disciples ii dark prophecy faq (complete sagas walkthrough).txt

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============================================================================== The aim of this file is to provide you with ALL information on Disciples 2 : Dark Prophecy in a clear and readable format. I hope it serves you well !! - Mister Sinister ============================================================================== (Dedicated to Simon, mon bras) Table of Contents 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. Introduction and Overview of the Game Basic Controls The Four Races Tact & Diplomacy Types of Items Empire Saga Walkthrough Mountain Clans Saga Walkthrough Undead Hordes Saga Walkthrough Legions of the Damned Saga Walkthrough Stats for Units Rulers and Leaders Comments on Units and Suggested Upgrade Routes Tips and Tricks Credits

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECTION ONE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=OVERVIEW Disciples 2 is a turn-based strategy game where the player picks one of four major races and battles across either a pre-defined sequence of levels (the Sagas), one of a number of set individual missions (the Quests), plays in a Custom Saga, or with other human in multi-player mode. It is a swords and sorcery type game, with a reasonably simple interface and gentle learning curve, but which boasts hours and hours of gameplay, and is quite honestly ? HELLISHLY addictive ... I heartily recommend it. I have written a review for this game which you can read at http://www.gamefaqs.com. I have also written individual in-depth walkthroughs for the Sagas for the four main races in the game, all of which are available for free viewing at http://www.gamefaqs.com.

Comments, etc., are always welcome, and I can be reached at [email protected] - Mister Sinister, 2003 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECTION TWO =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=BASIC CONTROLS As with any strategy game, troop management skills are FUNDAMENTAL to your success. In order to become a good Disciples 2 player, you will need to learn which units function well together, which units complement each other, and which units should definitely NEVER be placed together. For example, sending nothing but Undead Troops to battle Undead Troops doesn't SOUND unreasonable until you consider that MOST undead troops are immune to death magic, so if YOUR set of troops comprises nothing but Undead Spellcasters they will do practically NO good whatsoever. I have sub-divided this section of my FAQ into three parts :A) B) C) The World Map Combat City Management

================================ THE WORLD MAP =============================== The World Map is where (not surprisingly) you move all your troops about. Each unit is led by one of the creatures in it, and this creature represents the entire unit's icon on the map. For example, a unit led by a werewolf will be depicted as a werewolf on the map. Each unit has a different number of movement points, and these are reduced at different speeds depending on which type of terrain you are crossing ... for example, you will travel MUCH slower by water than you will through forests ... ... some units can fly, and this helps get about the map a fair bit quicker ... but if you put flying units with non-flying units, you are once again (by and large - there ARE a couple of exceptions) slowing down your troop movement again, as the unit must move altogether. Combat is initiated by moving to a square adjacent to a rival or enemy unit on the map, and combat is dealt with in a separate screen. The world map begins by being totally covered in a fog of war, which disperses as you move your units about ... certain terrain cannot be traversed, and you will have to find ways around it ... examples include waterfalls, whirlpools and mountain ranges. Obviously not all of the creatures you encounter on the world map will be hostile - some will give you sub-quests which you can complete to gain prizes should you wish ... others will be territorial, and will either attack you on sight or pursue you until you leave their area of the map. You will encounter cities belonging to other players, as well as neutral cities, and various other structures dotted about the map, ALL of which can be explored and/or conquered.

BEAR IN MIND AT ALL TIMES that this is a TURN-BASED strategy game. Therefore, whilst you have the luxury of time to think your moves through, as you would in a chess game, poor troop movement can lead to units becoming isolated at the end of a turn, and easy pickings for roaming creatures ... ... always watch your back ... Each unit on the map can comprise up to SIX individual characters. So, taking our earlier example of the unit being led by the Werewolf, this unit can comprise the Werewolf that leads them, and up to FIVE other characters ... if the leader dies, the unit will still be able to move, but will do so at a MUCH slower rate, and the unit's icon on the map will change. It will still be the Werewolf, but you will see that the leader has died because a little skull shield will be displayed at the foot of the icon. This allows you at a glance to see units which have had their leaders slain. Provided at least ONE character in the unit is still alive, it is possible to heal and/or resurrect those characters in the unit which have died. You can either do this via magic, CHEATING (tut tut), or at any of your Cities (provided you have constructed a Temple in your Capital City). Your Capital City (each major race has one) is your seat of Power on the level BUT, unlike many OTHER turn-based strategy games where there is a REAL risk of losing your Capital, and thus losing the level, in Disciples 2 each player's Capital City is occupied by (not only a maximum of 11 "normal" troops but also) an INCREDIBLY powerful Guardian, who CANNOT leave and who's SOLE purpose is to protect the Capital. Sounds like you might still be vulnerable ? In all practical reality you won't be - the Guardians are WELL powerful, and it is EXCEEDINGLY unlikely that you will ever lose your Capital ;) You will ALSO find shops on the world map ... there are several merchants in the game who have set up shop on the various levels, and with whom you can trade ... even if you can see no use for something you have picked up on a level, you can always sell it at a shop to gain extra gold ;) The currencies of the game are five-fold. You have gold (obviously), which you use to buy upgrades for your cities, to recruit new troops, to bribe the other players, and so on. Then there are the four types of mana. There is Death Mana, Runestone Mana, Life Mana and Infernal Mana. Both gold AND mana are generated at resources on the map, and these resources can be bled off to give (effectively) unlimited resources to your race - I say *effectively* unlimited as, whilst there is only a certain amount of each type of energy that will be generated by each resource per turn, the supply from which this is drawn is infinite - i.e. you will never deplete a gold or mana resource on the map (which is KEWL !!) One last thing. When you look at the map you will be able to see the terrain that belongs to your race by looking at the ground. Each turn, your race's terrain expands from every city in every direction, and whenever it touches an unclaimed resource, it seizes it for your race. Since it would take an eternity to gain control over the ENTIRE map this way, the game designers have very kindly provided each race with one type of unit

