach Fomdorr's Farm, Nith appears again to say that you are now VERY close to your objective. He tells you that you will travel through a dense forest to the west, and then you will see the outpost. He says that it is a Tower, seated amidst the rubble of Mendros Mine. Then he uses the moment as ANOTHER opportunity to whine and bitch about himself ... poor lad. As you begin to enter the Dwarven territory through the woods to the west of Fomdorr's Farm, Virimos calls to you to hold back, saying that ONLY Prusheen's Pack of Spirit Wolves must approach, or the plan will not succeed. And ONCE AGAIN he tells you to get your finger out and hurry up ! He's a bit ... impatient, isn't he !! If you DON'T listen to him, and move a unit OTHER than Prusheen's Pack into Dwarven turf ? You will IMMEDIATELY lose the mission. So ! Taking Prusheen's Pack ;) into the Dwarven Lands sparks off the following little conversation :- Prusheen's Pack *pees on a bush and watches whilst the snow melts* Outpost Scout "OI! Doggies a'comin !! To yer stations boys" Prusheen's Pack "Oops ! Sorry 'bout that ... I'm not properly house- trained yet ... but I bring a message !! Your ... err ... I mean OUR old boy Wotan has sent us here to ..." [Enter Virimos, with train] Virimos "Ahahahaaaaar, you one-cal Dwarves will make a tasty snack, Yarrrrrrrrr ..." Prusheen's Pack "Fear not, NOBLE Dwarves ... for we shall kick this cretan's blubber butt for ye" ============================================================================== NEW OBJECTIVE : DEFEAT VIRIMOS AND HIS UNITS ============================================================================== Now ... Virimos (who's ass I'm sure you've been just ITCHING to kick since he took the place of our mate Prusheen and had him demoted to a DOG !!) and his little pack is kinda a bit TOUGH for the poor pooches to tackle on their own. Therefore I would suggest using spells to soften him up before you land the killer blow ... or just use OTHER units to slay Virimos ;) For your information, Virimos travels with 2 Initiates (1/1) and 2 Zombies (2/2), and Virimos' Stats are as follows :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Virimos (8) 325 0 Death - Drain Life 87 85 Dea 40 Any 6 ============================================================================== ALSO please bear in mind that once you slay Virimos ? The level ends. So IF you wanted to explore any further ? You'll need to STAY running Virimos through for now ;) However ... PLEASE BE CAREFUL !!! Even though you can walk units into Dwarven Lands once you have received your new objective ? Depending on which squares they walk you CAN still lose the mission AND, given that there REALLY isn't anything worth nabbing in the Dwarven area ? I'd just kill Virimos and be done with it ;) Once Virimos has been slain, he blubs that he thought he was Mortis' chosen warrior. Then the WHOOP-ASS Prusheen (still wearing his doggy costume) says ... you were her chosen one ! Chosen to DIE like a little biatch ... BWAHAHAHAHAHAAAR ... woof woof woof ... bow wow wow ... grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr ! Virimos tries, with his dying breath, to warn the Dwarves that they are being tricked, but Prusheen drop-kicks him in the nuts and he's out for the count. Back to the conversation ;) Outpost Captain "Good lord ! It's true ! The spirits of Wotan are here !" Prusheen's Pack "YUP ! Zat's us matey !! That PUNK Gallean and his elves are musclin' in on yo' turf. Wotan wanted that loser put daaaaaaaaaan, but Mortis brought his butt back to life !! Now it's PAYBACK time baby YEAH !!" ** Prusheen's Pack clears its throat and checks their paws ** Outpost Captain "Goddammit !! Well if that's what Wotan wants ? That's what Wotan's gonna git !!" Prusheen's Pack "Now listen very carefully, I shall say zees only once ..." Congratulations, you've just completed the first level !! =) ============================================================================== OPPONENTS The Mountain Clans, Count Crowley's Forces CITIES NEUTRAL CITIES Name Inhabitants Uslenore Tribe Leader (Barbarian Chieftain), 2 Barbarian Warriors, Wolf, [2 Barbarian Warriors (1/5)] Crawyk Primitive Giant (10), Yorjagg (Barbarian Chieftain (12)), Barbarian Chieftain (10), Barbarian Warrior (8), Spirit Wolf (1), [2 Wolves, Barbarian Warrior (10)] Bintonbrall Orc Champion (10), Troll (7), Ogre (7), [2 Orc Champions (6/5), Orc (6)] Tesqil Wermyn (Archmage (12)), White Wizard (10), Wizard (3), 2 Grand Inquisitors (4/4), Inquisitor (3), [2 Defenders of the Faith (5/5), Imperial Priest (3)] Pickstall Tirumn (Wizard (1)), Giant Black Spider (1), [Giant Black Spider (4)] Wrenshire Barbarian Chieftain, 2 Barbarian Warriors [2 Barbarian Warriors] Mullusbren Hollings (Pegasus Knight (12)), 2 Holy Avengers (12/12), Imperial Assassin (12), [2 Witch Hunters (2/2), Marksman (2)] Anubreyl White Wizard (12), 3 Paladins (4/4/4), [Knight (2), Defender of the Faith (5)] MOUNTAIN CLAN CITIES Name Inhabitants Triumous [Dwarf, Tenderfoot, Axe Thrower, Mountaineer (3)] Weschek [Hill Giant] BUILDINGS Name Inhabitants Gain anything from taking it ? Sissathell 3 Lizardmen (4/10/4), Medusa 430 Gp, Banner of Resistance. Temple of Crawling Rot 2 Giant Spiders, Giant Black Spider 320 Gp, Lizard Man Talisman Glear's Crown 2 Giant Spiders (1/5) 224 Gp, Call to Arms Scroll The Crippled Dome 2 Green Dragons (6/6) 499 Gp, Runic Key Guttelbryk Demon Lord (4), 2 Anti- Paladins (3/3), 2 Succubii (4/4) 270 Gp, Tome of Sorcery Loriette 3 Ghouls (6/8/6) 194 Gp, Boots of Speed Fulcrus Ogre (1), Orc (1) 347 Gp, Staff of Paralyzing Crossen Troll (1), Orc (1) 345 Gp, Runic Blade Omtus Hermit (10), 2 Veterans (3), Flame Caster (10) 1,415 Gp, Vampire Orb Mendros Mine Peasant (1) 100 Gp, Talisman of Healing EVENTS Event Notes ATTAAAAAACK !! Your Capital City is surrounded by Barbarians ! DEFEND IT !! POOCHYLICIOUS ! After learning that the Barbarians are able to transform into Spirit Wolves through the Talismans they carry, Virimos is directed by Mortis to transform Prusheen into a Spirit Wolf and send him to meet with the Mountain Clans, where he is to convince them that he has been sent from Wotan to lead them against the Elves !! KILL ZEM !! Virimos arrives to set the scene for the Dwarves, and Prusheen beats that bitch daaaaaaaaaaaaaaaan =D ITEMS LYING ON THE GROUND Potion of Speed, 2 x Diamonds, Highfather's Potion, Terror Scroll, Royal Scepter, Potion of Might, 2 x Potion of Restoration, 5 x Life Potion, Potion of Swiftness, Potion of Accuracy, Orb of Restoration, Imperial Crown, Potion of Water Warding, Potion of Healing, Treebark Potion, Summon: Nightmare Scroll, Ancient Relic, Potion of Protection, Healing Ointment, 2 x Rubies, Potion of Invulnerability, Orb of Lycanthropy, 2 x Sapphires, Potion of Striking, Lich Orb, Venerable Warrior Orb, Paraseus Scroll, Potion of Vigor, Quicksilver Potion, Iron Skin Potion. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) 3 x Potion of Restoration, 5 x Potion of Healing, 5 x Life Potion. SHOPS Name Sells The Mill (Merchant) Life Potion x 15, Potion of Restoration x 15, Potion of Striking x 1, Potion of Vigor x 1, Winds of Restoration Scroll x 1, Healing Ointment x 13 Preldinn's Camp (Mercenary) Imperial Assassin (Level 10 - 680 Gp), Man at Arms (Level 10 - 95 Gp), Spearman (Level 10 - 570 Gp) Glinn Market (Merchant) Tome of Fire x 1, Life Potion x 3, Healing Ointment x 1, Potion of Restoration x 3, Potion of Healing x 1, Potion of Accuracy x 1, Forestwalk Scroll x 1, Rust Scroll x 1, Weakness Scroll x 1 Tower of Dark Arts (Magic) Call Decay Dragon (600 Gp), Rot (800 Gp), Damage Ward (1,000 Gp), Menta Potens (600 Gp), Ignis Potens (1,200 Gp), Projicere Terra (800 Gp) Swallow's Nest (Merchant) Potion of Protection x 1, Potion of Restoration x 19, Highfather's Potion x 1, Life Potion x 8, Zombie Orb x 1, Orc Talisman x 1, Banner of Speed x 1, Healing Ointment x 10 The Ring (Trainer) --> Train your Units here !! <-- Glimmerspyre (Magic Shop) Haste (400 Gp), Chain Lightning (900 Gp), Tempest (600 Gp), Ice Spirits (1,200 Gp), Maledicere (900 Gp), Chronos Major (1,200 Gp) Fomdorr's Farm (Merchant) Life Potion x 14, Potion of Restoration x 8, Potion of Strength x 1, Orb of Poison x 1, Staff of Celerity x 1, Healing Ointment x 14 ENDING Mortis' Pooch-patrol were a raging hit ! After having played upon the easy- going nature of the Dwarves, Mortis had them touring Nevendaar doing small fetes, kids' shows and ... oh wait ... that's another story ... *blush*. Basically Mortis revelled (there's that word again) in her having so easily swayed the Dwarves to fight in her cause against the Elves, and can now move on to Phase 2 of her Master Plan ... ============================================================================== 2) A Voice Silenced BRIEFING AND COMMENTS Mortis had shown the Dwarves how to use their Runic Magic to open a portal directly to the Heavens for communion with the Gods. The Clans, under the mistaken impression that Wotan wished to commune with them directly, rapidly set about preparing the ritual. Mortis then turned her attention to stage 2 of her plan. She had come to hear of the Elven Prophet Lachla'an, who had arisen to spread the word of Gallean since the God's return to Nevendaar. Since Lachla'an was Gallean's chosen avatar, Mortis immediately focused her attention on him as a key target in her forthcoming schemes. Despatching her Hordes to retrieve Lachla'an, Mortis prepared her OWN little ceremony ... one that would strike at Gallean where it hurt the most ... ... and now we take you LIVE to the gamezone !!!!!!!! Your objective on this SECOND mission is to find, and slay, Gallean's Prophet Lachla'an. Now ... let me remind you of something. There are only THREE levels in total in the Undead Hordes Expansion Pack ... 'nuff said (this is going to be TOUGH). The level begins with Wraith Prusheen (once again, the big boss man), saying that Mortis has spoken with him (not that she had THAT much choice since we just SLEW her new number one) *picks nails and wobbles head from side to side a little*, but there we go !! Apparently the Dwarves have fallen for your little scheme in the First Mission hook, line and sinker, and are now busy preparing the ritual for communion with Wotan. However, as we are now aware, Gallean has sent an avatar to speak with HIS people - the Elves - and Mortis wants this avatar for her own purposes. Lich Queen Sheggrah pipes up "Look ! We're being watched !!" Sure enough, a Rune Master named Grumdull and a Valkyrie called Jensina are right outside your Capital City, WATCHING YOU !! Grumdull calls out for the Valkyrie to FLY like the clappers so they can tell their Queen about your new plans ... Before Sheggrah can say "Bugger !!", they have flown off !! Grumdull and Jensina heading due East, and a Mountain Clans Thief that I hadn't noticed to begin with, scarpers off heading north-east. FORTUNATELY a Deathdragon materialises in the path of the Thief, so we should just focus our attentions on the Rune Master and Valkyrie, otherwise they will surely go back to their capital and give us away !! Well ... that's the IDEA anyway ... to be honest with you on my first try I let them go ? And they perished at the hands of units just outside Floriss, having kept our location a secret ALL the way ... hahahahaha ============================================================================== NOTE : Your Capital City is in the south-western corner of the map. ============================================================================== If I were you, I would send out your leader and units to kill the Rune Warrior and the Valkyrie ASAP, otherwise they'll scatter ... ... I would also slay the Thief with the Deathdragon IMMEDIATELY. For your reference, Grumdull and Jensina have the following Stats :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Grumdull (5) 300 0 - - (2x)Axe 85 80 Wea 40 Adj 1 Jensina (1) 250 0 - - Ice Storm 80 55 Wat 60 Any 6 ============================================================================== Sheggrah asks of Nith whether he has yet found out the location of this Elf Messiah ... Nith replies that he wasn't able to reach Lachla'an, as whilst he passed unnoticed through the Greenskins' Lands, he came upon a group of Giants, circling some ... thing ... something that the Giants are possessed by, but that they don't understand ... something that calls to our little baby Nith !! ... and then he disappears ... no forwarding address, no phone number, no nothing ... :( How rude !! :( Prusheen points out that with Nith GONE, a new spy will need to be sent to keep an eye on the Dwarves. Silt steps out of the shadows, and offers to go and take Nith's place. If you sack the City of Platonne, Sheggrah appears to tell you that the inhabitants were guarding an orb she has found, but obviously they did not know how to use it (she is referring to an Orb of Life which is located in the city, together with a Life Potion and a Potion of Restoration). If you ransack Chuska, Sheggrah appears to ask what it was that you just fought. Prusheen advises that it was a Manticore - an abomination, and remarks that he was unaware that there were still conjurers about that were capable of summoning them ... =./ There are. Trust me, there are ;) Moving towards the north-west ... As you approach the City of Nelom, Sheggrah appears to tell you that the island upon which the City resides was recently captured by Orc Raiders ... furthermore, it is said that a fierce Orc King led the assault, and it is MOST likely that he still occupies the city ... therefore whilst it may be dangerous, it is HIGHLY likely that there is something of value within the city. Aaaaaaaaaaand she's KINDA right ... the Orc King and his cronies ARE a pain in the bum to defeat, but to be honest ? The spoils of war he's hiding are kinda pap - an Emerald and a Gold Ring ?? Paleeeeeeeeze. If you head up into the very north-westernmost corner of the map you will start to engage the units of King Olbrett in combat and, if you choose to go as far north as his city of Torkshire, you will engage King Olbrett HIMSELF on the battlefield. For your convenience, his stats are as follows :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR King Olbrett (15) 700 30+9 - - War Hammer 89 235 Wea 50 Adj 1 ============================================================================== King Olbrett fights alongside 2 Ice Giants (3/3) and an Archdruidess (4) As you occupy Olbrett's City of Torkshire, Prusheen smirks and remarks how ironic it is that with every Dwarf that you slay, their resolve to serve Mortis in the mistaken belief that they are approaching their ceremony with Wotan, is strengthened !! And THAT'S kickin your @ss !! ;) As you approach Fellsnor, Sheggrah appears to advise you that whilst the ruins may be covered in ice, something is stirring inside, and it will take your army quite a while to make it through. Fellsnor houses a White Dragon. Once the dragon has been slain, you are given Mjolnir's Crown ... ... Sheggrah points out that the etchings on the crown state that the wearer will lapse into fits of rage when enemies are near ... and that the Hordes CAN use it, even though it is a Dwarven artifact of legend ... hehehe To the south-east of Fellsnor (or to the north of Cug Gurr, depending on which way you look at it) is the "thing" that had transfixed our poor little Nith ... it is a whirlpool guarded VERY well by a load of giants. The units "protecting" (for want of a better word) this whirlpool are as follows :- 1) Elder One (16), Tempest Giant (3), Son of Ymir (4) 2) Hill Giant (10), 2 Rock Giants (2/2) 3) 2 Rock Giants (15/2) As you approach the whirlpool, a Grave Golem pops up and says (and I'm going to quote this bit as it makes NO sense to me) :- "... something up there ... something unliving, like us ... you can join us ... we need you ..." Riiiiiiiiiiiiiiiiiiiiiiiiiiiiiiight ... word of advice for ya bub ... ya MIIIIIIIGHT like to work on the recruitment speech a bit there .......... ... 