that can be recruited who's sole purposes is to "plant rods". Planting a rod is a very simple process which allows you to stake a claim to a very small parcel of land which is not already yours. ... I hope that makes sense ... I'll try to explain ... Say this is the world, and you own the left-hand side of it. :=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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 FOUR RACES The four races you can pick from are as follows :1) 2) 3) 4) The The The The Empire Mountain Clans Legions of the Damned Undead Hordes

THE EMPIRE, led by Emperor Demosthene, are portrayed at least at the OUTSET as your bog-standard hero types, their units including Knights, Priests, Paladins, Holy Avengers, and so on. As they mature, you realise that there is trouble in Paradise, however ... and evildoers in the Empire plot its downfall from the shadows. In spite of this, the Empire remain one of the most basic and steadfast races in the game ... their main bonus is that they boast more healing units than any other race, and this helps prolong their lives during combat and otherwise .... THE MOUNTAIN CLANS, ruled by the High King Morok Cloudkeeper, and later Queen Yataa'Halli, are basically made up of Dwarves and Giants. Their units include Warriors, Veterans, Hill Giants, Sons of Ymir, Flame Casters, and other wee ones ... they are strong and sturdy, but suffer from VERY poor initiative ratings, which means that they generally take damage in combat before they are able to dish it out. To make up for this, the Mountain Clans are about the only race in the game who's upgrade paths cross-over ... what I mean by this is that melee fighters can become multi-hitting spellcasters and vice-versa, depending on the upgrade path chosen. THE LEGIONS OF THE DAMNED, under the control of their God Bethrezen, comprise NOT surprisingly Devils, Demons, Succubus', Incubus', basically anything winged and horny (pardon the pun). They are OBSESSED with fire, and boast the most heavy-hitters in the game ... they have several Giant-type units (moreso than the Mountain Clans I believe), and are quick and strong. - and finally THE UNDEAD HORDES, guided by their Dark Goddess Mortis, comprise Zombies, Skeleton Warriors, Liches, Wyverns, Vampires, Wraiths and loads of other nasty beasties ... the main thing that the Undead Hordes have going for them is their ability to paralyse their foes ... they have three units whose only attacks are to paralyse, and this can REALLY knock the stuffing out of an otherwise healthy unit of opponents ... we lurve the Undead Hordes :"> There are, of course, other "mini" races in the game, but you cannot play as

these ... they include the Marshdwellers, the Greenskins, the Barbarian Tribes and the Shadow Wolves. They help add variety and spice to the game, and to generally keep it interesting =) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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 SCROLLS ORBS TALISMANS STAFFS ARTIFACTS Only good once, and can only affect one character for one turn. 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 ;) Only useable in combat, and only by a magic user - can only be used once and then they disappear. Can be used several times before they wear out, but only once per combat session, and only in combat. Can be used like spells, and do not wear out ... no use in combat, however. Can be equipped by leaders (if they have the

BANNERS

TOMES

TRAVEL ITEMS

corresponding skill), and can bolster their power or give them new powers - VERY USEFUL !! 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. 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 Boots, basically ... they augment your movement points and/or skills - e.g. Boots of the Elements mean that you suffer no movement penalty whilst travelling over water - WHICH IS GREAT !! =D (I am sure there are more, but you can take these as a smattering)

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(Dedicated to Lord Ian, Prince Heath and Billium the Ever So Humble) THE EMPIRE SAGA WALKTHROUGH ============================================================================== This walkthrough is copyrighted to Mister Sinister (2004) I don't mind it being lifted in its entirity, but if you do so, please make sure you give credit to the author (me) and DON'T pass it off as your own. Thanks ! ============================================================================== THE SEVEN MISSIONS OF THE EMPIRE SAGA :1) 2) 3) 4) 5) 6) 7) The Necromancers Spirit The Alliance Antagonists Uther's Crusade Slander and Barbarism The Celebration Binding Forces

============================================================================== BRIEF NOTES BEFORE WE GET STARTED

This is a very quick key to some of the terms I'll use in this FAQ :In areas where I am talking about troops in cities, any troops mentioned in [squared brackets] are within the city proper (an obvious example would be Myzrael, who would be shown as [Myzrael] as he is IN the city and, in his case, cannot leave - all troops NOT in squared brackets are just waiting in the city (as in, healing there, etc.) Map directions are as follows. North on the map is up and right. South is down and left. West is up and left, and East is down and right. Obviously the very nature of this game makes doing an FAQ quite a daunting task, as you can go anywhere, do anything (within reason) and your opponents will pretty much respond to the way you play ... so this is an account of what I would suggest and expect, pointers I have learned, things I would pick up basically anything and everything which I could think of which might help you play as the Empire in their Saga ... I have tried to keep this FAQ both light-hearted, and informative. Similarly, with troops garrisoned in cities, whilst my FAQ is accurate as at MY playing the game, these may change - ESPECIALLY in cities owned by other players (as you are doubtless aware if you've ever played this game, your computer opponents are FOREVER changing the troops that they garrison in their cities). Comments are always welcome - you can reach me at [email protected]. Thanks for reading this !! ============================================================================== 1) The Necromancer's Spirit

BRIEFING AND COMMENTS Demosthene mourns the passing of his Queen and the loss of his son Uther. Hubert de Layle, the reputed power behind the Throne, plays skillfully upon poor Emperor's emotional strings to manipulate him into running the Empire as de Layle sees fit. Thus empowered, Hubert de Layle squanders the vast resources of the Empire through senseless feasts and utter debauches (we LIKE that word !!) which in turn leads to a rise in the power of several up and coming figures, including Erhog the Dark. Leader of a death cult, Erhog has taken over the barony of Ammennir. If she is not stopped, her influence will continue to grow, and it could ultimately mean the end of the Empire and the Highfather. Your objective is to kill Erhog the Dark and thus prevent her becoming a major pain in the butt. As you are working your way through the level towards her Temple (which is in the south-eastern corner of the map), you will learn that she has sent corrupt nobles to assassinate Emperor Demosthene in the Capital (they fail, but succeed in poisoning the poor bloke) You may find a Stone Ring, being guarded by an Ogre (just to the north of Gunner's Shop) - if you do, take it to the statue in the north-east of the map behind Athlok's Keep to receive a Tome of Fire. Liberate the town of Tanscroul to gain the assistance of Wolfgar, a Ranger who is willing to fight on your

side. When you reach Erhog's Temple, be careful - she is warded against fire, earth, air and water, and has a life draining attack, which replenishes her own health, and thereby prolongs her chances of drawing out combat. Concentrate your attacks on her as she is by far the most deadly unit in her Temple (as you would expect). She has reasonably low hit points, so she should fall quickly enough. Once you have defeated Erhog you will find the antidote to the poison that was used in the attempt on Emperor Demosthene's life, and this will be transported back to the Capital and administered to him automatically. OPPONENTS CITIES NEUTRAL CITIES Name Milonia Argreban Tanscroul Jaignes Port Temple of Erhog BUILDINGS Name Ruined Tower Old Fort Athlok's Keep Crumbled Temple EVENTS Event Orc Trap Ogre Lair Notes Orc and 2 Goblins to the south of Milonia To the north of Gunner's Shop Inhabitants Fighter, Zombie, Ghost 2 Imps 2 Devils, Cultist Hill Giant Gain anything from taking it ? 200 Gp, Zombie Orb 50 Gp, Bronze Ring (valuable) 300 Gp, Boots of Speed 150 Gp, Orb of Thunder Inhabitants 2 Goblins and a Goblin Archer Squire, Spearman, Archer Master Thug, Spearman, Thug 2 Peasants (It is quite possible that the Legions will have taken Jaignes Port by the time you reach it) Demon, Erhog the Dark, Ghost, Zombie Legions of the Damned, Erhog the Dark.

ITEMS LYING ON THE GROUND Treebark Potion, Potion of Speed, Life Potion, Silver Ring (valuable), Lightning Scroll, Potion of Vigor, Emerald, Potion of Healing. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) Strength Scroll, Orb of Restoration, Potion of Accuracy, Runestone, Banner of Protection. SHOPS Name Gunner's Tower (Magic Shop) Thurin's Shop (Merchant) ENDING Sells Summon Roc (200 Gp), Blizzard (200 Gp) Life Potion x 4, Potion of Healing x 10, Potion of Restoration x 10

Erhog is defeated, and retreats back into her Temple as it crumbles about her. The antidote is administered to Emperor Demosthene, but it does not break his silence - he becomes more withdrawn and sullen as a result of the attack. ============================================================================== 2) The Alliance