'COZ IT SUCKS !!!!!! I mean HELLO ?? Anyhow ... our beloved Nith then appears and tells you to back away ... to which Prusheen says "it's ok, let him go - Mortis has ok'd it ... and Nith then disappears (I presume sacrificing himself to the Grave Golem) who, thus appeased, says "... free ... I return soon ... I return to serve my mother ..." The City of Cuffold is also here, and it too houses giants, so BE CAREFUL !! Once Cuffold has fallen, Sheggrah (who seems to have a LOT to say for herself this time around doesn't she boys and girls), comments as to the fact that whatever lies at the bottom of the pool must surely have GREAT power to have bewitched the Giants into acting like savages ... Hmmmmmmmmmmmmmmmmmmmmmmmmmmm ... *Sinister scratches his chin* Cuffold contains a Life Potion and a Potion of Healing. Flicking over to the far Eastern side of the map now (because the route I travelled (as you can tell) brought me SOUTH through the whirlpool to the southern edge of the map, then to the south-easternmost corner, and then north [don't ask) ;)], as you approach Abumdus, Sheggrah, GUIDE to the Stars, shows up YET AGAIN with her insightful insider information ... she says ... "Aye ! Looks like there be DEMONS on these lands ..." NO SH!T SHERLOCK !!! *bangs head into desk repeatedly in AMAZEMENT at her perceptive abilities* *Pauses for a moment to think about switching to play the Empire* *Shivers* *Goes back to playing his BELOVED Undead Hordes* =============================================================================== NOTE : Capture AND HOLD the City of Meriver - its importance will be understood =============================================================================== Ok ... NOW (sorry for @rsing you around on this level) I'm going to head south-west of Abumdus to conquer the city of Drusslen ... WHICH, by the way, holds two Life Potions. Mmmmmmmm looooooovely. *sip* As you approach the Halls of Skeld, Sheggrah gripes that the heat of the land is singing her flesh, and that something powerful is DEFINITELY akip in the Halls [it's a Level 6 Red Dragon] ;) Once the Dragon has been despatched, Sheggrah marvels at the Wight Blade that you find in the Halls, saying that she can't wait to test it on living flesh. Kinky !!!!!!!!!!!! =O To the west of the Halls of Skeld is a little human enclave ... SMITE THEM !! :) :) :) :) :) As you approach the Old Courthouse (which is actually a restaurant on my island - just a bit of trivia there) *blush*, a Phantom Warrior speaks to you, saying "Who approachessss? Could it be that Crowley hasss sssent hisss judgesss back to usss for their own trial? Your victimsss are ready to judge you!" Q. Just as a quick aside ... WHY oh WHY do ALL my undead warriors have really BAD speech impediments ??? They've either got CHRONIC lisps or just love talking like snakes or SOMETHING. But I see NO tongues on ANY of their portraits !! This is MOST puzzling !! Once you have levelled the Old Courthouse, Wraith Prusheen confirms that the shoulds entrapped therein were too confused to join your army, as most of them were innocents, slain by Crowley's Witch Hunters during trials he must have staged ... It would appear that an audience with this ... Crowley ... is in order !! :) Once you have sacked the nearby city of Wesbent, Sheggrah comments that this new sect of the Empire seem considerably more fanatical than the others ... they seem to hurl themselves into combat without any REAL appreciation of ... tactics !! Basically !! :) As you enter the area to the north of the Halls of Skeld, a nearby Elven unit spots you, sounds the alarm for his Elven brothers, and then charges you. His unit comprises :- Forest Elf (15), 2 Centaur Lancers (18/18), Oracle Elf (18), 2 Elf Rangers (17/17) If you claim the City of Umbens, Wraith Prusheen states that nobody has yet confirmed the location of the Elven Prophet you seek ... and that the Elves will not even tell you where he is when you slay their loved ones ! Must be a BIIIIIIIG secret then eh !! =( It's ok - I'll tell you - he's in the north-eastern corner of the map ;) Hokay ... so having cleansed the Elven area, I looped south and then west and then north again - i.e. BACK to the whirlpool from which I travelled east. The city of Hegrinsburg contains a pair of Boots of the Elements (my favourite boots I have to say ...), and it's not FABULOUSLY well guarded, so you might consider it worth looting ?? Yes ? Maybe ?? *Dangles shiny objects in front of you* Preeeshusssssss ???? As you approach Yarlenn, Sheggrah says that the wind is becoming intolerable in the area ... shapes are moving in the centre of the maelstrom, and she has no idea what magic causing it ... she ALSO comments that the Empire seem to be fighting amongst themselves, which is of course working to your advantage ... they haven't a Scooby Doo what you're up to it would appear. Nyuk nyuk. Once Yarlenn has been destroyed, Sheggrah confirms that the rather IRKSOME Air Elementals that were spilling forth from it, will no longer be a problem. Yey !! :) Now ... BEFORE you go to the Artisan's Circle on a shopping expedition, I would personally suggest falling back to the city of Hegrinsburg, and then venturing north and west past the Empire Capital City, to take the City of Greenbillows. ============================================================================== NOTE : Capture AND HOLD the City of Greenbillows - all will become apparent ;) ============================================================================== Now that you've captured AND ARE HOLDING the Cities of Meriver and Greenbillows you may venture due EAST of the Empire Capital City, and into the End Game for this level ;) As you approach the north-easternmost corner of the map, Lachla'an FINALLY chooses to show himself ... he materialises in the north-eastern corner, and starts the following dialogue :- LACHLA'AN : "Bizarro dude ! I totally knew all this death was happenin' ? But I like ... TOOOOTALLY didn't think Mortis was behind it ... ... y'know ??" (Enter Gulmuskae with additional heads) GULMUSKAE : "You TIT !! It's not Mortis that you need to worry about" LACHLA'AN : "What the ..." *reaches for his glock in slo-mo, but is just tooo laaaaaaaate* (Gulmuskae kills Lachla'an with a Sinestra Ignis Spell) SHEGGRAH : "You IIIIIIDIOTS ! Mortis wanted US to kill Lachla'an !!!!!" PRUSHEEN : "You FOOL. She doesn't give two hoots who KILLS him ... she just wants his bits for her broth !!" SHEGGRAH : "Then QUICKLY !! Grab the bits !!!!" ============================================================================== NEW OBJECTIVE : Retrieve Lachla'an's Bits from Gulmuskae, Kremnimus and Esremerios ============================================================================== HOKAY. NOW it's time for me to explain. I suggested that you hold the cities of Meriver and Greenbillows because ... OH LOOK !! Esremerios has materialised just south of Meriver, and Kremnimus is RIGHT outside Greenbillows. If you have held the cities, you will make the battles against these Fiends considerably easier on yourselves, as you can (ideally) retreat to the Cities for a quick heal before going back into the fray ... because they are TOUGH little cookies ... ... kinda like the cookies I bake ... *ponders* ... lol So ... you can kill the three warlords in whatever order you wish, but before I did I went and finished exploring the level for you ... (Skip this bit and go to "RECOVERING LACHLA'AN'S BITS" if you wanna end the level asap) Still with me eh ?? Ok ! ONWARD !! :) The Lost Temple in the very north-easternmost corner of the map contains a solitary peasant, and is therefore not really worth bothering about, but for the sake of completeness ... AAAAAAAAAAAAAAAAND so we move toooooo ? ============================================================================== RECOVERING LACHLA'AN'S BITS ============================================================================== GULMUSKAE is located to the west of Lachla'an's torched butt ... his unit, which WILL attack you if you move too close to it, comprises :- Gulmuskae (Abyssal Demon - 18), 2 Beasts (4/4) Gulmuskae's Stats are as follows :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Gulmuskae 1,380 0 - - Inf Bl/Petr 89/49 300 We/Mi 40 Adj 1 ============================================================================== ... and Gulmuskae is holding Lachla'an's "still beating" Heart. KREMNIMUS is located just outside of the City of Greenbillows. NOW. BE VERY CAREFUL when you approach him as, like Gulmuskae and Esremerios, he WILL attack you if you get too close ... and you DON'T want him to block your path to the City of Greenbillows just in case you need to fall back now DO you sunshine ?? ;) Attack him from the south ;) His unit comprises :- Kremnimus (Onyx Gargoyle - 18), 2 Infernal Knights (16/16), 2 Succubii (16/16) Kremnimus' Stats are as follows :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Kremnimus 385 65+9 - Mind Onyx Shards 89 198 Wea 60 Any 1 ============================================================================== ... and Kremnimus is holding Lachla'an's Body. Finally, ESREMERIOS is located to the south of the City of Meriver, and his unit comprises :- Esremerios (Tiamath - 18), Fiend (16), Overlord (15) Esremerios' Stats are as follows :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Esremerios 1,145 0 - - Slash/Low Dm 89/89 230 We/Mi 20 Any 6 ============================================================================== ... Esremerios holds Lachla'an's Head Just to recap, I have reproduced the stats of ALL THREE Warlords below :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Gulmuskae 1,380 0 - - Inf Bl/Petr 89/49 300 We/Mi 40 Adj 1 Kremnimus 385 65+9 - Mind Onyx Shards 89 198 Wea 60 Any 1 Esremerios 1,145 0 - - Slash/Low Dm 89/89 230 We/Mi 20 Any 6 ============================================================================== Mortis reveals to Prusheen that he must bring the remnants of Lachla'an's Body to her for the ritual. A Warlock acts as an intermediary between them, confirming that some of the other limbs have been lost from the body as the Demons were not very careful with it ... Prusheen says that won't be a problem, and offers the Warlock an Elf Lord to serve as a replacement donor for the limbs that were lost. =============================================================================== NOTE : That's a Forest Elf portrait I believe, not an Elf Lord ... just FYI ... =============================================================================== Once the relevant bits have been removed from the Elf Lord and attached to Lachla'an's Corpse, the ritual is ready to begin ... ... it goes SWIMMINGLY well, and our little Lachla'an LIIIIIIIIIIIIVES !! ... as ... DARK ELF LACHLA'AN ... His first words are a cry to Mortis to help him "stop the pain" ... ... I know mate ... I know ... I too would have a SPLITTER of a headache after all you've been through ... here ... have a couplea panadols ... ... theeeeeeeere ya go ... CONGRATULATIONS !! You've just completed the second mission !! :) ============================================================================== OPPONENTS Legions of the Damned, Empire, Clan of Olbrett, Count Crowley's Army CITIES NEUTRAL CITIES Name Inhabitants Platonne 3 Lizard Men (1/16/1), Medusa (1), [Lizard Man (10), Medusa] Cug Gurr Troll (15), 2 Orc Champions (10/10), 2 Goblin Archers (15/10), [Ogre (15)] Nelom Orc King (10), 2 Ogres (9/10), Goblin Archer (10), [Orc (10), Orc Champion (10)] Cuffold Elder One (10), 2 Tempest Giants (3/3), [2 Rock Giants (2/2)] Meriver White Wizard (1), 2 Man at Arms (5/5) Wesbent Holy Avenger (15), 2 Knights (2/2), White Wizard (10), 2 Wizards (3/3), [3 Imperial Assassins (3/3/3)] Umbens Forest Elf (10), Elf Lord (15), 2 Griffins (10/10), [2 Centaur Lancers (15/15), 2 Centaurs (15/15)] Hegrinsburg Barbarian Chieftain (10), 2 Barbarian Warriors (10/10), CLAN OF OLBRETT CITIES Torkshire Yeti (10), Dagaric (King's Guard (15)), Venerable Warrior (4), [Son of Ymir (10), Ice Giant (3)] LEGIONS OF THE DAMNED CITIES Name Inhabitants Drusslen [2 Ghouls (10/10)] EMPIRE CITIES Name Inhabitants Greenbillows [White Wizard (4), 2 Angels (4/4)] BUILDINGS Name Inhabitants Gain anything from taking it ? Haellos Troll (10) 452 Gp, Psalm of Death Scroll Chuska Manticore (8) 1,020 Gp, Winds of Travel Scroll Fellsnor White Dragon (15) 580 Gp, Mjolnir's Crown St. Awmsly 2 Giant Spiders (10/13) 600 Gp, Potion of Accuracy Kelbrilk Angel (4), Holy Avenger (5) 440 Gp, Elder Vampire Orb Abumdus 2 Fiends (12/15) 660 Gp, Staff of Tempest Halls of Skeld Red Dragon (6) 1,030 Gp, Wight Blade Old Courthouse Phantom Warrior (15), 2 Skeleton Warriors (3/3), 2 Ghosts (1/1) 753 Gp, Tome of Earth Yarlenn 2 Elementalists (18/18) 4 Air Elementals (2x16, 2x15) 365 Gp, Sapphire Floriss 3 Griffins (17/15/15) 220 Gp, Potion of Fortune Lost Temple Peasant (1) 100 Gp EVENTS Event Notes TRICKSEY !!! We're being spied upon by a Dwarf and a Valkyrie ! KILL 'EM ! Pwetty Swirls Poor Nith succumbs to the temptation to go swimming :( The Messiah Lachla'an makes a grand entrance ... and exit ... in pieces. ITEMS LYING ON THE GROUND Banner of Might, Potion of Swiftness, 5 x Life Potion, Major Healing Scroll, Potion of Strength, 5 x Potion of Restoration, Talisman of Stone Rain, Emerald, Haste Scroll, Potion of Invulnerability, Sybil's Vision Scroll, Talisman of Nosferat, Potion of Protection, Orb of Lycanthropy, 2 x Healing Ointment, Silver Ring, Gold Ring, Elf Lord Orb, Divis Nocte Scroll, Tormentio Scroll, Potion of Air Warding, Orb of Regeneration, Ancient Relic, Royal Scepter, Quicksilver Potion, Imperial Crown, Spirit Staff. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) None. SHOPS Name Sells Lemn's Supplies (Merchant) Life Potion x 16, Potion of Restoration x 14, Potion of Striking x 1, Potion of Vigor x 1, Healing Ointment x 11, Potion of Healing x 13 Lair of Gillows (Magic Shop) Sanctuera (600 Gp), Paraseus (600 Gp), Maledicere (900 Gp), Ignis Carn (400 Gp), Tortio Menta (800 Gp), Rot (800 Gp) The Gauntlet (Trainer) --> Train your Units here !! <-- Collswurth's Crook (Merchant) Orb of Icefall, Life Potion x 15, Healing Ointment x 14, Incantare Hellhound Scroll x 1, Summon Roc Scroll x 1, Summon Skeleton Scroll x 1, Ymir's Blessing Scroll x 1 Har's Goods (Merchant) Skeleton Champion Talisman x 1, Talisman of Thunder x 1, Talisman of Elder Vampires x 1, Life Potion x 15, Healing Ointment x 10, Potion of Restoration x 15 Gheldimir's Grounds (Merc) Ghoul (Level 10 - 285 Gp) Bregg's Grounds (Trainer) --> Train your Units here !! <-- The Bazaar (Merchant) Infernal Knight Orb x 1, Lich Orb x 1, Orc Orb x 1, Orb of Poison x 1, Orb of Fire x 1, Life Potion x 15, Potion of Restoration x 17, Potion of Celerity x 4, Healing Ointment x 11 The Academy (Magic Shop) Wrath of God (600 Gp), Highfather's Blessing (1,200 Gp), Mind Ward (600 Gp), Chant of Hasting (600 Gp - SINISTER RECOMMENDS !!), Hymn of the Clans (400 Gp) Artisan's Circle Life Potion x 18, Potion of Healing x 17, Titan's Might Potion x 1, Imp Talisman x 1, Incubus Talisman x 1, Healing Ointment x 11 ENDING Even though Lachla'an had fallen to the warriors of the Legions and NOT the Hordes, this was but a minor set-back for Mortis, who was able to pick up the pieces (LITERALLY !!) and reconstruct Lachla'an into her OWN Dark Avatar. ============================================================================== 3) The Fulcrum BRIEFING AND COMMENTS ... and so the Dark Elf Lachla'an was born ... a corrupt and twisted mix of his father's beautiful Elves, and his mother's Undead children, he was filled with HATRED of Gallean, and Mortis chose him to lead her armies upon Gallean's remaining forces, in mockery of Gallean's "Return" to Nevendaar. Meanwhile, the Dwarves had almost completed preparations for their Ceremony to contact the Gods ... whilst they were still of the belief that Wotan would soon be speaking to them, the Hordes were preparing to bastardise the ritual in THEIR favour. Soon Gallean would PAY for his treachery ... ... aaaaaaaaaaaaaaaaaaaaand we're back !! This third AND FINAL (sniff sniff) level in the Undead Hordes Expansion Pack kicks off with an Elf Lord and a bunch of his cronies arriving at YOUR Capital City to DEMAND ... yes that's right friends D-E-M-A-N-D the return of Lachla'an's remains ... *six hours later Sinister stops laughing his butt off* *Claps his hands* Righty-ho ... who's first to die then ? Ooh ! Dark Elf Lachla'an steps up to tell the Elven Lords not to worry, and that he is perfectly fine, as they can see ... He then casts a Mortis' Venom spell on the centre of the group, and wipes out FIVE UNITS of Elf Lords (and GOD knows whoever else they were with !!) OOOOOOOOOH yeah baby ... I like him ALREADY !! He's NAAAASTY :) The two units of Elf Lords that Dark Elf Lachla'an failed to kill fleeeeeee for their lives ... as well they should ... and Prusheen then speaks up, saying that you must bring Lachla'an to the Dwarven Ceremony, there he will speak with his Father Gallean. Prusheen expects the results to be most ... ... interesting ... For those of you that HAVEN'T quite got the gist yet ? Sheggrah (bless her) explains a bit further ... see, the Dwarven Ceremony WILL work ... so they COULD communicate with Wotan if they really WANTED to ... but Mortis plans to take over their ceremony, and use THEIR runic magic to draw upon Gallean instead of Wotan ... thereby allowing his Son, Dark Elf Lachla'an, to have a good old chinwag with his pops. WOOHOO !! :) I LOOOOOOVE family reunions. There's just one SNAG to this plan, as Prusheen points out ... and that is that the Dwarven Loremasters have already begun their rituals to ensure that the Ceremony is NOT interrupted - i.e. they are trying to establish some sort of forcefield to keep out unwanted intruders. Therefore you must take whatever forces you have, seek out the THREE points where the Loremasters are establishing their forcefields, and WIPE THEM OUT. ============================================================================== NEW OBJECTIVE : Locate three druid rings and slay all of the Loremasters and Hermits surrounding them. ============================================================================== Let's GO !! :) :) Ok ok ok let's have a look here ... *selects Dark Elf Lachla'an's Party and enters the Party Screen* *right-clicks on Dark Elf Lachla'an to see what all the fuss is about* Oh ... My ... GOD !!!!!!!!!! 2,000 Hit Points !!!!!!!!!!! =O =O =O Are they INSANE ????? Hokay ... QUICK tips on how to play using Dark Elf Lachla'an. 1) Keep him in the back row. 2) DO NOT place any extra units in his party. He can MORE than cope on his own. Now ... before we get REALLY stuck into this level ? There are just TWO things I don't like about Dark Elf Lachla'an ... 1) He doesn't move very fast, and he doesn't have the ability to wear boots to bump up his movement rate 2) When he moves ? Ok ... ever watched Back to the Future II ? Remember those little hoverboard things ? When Dark Elf Lachla'an moves he looks like he's either floating along on one of those hoverboards ... or he's sliding along a trail of green ooze ... EEEEEEEEEEEEEEEEEEEEEEEEEEW =( But APART from those two things he's ABSOLUTELY nails. As my best mate would say ? "He's the boy !!" So ! Marching El Diablo onward, we come upon the City of Felltrot. Within mere SECONDS it will fall to the might of Dark Elf Lachla'an (or your own army should you prefer to send them in to do battle in his stead), and a Centaur BOLDLY trots out to insult you, saying "Do you REALLY think that taking our lives will save you from Gallean's Justice ?" NO you IDIOT ! I think that it will ENTERTAIN me until he GETS here !! BOYS ! KILL these fools. Bwahahahahaaaaaaaar. ((( I like Dark Elf Lachla'an's Put-down ... nice one my son !! ))) Felltrot houses a Life Potion and 2 Potions of Restoration, should you need them. Wraith Prusheen raises Eledrene and Grewpaw (remember him ?) to wreak further havok across the land. They spawn in the cemetary near Ariens and, for your convenience, their stats are as follows :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Eledrene 190 0 Death - Paralyze 79 0 Mind 20 Any 1 Greypaw 170 0 Death - Slash 80 50 Wea 50 Adj 1 ============================================================================== The City of Ariens lies to the east of Felltrot, along the northernmost edge of the map, and is heavily guarded by Elves. The City houses 2 Life Potions. The City of Chellingvale (further east along the northern border of the map) contains a Potion of Accuracy. ============================================================================== THE FIRST RUNE ============================================================================== The FIRST of your THREE Dwarven Forcefield Runes is in the north-easternmost corner of the map. It is protected by the following units, ALL of whom you must destroy in order to deactivate the forcefield :- 1) Skymine (Loremaster - 20), Flame Caster (18), 2 Forge Guardians (18/18), 2 Rune Masters (20/18) 2) Sevendusk (Loremaster - 15), 2 Flame Casters (18/18), Mountaineer (3), 2 Forge Guardians (18/18) 3) Cragwell (Loremaster - 20), 2 Flame Casters (18/18), Dwarf King (16), 2 Venerable Warriors (4/4) Once they have all fallen, the forcefield rune will be deactivated. Next, head back to the City of Chellingvale and turn south. Wrenhollow is a Barbarian City that is quite well guarded ... and whilst it DOES contain 2 Life Potions and 2 Potions of Restoration, the hassle-factor involved in taking it might make it a bit of a waste of time ... I guess it all depends on your technique ;) If you