BRIEFING AND COMMENTS During the campaign against Erhog, corrupt nobles loot the Empire's treasury, leaving the Empire all but penniless. Soon thereafter, many peasants (as a result of the real fear of starvation) leave them Empire and follow would-be pretenders to the throne. Nevendaar is on the brink of revolution as Hubert de Layle steps into the fray and offers to replenish the treasury from his own personal funds, if he is crowned King of the Empire. Many nobles support de Layle, fearing that the lack of funding may jeopardise their own statuses, and the Empire splits as a result. Those loyal to the Emperor turn to their old allies the Mountain Clans for help, and Empire emissaries are despatched to find Slookarijj Darkstone, a member of the Clans Council, and friend to the Dwarven King Morok Cloudkeeper. As soon as you begin the level you are told by one of your troops that Slookarijj Darkstone has been captured en route to meet you by the Legions of the Damned. BUMMER !! Naturally, you set out to release him from his imprisonment. Once you have taken the City of Pudivilimus I would strongly suggest fortifying it as the Legions' Capital is RIGHT next door, and there's a valley through which they WILL explore frequently. As you explore the map to the north, you will be advised by one of your Rangers that you should follow the river to the north, and that this will lead you to the City Thrugre'sh ... your spies have indicated that this is where Slookarijj has been imprisoned. A little while later you will be told (again, by one of your Rangers) that word has been received from the Mountain Clans that Uther (the lost son of Emperor Demosthene) has been found, deep in Mountain Clan Territory !! (Gets about a bit, doesn't he !!) Whilst pootling about the map you will encounter (just south-east of Gunner's Tower) an insane loremaster, who starts babbling on about how he knows what you're looking for, and he'll never let "her" go ... he's referring to gaining immortality by drinking the blood of an Arch-angel that he's captured (she's imprisoned in a mountain range to the north). If you kill him and the two Yeti's he's travelling with you'll free and then gain control over the archangel (who is quite chuffed to have been released) :) If I were you I would AVOID taking on King Agraak (the Orc King who resides in Hundtoll) until the very end of the level ... he is WELL hacked off about you killing his Greenskin subjects, and as he won't leave his city (and therefore benefits from the defence bonus it offers) he's QUITE difficult to kill. Definitely kill him before you leave the level, however, as he gives good XP ;) A bit later on, one of your Clerics will prompt you to ally with the Mountain Clans in order to retrieve Uther, whom she believes can bring balance and harmony back to the Empire.

Just to the south-east of Redden's shop you will find Wizard Horek being forcibly imprisoned by a group of nasties (thugs, master thugs and an imperial assassin for the mostpart) ... if you free him, he will ask you to escort him to his brother, Wizard Tiorek, who is right up there in the northwestern corner of the map. If you do this you will be rewarded with a Quicksilver Potion, which will be automatically teleported to your Capital. A WORD OF WARNING. Do NOT send your most powerful units in the same party as Wizard Horek as, once he's been reunited with Wizard Tiorek, they BOTH disappear and your units will go with them !! (The CHEEK !!!!!). When (or should I say IF) you take the City of Malharon, you will be told by one of your Rangers that Slookarijj is held east of the City (which is true Thrugre'sh is in the northeasternmost corner of the map). As you approach Thrugre'sh you will be ambushed by two units of Undead Troops, each containing THREE Werewolves. Werewolves CANNOT be harmed by physical weapons, so you will have to have some pretty kick@ss magic to beat on these guys ;) [Interesting thing : It was a poor ickle Arch-angel of mine that stumbled upon the werewolf ambush, and naturally I figured she was dead meat ... but to my surprise, the werewolves totally ignored her, and tore off across the other side of the map to pick a fight with my MOST POWERFUL TEAM of heroes !! What a bunch of dummies !!] Another quirk on this level is that if you leave it long enough (as in, if you go all over the level killing everything and avoid the most direct route to your target), the heavy hitters (ogres, etc.) will begin moving around the map and attacking cities, troops who are just standing around, etc., etc., so beware ;) Once you have taken the City of Thrugre'sh, Slookarijj Darkstone is released and the level ends. OPPONENTS CITIES NEUTRAL CITIES Name Alinadan Hundtoll Pudivilimus Hoolbarr Garken Thrugre'sh Malharon Inhabitants 3 Goblins, 3 Goblin Archers Orc Champion, 3 Goblin Archers [Ogre, Orc King, Orc Champion] Orc, Goblin, 3 Goblin Archers Barbarian Warrior, Barbarian Chieftain 2 Barbarian Warriors, Barbarian Chieftain Ghoul, 2 Templars, Necromancer, Specter Master Thug, 2 Man at Arms, 3 Thugs (It is quite possible that the Dwarves will have taken Malharon by the time you reach it) Legions of the Damned, Mountain Clans

BUILDINGS Name Inhabitants Gain anything from it ? 100 Gp, Elven Boots 250 Gp

Lost Temple (Capital) Master thug, 2 Thugs Lost Temple (Tiorek) 2 Barbarian Chieftains

Ruined Tower Abandoned Tower Big Mouth Lair Antique Temple Ancient Tower Perthin EVENTS Event

Orc Champion, Goblin, 2 150 Gp, Goblin Archers 3 Barbarian Warriors 500 Gp, Orc, Ogre, Goblin Archer 200 Gp Ogre 100 Gp, LOOTED FROM THE OUTSET (Beside Wizard Skeleton Champion, 2 Skeleton Warriors 200 Gp,

Potion of Protection Orc Orb Silver Ring Tiorek) Emerald

Comments

Insane Loremaster (Just south-east of Gunner's Tower) - babbles about "her" and how he'll never let her go. Hill Giant (Just east of the Insane Loremaster) - tells you you must leave. Cemetery (Just south-east of Wizard Tiorek) - tells you this is holy ground; the burial site of one of the heroes who fought during the First Great Wars, and that his spirit will aid you (quite WHAT that does for you is beyond me ...) Ambush (Just outside the city of Thrugre'sh) - ambushed by 2 sets of 3 werewolves. ITEMS LYING ON THE GROUND Potion of Striking, Life Potion, Bronze Ring (valuable), Ice Shield Scroll, Weakness Scroll, Potion of Healing, Staff of Travelling, Potion of Restoration, Strength Scroll, Air Ward Scroll, Gold Ring (valuable), Potion of Vigor, Incantare Hellhound, Emerald, Tome of Water (behind the Legions' Capital City, protected by an Ogre), Ruby, Summon Living Armour Scroll ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) Life Potion, 2 x Potion of Restoration, Unholy Chalice (artifact), Bronze Ring (valuable), Potion of Air Warding, 2 x Potion of Protection, Treebark Potion, Potion of Accuracy, Potion of Strength, Sapphire, Imp Orb, Dwarven Bracer (artifact - being protected by the Kraken to the southeast of Wizard Tiorek) SHOPS Name Gunner's Tower (Magic Shop) Furren's Shop (Merchant) Sells Ignis Carn (400 Gp), Incantare Hellhound (200 Gp), Chronos (400 Gp) Life Potion x 5, Potion of Protection x 4, Potion of Restoration x 10, Potion of Healing x 15, Potion of Fire Warding x 1, Iron Skin Potion x 1, Banner of Speed x 1. Life Potion x 9, Potion of Protection x 4, Treebark Potion x 4, Potion of Healing x 16, Potion of Accuracy x 3, Potion of Vigor x 6, Potion of Invulnerability x 1. Talisman of Restoration, Goblin Talisman

Redden's Shop (Merchant)

Allar's Shop (Merchant) ENDING

Slookarijj Darkstone is released from his imprisonment, and Morok Cloudkeeper strikes up an Alliance with Emperor Demosthene and the Empire. Unfortunately Uther is still missing, AND to make matters worse, during negotiations with the Mountain Clans, Hubert de Layle has time to amass a small army ...

============================================================================== 3) Antagonists

BRIEFING AND COMMENTS Hubert de Layle, now having put together a reasonably-sized army, has begun his march to the north, occupying all cities en route, and razing those that challenge his rule. The heads of all those who stand against him are displayed on pikes throughout his corrupt Empire. News spreads throughout the Empire of Uther's return, and rumour has it he is leading a group of Mountain Clan warriors down from Griffin Heights to purge the Empire of those disloyal to his father. Emperor Demosthene takes his court northwards ahead of Hubert de Layle's army to the City of Fhindar - a heavily fortified city, and home of Inquisitor Phillip d'Agincourt, whom the Emperor hopes will be able to ensure his safety. Your primary objective on this level is to UTTERLY annihilate Hubert de Layle ... which is cool, 'coz the little MAGGOT has been causing you a lot of hassle so far ... so on with the mayhem !! As soon as the level starts you are greeted by an Imperial Assassin called Nobar the Traveller. Nobar tells you that Phillip d'Agincourt is awaiting your arrival in the city of Fhindar, and that he will lead you there (this isn't STRICTLY 100% accurate, as Nobar and his two archers then becomes yours to control, so he doesn't really lead you anywhere), but the Imperial Assassin is a cool unit, and quite handy to have about the place. Just to the north of your capital is the city of Khazan Keep - I would suggest taking this city early on in the level as it's so close to your capital. If your troops are having a hard time beating the forces in the city, just return them to your capital to heal and then try again ... and again if need's be :) Nobar soon warns you of the dangers of remaining in the water, saying that the rivers are inhabited by Sea-Witches, and so you should watch your step ... in reality there aren't THAT many Sea Creatures to worry about, but you should keep your eyes open nonetheless ... ... a couple of turns later, Nobar will advise you that Phillip d'Agincourt has blocked all the passages leading to Fhindar, just to be on the safe side ... let's hope you can get through eh !! After a few more turns one of your Rangers reports seeing smoke rising from Silk Forest (a fair ways to the east of your capital city). It seems someone or something has set the forest ablaze and driven the spiders that inhabit it out ... but who could that be ... hmmmmmmmmmmmmmmmmmmm ... ... next turn, sure enough, the Spiders begin pouring out of the valley to the north-east of the city of Silveria. There are LOADS of spiders (which is both a good and a bad thing - they are tough, but give oodles of yummy XP). The SOURCE of the fire in Silk Forest is, surprise surprise, Hubert de Layle. He and his band of MUPPETS have scared out the spiders, and are about to begin their march to Fhindar ... [HINT : If you want to delay imposing what amounts to a time-limit on this level, DON'T GO INTO THE SILK FOREST after you've killed the Spiders - instead, just wipe out the spiders that come out (which are ... ooh ... about four Giant Black Spiders and one Giant Spider if my memory serves) ... and then continue exploring the rest of the map - this will give you a little more time before de Layle makes his exit from the Forest].