take Moldsend, one of the trolls that inhabits it barks out at you "We only wanted food ... but our food fought back !!" ... how CUTE !!!!!!! :) That's right !! We MAY be boney, but we AREN'T toothpicks my boy !!!!!!!! As you approach the Necromancer standing outside Dorbuss, he appears, then eyes you up and says "So ... you've finally found us ... isn't is a kick in the nuts to know that we've chosen NOT to serve your Goddess ?? Gallean dumped her, and SO have we. You're pathetic ... and now I shall show you my Iron Claw Technique ! HWAAAAAA !!" Slay him and dump the body ;) The City of Elgrimmis is HEAVILY surrounded by Greenskins, and not surprisingly really, as it houses an Orc King and his boys ... ... taking this City WILL be a challenge, so be prepared ... and once it has fallen you will only get the 2 Potions of Restoration and 1 Life Potion that are contained within its walls ... =./ Bummer ... Head due WEST of the City of Elgrimmis, to reach the Dwarven Capital City. ============================================================================== THE SECOND RUNE ============================================================================== The SECOND runic forcefield generator is there, protected by the following :- 1) Greyhelm (Loremaster - 16), Son of Ymir (4), Rune Master (5) 2) Springfrost (Loremaster - 15), 2 Crossbowmen (2), Veteran (3), Warrior (2) 3) Grimpeak (Hermit - 15), Alchemist (3), Warrior (2), 2 Spirits of Fenrir (1) Once these units have all been despatched, you will have closed the SECOND Runic Forcefield Generator. TEARING off to the west through Frillocks (what a pretty name), the ENTIRE army of the Undead Hordes flips the bird at the sole Primitive Giant that says they "sting" ... sting ?? Excuse me ... STING ??? We are the FRICKIN UNDEAD Sonny Jim ! We SLAY and MUTILATE and DECAPITATE and PUTRIFY ... WADDAYA MEAN ... "STING" ?? As you venture southwards from Frillocks, you will find the City of Hulcae, and further south of that, the Halls of Solare - a VERY powerful Magical Shop, protected by a trio of VERY powerful Mage Units that WILL attack you if you venture too close, so BE CAREFUL !!! Sheggrah will remind you of this as you draw near ;) For your information, the mega-mage units comprise :- 1) White Wizard (16), 2 Wizards (3/3), Grand Inquisitor (17) 2) Wizard (17), 2 Imperial Assassins (17/17), Defender of the Faith (15) 3) 3 White Wizards (16/4/4), Grand Inquisitor (17), Man at Arms (15) As you enter the Halls, a White Wizard stops you to say that he doesn't know HOW you managed to get that far, but in accordance with their rules, he will serve you. Now ... I would suggest that you stock up on the following spells :- Armageddon and Ancestor's Call You might like to purchase more, but I would place an emphasis on spells that damage, and do NOT do DEATH damage, AND spells that either improve YOUR combat abilities, or weaken those of your opponents. You'll see why later ... To the south of the Halls is the Whippery, and to the south of the Whippery is the City of Iolle, which contains a Life Potion and a Titan's Might Potion. On the southernmost edge of the map is the City of Serelii (which I'm sure they DIDN'T mean to make sound like the desert range, but accidents do happen). It contains a Life Potion and a Potion of Healing. I then chose to move to the northernmost edge of the map and work my way down through the centre ... Ariens has already fallen to our MIGHT ... and we are familiar with the Ivybraid's shop ... so let's see what else we have here ... hmmmmmmmmm ... ah yes !! Werminor houses some Lizard Man nasties and a Medusa, who attempts to turn you to stone as Werminor crumbles around her ears ... stupid moo ... As you move further south and approach Croshweyn, Sheggrah comes up to tell you that something GIGANTIC is moving about inside the ruins ... sounds like the house might be a'rockin !! ;) LET'S GATECRASH !!!!! =) Sheggrah thinks this is a bad idea ... but what would SHE know ?? *opens the door* *sound of screeching brakes* *Note to Me : Next time ? LISTEN TO SHEGGRAH* There are two BLUE Dragons in Croshweyn ... and it contains 100 Gp and an Unholy Dagger =./ Which causes a Blue Dragon to snap at you, saying that in attacking them you are merely ensuring the downfall of your own race ... Yeah right ... but ... didn't we just KICK your BUTT ??????? I thought so !! :) The City of Brollinbrooks is home to several Manticores, and the Demonologist that summoned them ... once he has been slain and the City is in YOUR hands, he cries out to his "pet" manticores to save him, and is lauded by Sheggrah for his skill in being able to conjur up so many manticores - beasts so rarely SEEN in Nevendaar. A Thanatos Blade and a Healing Ointment are yours for the taking if you control Brollinbrooks ... ============================================================================== THE THIRD RUNE ============================================================================== The third and FINAL runic forcefield is located on the southernmost edge of the map, approximately 2/3 of the way to the east. It is protected by the following units :- 1) Fogfell (Loremaster - 15), 2 Archdruidesses (18/18), 2 Spirit of Fenrir's (18/18), Wolf Lord (18) 2) Flinthide (Loremaster - 15), 2 Yetis (18/18), Rune Master (18) 3) Hillrust (Hermit - 15), Son of Ymir (15), Ice Giant (3), Venerable Warrior (4) Once all these adversaries have been slain, you destroy the final forcefield rune, and free up access to the Dwarven Ceremony. ============================================================================== NEW OBJECTIVE : Bring Dark Elf Lachla'an to the Final Druid Ring ============================================================================== Your next objective is to bring Dark Elf "The Boy" Lachla'an to the Final Druid Ring, which is located in a beautifully well maintained clearing, to the north of the southernmost runic forcefield (i.e. to the north of the one you have just destroyed). HOWEVER, before WE do that I'm going to finish exploring this level for you. The City of Reskelm is located to the east of the third runic forcefield, and contains a Potion of Air Warding and a Life Potion, should you conquer it. BE WARNED. Once Dark Elf Lachla'an draws close to the Final Druid Ring, the end game will begin. Fortunately it's not the be all and end all of the game for the Undead Hordes ... you'll see ... So ! As he draws close, Dark Elf Lachla'an will encounter the following units :- 1) Cloverhorn (Loremaster - 10) 2) Greenflint (Hermit - 15) 3) Cloverhorn (Loremaster - 1) As he approaches the Druid Ring, he speaks, calling to his father Gallean and belittling him. Gallean, enraged, casts lightning on units 2) and 3) above, and Dark Elf Lachla'an insults him some more ... which causes Gallean to unleash Gallean's Corruption upon the world. Wraith Prusheen is DELIGHTED that Gallean has seen fit to lash out at his own Avatar, as this shows (to the Hordes) that he is JUST as capable of feeling what Mortis feels as the Goddess of Death herself. ============================================================================== NEW OBJECTIVE : Destroy Gallean's Corruption of Nature ============================================================================== This ISN'T going to be as easy as it sounds. Sure, Gallean's Beast is just a single unit, accompanied by two Ghouls ... you might look at him and think "You're MINE !!" but you would be SO wrong !!! Here are the stats of the unit :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Ghoul #1 1,165 0 Death - Slash/P'lyse 84/89 247 We/Mi 50 Adj 1 Gallean's Beast 2,800 40 Mind DFWAE Gallean's Rage/Poi 95/45 300/60 Li 60 Any 6 Ghoul #2 1,135 0 Death - Slash/P'lyse 84/89 241 We/Mi 50 Adj 1 ============================================================================== Furthermore, the Ghouls are levels 98 and 95 respectively !!!!!!!!!!!!!!!!!!! SO. Here's what I would suggest to kick his BUTT. 1) Take out the ghouls. Use spells - to kill them you will need to have built up a HUGE bank of mana. Therefore try and claim and hold EVERY resource you can get your hands on, and have them channel all their mana into your reserves. This will give you plenty to be getting on with. 2) Once the Ghouls are down, focus your efforts on defeating Gallean's Beast. Obviously =./ Hit him with as many debilitating spells as you can, such as Rot and Curse of Nygrael ... and cast as many POSITIVE enchantments upon your boys as you can - e.g. Wotan's Chant and so on ... 3) KEEP AN EYE ON HIS EXPERIENCE ... he'll gain LOADS for slaying somebody like Dark Elf Lachla'an ... and the LAST thing you want is to THINK you're about to slay him, only to have him beat you and LEVEL UP through doing so! Once Gallean's Beast has been slain ?? YOU HAVE COMPLETED THE UNDEAD HORDES EXPANSION PACK !! ============================================================================== ALTERNATIVE SUGGESTION FOR SLAYING GALLEAN'S BEAST ============================================================================== Lerh Feng has come up with a suggestion for slaying Gallean's Beast that virtually blows my sixteen-hour approach out of the water !! It goes a little something like this :- Send Thanatoses against Gallean's Beast and the Ghouls. Power them up and throw curses against the enemy, and you should find the Thanatoses manage to deal out about 400 points of damage to Gallean's Beast with each suicide attack, and Gallean only gains 400 experience for killing them ! Thanks Lerh Feng !! ============================================================================== Whichever way you choose to do it, once Gallean's Beast has been slain you've completed the campaign !! W-E-L-L D-O-N-E ! ! ! ! ! ============================================================================== OPPONENTS The Empire, The Mountain Clans, The Legions of the Damned CITIES NEUTRAL CITIES Name Inhabitants Felltrot Centaur Lancer (12), Centaur (10), Elf Lord (10), Elf Ranger (1), [Centaur Lancer (15), Centaur (4)] Ariens Elf Lord (10), 2 Griffins (10/10), [Elf Lord (10), Skylord (10)] Chellingvale [Skeleton Champion (4), 2 Skeleton Warriors (3/3)] Wrenhollow Barbarian Chieftain (18), 2 Barbarian Warriors (18/18), [2 Barbarian Warriors (19/19)] Elgrimmis 2 Goblin Archers (18/16), Orc (16), Orc Champion (18), Ogre (19), [Orc King (18), Orc Champion (16), Ogre (18)] Hulcae Imperial Assassin (15), 3 Spearmen (10/10/10), [2 Man at Arms (10/10)] Iolle Elf Lord (15), 2 Elf Rangers (19/19), 2 Centaur Lancers (19/19), Centaur (19), [Elf Lord (19), Centaur Lancer (19)] Serelii Elf Lord (5), Centaur (1), 2 Centaur Lancers (1/1), [2 Centaur Lancers (1/1)] Brollinbrooks 2 Manticores (1/1), [Manticore (5), Demonologist (3)] Reskelm Elf Lord (10), Centaur Lancer (1), Centaur (1) LEGIONS OF THE DAMNED CITIES Name Inhabitants Porchester Duke (19), Pandemonius (4), 2 Dopplegangers (4/4) <-- lvl ?? MOUNTAIN CLANS CITIES Name Inhabitants Peelshire [Yeti (1), Ice Giant (3)] BUILDINGS Name Inhabitants Gain anything from taking it ? Cremelos Skylord (10) 238 Gp, Potion of Vigor Agrumvere Necromancer (3), Ghoul (15), 2 Phantom Warriors (15/15) 1,100 Gp, Elven Boots Moldsend 2 Trolls (10/20) 670 Gp, Talisman of Elder Vampires Dorbuss Lich (4), 2 Shades (15/15), 3 Ghouls (19/18/17) 100 Gp, Talisman of Fear Frillocks Primitive Giant (20) 345 Gp, Orb of Icefall Diolvorg 3 Giant Black Spiders (6/7/10) 902 Gp, Orb of Regeneration Westspens 2 Giant Spiders (18/18) 300 Gp, Talisman of Restoration Colmly Griffin (1) 877 Gp, Nightfall Scroll Werminor Medusa (10), 3 Lizard Men (10) 354 Gp, Tome of Earth Jennris Tower 2 Lizard Men (10/10), 2 Medusas (10/10) 564 Gp, Boots of Seven Leagues Croshweyn 2 Blue Dragons (8/8) 100 Gp, Unholy Dagger Rennelwym Manticore (15) 425 Gp, Talisman of Thunder The Drusen Halls Griffin (1), 2 Sky Lords (1/1) 302 Gp, Orb of Life Inderdusk Ogre (19), Orc Champion (18) 521 Gp EVENTS Event Notes TADA !! The Elven Lords stage a DARING raid on your Capital. And die! FELL THEM !! You must eradicate the Dwarven SCUMBAGS setting up the runes. TO THE END !! March on the Final Druid Ring with ALL your Forces. WHOOPS !! Battle the SURPRISINGLY powerful Gallean's Beast to the END. ITEMS LYING ON THE GROUND Staff of Holiness, Death Storm Scroll, Potion of Fire Warding, 2 x Rubies, Potion of Restoration, 3 x Silver Ring, 2 x Diamond, Goblin Orb, 3 x Sapphires, Menta Minoris Scroll, 3 x Gold Ring, Imperial Crown, Lizard Man Orb, Treebark Potion, 2 x Bronze Ring, Infernal Knight Talisman, Staff of Protection, 2 x Emerald, Potion of Celerity, 2 x Titan's Might Potion, Vampire Talisman, Staff of Earth Elemental Control, Banner of Fortitude, Potion of Fortune, 2 x Healing Ointment, Holy Armour Scroll, Potion of Protection, Life Potion, Tome of Sorcery, Talisman of Fire, Spirit Staff, Staff of Necromancy, Treebark Potion, Imp Orb x 1, Staff of Tempest, Potion of Speed, Banner of Battle, Paraseus Scroll, Staff of Travelling, Air Ward Scroll, Ancient Relic, Banner of War, Tome of Arcanum, Highfather's Potion. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) Tome of Water. SHOPS Name Sells Ufrett's Goods (Merchant) Skeleton Champion Orb x 1, Lich Orb x 1, Vengeance of Ymir Scroll x 1, Chant of Fortitude Scroll x 1, Tome of Air x 1, Potion of Restoration x 2, Life Potion x 3 Enskerios' Spire (Magic Shop) Summon Living Armor (400 Gp), Summon Golem (800 Gp), Summon Nightmare (600 Gp), Summon Thanatos (1,000 Gp), Summon Valkyrie (600 Gp), Summon Roc (200 Gp), Summon Stone Ancestor (1,000 Gp), Incantare Hellhound (200 Gp), Incantare Beliarh (400 Gp), Incantare Avenger (1,000 Gp) Gypsy Camp (Merchant) Orb of Strength x 1, Incantare Hellhound Illudere Scroll x 1, Forestwalk Scroll x 1, Life Potion x 14, Potion of Healing x 15, Potion of Swiftness x 1 Ivybraid's (Merchant) Wotan's Blessing Scroll x 1, Wotan's Chant Scroll x 1, Life Potion x 15, Healing Ointment x 10, Potion of Restoration x 14 Halls of Solare (Magic Shop) Armageddon (1,000 Gp), Winds of Restoration (2,000 Gp), Hecatomb (1,000 Gp), Ancestor's Call (2,000 Gp), Wotan's Chant (1,000 Gp), Deus Talonis (1,000 Gp), Illudere Terra (2,000 Gp) The Whippery --> Train your Units here !! <-- Dubbin Market (Merchant) Angel Orb x 1, Elf Lord Orb x 1, True Sight Scroll x 1, Healing Scroll x 1, Orc Talisman x 1, Healing Ointment x 14, Life Potion x 15 Gormeir's Prison (Mercenary) Orc (Level 15 - 645 Gp), Orc Champion (Level 15 - 1,840 Gp), Troll (Level 15 - 6,020 Gp) Ruinwere's Fort (Merchant) Life Potion x 15, Potion of Healing x 10, Healing Ointment x 11, Potion of Restoration x 10, Rust Scroll x 1, Psalm of Death Scroll x 1, Nightfall Scroll x 1 The Nest (Merchant) Infernal Knight Orb x 1, Incubus Orb x 1, Ice Shield Scroll x 1, Life Potion x 15, Potion of Healing x 15, Potion of Restoration x 15, Potion of Vigor x 1 Morven's Gauntlet (Trainer) --> Train your Units here !! <-- ============================================================================== EPILOGUE ============================================================================== Dark Elf Lachla'an had provoked Gallean into lashing out at the world with hatred, thus momentarily tasting the rage that infected Mortis eternally. The goddess had undoubtedly taught her divine consort a valuable lesson. Gallean's Beast had been destroyed, yet the forests around its lifeless corpse lay in ruin. Slaughtered Elves were scattered among the debris of the fallen undead. The two ancient races were reunited in death, their Gods sharing the same rage but for a moment. And then, some say, Gallean wept. It rained in Nevendaar for weeks, and soon the blood was washed away and the earth reclaimed the bodies. Nature began to resume its cycle; the flowers bloomed once again. Yet horrible, unnatural sounds still echoed faintly, deep in the forests at night. CONGRATULATIONS ON COMPLETING THE CAMPAIGN !!!!!!!!!!!! :) ============================================================================== ACKNOWLEDGEMENTS Thanks to all the people at gamefaqs.com, especially the board users (with ONE exception (and you KNOW who you are, you little maggot), for being nothing but supportive and encouraging of me during the process of creating this walkthrough and its siblings. As I mentioned at the top, this walkthrough is dedicate to my friend Mark Beecroft, who always makes me smile with his cheeky northern wit, and infectious sense of humour. GO boy !! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ¦ SECTION SEVEN ¦ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- === ======== ======== === ======== ======== ======== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ===== ¦ ==== ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ===== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ====== ¦ ===== ¦ === ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ===== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ======== ======== ======== === ======== === === ======== (Dedicated to Eug, pour qui j'ai beaucoup du respect) THE LEGIONS OF THE DAMNED "SERVANTS OF THE DARK" 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 THREE MISSIONS OF THE LEGIONS OF THE DAMNED SAGA IN THIS EXPANSION PACK :- 1) Beggar's Banquet 2) Deals and Devils 3) Breaking of the Three ============================================================================== 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 Ashkael, who would be shown as [Ashkael] as he is IN the city and, in his case, cannot leave) - all troops NOT in squared brackets are just waiting in the city (as in, healing there, etc.) Map directions are as follows. North on the map is up and right. South is down and left. West is up and left, and East is down and right. One other thing ... if when mentioning any troops I refer to them like this :- Phantom Warrior (10) or 2 Dwarves (10/12), then the numbers in brackets refer to their level/s of experience ... so BE WARNED !! ;) Obviously the very nature of this game makes doing an FAQ quite a tricky task, as you can go anywhere, do anything (within reason) and your opponents will pretty much respond to the way you play ... so this is an account of what I would suggest and expect, pointers I have learned, things I would pick up - basically anything and everything which I could think of which might help you play as the Undead Hordes in their Saga ... I have tried to keep this FAQ both light-hearted, and informative. Similarly, with troops garrisoned in cities, whilst my FAQ is accurate as at MY playing the game, these may change - ESPECIALLY in cities owned by other players (as you are doubtless aware if you've ever played this game, your computer opponents are FOREVER changing the troops that they garrison in their cities). Comments are always welcome - you can reach me at shadowpath@hotmail.com. Thanks for reading this !! ============================================================================== 1) Beggar's Banquet BRIEFING AND COMMENTS Even though they got well and truly HAMMERED during the Disciples 2 Campaign, and Bethrezen had been imprisoned YET AGAIN, the Legions' PATIENCE would, it was anticipated, pay off ... for what goes around comes around, and they had confidence that in the fullness of time, Bethrezen would be reborn. Bethrezen SCREAMED abuse at the Highfather and the other Factions of Nevendaar at his renewed imprisonment until he was blue in the face, but was ultimately forced to realise that there was nothing he could do to escape. Therefore, he hatched a NEW plan ... if he couldn't bring Nevendaar into Hell, why not send Hell into Nevendaar ? Thus inspired, the Legions set about putting Bethrezen's plan into motion. Gallean had been reborn, and was infusing the forests with his life force, but the confusion surrounding his rebirth had left the elves vulnerable to assault. Seeing the Elven Lands as being plentiful sources of energy, the Legions turned their attentions to reclaiming the Elven Cities of Amnaria, Elberonia and Jindona to serve as energy stations for their future war efforts. HOKAY - we're LIVE !! However, before we proceed, a little tidbit of information for you :- ============================================================================== I was recently approached by Setzer Gabbiani with this little snippit :- "I noticed an odd little fact, and I think it was intentional. The first Legion mission "Beggar's Banquet", is the name of a Rolling Stones album. Now, take a guess as to what song was on that album? Yep, "Sympathy For The Devil". Interesting stuff, eh !! Thanks mon ami !! ============================================================================== Conversation begins by an Advisor (an Arch-Devil) popping up to say that Bethrezen has ordered you to spread his will across the lands, and that it is estimated that your power base may be DOUBLED by taking control of the lands of the Elves, who must surely have been weakened after their recent struggles, not in the LEAST with the Undead Hordes ... A Baroness adds that the Elves (whom she calls "Forest Vermin", bless her), also often retain riches and relics in their towns that could be used to buy the allegiance of yet MORE mortals for your schemes. The Advisor reiterates that you must move quickly, as the Elves are convinced that Gallean has returned to them, and if they are allowed to gain strength, the issue of dealing with them will become steadily more difficult to realise. ============================================================================== NOTE : Your Capital City is just inside the north-western corner of the map. ============================================================================== You start off this first level with a reasonable amount of GP and Infernal Mana (the initial starting level decreasing depending on the difficulty you have selected), and all your level one spells already learned. You will have unfettered access to your ENTIRE spellbook during the three missions that make up the Legions' Expansion Pack, and can build ALL your buildings on EACH level. ============================================================================== IMPORTANT NOTE UNIT LEVELS AND LEVELLING-UP ============================================================================== You will see that there is a picture of a sword with a coloured blade above your leader's portrait on the party screen. This is a new addition to the Disciples 2 Expansion Packs, and serves to give you a rough guideline as to the approximate level of the units in an enemy's pack ... and your own ;) A unit WITHOUT a sword is Level 1 - 4 A unit with a BLUE-bladed sword is Level 5 - 9 A unit with an ORANGE-bladed sword is Level 10 - 14 A unit witha RED-bladed sword is Level 15 or higher I would HOPE for your sakes that you have imported a leader with a RED-bladed sword, as your leader WILL NOT GAIN ANY EXPERIENCE during the ENTIRE campaign. That's right !! Your leader will NEVER level up again, so BE WARNED. ============================================================================== Once you are ready, and note that I would strongly suggest constructing a building so as to level up some of your units ASAP before going out of the capital ? Leave your capital city. The three Elven Cities you are looking for, are located just to the south- east of your Capital City ... but it will take you a little while before you are strong enough to capture them, and I would also suggest you might like to venture around the map a bit ... but obviously it's entirely up to you !! On the same little island as your Capital City are the Desecrated Ruins, which will fall easily to your initial armies, and Lergem's Shop (a Merchants). As you approach the unit of Empire Spearmen on the eastern shores of your Island, he says "I have been sent by ..." to which your Advisor retorts "Is that FILTH addressing US ??" (nice one !!), causing the Spearman to spill his guts and tell you that he's been sent by Count Flamel Crowley, to tell you that your presence here is UNACCEPTABLE, and that the power of HIS Empire CANNOT be overthrown. Erm ... riiiiiiiiiiiiiiiiiiiiiight ... CHEERS for that mate ... now ... DIE !! Although the Advisor QUITE RIGHTLY tells the Spearman he's got a DAMNED cheek to come all this way and deliver such a RUDE message, the Baroness says that she would like to meet with Crowley, as the Spearman delivering the message sounds as if he is possessed ... Hmmmmmmmmmm. Before you can strike at him, the Spearman retreats back to the nearby city of Arphos. FYI that unit comprised a Level 10 Spearman and a Level 2 Marksman. In the very north-western corner of the map lies Crowleyborough - a Level 5 City surrounded by mountains, the only way in being guarded by a unit comprising :- Defender of the Faith (1), Acolyte (1), Archer (1). Once Crowleyborough has been converted to your cause, your Advisor confirms that there are scolls therein that suggest that the humans have plans to overthrow the Empire, and that their leaders are nothing more than religious fanatics, inquisitors and the like ... He smirks "Who starts an Inquisition without inviting the demons ?" I LIKE this guy !! ;) Inside Crowleyborough is a Weakness Scroll, and a Damage Ward Scroll. If you approach the Imperial Assassin to the east of Crowleyborough (and whilst I'm at it ... HOW ARROGANT ?? "Yes ! WELCOME to DAVESVILLE"), he will speak to you, saying "Whilst I hate your guys ? And I'm sure you hate mine ? I believe we BOTH hate the Elves yeeeeeeeees ?? Nooooooooo ?? Your Advisor turns around and gives him a RIGHT verbal, basically saying "LOOK you PERVERT ... I'm SICK and tired of you people scrutinising our every move. If you don't BUGGER off I'm calling the cops." His unit, should you choose to rid yourself of it (which I believe you most likely will) comprises :- Imperial Assassin (1), Imperial Knight (3), Spearman (1). If you move south of Crowleyborough (i.e. down the map along the western edge) then you will find the City of Konemus. This is a neutral city, inhabited by the Dwarves. If you sack it, then a Dwarf King will pop up and say that they weren't interested in fighting you until you just provoked them, but that the Clans will NOT let your assault go unpunished. Oooooooh ! I'm shaaaaking !! BRING IT ON BIATCH !!!!!!! Moving across to the east now, if you move on the Defender of Faith sitting outside the City of Arphos, he says "Stop ! Who the HELL are you ?? Men, to your posts !!", and he is then supported by a Hierophant who warns you that the Highfather himself protects the City of Arphos, and you WILL be punished ... you are then subjected to a Holy Wrath Spell. Once Arphos has fallen, your Advisor pops up again to tell you that more scrolls have been found that document the commencement of a Holy Inquisition by Count Crawley's Faction of the Empire, with his primary targets being those seeking the Throne for themselves ... in short, there would APPEAR to be a Civil War taking place within the Empire !! WOOHOO !! R-E-S-U-L-T !!!!! :) :) :) ALSO, your Advisor points out that the City's Vaults are REPLETE with gear that the humans were using in their war-preparations. There's a Tome of War for dad, a Potion of Strength for little Johnny, a Potion of Striking for Caitlin, a Royal Scepter and a Diamond for meeeeee !! Yey !! The Empire Capital City is in the northwesternmost corner of the map, and just above the physical Capital itself is a building called the Blacksmith's Forge. If you take the Forge, your Advisor says there is nothing really of interest there, and that it ASTOUNDS him how much time mortals squander on worthless tasks such as smithing ... Just to the south-west of the Empire Capital City is the Empire-owned City of Calloway. If you take it, your Advisor pops up to say that the Empire was fortunate that this City is both close to their Capital, and easy to control, and that it did not succumb to Crowley's Troops ... then he adds "All the better for us, tonight we dine on mortal flesh." Starting to like him ??? Me too !!!!! :) South of the Empire's Capital City (on the next land mass down the eastern edge of the map to be more precise), there is a walled-in City, and the Gilden Monastery. This Gilden Monastery IS worth taking, as you'll get a GRAND in GP, PLUS a Talisman of Life for your troubles ... and if you DO take it, the Advisor pops up to tell you that the Monks therein appeared to be researching the Elven Lord of the Land, and the Elven Gods ... this worries him, as he cannot decipher whether they were doing so for Count Crowley or the Empire ... =./ The City of Crowleysburg is ENTIRELY unoccupied - a fact which is commented on by your Advisor ... however, he ASTUTELY notes that an ambush may have been laid for you, as even the Empire aren't THIS stupid usually ... he also finds texts that show how Count Crowley rose against humans he had branded as heretics as they were willing to aid the Elves - however it is not quite clear whether the Elves have allied with the Empire or some faction thereof, and our poor Advisor is a bit perplexed by it all ... ... there there ... have a sit down for a moment ... ... and a scone with a cup of tea ... there you go ... :) The City of Crowleysburg contains an Imperial Crown ;) As for your Advisor's assumption about the forthcoming ambush ?? He's quite correct - the next turn two units from the Crowleysburg Garrison appear to try and take back the City - they comprise :- 1) Inquisitor (3), Squire (10), Imperial Assassin (3); and 2) Paladin (4), Spearman (5), 2 Marksmen (2/2) Since it cost you nothing to get the city, you might consider it worth defending ... there are two resources nearby, plus a trainer, so it could be a VERY good ground to hold I reckon ... There is an Unholy Dagger inside the Watchtower just to the west of the city, so if your leader is short on stabby weapons, this might be a good find for you ;) Ignoring the Elven Cities in the CENTRE of the map for a moment and moving down to the south-easternmost corner, I can tell you that the Greenskin Watchtower (to the south-east of the Undead Hordes Capital City) houses a pair of Elven Boots and, if they are taken, your Advisor remarks that it is VERY strange that the Elves would just let such an artifact simply slip out of their grasp ... he also remarks that the Orcs in the area would seem ill- equipped to battle the Elves ... =./ The nearby City of Delos houses an Orc King, so be careful ;) Once Delos has been taken, an Orc tells you that the Elves MADE them fight the Undead Hordes and threatened to hurt them if they didn't ... He cannot understand why you are attacking them, as you are not of the Undead, and he says he is in fear of the reprisals of the Elves, who will surely be angry that they (the Greenskins) have been unable to fend off your attacks. Understandably, your Advisor is LESS than impressed ... the Elves haven't even the decency to fight their own battles - they have forced the Greenskins to do it for them !! He is quite satisfied however, as you have driven the Greenskins away, meaning that the Undead Hordes will be able to stage counterstrikes against the Elves with greater ease. Bwahahaaaaaaaaaaaaaaaar. The Greenskins' City of Tero is located to the West of the Undead Hordes Capital City, and serves kinda like a last bastion for the Greenskin Armies. It is defended by two units - one an ogre, the other 2 orcs and 2 goblin archers ... none are very tough ... and the City itself contains (per your Advisor) the bones of the dead ... faaaaaaaaaaaaaaaaaaasands of 'em !! It seems quite clear a war took place here, but the reasons for it are not at all clear. The Dwarven Monastery is located to the west of the City of Tero (well ... technically it's east, north-west, west *blush*), and if it is taken, your Advisor confirms that it tells of Elven lands to the east of the Dwarven Monastery, and has details of various Elven Religious Practices, but he cannot work out why. Once it has fallen, your Advisor comments that the Orc Camp to the west of the Dwarven Monastery (south of Johan's Tower) was used to train Orcs - no doubt in their campaign against the Elves. His sentiments are echoed by a Duke, who confirms that you have now cut off the reinforcements that the Greenskins were sending, so they should pose NO further problem at all. Once the City of Lunos in the south-westernmost corner of the map has fallen to your might, your Advisor says that now that this, the ABSOLUTE last stronghold of the Greenskins has fallen ? They should be NO further trouble to you AT all. Can I get a whoop-whoop ? *blush* Right !! :) NOW that we've explored all around the edge of the map, let's polish off those rather irksome Elves ... Moving into the centre (which I chose to do from the WESTERN side) I visited Yggar's Shop and then moved SOUTH to the City of Elberonia, which fell suitably quickly to the might of my armies *giggle*. Once it falls, an Elf Lord pops up to tell you that you will now face their "Alliance", and that you will regret meddling in the affairs of Gallean's Warrior-born. ... erm ... ................... taps him on the shoulder ... .................................... doinks him in the eyes ... Your Advisor, who DOES seem to be on top form today I must admit, tells him that he'sa gonna diiiiiiiie ... and he says it fuuuuuuuuuuuuunny ... we liiiiiiiiike him ... :) Elberonia contains a Death Ward Scroll. Moving along in a counter-clockwise motion I assaulted Amnaria next, and a after it falls your Advisor reports that Bethrezen will be pleased with the riches you have looted from it ... and he will !! Amnaria contains an Ancient Relic and an Imperial Crown ... GREAT for melting down and using to partially fund your war effort .......... or just redecorate Bethrezen's Prison ... =./ :) Now that two of the three Elven Cities have fallen to our Legions, only one remains ... but BEFORE you take it, you might like to attack the centrepiece in this little island - the Elven Temple. What better a way to show your disdain for them than by pillaging their temple ??? Once THAT has been ransacked, I moved straight onto Jindona, where the Elf Lord Jarous patiently awaits your arrival. As a Level 15 Elf Lord, he does quite a bit of damage (as you can see from his stats - below) :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Elf Lord Jarous 425 0+30 - Air Lightning 89 110 Air 50 Any 6 ============================================================================== Once Lord Jarous and his PITIFUL band of Elves have fallen, your Advisor pops up to confirm that the day is won !! However, before you can start to celebrate in TRUE Ewok style, your Baroness pops up to tell you that the scrolls you have recovered from the City show that the Elves had already secured a negotiator to finalise their alliance !! This can only lead to one response from the Legions ... to find and slay this Elven Negotiator. CONGRATULATIONS !! You have completed the First Level ============================================================================== OPPONENTS The Empire, The Undead Hordes CITIES NEUTRAL CITIES Name Inhabitants Crowleyborough Konrad (Pegasus Knight - 5), Grand Inquisitor (4), Priest (2), Acolyte (1) Konemus Calderic (Loremaster - 10), Hermit (4), Ice Giant (3) Crowleyburg - Delos Orc King (5), Orc Champion (1), Yeti (1) Tero Orc Champion (1), 2 Orcs (1/1) Lunos Orc King (1), Ogre (1), Rock Giant (2), Goblin Archer (15) EMPIRE CITIES Name Inhabitants Arphos [Hierophant (4), Mage (2), Grand Inquisitor (4)] Calloway [Imperial Assassin (3), 2 Imperial Knights (3/3)] ELVEN CITIES Name Inhabitants Elberonia Skylord (1), Centaur Lancer (10), Elf Lord (1), 2 Oracle Elves (5/15) Amnaria Griffin (1), Centaur Lancer (1), Centaur (5), Elf Ranger (25), Oracle Elf (5) Jindona Elf Lord Jarous (15), Green Dragon (10), 2 Oracle Elves (1/1) BUILDINGS Name Inhabitants Gain anything from taking it? Desecrated Temple Ghost (1), Initiate (1), Zombie (2) 100 Gp, Silver Ring Blacksmith's Forge Man at Arms (10) 300 Gp, Gold Ring Gilden Monastery Hierophant (5), 2 Priests (2/2), Spearman (1) 1,000 Gp, Talisman of Life Watchtower Imperial Assassin (3), 3 Marksmen (2/2/2) 100 Gp, Unholy Dagger Outcropping Griffin (1), Oracle Elf (1) 450 Gp, Elf Lord Orb Greenskin Watchtower Ogre (1), Orc Champion (1) 500 Gp, Elven Boots Greenskin Retreat Post Troll (1), 2 Goblin Archers (1/1) 300 Gp, Vampire Orb Dwarven Monastery Venerable Warrior (3), Yeti (10), 2 Druidesses (3/3) 850 Gp, Staff of Tempest Orc Camp Ogre (1), 2 Orc Champions (1/ 1) 2 Goblin Archers (10/10) 600 Gp, Banner of Resistance Elven Temple Skylord (1), Elf Lord (1), 3 Oracle Elves (1/3/5) 1,000 Gp, Ancient Relic EVENTS Event Notes You WHAT ???? Count Crowley's Troops consistently badger you - shut 'em up! COWARDS !! The Elves are using GREENSKINS to assault the Undead. Losers. TO WAAAAAAAR !! Stage your final assault against the 3 Elven Cities. ITEMS LYING ON THE GROUND 4 x Life Potion, Summon Evil Ent Scroll, 5 x Healing Ointment, Orb of Regeneration, Silver Ring, Diamond, 2 x Potion of Invulnerability, Staff of Holiness, Orb of Fear, Potion of Accuracy, Potion of Swiftness, Ymir's Blessing Scroll, Potion of Water Warding, Orb of Witches, Gold Ring, Potion of Earth Warding, Sapphire, Highfather's Blessing Scroll, Potion of Accuracy, Potion of Speed, Elf Lord Talisman, Orb of Elder Vampires. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) None. SHOPS Name Sells Lergem's Shop (Merchant) Life Potion x 10, Potion of Restoration x 10, Healing Ointment x 10, Incantare Hellhound Scroll x 1, Pestilence Scroll x 1, Ice Storm Scroll x 1 Forcecus' Camp (Trainer) --> Train your Units here !! <-- Fargrom's Tower (Magic Shop) Strength (200 Gp), Call to Arms (800 Gp), Holy Strength (600 Gp), Healing (400 Gp) Hergrim's Shop (Merchant) Life Potion x 10, Potion of Restoration x 10, Healing Ointment x 10, Potion of Swiftness x 3, Quicksilver Potion x 3, Potion of Striking x 3, Treebark Potion x 3 Gunner's Camp (Trainer) --> Train your Units here !! <-- Redden's Shop (Merchant) Life Potion x 10, Potion of Restoration x 10, Eastern Edge of the Map Healing Ointment x 10, Treebark Potion x 4, Ironskin Potion x 2 Redden's Shop (Merchant) Life Potion x 10, Potion of Restoration x 10, Western Edge of the Map Healing Ointment x 10, Titan's Might Potion x 1 Johan's Tower (Magic Shop) Chant of Hasting (600 Gp), Hymn of the Clans (400 Gp), Healing (400 Gp), Ice Shield (200 Gp) Yggar's Shop (Merchant) Life Potion x 10, Potion of Restoration x 10, Healing Ointment x 10, Potion of Fortune x 10, Potion of Celerity x 1, Potion of Air Warding x 1 ENDING Now that Lord Jarous had been slain, the Elves in the area were without a leader. Hell was starting to creep through the former capitals of the Elven Community, and whilst it was true that the Legions ALSO nicked the majority of the gold and other riches that were present in the Elven cities, the information they gleaned from the scrolls and other documents was a FAR greater find from their perspective. ============================================================================== 2) Deals and Devils BRIEFING AND COMMENTS From studying the Elven texts they had found during the first mission, the Legions learned that the Elves controlled a trio of cities that encircled a mana well. The supernatural power of this well could actually be strong enough to re-forge the link between Nevendaar and Hell, thus releasing an infernal plague upon Nevendaar, systematically exterminating all life, leaving the Legions to rule. The land of the living would become a full reflection of the horror of Hell. If the Empire and the Elves were to conclude their alliance, and DEFEND this trio of cities, the Legions would surely not be able to overthrow their combined forces. Therefore, the finding and slaying of the Elven Avatar was now of PARAMOUNT importance to the Legions. ...... aaaaaand we'll be right back after THESE important messages. Ok I'm kidding ... we're off !! :) Your objective on this second level is to find and slay the Elven Avatar. Your Duke kicks off by saying that the Elven Avatar Lachla'an must be slain. WE ALREADY KNEW THAT !!!!!!!!!! DAMN your eyes. Anyhow ... he DOES tell you that a temporary alliance has been forged between the Elves and the Empire, which allows for Empire troops to occupy Elven land until the Avatar arrives to conclude their alliance. He also explains that the lands MUST be brought under the control of the Legions, for the longer you boys remain on Nevendaar, the weaker you are becoming ... ... he says that you need your connection to Bethrezen, and that the mana well is the ONLY way of sustaining that ... An Arch-Devil responds by saying that it's true ... and that they are sure that this Lachla'an cannot be THAT powerful ... he's touted as being a healer cum oracle cum educator ... what POSSIBLE threat can he be ... *winks at the screen 'coz we ALL know he's gonna be NAILS* AND WE'RE READY TO START !! :) AGAIN you begin with a reasonable amount of starting cash and infernal mana, with the harder difficulties giving you lesser amounts to start with ... ... AND AGAIN you start with all your level one spells ... so I would amass a resonable starting army and venture forth. As soon as you set foot outside your Capital City, your Duke (now named your "War Advisor") tells you that the Greenskins are STILL protecting the Elves in this area ... GOD they're STOOPID ... and that they have established bases in the east and west of the land. Therefore, brace yourself for surprise attacks. ... 'coz they're ... green ... and they ... blend in ... =./ *blush* To the west of your capital city, WHICH, by the way, is in the lower western portion of the map ... not the southwesternmost corner, but just above it ... ... there is an Orc Temple. Once it has fallen, your Advisor points out that the Greenskins here are from the Northlands, and that they were expecting reinforcements SOON. Caution is advised. The City of Kalo Fort is located in the southwesternmost corner of the map, and ONCE it has fallen, an Ogre says "You killed our leader! Revenge will be ours, and suffering yours!". Remarkably ARTICULATE for a brute ... ... but it doesn't matter, because you STORMED into the City and slew them all ANYWAY !! ... or ... does ... it ... Two units of reinforcements appear to the east of Kalo Fort - they comprise :- 1) Orc Champion (10), Ogre (1), 2 Goblin Archers (15/15) 2) Orc Champion (10), Ogre (1), 2 Goblin Archers (15/15) No ... I didn't have a typing stutter - both units are the same ;) The City of Kalo Fort contains a Banner of Celerity and an Ancient Relic, if you're interested (which I think you will be) ;) I headed back to my Capital City to see the shop just to the south of it ... and then headed due north to attack the Greenskin unit that I'd just noticed on the same land as my Capital ? And AS I was so doing, an Empire Thief, named a "Spy" for some reason, came legging it across the waves to speak to me ... he said "By the Highfather, then it's true! I am unworthy of this honour, seek Crowley's Guards to the East." WHATEVER little man ... WHAT-EVER. The spy legs it and disappears, It would APPEAR that the Duke shares my sentiments, as he's spitting TEETH that he didn't get a chance to knife that little punk when he was closer ... If you then move eastwards towards the next land mass, you will find on the southern edge a Greenskins Trainer which, if taken, causes your Advisor to comment as to the Greenskin Warriors being full of muscles, and rather tough on the teeth ... ... uh-huh ??? *raises eyebrow* Moving on ... If you take the City of Ungado, an Orc Champion snidely suggests that the Elves are gonna kick the cr@p out of you ... WE'LL SEE !! OFF with their heads ... AAAAAAALLLLLLLL of them ... =) From THIS land mass, I followed the river east and then south to the Mountain Clans lands ... where I wreaked further havoc :) You might stumble across Loremaster Calderic on the Clans turf ... he's quite feisty, so I have reproduced his stats here :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Loremaster Calderic 185 0 - - Earth fall 89 75 Earth 30 Any 6 ============================================================================== He travels with 2 Spirit Wolves (1/1) and a Mountaineer (3), and he carries an Ancient Relic. Your Advisor says that never before has he seen anything like the Spirit Wolves, and that they are most DEFINITELY not of the mortal world. He believes that they may be shapeshifters, or perhaps even illusions ... and that WHATEVER the Dwarves are up to magic-wise, something is DEFINITELY afoot. Once you have sacked the Clans Watchtower your Advisor confirms that they were in the process of undertaking some kind of ritual there, and that the magic they were using was VERY powerful stuff ... he cannot say WHY they were preparing the ritual, but it COULD have been to launch an attack against your forces ... Hmmmmmmmmmmmmmmmmmmmmmmmmm. Best slay them all JUST to be on the safe side !! The City of Olanston (which is located in the south-western corner of the Mountain Clans' Land) contains plans detailing an elaborate attack the Dwarves are preparing against the ELVES !!!!!!!!!!! R-E-S-U-L-T !!! They DON'T hate us ... phew ... I was starting to get worried ... =./ ((((( but perhaps still best to kill them all, non ??? ))))) The plans go on to state how the Elves are now apparently FULLY integrated with the Empire, and that you should expect both races to be standing side-by-side on the battlefield. BRING EM ON !! From the Mountain Clans lands I chose to move to the very southeast of the map, to the Old Church and the City of Pimbleton (both of which may well have fallen to the Clans by the time you get there) Once the Old Church has been looted, your Advisor confirms that the nearby statue was erected by this city (which is loyal to neither Crowley NOR the Empire) to mark their freedom ... and that there is nothing really of great interest here. Pimbleton contains a Bronze Ring and an Emerald, but your Baroness WILL chastise you for taking the City, saying that there's really nothing worthy of your attention there. As you approach Wizard Thurin's Magic Shop, your Advisor pops up to tell you that he believes the Shop may have something of use to you - DEFFO a ward ... hmmmmmmmmmmm ... I wonder whether he's trying to tell us something ... On the same land mass there are TWO walled-in cities - the Cities of Cannon Castle, and Suldon Peak - both owned by Count Crowley's Minions. As you approach the set of three Titans waiting at the entrance to Cannon Castle, one of them calls out, calling you "Angels", and saying that Count Crawley not only told them to expect your arrival, but to offer you a proposal - he wants to ally with your armies to overthrow "the corrupt Emry of Abrissel". Who the HELL is that ?????????????????????????????????????????????????????? They want to know whether you will find and bring them a holy artifact - a key that is stored in two parts. They say that IF you do this for them (and they only actually need ONE of the parts, as the other is already in their possession), they will show you a path through the mountain range, into the Elven Lands. She says that she is ashamed to be asking this of you, as it isn't right that "spiritual beings" should do mortal work ... HAHAHAHAHAHAHAHAHAHAHA ... and she intimates that she believes that the key is being held in an Elven Treasury to the north of your present location. One of your Demon Lords rises to the occassion, saying (basically) "Angels ?? That's us ... we're proper HUNNIES we are ... We'll get you your key - you just sit here, eat cucumber sandwiches and pray for (a swift merciful death) when we return". Your Advisor suggests that it is BETHREZEN's power that has caused the Titans to be blinded so ... but I personally am NOT convinced =./ Now ... there are TWO places where the key could be hiding ... there's an Elven Shrine to the north-west of the Titans, or there's like ... a LARGE set of baddies surrounding the Empire Capital City to the north-east of the Titans (please note where I've referred to "the Titans" in this paragraph ? I mean the Titans that just spoke to you ... NOT the set of Titans that are guarding Suldon Peak). To the north-east of the Titans that spoke to you is the City of Melbade, which was (when I visited it) poorly protected by a single Holy Avenger, whom I swiftly despatched to the Highfather *hee hee*. However, there is a unit of bad boys outside the City which comprise :- Arthur (Archmage - 10), 2 Defenders of the Faith (5/5), Prophetess (4) If you take the Abandoned Farm in the northeasternmost corner of the map, your Duke states that the Werewolves therein must have been hiding from Crawley's Inquisition. The Key is NOT located in the north-eastern area (i.e. it is NOT near the Empire Capital) - it is located in the Elven Shrine to the north-west of the Titans. If you return the item to the Titans, they hand you the key ... the Titan tells you that the key opens a secret passage through the mountains, where you will find Lachla'an, the Elven Avatar. She says that to find the SPECIFIC passage, you should go westwards towards the tower in the water, and make sure you have the key with you ... Lachla'an is (apparently) in a library across the mountains, to the west of the Empire Capital. The Empire BELIEVE that the location of the library is a secret, but Crowley's Armies are aware of it, and feel certain that the Elves will feel they have been betrayed when YOU arrive on their doorstep. I then (of course) sacked both Cannon Castle and Suldon Peak. When you take Cannon Castle, one of your Dukes tells you that he actually ADMIRES Count Crawley, as he overtaxes his peasants, and then has those that refuse to comply guillotined in the town square !! What a STAND-UP guy eh !!!!!!! ;) Cannon Castle contains an Imperial Crown. One of your Counselors also says that the gold that Crowley has collected gets sent to his Capital City to build "opulent shrines", and that perhaps an alliance with him WOULD be a good idea, as he certainly has his priorities in order ... ... which WOULD have been fine ?? But we just SACKED one of this CITIES !!! *tries frantically to put the pieces back together and scrub the red off the walls* The Duke reassures us by saying that he's just a TIT who BELIEVES he is doing the Highfather's will, but who is actually inadvertantly working for us !! As such, he should be EASY prey for our armies ... and that once you've won ? You'll flambée his butt and have him for lunchy-munchies !! WOOHOO !!!!!! If and when you decide to take the City of Suldon Peak, your Advisor tells you that it has been noted that Crowley's Armies seem to comprise mostly inquisitors and religious fanatics, whilst Emry's armies are almost all knights and wizards ... he attributes this division in no small part to the worsening collapse of the Empire. *rubs hands in glee* Your Duke pokes fun at the humans, saying that it is in their nature to be so easily blinded by faith, as can be seen from their continuing to pray to the Highfather for mercy and guidance whilst they are being cut off at the knees by the Legions' Armies. Bless them eh ... Suldon Peak contains a Royal Scepter. Just to the south of Suldon Peak is Crowley's Tax Collection which, if taken, causes your Advisor to say that Crowley's greed is noteworthy ... his peasants live in squalid conditions, subsisting on the most meagre of rations. It is doubtful he will even notice that these two cities have fallen. PHEW !!!!!!!!!!!!!!!!! Once you are ready to enter the Elves' Lands, move your unit with the Runic Key to the west along the mountain range until you find the two towers that are standing in the water ... this will cause the section of mountain range between the two to be disintegrated, revealing a path into the Elven Lands. Once you have been granted access, one of your Counsellors pops up to say that it's TIIIIIIIIIIIIME for the MASSACCCCCCCCCRRRRRRRRRRRRRREEEE ... :) LLLLLLLLLETS GET RRRRRRRREADYYYYYY TO RRRRRRRRRUMBLLLLLLLLLLLLLLLLLLLE !!!!! FIRST on the hit list is Anyan City, which was (when I played the game) COMPLETELY empty, although the entrance was guarded by two units - and rather tough ones at that ... As you approach, a Scout materialises in front of you, zips up to the City of Kahlin and pops back to tell you that there are Dragons on these lands, and they appear to be under the control of the Elves ... =./ After giving you these PEARLS of wisdom, he disappears again. For your information, the two units guarding Anyan City were :- 1) Centaur Lancer (10), Green Dragon (1), Oracle Elf (5) 2) Elf Lord (10), Skylord (1), Oracle Elf (5) Once Anyan City has fallen to your might, your Advisor attempts to extract the location of Lachla'an from one of the Elf Lords there, who just scoffs at your torture, saying that Lachla'an has the power of Gallean on his side, and that we're NEVER gonna be able to win ... The Advisor has the Elf Lord's tongue cut out, and then chucks him in the dungeon. If you take the West Temple, your Scout says that the Library is definitely NOT further north, and urges you to turn south ... but I'm going to venture north for you, and see what else is up there ... The City of Kahlin is defended on the outside by an Elf Lord (15) and 2 Skylords (1/1), and on the inside by a few nasties (see the breakdown at the end of this section). Once it has fallen, your Advisor confirms that the Dwarven Scrolls you found earlier are accurate - the Elves and the Empire HAVE forged an alliance, and are pooling the resources of their air magic to rain death down upon the Legions !! He says that you MUST find a way to defend against it, lest the light chill your burning flesh. *offers the Advisor one of those little Wile E. Coyote Umbrellas* Hokay ... as there is nowt further north, I believe we can now safely venture east ... the path further into the mountains is guarded by a Green Dragon (1) and an Oracle Elf (10) ... once those have been despatched, you may move onward :) Further east is Ishan Castle, which is protected on the outside by :- Winfrid (Archmage - 12), Holy Avenger (5), Angel (4), Prophetess (4) ... and on the inside by the usual suspects ... once they have fallen, your Advisor once again takes over the interrogation :- ADVISOR : Where is he ?? TELL ME or I will TICKLE you to DEATH !! ELF : BUGGER OFF ADVISOR : FINE !! Then I'll let my poochies LICK you to death instead !! BWAHAHAHAHAAAAAAAAAAAAAAAAAAAR If you sack the East Temple, you will gain a Talisman of Lightning ... NICE !! Outside the nearby City of Fortune Peak are the following units :- Godefroy (Archmage - 10), Holy Avenger (5), 2 White Wizard (4), Hierophant (4) Once you have disposed of them and sacked the City, an Elf Lord says that he knows that you are here to stop their alliance with the Empire, but that as soon as the ritual has been completed, your attacks will no longer be of any consequence, for whenever a single warrior shall fall, two more shall take his place. EXCELLENT !! More bodies to play with :) :) :) :) :) The City of Fortune Peak contains a Tome of Air. As soon as you enter the strait to the east of the City of Fortune Peak, a spy arrives and comes across to you, saying that he bears greetings from Count Crawley, who wishes to meet you after you slay Lachla'an (who is residing in a 'tree-dwelling' south of your present location). The path to Lachla'an and the Library is blocked by the following units :- Blue Dragon (1), Prophetess (10), White Dragon (5) As you approach the Library, Lachla'an appears to say that he is NOT going to die THIS day ... ... erm ... I think you wiiiiiiiill sunshine ... Even AFTER you have defeated him, Lachla'an STILL maintains that he has his visions of the future, and that he will NOT die today. Your Advisor calls on your servants Gulmuskae, Esremerios and Kremnimus to ravage his corpse and scatter the remains ... THAT oughta do it !!! :) CONGRATULATIONS !! YOU HAVE COMPLETED THE SECOND LEVEL !!! :) ============================================================================== OPPONENTS Mountain Clans, Empire CITIES NEUTRAL CITIES Name Inhabitants Kalo Fort Orc King (5), Ogre (2) Ungado Orc Champion (1), Orc (1), Troll (1} Pimbleton Defender of Faith (5), Paladin (4), Spearman (15), Marksman (2) Cannon Castle Titan (5), Defender of the Faith (10), Grand Inquisitor (4), Imperial Assassin (5), Prophetess (4) Suldon Peak Titan (10), Defender of the Faith (1), Grand Inquisitor (8), Imperial Assassin (5), Prophetess (4) Anyan City - Kahlin Green Dragon (2), White Wizard (1), Elf Lord (10), Centaur (10), Forest Elf (15) Ishan Castle [Skylord (1), Elf Lord (5), Angel (4), Oracle Elf (5)] Fortune Peak [Centaur Lancer (15), Elf Lord (20), Skylord (1), Oracle Elf (15)] CLANS CITIES Name Inhabitants Olanston [Rune Master (5), Hermit (4)] EMPIRE CITIES Name Inhabitants Melbade [Holy Avenger (5)] BUILDINGS Name Inhabitants Gain anything from taking it ? Orc Temple Orc King (5), Ogre (1), Troll (1) 400 Gp, Treebark Potion Greenskins Trainer 2 Orc Champions (5/7) 500 Gp, Potion of Fire Warding Clans Watchtower Wolf Lord (4), 2 Rune Masters (5/5) Dwarf King (5) 250 Gp, Forestwalk Scroll Old Church 3 Angels (8), Prophetess (4) 350 Gp, Royal Scepter Abandoned Farm 2 Werewolves (1/1) 75 Gp, Gold Ring Elven Shrine Green Dragon (1), Elf Lord (1), White Wizard (4), Centaur (10) 260 Gp, Holy Artifact Crowley's Tax Collection Holy Avenger (5), 2 Defenders of the Faith (5/5), Imperial Assassin (3) 1,000 Gp, Silver Ring West Temple Blue Dragon (1) 500 Gp, Talisman of Restoration East Temple 2 Green Dragons (1/1) 460 Gp, Talisman of Lightning Elven Library Blue Dragon (10), 2 Centaurs (50/50), Oracle Elf (30), Lachla'an (1) Tiara of Purity EVENTS Event Notes Aid us ??? Crowley's Minions ask you to find them an artifact. STORM THEIR LANDS It's time to kick the Elves' asses as you gain the key !! KIIIIILL HIIIIIIM Kill Lachla'an !! ITEMS LYING ON THE GROUND 2 x Sapphires, 3 x Diamonds, Healing Scroll, Potion of Vigor, Staff of Light, 2 x Emeralds, 2 x Potion of Restoration, Orb of Witches, 2 x Life Potions, Potion of Air Warding, Potion of Swiftness, Orb of Lightning, 2 x Potions of Striking, Angel Orb, Elf Lord Orb, Healing Ointment, Lightning Scroll, Potion of Strength, Air Ward Scroll, Staff of Demonology, Silver Ring, 2 x Potions of Speed, Potion of Invulnerability, Armageddon Scroll, Orb of Witches. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) None. SHOPS Name Sells Ygar's Hospital Shop (Merchant) Life Potion x 10, Potion of Restoration x 10, Potion of Healing x 10, Healing Ointment x 10 Nibor's Tower (Magic Shop) Fire Ward (800 Gp), Summon Nightmare (600 Gp), Winds of Travel (1,600 Gp), Fog of Death (600 Gp), Air Ward (200 Gp), Shadow (400 Gp), Divis Nocte (600 Gp), Sanctuera (600 Gp), Nightfall (1,600 Gp) Dennar's Camp (Mercenary) Barbarian Chieftain (Level 5 - 2,520 Gp), Barbarian Warrior (Level 5 - 1,190 Gp), Lizard Man (Level 5 - 1,190 Gp), Medusa (Level 5 - 1,830 Gp), Ogre (Level 3 - 3,360 Gp) Wizard Thurin (Magic Shop) Air Ward (200 Gp), Lightning (200 Gp), True Sight (400 Gp), Blizzard (200 Gp), Seafaring (400 Gp), Tempest (600 Gp), Water Ward (200 Gp), Earth Ward (400 Gp), Nightfall (1,600 Gp), Illudere Terra (2,000 Gp) Anielle's Auberge (Merchant) Life Potion x 10, Potion of Restoration x 10, Healing Ointment x 10, Potion of Vigor x 1, Potion of Strength x 1, Titan's Might Potion x 1, Treebark Potion x 1 Sallat's Shop (Merchant) Life Potion x 10, Healing Ointment x 10, Potion of Restoration x 10, Potion of Swiftness x 1, Potion of Speed x 1, Potion of Accuracy x 1, Potion of Might x 3, Treebark Potion x 2 Ebhon's Camp (Trainer) --> Train your Units here !! <-- Zulfi's Goods (Merchant) Life Potion x 10, Potion of Restoration x 10, Healing Ointment x 10, Potion of Might x 3, Potion of Healing x 5, Treebark Potion x 4, Venerable Warrior Orb x 1, Orb of Vigor x 1, Potion of Invulnerability x 2 Ander's Shop (Merchant) Life Potion x 10, Healing Ointment x 10, Potion of Restoration x 10, Treebark Potion x 1 Potion of Accuracy x 1, Potion of Swiftness x 1 Potion of Celerity x 1, Tormentio Scroll x 1, Water Ward Scroll x 1, Vithar's Might Scroll x1 ENDING Lachla'an's remains were taken to remote locations by the most trusted of the demons. The Legions' collaboration with Crowley's Armies had worked really well - they had been able to locate the Avatar AND make the Elves believe that the Empire was responsible for his death. With Lachla'an dead, war between the Empire and the Elves was inevitable. The prospect of alliance between those two races had been RUINED by the intervention of the Hordes, and the Legions had EVERY right to be happy with their performance thusfar. BUT more important matters called to them ... they would continue to manipulate this IMBECILE Crowley and search for the mystic well ... with just enough time to pause and reflect on whether the Elves could feel the rising darkness approaching their trio of cities ... ============================================================================== 3) Breaking of the Three BRIEFING AND COMMENTS Access to the trio of cities had FINALLY been secured. Credit to Count Crowley for giving the Legions assistance in thwarting the alliance between the Elves and the Empire, thus ensuring that ONLY the Elves would be protecting the divine triad of cities. The Legions expected to collaborate with Crowley further, and perhaps even rule Nevendaar with him. Once the three cities had fallen, the Elves' Magic would surely be corrupted, and the Plague of Hell would pour forth from the centre of the well to poison the whole of Nevendaar. The Legions prepared for their last great march upon the Elves. *Fanfare* Let's go !! Your first objective on this final (sniff sniff) level with the Legions of the Damned is to meet with Count Crowley and his cohorts, and instruct them further. The level begins with one of your Counselors telling you that Count Crowley has once again requested your assistance, wishing you to escort his troops to a specified meeting place nearby (just south of your island) Your Duke understandably questions why Crowley has not had the courage to venture to your Capital City himself, to which the Counselor replies that caution is advised, and that in order to maintain this advantage which has been given to them by Bethrezen, the Legions would have to continue to play the role of the Highfather's Servants for just a LITTLE while longer. The Counselor is confident that, as Crowley's Armies have already led them to Lachla'an, so too would they lead them to the Well. On this third level you begin with all level 1 and 2 spells, and (again) a reasonable amount of gold and mana (less so if you're playing on a higher difficulty setting). ============================================================================== NOTE : Your Capital City is in the centre of the map ============================================================================== ALSO it would appear that your Leader gains experience on this level !! WOOHOO !!!!!!!!!! :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) ... well ... he/she can up to Level 18 at any rate =./ To the NORTH of your Capital City is the Caliginous Pit protected by two Red Dragons (one outside, one inside). Your Advisor comes up after your victory to tell you that the Red Dragon is a FASCINATING beast that enjoys the lava almost as must as you guys ... ((( but that he's a bit smelly ))). As you are about to leave your island (and fortunately there's only one way off - via the western shore), your Counselor shows up to say that according to HIS map, the meeting spot is south, then east when the mountains come to an end ... then just keep going east until you see the big pink house with the inflatable slide outside. ... oh no wait ! That's how to get to MY house !! Heh ... then just keep going east until you find the great falls in a small valley ... hmmmmmmmmm. So ! Let's go !! Oh ... that's handy ... it actually shows you the way ... yey !! :) Now ... BEFORE I go to meet Count Crawley, I'm going to venture about a bit. The Undead Hordes' Capital City is in the north-westernmost corner of the map so I'm going to go up there first ... So venturing due WEST from my island, I came across the City of Point Hope, which contains an Orb of Life. As you approach, one of your scouts (a thief) pops up to tell you that Count Crowley does NOT own the City as you had thought he might ... perhaps he has been driven away ? Also ... what the HELL has he asked us to meet him at a whirlpool ?? Sounds a WEE bit dodgy to ME ... Point Hope is defended on the outside by :- White Wizard (5), Defender of the Faith (5), Holy Avenger (10) and once it has been taken, a peasant pops up to say that they have survived Crowley's Inquisition, and he's sure they'll survive worse (well ... in his defence they've never met us have they ... hehehe) ... however, your Counselor DOES note that it is strange that Crowley would just ABANDON a place like this ... ... something strange is going on around here ... =./ As you move northwards towards the Undead Hordes' Lands, the Duke shows up again to tell you that the Humans have set watch on the shores of the Undead Hordes' Territory, and that as they are mere scouts really speaking, they should not pose much of a problem. The human "scout" that he is referring to is a unit comprising :- Titan (5), Grand Inquisitor (6), Defender of the Faith (5) A Level 1 Black Dragon blocks your path into the Undead Hordes' Territory. Once he has been despatched you may enter ! The nearby city of Tormenta is protected on the outside by :- Shiindal (Lich Queen - 15), Phantom Warrior (5), Dreadwyrm (4) ... and by some HARDCORE undead units on the inside. Once you have taken the city, your Duke tells you that he thinks you have taken a wrong turn, as instead of Elves, all he can see are rotting bodies and dead trees ! YES ! OK ! We took a wrong turn ... but this is all part of the fun !! SHUT UP !! *chuckles* Misery Castle (nice name !!) on the same island is protected on the outside by :- Geniallish (Death's Knight - Level 10), Elder Vampire (5), Archlich (5) ... and AGAIN by some hardcore units on the inside. Once it has fallen, your Duke says that the STINK of the undead's rotting flesh is nearly intolerable there, and WHY do we need to be there ? OK Kevin ... * honestly I swear if he b!tches ONE MORE TIME I'm gonna SHOOT him !!* ONCE I had done exploring the Undead Lands, I then moved southwards, along the western edge of the map, past the blue dragon and onward ... Once the Deserted Church has fallen, your Counselor remarks that Mortis' Undead Children are spreading beyond the reach of their homeland, which is puzzling as Mortis would not ordinarily free them from their servitude ... Keep venturing further south and you will come across the Empire's Capital City. As you approach the walled-in Capital City, an Angel stops you, accusing you of being heretics and saying that these gates are protected by the Highfather himself ... you are ordered to go back. FAT ... CHANCE !!!!!!!!!! ONWAAAAAAAAAAAAAAARD !!!!!!!!!!! :) :) :) UNfortunately, before we can charge them, somebody casts an Armageddon spell on your units, after which the Angel says that you will get the same treatment if you come back again ... I just ignored them and charged in ;) Once the nearby Garrison Tower has fallen, one of your Dukes says that you have done well to destroy it, as it was creating troops for the Empire. *spit spit spit* The Empire City of Confidence, in the southwesternmost corner of the map, is protected on its outside by :- 3 Imperial Assassins (10/10/10), 2 Defenders of the Faith (15/15), Angel (20) If you take the City of Confidence, a Knight tells you that you may have won THIS battle, but you would be VERY much mistaken if you believed that you had gained the upper hand in the overall conflict ... ... hahahaha ... what a twit ... Your Duke puts him down appropriately, telling him that his wit will not help him whilst he's suffering an ETERNITY of pain. Nyuk nyuk. Once the Heretic's Temple on the OTHER side of the Empire Capital City has fallen, your Advisor comments that he thinks it rather strange that the Empire allowed Heretics to continue to practice there, as ordinarily the Empire would stamp out any such behaviour asap ... =./ Intriguing !! :) Hokay ! Now that we've purged the EMPIRE Lands I think it's time to go and see what all the fuss is about with this Crowley Cretan ... so let's RIIIDE !! Head back to the river to the east of the Deserted Church and head due SOUTH until you hit the twin Blue Dragons. Despatch them, and then take the path that leads to the east in between the mountain ranges. When you have picked up the Potion of Celerity, head north-west towards the whirlpool and your meeting with Crowley's Forces. As you approach the whirlpool, two Empire units appear before you. They are Knights of the Empire, and the following dialogue ensues :- KNIGHTS : We've captured Crawley and tortured them to get your plans. We know about your supposed meeting, and we are hiar to make sure that it is not carried out. Pweepare to DIE, on the orders of Emry of Abrissel !! ============================================================================== NEW OBJECTIVE : CAPTURE THE THREE ELVEN CITIES *WITHOUT* CRAWLEY'S HELP ============================================================================== *The action pans to the northeasternmost corner of the map, where a section of mountain range is removed* PEASANT : (who appears to be on re-run from the last time we saw him) We have survived Crowley's inquisition, bla bla bla *whilst he's talking Sinister draws a moustache on his face and smiles at him* YOU : You IMPUDENT little maggots !! We'll have your guts for garters. ONWARD LADS !!!!! The two units before you comprise :- 1) Fendright (Ranger - 15), Defender of the Faith (5), 2 Imperial Assassins (3/3) 2) Jagare (Pegasus Knight - 13), Grand Inquisitor (4), Holy Avenger (5), White Wizard (4) Once Jagare has fallen, your Counselor comments that the Empire must have overthrown Crowley ... ... gee thanks !! We hadn't figured THAT out for ourselves ... *slams his head into the desk* Now then ... we NOW know where we need to go ... so I am going to finish exploring the rest of the map ... JUST for you ... :) Continuing south-east of the whirlpool you will come across the City of Gando, which is occupied by the Greenskins. Once it has fallen it prompts your Advisor to comment that the presence of the Greenskins is persistant ... like maggots on rancid meat. ... niiiiiiiiiiiiiice ... Due south of Gando is Krub City - another Greenskin city WHICH, when felled, causes your Duke to pop up and say that the riches you have stolen from the City will help you in your task. He also chastises Crawley for having failed in his task ... Krub City holds an Ancient Relic, a Bronze Ring, and an Imperial Crown. If you venture east along the southernmost border of the map you will enter Dwarf-occupied land ... as you approach Under's Shop, an Elder One beseeches you to leave them alone, saying he knows who you are looking for, and that these are DWARF-owned lands ... the Elves YOU are looking for are to the north. Thanks mate ! Now SLAY THEM AAAAAAAAAAALL :) :) :) In the southeasternmost corner of the map lies Fort Kjell - a Dwarf-owner city protected on the outside by the following :- 2 Dwarf Kings (wearing different armour) (1/5), Tempest Giant (3), Forge Guardian (3) Once the City has fallen, a Dwarf King tells you that you should leave, as he has just sent word to his Dwarven cousins to come kick your butt !! Oooooooooooooh stop me ... I'm shaaaaaaking ... Fort Kjell contains an Orb of Icefall. Your Counselor reports back to say that whilst the Mountain Clans DO live nearby, they do not appear to pose a very tangible threat. If you approach the Valkyrie just outside Fort Kjell, she calls for you to leave and casts a ****-** spell on you !! The bitch !!!!!! SLAY HURRRRRR. If you storm the Guard Tower the Valkyrie and her allies are guarding, your Advisor critices the Dwarves, commenting that their persistence in remaining divided is CLEARLY folly, as strength lies in Unity. As you approach the Dwarven Capital City you will find another Guard Tower. If you sack it, your Counselor will sarcastically comment that for all their logic, these Guard Towers haven't really benefited the Dwarves AT ALL ... have they !! ;) If you take the Ruined Lochouse, which is on the far easternmost edge of the map (east of the Mountain Clans Capital City), a Goblin tells you that the Elves are to the North. *look of shock* REALLY ?? You mean I'm going in the wrong direction ?? *slaps himself in the face* Well BLOOOOOOOOOW me down ... I'd NEVER have thought THAT ... *shoots the goblin between the eyes and marches onward* Once you begin to move northwards, you will encounter the Town Hall. If you choose to loot it, your Counselor will confirm that even after HOURS of mutilating the humans there, the whereabouts of the Elves was no closer to your understanding - HOWEVER, you have just found an Elven text that suggests that their hiding place is not far !! :) As you approach the lizardmen on the land mass to the NORTH of your Capital City, they (the "Snakeskins") interrupt you to tell you that the Elves you are looking for are to the East - i.e. NOT here ... so BUZZ OFF like ... heh. If you continue to venture directly to the north you will encounter the Medusa Lair (which, unsurprisingly) has Medusa in it ... and once it has been trashed, your Counselor tells you that it's REALLY smelly up there, and that perhaps you SHOULDN'T have ventured this far north. GOD who would have thought it eh ... the LEGIONS OF THE DAMNED ... complaining about a SMELL. *sigh* LEGIONS ? ONWAAAAAAAAAAAAAAAAAAARDS TO WAAAAAAAAAAAAAAAAAAAAAR !! Venture south and east of this location towards the break in the mountain range, and you will encounter the Lair (just prior to which your Duke will say that you are venturing near the Elven Lair, and that the air (which is pure) is OFFENSIVE to him). BOTHERED ??????? After the Lair has fallen to your MIGHT, he (the same Duke) confirms that you are approaching the domain of Elgrid - the famed Elven Tamer of Monsters. THAT is the reason for your encountering consistantly more and more exotic baddies in the area ;) As you approach the City of Stunnart Point (which is JUST before you get into the Elven Territory proper, on the northernmost edge of the map), your Counselor pops up to tell you that the Elves have constructed a series of Castles along the route you must travel, to better police access to the area. Therefore, you should not be at ALL surprised if you get ambushed. ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Elgrid the Tamer 195 0+25 - Air Lightning 80 50 Air 50 Any 6 ============================================================================== Once his City has fallen, your Counselor tells you that FINALLY you have found the domain of the Elves, and that the beasts that guard the entrance to the area are most DEFINITELY a sign of the enemies that will dwell within. ... and that's NOT a good thing ... 