As you step onto the little ramp leading from the northeastern section of the level (where the Legions' Capital is located) up to Perthin, you are greeted by (fanfare) Uther ! AT LAST !! I was wondering when he was gonna show up ... he asks you ... no ... he TELLS you basically to rally with him to cleanse the Empire of its corruption (a bit arrogant, but sounds like a plan, non ?) and you are then given command of THREE more units of troops - (1) Uther, a Hill Giant and a Warrior (2 and 3) 2 Warriors, Crossbowman, Axe Thrower. Your objectives also now change to become "Destroy Hubert de Layle. Uther must not die". I personally would suggest NOT taking Uther into combat, as his survival is key to the completion of the level ... find a shady spot for the boy, and leave one of his 2 Warrior, Crossbowman, Axe Thrower units to protect him (not that he really NEEDS it, but it's better to be safe than sorry), and then march the other unit out to kick some @ss !! If you've picked it up and not yet used it, you COULD always cast that Divis Nocte spell to give Uther a bit more shade (and thereby protect him from spells for a while) - juuuuuuuuuust a thought ;) Anyhow ... a few turns after you have gained control of Uther, you will be made aware of the presence of Hubert de Layle in Silk Forest (in the game - as in, if you'd NOT been reading this FAQ !) ... yeah ... anyway ... he and his band of merry men tell you that you're a fool for not joining them, and embark upon their march to take the city of Fhindar. Your objectives change once again to become : Destroy Hubert de Layle BEFORE he captures the City of Fhindar. Uther must not die. Nobar also shows up (bless) to tell you that Phillip d'Agincourt has led you into a trap, and that you need to be careful (DUH) For your information, Hubert is VERY well guarded - he travels with the following units :Name of Group Hubert de Layle Hubert's Guards Hubert's Scout Hubert's Guards Units in Group Hubert de Layle, Elementalist, Inquisitor, Hierophant, Imperial Assassin 2 Archers, 2 Spearmen, Hubert's Guards (aka ONE Imperial Assassin) 2 Archers, Imperial Knight, Hubert's Scout (aka ONE Ranger) 2 Archers, 2 Spearmen, Hubert's Guards (aka ONE Imperial Assassin)

(No, I've not got the shakes - there are two units called Hubert's Guards). You now have THREE major ways of dealing with the situation (you'll probably use elements of all three) :1) TAKE HUBERT WHERE HE IS. Since his troops are all closely huddled, you can barracade the exit to Silk Forest with your troops and take him whilst he's still IN the forest. 2) PICK OFF HIS TROOPS PIECEMEAL. As he is marching along the map, he and his troops are VERY vulnerable to spells, so if you're playing as a Mage Lord you can literally BOMBARD them with combat spells as they are marching to Fhindar - you should be able to dramatically weaken (even kill) most of them before they get there ... similarly, as his units move at different speeds, they can be taken one by one (ish) and that SHOULD allow you time

to hit and run ;) 3) BEAT HIM TO IT. Take Fhindar yourself !! Why not !?!?! Keeping Fhindar under the control of a Neutral Power is NOT one of your objectives on this level, so you can take Fhindar before him and build it up from the Level 2 City it is at the minute to a Level 5, stock it with all your troops (including Uther, because if either he dies OR Fhindar falls, you lose) and then wait for him to come to you. The choice is entirely yours, but MAKE THAT SCUMBAG PAY !! =D Once Hubert dies, the level ends. [HINT: IF at all possible, take the Den IN the Silk Forest as well, as it contains a Soul Crystal - a VERY useful artifact for the levels ahead] ============================================================================== ADDITIONAL HELP CONTRIBUTED BY MICHAEL CHANDRA ============================================================================== Antagonists Event Info - At the start of turn 20, you get the message about the Spiders being smoked out of the forest. - At the start of turn 30, Hubert's backup shows up and he threatens you. He'll start moving after you end your turn. Another interesting thing from Michael :Air Elementals give experience. I killed off all but the Elementalist and pulled back all my units. My leader had 110 damage thanks to spell and potion, and 100% hit chance, 85% natural with a Potion of Striking, so from that point on, I killed off over 60 Air Elementals before taking down the Elementalist. The result was that from less than 150 experience at level 6, my leader went to level 7, next mission I got to pick my level-up. ============================================================================== Thanks Michael, for those little gems !! =) Here endeth the guide for this level. ============================================================================== OPPONENTS CITIES NEUTRAL CITIES Name Khazan Keep Silveria Runia Fhindar BUILDINGS Name Inhabitants Gain anything from it ? 300 Gp, Sapphire 100 Gp Inhabitants 2 Spearmen, Man at Arms, Archer 2 Man at Arms, Spearman, Marksman Orc, 2 Goblins 2 Man at Arms, Spearman Hubert de Layle, Legions of the Damned.

Ruined Keep Orc, Goblin, 2 Goblin Archers Abandoned Temple Ogre, 2 Goblins

Den Perthin Lost Mastaba EVENTS Event

Giant Spider, Ogre, Goblin Archer Rock Giant, Druidess, Crossbowman Ice Giant, Mountaineer

500 Gp, Soul Crystal 400 Gp 300 Gp, Talisman of Freezing

Information

Nobar the Traveller

Introduces himself at start of level and proves quite useful throughout as a source of information Startled Spiders Hubert de Layle forces Spiders to flee Silk Forest, east of your Capital Hubert's March Hubert and his forces march to Fhindar to slay Emperor Demosthene d'Agincourt's Betrayal That PUNK !! =O ITEMS LYING ON THE GROUND Potion of Striking, Life Potion, Wotan's Blessing Scroll, Potion of Restoration, Potion of Water Warding, Orb of Regeneration, Gold Ring, Orb of Nosferat, Potion of Fortune (just to the north-west of Perthin) ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) 2 x Potion of Strength, 2 x Life Potion, Call Decay Dragon Scroll, Emerald, Banner of Battle (carried by one of the spiders that flees the Silk Forest), Wotan's Blessing Scroll (no, it's not the same one I listed above - there are DEFINITELY at least 2 on this level), Divis Nocte Scroll, Banner of Protection SHOPS Name Under's Shop (Merchant) Sells

Life Potion x 5, Potion of Protection x 2, Potion of Healing x 10, Potion of Restoration x 10, Potion of Vigor x 2, Healing Ointment x 3 Thurania's Shop (Magic Shop) Chronos (400 Gp), Cursa demoneus (400 Gp) Malavien's Tower (Magic Shop) Chant of Arms (600 Gp), Vithar's Might (200 Gp), Tempest (600 Gp) Tralar's Shop (Merchant) Life Potion x 5, Potion of Healing x 9, Potion of Restoration x 10, Healing Ointment x 3, Ring of Strength (artifact) x 1 ENDING Uther (UTHER !?!?! WE did that !!) defeats Hubert de Layle, and returns home to Nevendaar. Emperor Demosthene's illness miraculously heals and, feeling overjoyed and renewed at the safe return of his son to his house, sets about rebuilding the crippled and corrupted Empire. [Hint: If you take the Soul Crystal from this level with you, you'll have a MUCH easier time on the next level.] ============================================================================== 4) Uther's Crusade

BRIEFING AND COMMENTS Even though Hubert de Layle is now defeated, his legacy remains ... many petty nobles have arisen from the ashes of his demise, to lay their own claims to the

Throne of the Empire. Demosthene awakens from a nightmare he was having about bad fruit (as you do) and, realising that this dream was an Omen (and that he, as he is still weak, cannot yet reclaim his Empire) sends Uther to quell the uprisings. Kewl !! So we get to kick BUTT (again). Hokay boys and girls, buckle up ... Your objective in this level is to re-capture the Cities of Avonia Castle, Rock Castle and North Keep. Oh ... and Uther must not die. Since this is another one of those Uther (precious) HAS to keep breathing levels, I would strongly suggest not sending him into any BIG battles ... use him to mop up weaker troops around the map if it pleases you, but save the MEGA fights for your bestest leader and his troops, and leave Uther garrisoned in one of your Cities ... your capital is obviously safest ... Also, as there are plenty of heavy hitters in the Greenskin mob out there (i.e. Trolls), bringing the Soul Crystal from the previous mission would have been a GREAT move, as it can be used to paralyse opponents and thereby prolong your chances of not getting your butt kicked too early on ;) As you begin the level, Uther runs out of the capital (impetuous child) to tell you that the cities you need to capture lie to the south. Yes Uther. Right. NOW GET BACK INDOORS BEFORE YOU CATCH A COLD YOU SILLY SOD !! Soon after starting, a very nice Drawf by the name of Dagarik Stormcaller shows up to advise you of the presence of the Mountain Clans on this level, and to confirm that they will aid you in your mission and respect the boundaries of your lands as per the Alliance between your two peoples. ... bless ... So off you go ! As you get close to Malavien's Tower (a magic shop just to the southeast of the City of Kenoshann), one of your Rangers will pop up to give you a health warning about Trolls ... they are M-E-A-N (as if you NEEDED to be told that !!) ... sigh ... As the level progresses, you will start to see Uther becoming ... well ... a bit more tyrannical basically ! He doesn't just want to protect the Empire from its would-be destroyers ... he wants to wipe them out ENTIRELY ... To make matters slightly worse, one of your Rangers pops up a bit later on to tell you that Avonia Castle has fallen to the Greenskins, and that the populace has been decimated ... that's SURE to nark Uther even more, non ?? More plodding, more exploring, more looting and pillaging under the guise of a holy crusade ... ah, we love the Empire :) [Note ... A little while after learning that Avonia Castle has been nabbed by our green-skinned friends, E-V-I-L little SCUMS that they are, the Mountain Clans break their treaty with me !! In my experience of playing this game, treaties are frequently broken by the computer at different times, so this might not happen at this point during your level, but EXPECT it to be happening soon ... always got their eye on a better deal those crafty dwarves ... well I'll show THEM !!] Shortly after the Mountain Clans break the Treaty, one of your Mages reports that they have severed ALL Diplomatic Communications with the Empire, and are amassing troops near their capital ...