'coz they're NAILS !! =( Stunnart Point contains a Staff of Celerity, by the way. To the south-east of Stunnart Point lies the City of High Point. This is the City of Lanar the Wise, who's stats are as follows :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Lanar the Wise 375 0+30 - Air Lightning 89 95 Air 50 Any 6 ============================================================================== Lanar the Wise says (with his dying breath) "You may continue on your path destruction, fiends, ..." (shouldn't that be path OF destruction ? Wise YES, Literate NO ...) "... but it will not lead you where you expect." Hmmmmmmmmmmmmmmm ... y'know ? I think it might ;) Your path FURTHER into the Elven Lands is blocked by a trio of MASSIVE muthas : Blue Dragon (1), Skylord (1), White Dragon (1) Once THEY have been despatched, you may begin your final stretch to VICTORY !! As you approach the Elven Temple, the Elves cast a spell to shroud the land in Darkness, to which your Counselor responds suggesting that they are trying to keep their location hidden from you, so you should be on the look out for a secret passage or similar. As you move to the south of the Elven Temple you will encounter your NEXT trap, as a unit of Dreadwrym (4), Deathdragon (15) and Dracolich (4) appear in front of you !! Despatch them and venture further. A few paces further a unit comprising a Dreadwyrm (10) and Dracolich (4) appear ahead of you ... again, slay them and move on. A few paces on again, and a Succubus PLEADS with you to hurry and find the well, saying that Bethrezen's cries are shattering her ears ! He is DESPERATE for you to unleash his plague upon Nevendaar. Her pleas are echoed by a Doppleganger, an Abyssal Demon AND your very own Counselor, who warns that, before long, it will no longer be possible for you to control your own troops as passions rise !! ============================================================================== HOW TO GAIN ACCESS TO THE TRIAD OF CITIES ============================================================================== To gain access to the Elven Holy Triad of Cities you will need to slay the unit on the easternmost border of the map, which comprises a Blue Dragon (1), and 4 Oracle Elves (15/15/15/20). Once you have marched through this unit, you will be on the path that leads to the Holy Triad of Cities ;) OOOOOOOONNNNNNWWWWWWAAAAAAARRRRRRRDDDDDDDD !!!!!!!! Your access to the final clearing is blocked by THREE Green Dragons (1/1/1). Destroy them and then WREAK HAVOC =) ============================================================================== THE TROOPS IN THE FINAL CLEARING ============================================================================== Before I assaulted the three Elven Cities, I disposed of all the troops in the clearing itself. These are :- 1) 2 White Dragons (1/1), Green Dragon (1) 2) 3 White Dragons (1/1/1) 3) 2 Blue Dragons (1/10), White Dragon (1) As you approach unit 3, Drullia'an appears to tell you that you shall not pass, that nobody has EVER penetrated the hidden city of ****-**, and that she would rather DIE defending it than see it fall to your might. Your Duke simply tells her that she will !! :) ============================================================================== THE THREE ELVEN CITIES ============================================================================== 1) Khan'naan After Khan'naan has fallen, your Counselor speaks to tell you that it's not even a real city ! It's TOTALLY not fit for your boys to stay in ... you will also be given a Titan's Might Potion. 2) Andara'an After Andara'an has fallen you are given a potion of invulnerability, and one of your Infernal Knights says "We have them cornered! We must press on! For the glory of Bethrezen !". 3) Zhilovers Zhilovers is the residence of Drullia'an - heiress to Queen Taladrielle. She is very powerful, and her stats are as follows :- ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Drullia'an 2000 20+30 Mi,Ea - Dragon Blade/ Frostbite 95/30 175/30 Li/Wa 60 Any 6 ============================================================================== Drullia'an is TOUGH because she hits for six, and because she has a PAIN IN THE @RSE Oracle Elf behind her healing her VERY very well ... focus your attacks on one unit at a time and keep falling back to heal ... my technique was to go in strong, fire off ONE blast with my leader and then have him retreat so that I could reforge my party and go in again a few turns later. Provided you have slain one enemy, you will progressively weaken her forces. Once she has died, you pervert the Elven Well into a throbbing, pulsating organ of HELL ... Drullia'an calls for her Elven children to fleeeeeeeeee, but it is too late. Bethrezen's FURY pours forth into Nevendaar, corrupting the once beautiful world. W-E-L-L D-O-N-E ! ! ! ! ! ============================================================================== OPPONENTS The Empire, The Mountain Clans, The Undead Hordes, The Elves. CITIES NEUTRAL CITIES Name Inhabitants Point Hope Ardobert (Pegasus Knight - 15), Defender of the Faith (5), Holy Avenger (5), Archer (1) Gando Ogre (1), 2 Orc Champions (1/15), 2 Goblin Archers (20/20) Krub City Ogre (1), Troll (5), Orc Champion (5), Goblin Archer (20) Stunnart Point Elgrid the Tamer (Elf Lord - 1) Manticore (5), Dreadwyrm (25) High Point Death (4), Skylord (5), 2 Elf Lords (10/20), Oracle Elf (20) EMPIRE CITIES Name Inhabitants Confidence Imperial Assassin (3), 2 Prophetesses (4/4), Holy Avenger (5) UNDEAD HORDES' CITIES Name Inhabitants Tormenta [Death (4), Archlich (5), Doomdrake (2), Spectre (2)] Misery Castle [Dracolich (4), 2 Elder Vampires (5/5), Dark Lord (3)] MOUNTAIN CLANS CITIES Name Inhabitants Fort Kjell Son of Ymir (4), Dwarf King (10), Rune Master (5), Dwarf Lord (Hermit - 1), Archdruidess (4) THE ELVEN CITIES Name Inhabitants Khan'naan White Dragon (10) Elf Lord (25) Skylord (1) Oracle Elf (20) Andara'an Centaur (25), Forest Elf (25), Centaur Lancer (15), Elf Ranger (25), Elf Lord (25), Oracle Elf (25) Zhilovers Drullia'an (1), Centaur Lancer (96), White Dragon (10), Oracle Elf (20), Elf Ranger (94) BUILDINGS Name Inhabitants Gain anything from taking it ? Caliginous Pit Red Dragon (1) 500 Gp, Orb of Thanatos Library Elementalist (15), Holy Avenger (15), 800 Gp, Winds of Restoration 2 Prophetesses (8/15) Scroll Crumbled Castle Brown Bear (1), Imp (1) 100 Gp, Imperial Crown Ruined Farm 2 Ghouls (1/1), Occultist (1) 500 Gp, Mind Ward Scroll Deserted Church Master Occultist (1), Ghoul (1), Elder Vampire (5) 600 Gp, Hag's Ring Garrison Tower 3 Imperial Assassins (3/3/3), Imperial Knight (3), Defender of the Faith (5) 100 Gp, Damage Ward Scroll Heretic's Temple Barbarian Warrior (1) Wolf (1) 100 Gp, Orb of Lycanthropy Armory Orc King (3), Troll (1) Ogre (1), Medusa (1) 500 Gp, Banner of Fortitude Razed Shop Orc (10), Ogre (3), Goblin Archer (20) 750 Gp, Emerald Guard Tower Son of Ymir (4) Wolf Lord (4), (Southwest) Dwarf King (5), Forge Guardian (3) 700 Gp, Orb of Freezing Guard Tower Ice Giant (3), Hermit (4), (Capital) Wolf Lord (4) 400 Gp, Tome of War Ruined Lochouse Troll (1), 3 Medusas (1/3/5), Goblin Archer (1) 500 Gp, Lizard Man Orb Town Hall Defender of the Faith (15), Spearman (15), White Wizard (10), Hierophant (10) 500 Gp, Royal Scepter Medusa Lair 3 Lizard Men (5/10/20), 2 Medusas (10/15) 700 Gp, Winds of Travel Scroll Lair Primitive Giant (1), Manticore (1), Yeti (10) 500 Gp Incantare Avenger Scroll Elven Temple 2 Elf Lords (10/12) Skylord(1) 300 Gp, Staff of Protection Elven Guard Tower 2 Centaur Lancers (10/10), Elf Lord (12), Oracle Elf (10), White Dragon (1) Quicksilver Potion EVENTS Event Notes ITEMS LYING ON THE GROUND 2 x Potions of Protection, 6 x Potions of Restoration, Skeleton Champion Orb, Elder Vampire Orb, Ice Spirits Scroll, 6 x Life Potion, Treebark Potion, 5 x Healing Ointments, Potion of Vigor, Potion of Accuracy, Orb of Strength, Potion of Celerity, Boots of the Elements, Gold Ring, Bronze Ring, Talisman of Thanatos, Blizzard Scroll, Ancestor's Call Scroll, Forestwalk Scroll, Emerald, 2 x Orbs of Regeneration, 3 x Iron Skin Potions, Orb of Elder Vampires, Talisman of Regeneration, Orb of Stone Rain, 2 x Treebark Potion, Ymir's Blessing Scroll, Wotan's Blessing Scroll, 2 x Call to Arms Scrolls, Potion of Air Warding, Titan's Might Potion. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) 2 x Life Potions, Potion of Restoration, 2 x Healing Ointments, Potion of Healing. SHOPS Name Sells Gareth's Laboratory (Magic) Sanctuera (600 Gp), Ignis Potens (1,200 Gp), Sinestra Ignis (800 Gp), Terror (800 Gp), Call Red Dragon (800 Gp) Nazhara's Shop (Merchant) Life Potion x 15, Potion of Restoration x 15, Potion of Healing x 15, Potion of Invulnerability x 1, Healing Ointment x 10, Potion of Swiftness x 1, Potion of Fortune x 1 Allar's Shop (Merchant) Life Potion x 10, Potion of Healing x 10, Potion of Restoration x 10, Healing Ointment x 10, Treebark Potion x 6, Potion of Striking x 4, Potion of Vigor x 5, Potion of Strength x 6, Potion of Might x 1, Metaca's Camp (Trainer) --> Train your Units here !! <-- Werric's Shop (Merchant) Life Potion x 10, Potion of Restoration x 10, Healing Ointment x 10, Potion of Healing x 10, Staff of Holiness x 1, Talisman of Healing x 1 Righon's Camp (Mercenary) Barbarian Chieftain (Level 1 - 1800 Gp), Dark Lord (Level 3 - 850 Gp), Elder One (Level 4 - 2800 Gp), Medusa (Level 1 - 1310 Gp), Ogre (Level 1 - 2800 Gp), Onyx Gargoyle (Level 3 - 1000 Gp), Skylord (Level 1 - 3000 Gp), Son of Ymir (Level 4 - 2600 Gp), Troll (Level 1 - 2800 Gp), Venerable Warrior (Level 4 - 1800 Gp) Under's Shop (Merchant) Life Potion x 14, Potion of Restoration x 10, Potion of Healing x 7, Healing Ointment x 11, Treebark Potion x 4, Potion of Strength x 8, Potion of Celerity x 3 Malavien's Tower (Magic Shop) Earth Ward (400 Gp), Rust (200 Gp), Shadow (400 Gp), Rot (800 Gp), Forestwalk (200 Gp), Seafaring (400 Gp), Tempest (600 Gp), Ice Spirits (1200 Gp), Nightfall (1600 Gp) Allar's Shop (Merchant) Life Potion x 10, Healing Ointment x 10, Potion of Healing x 10, Potion of Invulnerability x 1, Potion of Vigor x 1, Potion of Strength x 1, Potion of Might x 1, Potion of Celerity x 1, Potion of Air Warding x 1 Purthen's Camp (Mercenary) Brown Bear (Level 1 - 300 Gp), Green Dragon (Level 1 - 4500 Gp), Griffin (Level 1 - 1250 Gp), Manticore (Level 1 - 5600 Gp), Medusa (Level 1 - 1310 Gp), Ogre (Level 3 - 3360 Gp), Polar Bear (Level 1 - 300 Gp), Skylord (Level 1 - 3000 Gp), Spirit of Fenrir (Level 1 - 2300 Gp), Titan (Level 1 - 300 Gp), Titan (Level 5 - 420 Gp), Wolf (Level 1 - 300 Gp), Yeti (Level 6 - 600 Gp) Thurin's Shop (Merchant) Life Potion x 10, Potion of Restoration x 10, Potion of Healing x 10, Healing Ointment x 10, Potion of Vigor x 2, Potion of Striking x 1, Treebark Potion x 5, Potion of Air Warding x 1, Ancestor's Call Scroll x 1 Anjalin's Camp (Trainer) --> Train your Units here !! <-- ============================================================================== EPILOGUE ============================================================================== With the last city taken, the demonologists began chanting in unholy tongues. The entranced demon masses circled the well, caught in an insatiable blood lust. They tore at one another, and legends say more demons were lost in this one 'celebration' than any other single day in the war. The well began to emit a horrible noise, the sound of thousands of suffering sould drowned out the demonic cacophany. The Legions backed away from the source, knowing direct contact with Bethrezen's power would obliterate even the strongest of their kind. Suddenly, the well erupted and Bethrezen's plague stained the land around it. The blistering wave of molten energy shot through the forests, felling trees and animals. The Elves who had sought sanctuary high in their forest homes had no escape. They fell into the bubbling tide and perished. Bethrezen's will now wound its way through Nevendaar with tremendous power. Soon it would reach Human lands. Whether due to the energy itself or due to the unholy religious fervour brough about by their god's triumph, the Legions were infused with new hatred and unfathomable strength. Soon Nevendaar and Hell would be one. ============================================================================== ACKNOWLEDGEMENTS Thanks to all the people at gamefaqs.com with ONE exception (and you KNOW who you are, you little maggot), for being nothing but supportive and encouraging of me during the process of creating this walkthrough and its siblings. As I mentioned at the top, this walkthrough is dedicate to my friend Eug, for whom I have great respect. His wisdom and counsel are always appreciated, and I have ABSOLUTE faith that he will succeed at anything he turns his hand to !! :) When asked to comment, Eug released the following statement :- "We, mortal people, are the real legions of the damned, no matter race, religion or social stature. No matter what category we fall in, we are all damned to death, from birth. This is as certain as a candle is sure to burn out once it has vaporised its waxen base. This does not hail badly for us though, as our actions will be echoed in the lives of others and, if we have lived by a fair and just code, our contribution will have advanced the world we share with our fellow man. No action goes unnoticed, that is part of the grand design. One voice may merely represent a whisper, uttered in a tumultuous wind. But add to that the voices of your fellow man and you have a chorus that will overpower even the most ferocius storm ..." =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ¦ SECTION EIGHT ¦ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ============ ============= == ============ ============ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ======= ¦ ¦ ¦ ¦ ¦ ¦ ¦ ======= ¦ ¦ ==== ==== ¦ ¦ ==== ==== ¦ ¦ ¦ ======= ¦ ¦ ¦ ¦ ¦ ¦ ¦ ======= ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ======= ¦ ¦ ¦ ¦ == ¦ ¦ ¦ ======= ¦ ¦ ¦ ¦ ¦ ¦ ¦¦ ¦ ¦ ¦ ¦ ¦ ======= ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ======= ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ============ ===== ==== ==== ===== ============ ============================================================================== ¦ The aim of this part is to provide you with the stats for as many races ¦ ¦ (hopefully all of them) as I could fine, and to present these stats in a ¦ ¦ clear and readable format. Obviously in order to make it readable, space ¦ ¦ is very important, and I have therefore had to abbreviate in certain areas ¦ ¦ For your ease of reference, I have reproduced a key below, which I hope ¦ ¦ will make sense - it's pretty obvious ;) - Mister Sinister ¦ ============================================================================== KEY :- In the event that I haven't had enough space to put a FULL text explanation of what something means, I have abbreviated. Here is a list of the abbreviations I have used throughout this document :- % HIT = Percentage Chance to Hit A = Air ADJ = Adjacent only Ai = Air AR = Armour Rating ATT = Attacks (methods of attacking) Br = Breath (usually of Dragon's) Brth = Breath (usually of Dragon's) CHIEFTN = Chieftain [Barbarian Chieftn = Barbarian Chieftain] Cur = Cure D = Death DAM = Damage inflicted De = Death De. = Death (usually "Death Touch") Dm = Damage Drn = Drain E = Earth Ea = Earth F = Fire Fi = Fire Frstbt = Frostbite HP = Hit Points IMM = Immunities In-B = Infernal Blade INIT = Initiative Li = Life Low = Lower [Low Init = Lower Initiative] Lvl = Level Lwr = Lower [Lwr Dam = Lower Damage] M = Mind Mi = Mind Overflw = Overflow (as in, Drain Life Overflow) ;) P'lyse = Paralyse Para = Paralyse Pet = Petrify Po = Poison Poi = Poison REA = Reach Shr = Shower (as in, Ice Shower) ;) Sp = Swipe, when used with Tree - i.e. Tree Sp = Tree Swipe SRC = Source.html of the Attack(s) Swd = Sword TAR = Targets Tch = Touch (e.g. De. Tch = Death's Touch) Un. = Undead [usually "Undead Blade" (Un.Blade)] W = Water Wa = Water WARD = Warded Against We = Weapon Nb - if an attack type is listed in brackets it means the unit has TWO of this attack ============================================================================== ======== === === ======== === ======== ======== ¦ ¦ ¦ / ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ === ¦ / ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ === ¦ ¦ ¦ / ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ¦ ¦ ¦ ===== ¦ ¦ ¦ ===== ¦ == ¦ ¦ ¦ ¦ ¦ / ¦ ¦ ¦ ¦ ¦ ¦ == ¦ ¦ /¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ¦ ¦ ¦ ¦ / ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ======== === === === === === === ======== ============================================================================== THE UNITS OF THE EMPIRE LEADER UNITS (Party Leaders, etc.) HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR MYZRAEL 900 50+40 - - Holy Wrath 95 250 Life 90 Any 6 PEGASUS KNIGHT 150 0 - - Long Sword 80 50 Wea 50 Adj 1 RANGER 90 0 - - Falcon Arrow 80 40 Wea 60 Any 1 ARCHMAGE 65 0 - - Lightning 80 30 Air 40 Any 6 ARCHANGEL 100 0 - - Healing 100 40 Life 10 Any 1 THIEF 100 0 - - Daggers 80 30 Wea 60 Adj 1 SUBORDINATE UNITS (Group Members, etc.) HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR ACOLYTE 50 0 - - Heal 100 20 Life 10 Any 1 ANGEL 225 0 - - Holy Lance 80 125 Wea 50 Adj 1 APPRENTICE 35 0 - - Lightning 80 15 Air 40 Any 6 ARCHER 45 0 - - Arrow 80 25 Wea 60 Any 1 CLERIC 75 0 - - Healing 100 20 Life 10 Any 6 DEFENDER OF FAITH 225 30 - - Sword 80 125 Wea 70 Adj 1 ELEMENTALIST 95 0 - Air Summon 100 0 Air 40 Any 1 GRAND INQUISITOR 210 0 Mind Fire Holy Mace 80 100 Wea 50 Adj 1 HIEROPHANT 125 0 - - Heal/Revive 100/100 120 Li/Li 10 Any 1 HOLY AVENGER 250 0 - - 2 x Long Sword 80 75 Wea 50 Adj 1 IMPERIAL ASSASSIN 135 0 - - Dagger/Poison 85/75 60 We/De 60 Any 1 IMPERIAL KNIGHT 200 0 - - Lance 80 75 Wea 50 Adj 1 IMPERIAL PRIEST 100 0 - - Healing 100 80 Life 10 Any 1 INQUISITOR 180 0 Mind - Mace 80 75 Wea 50 Adj 1 KNIGHT 150 0 - - Sword 80 50 Wea 50 Adj 1 MAGE 65 0 - - Lightning 80 30 Air 40 Any 6 MARKSMAN 90 0 - - Arrow 85 40 Wea 60 Any 1 MATRIARCH 100 0 - - Heal/Cure 100/100 40 Li/Li 10 Any 6 PALADIN 175 30 - - Long Sword 80 100 Wea 50 Adj 1 PRIEST 75 0 - - Healing 100 40 Life 10 Any 1 PROPHETESS 125 0 - - Heal/Cure 100/100 70 Li/Li 10 Any 6 SQUIRE 100 0 - - Sword 80 25 Wea 50 Adj 1 TITAN 250 0 - - Smash 80 60 Wea 50 Adj 1 WHITE WIZARD 125 0 - - Lightning 80 60 Air 40 Any 6 WITCH-HUNTER 140 0 Mind - Sword 80 50 Wea 50 Adj 1 WIZARD 95 0 - - Lightning 80 45 Air 40 Any 6 ============================================================================== === === ======== ======== ======= ======== ======== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ === ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ====== ¦ ¦ ¦ ¦ ¦ ¦ ===== ¦ ¦ ¦ ¦ ¦ == ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ====== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ===== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ / ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦/ ¦ ¦ === ===== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ === === ======== === === =======/ ======== ======== ============================================================================== THE UNITS OF THE UNDEAD HORDES LEADER UNITS (Party Leaders, etc.) HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR ASHGAN DEATH KNIGHT 150 0 Death - Undead Blade 80 50 Wea 50 Adj 1 NOSFERAT 90 0 Death - Drain Life 80 10 Dea 50 Any 6 LICH QUEEN 65 0 Death - Fire Storm 80 30 Fire 40 Any 6 BANSHEE 100 0 Death - Paralyze 70 0 Mind 20 Any 1 THIEF 100 0 - - Daggers 80 30 Wea 60 Adj 1 SUBORDINATE UNITS (Group Members, etc.) HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR ARCHLICH 170 0 Death - Plague 80 90 Dea 40 Any 6 DARK LORD 200 0 - F,W,A,E Undead Blade 80 75 Wea 50 Adj 1 DEATH 125 0 Wea,De - Death Touch/Poi 80/50 100 De/De 60 Any 1 DEATHDRAGON 375 0 Death - Breath 80 55 Dea 35 Any 6 DOOMDRAKE 300 0 - - Breath 80 40 Dea 35 Any 6 DRACOLICH 525 0 Death - Pestilence Br 80 75 Dea 35 Any 6 DREADWYRM 450 0 Death - Plague Br/Poi 80/40 65 De/De 35 Any 6 ELDER VAMP 210 0 Death - Drain Li Overflw 80 60 Dea 40 Any 6 FIGHTER 120 0 - - Sword 80 25 Wea 50 Adj 1 GHOST 45 0 Death - Paralyze 65 0 Mind 20 Any 1 INITIATE 45 0 - - Pestilence 80 15 Dea 40 Any 6 LICH 140 0 Death - Plague 80 70 Dea 40 Any 6 NECROMANCER 105 0 - Death Pestilence 80 45 Dea 40 Any 6 PHANTOM WARR 320 0 Death - Un.Blade/Para 80/50 125 We,Mn 50 Adj 1 SHADE 135 0 Death - Paralyse 50 0 Mind 20 Any 6 SKELETON CHAMPION 270 0 Death - Long Sword 80 100 Wea 50 Adj 1 SKELETON WARRIOR 220 0 Death - Long Sword 80 75 Wea 50 Adj 1 SPECTER 90 0 Death - Paralyse 70 0 Mind 20 Any 1 TEMPLAR 160 0 - F,W,A,E Lance 80 50 Wea 50 Adj 1 VAMPIRE 185 0 Death - Drain Life 80 50 Dea 40 Any 6 WARLOCK 75 0 - - Pestilence 80 30 Dea 40 Any 6 WEREWOLF 100 0 Weapon - Slash 80 40 Wea 50 Adj 1 WIGHT 105 0 We,De - De.Tch/Drn Lvl 80/80 75 De/De 50 Any 1 WRAITH 75 0 We,De - Pestilence 80 60 Dea 60 Any 1 WYVERN 225 0 - - Breath 80 25 Dea 35 Any 6 ZOMBIE 170 0 Death - Slash 80 50 Wea 50 Adj 1 ============================================================================== === ======== ======== === ======== ======== ======== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ===== ¦ ==== ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ===== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ====== ¦ ===== ¦ === ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ===== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ======== ======== ======== === ======== === === ======== ============================================================================== THE UNITS OF THE LEGIONS OF THE DAMNED LEADER UNITS (Party Leaders, etc.) HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR ASHKAEL DUKE 150 0 - - Infernal Sword 80 50 Wea 50 Adj 1 COUNSELOR 90 0 - - Crossbow 80 40 Wea 60 Any 1 ARCH-DEVIL 65 0 - - Flame Burst 80 30 Fire 40 Any 6 BARONESS 100 0 - - Fear 80 0 Mind 20 Any 1 THIEF 100 0 - - Daggers 80 30 Wea 60 Adj 1 SUBORDINATE UNITS (Group Members, etc.) HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR ANTI-PALADIN 220 0 - - Battle Axe 80 75 Wea 50 Adj 1 ABYSSAL DEMON 600 0 - - In-B/Pet 80/40 140 We/Mn 40 Adj 1 BEAST 420 0 - - Slash 80 70 Wea 20 Any 6 BERZERKER 170 0 - - Battle Axe 80 50 Wea 50 Adj 1 CULTIST 45 0 - - Fire Rain 80 15 Fire 40 Any 6 DEMON 270 0 - - Slash 80 80 Wea 35 Adj 1 DEMONOLOGIST 105 0 - - Fire Rain 80 45 Fire 40 Any 6 DEMON LORD 470 0 - - Axe 80 140 Wea 40 Adj 1 DEVIL 170 0 - - Slash 80 50 Wea 35 Adj 1 DOPPLEGANGER 120 0 - - Morph/Slash 80 30 Wea 80 Adj 1 FIEND 250 0 - - Slash/Poison 80/40 60 We/De 50 Adj 1 GARGOYLE 90 40 Poison Mind Rock Shards 80 40 Wea 60 Any 1 HAG 115 0 - - Polymorph 80 0 Mind 20 Any 1 INCUBUS 135 0 - - Petrify 65 0 Earth 20 Any 6 INFERNAL KNIGHT 270 0 - - Infernal Sword 80 100 Wea 50 Adj 1 MARBLE GARGOYLE 150 60 Poison Mind Rock Shards 80 65 Wea 60 Any 1 MODEUS 170 0 - Fire Fire Storm 80 75 Fire 40 Any 6 MOLOCH 370 0 - - Slash 80 110 Wea 35 Adj 1 ONYX GARGOYLE 170 65 Poison Mind Onyx Shards 80 85 Wea 60 Any 1 OVERLORD 570 0 - - Infernal Blade 80 170 Wea 40 Adj 1 PANDEMONEUS 135 0 - - Fire Storm 80 60 Fire 40 Any 6 POSSESSED 120 0 - - Short Sword 80 25 Wea 50 Adj 1 SORCEROR 75 0 - - Fire Rain 80 30 Fire 40 Any 6 SUCCUBUS 145 0 - - Polymorph 40 0 Mind 20 Any 6 TIAMATH 495 0 - - Slash/Lwr Dam 80/80 100 We/Mn 20 Any 6 WITCH 75 0 - - Polymorph 80 0 Mind 20 Any 1 ============================================================================== ======== ==== === ========== ======== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ === ¦ ¦ ===== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ===== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ====== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ===== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ======== ======= === === ==== ==== ======== ============================================================================== THE UNITS OF THE MOUNTAIN CLANS LEADER UNITS (Party Leaders, etc.) HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR VITHAR 900 50+40 - - Vithar's Thunder 95 250 Life 90 Any 6 KING'S GUARD 225 0 - - Battle Axe 80 60 Wea 40 Adj 1 ENGINEER 135 0 - - Crossbow 80 40 Wea 50 Any 1 LOREMASTER 95 0 - - Earth Fall 80 30 Earth 30 Any 6 DWARF CHAMPION 150 0 - - Axe 80 40 Wea 30 Adj 1 THIEF 150 0 - - Daggers 80 40 Wea 50 Adj 1 SUBORDINATE UNITS (Group Members, etc.) HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR ALCHEMIST 120 0 - - Give Attack 100 0 Life 10 Any 1 ARCHDRUIDESS 150 0 - - Boost Dmg/Cur 100/100 +100 Li/Li 70 Any 1 AXE THROWER 65 0 - - Throwing Axe 80 25 Wea 40 Any 1 CROSSBOWMAN 110 0 - - Crossbow 80 40 Wea 40 Any 1 DRUIDESS 120 0 - - Boost Dmg/Cur 100/100 +75 Li/Li 70 Any 1 DWARF 150 0 - - Warhammer 80 30 Wea 40 Adj 1 DWARF KING 250 30 - Mi,Wa Great Mace 80 100 Wea 20 Adj 1 ELDER ONE 400 0 - - Lightning 80 80 Air 20 Any 6 FLAME CASTER 130 0 - Fire Flame Burst 80 35 Fire 40 Any 6 FORGE GUARDIAN 155 0 - - Crossbow 80 70 Wea 40 Any 1 HERMIT 250 0 - - Ice Shr/Lw Int 80/33 55 Wa/Wa 40 Any 6 HILL GIANT 210 0 - - Tree Sp 80 60 Earth 30 Adj 1 ICE GIANT 400 0 Water - Ice Shard 80 120 Water 30 Adj 1 MOUNTAINEER 225 0 - - Ice Shards 80 30 Water 40 Any 6 NOVICE 90 0 - - Boost Damage 100 +50 Life 70 Any 1 ROCK GIANT 310 0 - - Punch 80 90 Earth 30 Adj 1 RUNE MASTER 300 0 - - 2 x Axe 80 65 Wea 40 Adj 1 SON OF YMIR 500 0 Water - Ice Swd/Frstbt 80/85 150 Wa/Wa 50 Adj 1 TEMPEST GIANT 350 0 - - Call Lightning 80 50 Air 20 Any 6 TENDERFOOT 60 0 - - Boost Damage 100 +25 Life 70 Any 1 VENERABLE WARRIOR 275 0 - - Great Axe 80 100 Wea 40 Adj 1 VETERAN 250 0 - - Warhammer 80 80 Wea 40 Adj 1 WARRIOR 200 0 - - Warhammer 80 55 Wean 40 Adj 1 WOLF LORD 225 0 - - Morph/Frost Brth 80 40 Water 40 Any 6 YETI 230 0 - Water Ice Breath 80 30 Water 40 Any 6 ============================================================================== ======== ======== === === ======== ======== ==== === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ === === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ===== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ === === ======== ======== ==== === === === === ======== ============================================================================== THE NEUTRAL UNITS LEADER UNITS (Party Leaders, etc.) [PLEASE NOTE THAT THIS CATEGORY INCLUDES ALL SUMMONED CREATURES, THE MARSH DWELLERS, ETC.] HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR AIR ELEMENTL 100 0 Air - Slash 80 30 Air 40 Any 1 BARBARIAN CHIEFTN 275 0 - - Great Claws 80 100 Wea 40 Adj 1 BARBARIAN WARRIOR 250 0 - - Axe 80 80 Wea 40 Adj 1 BLACK DRAGON 800 0 Death - Acid Breath 75 125 Death 40 Any 6 BLUE DRAGON 700 0 Water - Steam Breath 75 100 Water 40 Any 6 BROWN BEAR 270 0 - - Claw 80 60 Wea 65 Adj 1 CENTAUR 140 0 - - Arrow 80 40 Wea 60 Any 1 CENTAUR LANCER 225 0 - - Lance 84 89 Wea 55 Adj 1 ELF LORD 195 0 - Air Lightning 80 50 Air 50 Any 6 ELF RANGER 45 0 - - Arrow 80 25 Wea 65 Any 1 FAT IMP 100 0 - - Slash 70 30 Wea 50 Adj 1 FOREST ELF 100 0 - - Spear 80 40 Wea 65 Adj 1 GIANT BLACK SPIDER 370 0 - - Pincer/Paralyse 80/90 120 We/De 35 Adj 1 GIANT SPIDER 420 0 - - Pincer/Paralyse 80/80 130 We/Mi 35 Adj 1 GOBLIN 50 0 - - Spear 80 15 Wea 30 Adj 1 GOBLIN ARCHER 40 0 - - Arrow 80 15 Wea 50 Any 1 GOLEM 150 50 Ea,Po - Earthquake 80 70 Earth 70 Any 6 GREEN DRAGON 600 0 Fire - Fire Breath 75 60 Fire 40 Any 6 IMP 50 0 - - Tail Whip 80 20 Wea 30 Adj 1 KRAKEN 350 0 - - Tentacle 80 120 Wea 40 Adj 1 LIVING ARMOUR 175 0 Mi,Po - Great Sword 80 65 Wea 55 Adj 1 LIZARD MAN 200 0 - - Swords 80 75 Wea 50 Adj 1 MAN AT ARMS 95 0 - - Axe 80 25 Wea 50 Adj 1 MASTER THUG 110 0 - - Shrt Sw/P'lyse 80/80 35 We/De 75 Adj 1 MEDUSA 115 0 - - Petrify 60 0 Earth 20 Any 6 MERMAID 75 0 - - Maelstrm,P'lyse 60/50 20 Wa/Mi 20 Any 6 MERMAN 140 0 - - Trident 80 40 Wea 50 Adj 1 OCCULTIST 75 0 - - Summon 100 0 Death 40 Any 1 OGRE 300 0 - - Giant Club 80 130 Wea 20 Adj 1 ORACLE ELF 125 0 - Air Healing 100 60 Life 10 Any 6 ORC 200 0 - - Axe 80 55 Wea 40 Adj 1 ORC CHAMPION 220 20 - - Flail 80 80 Wea 40 Adj 1 ORC KING 295 30 - - Mace 80 115 Wea 55 Adj 1 PEASANT 40 0 - - Pitchfork 75 15 Wea 30 Adj 1 POLAR BEAR 300 0 - Water Claw 80 80 Wea 70 Adj 1 PRIMITIVE GIANT 310 0 - - Giant Mace 80 100 Wea 30 Adj 1 RED DRAGON 800 0 Fire - Fire Breath 75 125 Fire 40 Any 6 SEA SERPENT 400 0 - - Bite 80 125 Wea 70 Adj 1 SKELETON 100 0 Death - Bone 80 40 Wea 60 Adj 1 SPEARMAN 140 0 - - Spear 80 50 Wea 50 Adj 1 SPIRIT WOLF 200 0 - - Spirit Howl 90 50 Air 40 Any 6 THUG 65 0 - - Daggers 80 25 Wea 65 Adj 1 TROLL 350 0 - - Slash 80 120 Wea 40 Adj 1 VALKYRIE 250 0 - - Ice Storm 80 55 Water 60 Any 6 WHITE DRAGON 700 0 Air - Vapor Breath 75 100 Air 40 Any 6 WOLF 180 0 - - Bite 80 55 Wea 50 Adj 1 ============================================================================== ==== ==== ======== ===== ======== === === ======== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \¦ ¦ ==== ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ========== === === ===== ======= ======== ======== ============================================================================== UNIQUE UNITS HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Dark Lachla'an 2000 0 Mind DFWAE Summon 100 0 Dea 90 Any 6 Drullia'an 2000 20+30 Mi,Ea - Dragon Blade 95 175 Li 60 Any 6 Frostbite 30 30 Wa 60 Any 6 Eledrene 190 0 Death - Paralyze 79 0 Mind 20 Any 1 Elf Lord Jarous 425 0+30 - Air Lightning 89 110 Air 50 Any 6 Elgrid t. Tamer 195 0+25 - Air Lightning 80 50 Air 50 Any 6 Esremerios 1145 0 - - Slash/Low Dm 89 230 Wea 20 Any 6 Lower Damage 89 0 Mind 20 Any 6 Galleans Beast 2800 40 Mind DFWAE Galleans Rage 95 300 Life 60 Any 6 Poison 45 60 Life 60 Any 6 Galleans Ghoul 1165 0 Death - Slash 84 247 Wea 50 Adj 1 Paralyse 89 0 Mind 50 Adj 1 Galleans Ghoul 1135 0 Death - Slash 84 241 Wea 50 Adj 1 Paralyse 89 0 Mind 50 Adj 1 Greypaw 170 0 Death - Slash 80 50 Wea 50 Adj 1 Grumdull (5) 300 0 - - (2x) Axe 85 80 Wea 40 Adj 1 Gulmuskae 1380 0 - - Infernal Blade 89 300 Wea 40 Adj 1 Petrify 49 0 Mind 40 Adj 1 Jensina (1) 250 0 - - Ice Storm 80 55 Wat 60 Any 6 King Olbrett 700 30+9 - - War Hammer 89 235 Wea 50 Adj 1 Kremnimus 385 65+9 - Mind Onyx Shards 89 198 Wea 60 Any 1 Lachla'an (1) 800 20 Mind Death Tempest 125 90 Life 60 Any 6 Virimos (8) 325 0 Death - Drain Life 87 85 Dea 40 Any 6 Yorjagg 992 20+20 - Mind Great Claws 89 242 Wea 48 Adj 1 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ¦ SECTION NINE ¦ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- RULERS AND LEADERS The first decision you really have to make insofar as your RULER is concerned is whether he (or she) is going to be a Fighter/Magic User/Thief ... this is your RULER we are talking about - i.e. you. If you choose to make your Ruler a FIGHTER, your units will heal a percentage of their Hit Points at the end of each turn ... that's ... ALL your units ... so that's quite a natty power. To counter this, there is an upper limit on the level of spells you can research and cast. If you choose to make your Ruler a MAGE LORD, your Capital City will automatically have the Magic Tower constructed at the beginning of each level, you will be able to research all spells at HALF their original cost, AND you can (provided you have the mana) cast each spell TWICE per turn ... MAGE LORDS ROCK MAN !! =D If you choose to make your Ruler a GUILDMASTER (aka Thief), your Capital City will automatically have the Thieves' Guild constructed at the beginning of each level, you will be able to make your cities grow at half the normal cost, and your thieves will have LOADS more options available to them than the thieves of a Fighter or Mage Lord. Options like changing the orders of your opponents, so as to confuse them ... things like that :"> If you click on the portrait for your Ruler, you can change your Ruler's face if you like. From this screen you also pick the difficulty setting (and, if you are playing in a Quest rather than a Saga, you can also import a previously exported hero to assist you should you wish). Switching now to your leaders ... You have to have a leader that is already at at LEAST level 10 to IMPORT into a saga in the Servants of the Dark Expansion Pack, and that leader will only be able to gain experience during the THIRD level of the Expansion Pack, and even then ONLY up to level 18. Since I always play magic-users, mine are centered around a) keeping them alive longer, and b) making the stronger ... other types of players will have other preferences, obviously ;) ALSO bear in mind that you can only take ONE leader with you to the next level, so I would *STRONGLY* suggest that you focus on building on just ONE leader ... just use the others as cannon-fodder and scouts basically ;) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ¦ SECTION TEN ¦ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COMMENTS ON UNITS AND SUGGESTED UPGRADE ROUTES A VERY brief section with my comments on units I really like and which upgrade paths I choose whilst I am playing :- [NOTE: Where I say "hit for six" I mean hit all the units in your opponent's team at once] ============================================================================== THE UNDEAD HORDES F I G H T E R U N I T S UPGRADE ROUTE Unholy Ground --> Graveyard --> Vault of Souls --> Crematorium Zombie --> Skeleton Warrior --> Skeleton Champion --> Phantom Warrior Phantom Warriors are FANTASTIC fighters that have a HIGH chance of paralysing their opponents with a successful strike. I strongly suggest incorporating them into your armies if at all possible. M A G E U N I T S Dark Temple --> Occult Temple --> Crypt --> Stronghold Warlock --> Necromancer --> Vampire --> Elder Vampire Elder Vampires are GREAT spellcasters who have Drain Life Overflow as their sole attack - it's a life-stealing attack that heals characters in your unit where needed - it's a GREAT troop-management unit to have ;) R A N G E A T T A C K U N I T S Sepulchre --> Catacomb Specter --> Shade No alternative, but Shades ROCK 'coz they have a six-hit paralysis attack !! =) S U P P O R T U N I T S Cavern --> Boneyard --> Cursed Cemetery Doomdrake --> Death Dragon --> Dreadwyrm Dreadwyrms have a two-tier attack that can leave an opponent poisoned ... KILLER ;) I wouldn't ordinarily include them in my units though, as they take up 2 squares and you can do better ;) MY BEST UNDEAD HORDES UNIT COMPRISES :- Lich Queen, Shade, Elder Vampire, 3 Phantom Warriors ============================================================================== THE LEGIONS OF THE DAMNED F I G H T E R U N I T S UPGRADE ROUTE Unholy Portal --> Tower of Souls --> Bethrezen's Idol Berzerker --> Anti-Paladin --> Infernal Knight Infernal Knights are the mainstay of your melee fighters ... there is no other way to go, and it's probably just as well, as the Infernal Knights are KICK@SS fighters ;) M A G E U N I T S Occult Abbey --> Soul Keep Sorcerer --> Doppelganger Doppelgangers are THE coolest units in the game in my humble opinion, as at the start of each combat session they can assume the form of any other single- square (i.e. no Giants, etc.) character on the field ... the only thing they CANNOT mimic is experience ... but using a Doppelganger to mimic an Empire's Hierophant or similar is HILARIOUS !! ="> Doppelgangers are SUPAFLY =D R A N G E A T T A C K U N I T S Spire --> Onyx Spire Marble Gargoyle --> Onyx Gargoyle You don't have a choice on the upgrade path here - there's only one ;) S U P P O R T U N I T S Unholy Gate --> Torment Chapel --> Unholy Altar --> Slave Dungeon Demon --> Moloch --> Beast --> Tiamath I would opt for the Beast and the Tiamath, because they hit for six and, as stated above, that is something I DEFINITELY look for ;) It can EASILY help turn the tide in battle ... six-hitters are SO COOL !! =D MY BEST LEGIONS OF THE DAMNED UNIT COMPRISES :- Arch-Devil, 2 Doppelgangers, 3 Infernal Knights =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ¦ SECTION ELEVEN ¦ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TIPS AND TRICKS Here are a couple of tricks that I have picked up ... I don't feel the need to give credit to anybody for these, as I honestly came up with them myself !! It MAY be that they are printed elsewhere - I really don't know ... (God how bolschy eh !!) HEAL YOUR TROOPS If you are playing as the Empire, and you have destroyed all but one unit in your opponent's army ... IF that unit does less damage when it attacks than your healer would do when he/she heals, then have all your units EXCEPT the healer defend, and tend to their wounds during combat ... then slay the remaining unit when all your characters are back to 100% health !! This trick works ESPECIALLY well if you are using a six-hit- healer ;) MAKE THE COMPUTER FLUFF UP ITS CHANCE OF HITTING YOU ? Whilst I have been reasonably criticised for mentioning this before, I HONESTLY believe that, if you click the mouse at a certain point during the computer opponent's attacking animation, you can increase their chances of missing you. I might be talking UTTER cack, but I'll settle for that ... if I'm onto something it would be remiss of me not to mention it :"> =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ¦ SECTION TWELVE ¦ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CREDITS This FAQ is dedicated entirely to my dear friend Miguel, who made contact with me after reading my first set of Disciples 2 guides, and who has since become one of my closest friends. Special thanks to Lerh Feng for the Gallean's Beast contribution - cheers mate. Cheers also to Setzer Gabbiani for the snippit of information about the Beggar's Banquet !! =) I dedicate this guide to Miguel, PRINCE of the Nosferat, with MUCH respect :) - Mister Sinister, 2005 ============================================================================== Copyright David Booth, 2004-5 ==============================================================================