As you bear down on North Keep, the inhabitants come out to face you (NOT a smart move on their part) ... they are outraged that you have come to "liberate" their City in the name of the Empire, claiming that they have had to defend against Orcs, Goblins, and Trolls and have had NO help from the Empire in spite of their pleas. Once you have despatched their warriors and occupied the city, Uther (in response to their constant complaints about the inequities of the Empire) has them all put to death !!!!! =O ((( whips out a copy of the Dictionary ))) Saviour : "A person who rescues another from harm, danger, or loss." Hmmm ... I wonder if Uther knows about this ... =./ Oh well ... there's always more cities ... ONWARD !!!!! A little while later a Vampire pops up to threaten Uther - who responds with his usual "I'ma gonna kick yo' @ss you scrawny lil' punk" rubbish ... yeah yeah little man, dream on ....................................... oh ... wait a minute - that's us !! GO UTHER !! =D In the next few turns, the Vampire that made the threat (who is in a unit with 2 Templars and a Warlock) and a Zombie group (comprising a Zombie, 2 Ghouls and a Warlock) make towards the Capital to beat on Uther. The Legions also pop up to insult the Empire for sending a mere boy to assault them, and Uther responds with something interesting ... he says "Laugh all you want ... prepare to meet your new master" ... hmmmmmm =./ After those two groups have been despatched, one of your Mages advises you that you have received a message from the Mountain Clans - they've declared war on you ! It's from Dagarik Stormcaller ... our friend from earlier ! Here's a brief transcript of their conversation :[Begin transcript] Dagarik Uther Dagarik Uther Dagarik (clears throat) : "Um ... I'm TERRIBLY sorry sonny, but my master has told me to whup yo @ss" "Say WHAT !?!?! Little man I'm SO gunna put my boot up yours" "It's not MY fault dude - he's been really cut up since his son passed away in that tragic skiing accident" "BOO HOO" "Omigod ! How MEAN are you !?!?! I'm gonna rip your head off you KRAZY man !!"

[End transcript] So the upshot is that Dagarik Stormcaller says he's REALLY sorry, but he has no choice, and that Morok Cloudkeeper has COMMANDED his subjects to destroy Uther ... OH WELL THAT'S ALRIGHT THEN INNIT !! SHEESH !! =O Dagarik leaves under a cloud, and vows to seek vengeance when he meets you on the battlefield. Dagaric (notice the difference ? I reckon the programmers were having an oojie) Stormcaller then leaves the Capital city of the Mountain Clans and move south across the map ... you really SHOULD stop him as, even though he's a TOP bloke, he's carrying some natty items including a Life Potion, some Potions of Restoration AND a Runic Blade (artifact) ... once you've slain him, he says his bit and pops his clogs ... it's quite emotional really (wipes a tear from his eye).

If at any point on this level you move towards the Crumbled Castle, a terrified peasant named Emand comes running up to to ask you to help him and save his children from the Trolls that have raided his farm and forced him to flee. You then gain control of Peasant Emand for a little while. I know what you're thinking ... "What the HECK am I supposed to do with a PEASANT, right ?" Well check out his LEADERSHIP dude ! Zat's right !! Peasant Emand has FIVE leadership points ! Put him in the back row and outfit him with some KILLER troops if you fancy ... why not !! Just remember same rules apply as with Wizard Horek in the previous level - once you've finished with Peasant Emand, he'll leave and take whoever was with him with him, so don't say you've not been forewarned. You will see that as soon as you've gained control of Peasant Emand, a troll walks up to just south of the unit that found him ... this is the troll Emand was speaking about ... as soon as you have killed this unit, you will lose Emand ... so in all PRACTICAL reality you won't have Emand long enough to enjoy him ... but you COULD do if you really wanted to (just don't kill the troll !!) As soon as you have destroyed the troll that was hassling Peasant Emand, he thanks you and reveals his family secret to you - apparently one of his ancestors was a great warrior, who recorded all his secrets in a tome ... this tome is located in his house, which is beyond a mountain range to the south of your present location - Emand opens the secret passageway there for you as a token of his gratitude. Outside Rock Castle a wayward band of Spearmen offer to ally with you as soon as you draw close - it appears they are afraid of the UTTER buttkicking you would otherwise give them ... smart kids !! :) So you gain the following in one unit :- Spearman, 2 Men at Arms, 2 Archers (handy !!) Once all three cities are under your control, you will automatically complete the level. With the cities uprisings quelled, Demosthene returns to the Capital, to rest ... ============================================================================== ADDITIONAL HELP CONTRIBUTED BY MICHAEL CHANDRA ============================================================================== Crusade Event Info - At the start of turn 15, you are told the dwarves have cut all ties with you. - At the start of turn 20, the dwarves declare war. If you kill Dagaric before that happens, he says nothing, if you don't, he apologizes, then Uther is rude, so Dagaric gets pissed. ============================================================================== Thanks for the head's up Michael !! :) Here ends our guide for THIS level ============================================================================== OPPONENTS Legions of the Damned, Rebels and Greenskins holding the Three Cities in question

ALLIES Mountain Clans (at least at the outset) CITIES

NEUTRAL CITIES Name Jenosh Avonia Castle Kenoshann Goxx City Asmara North Keep Rock Castle Inhabitants 2 Master Thugs, 2 Archers 2 Trolls Zombie, Fighter, Warlock, Wraith Orc Champion, Orc, Goblin Archer 2 Peasants, Thug, Archer 2 Spearmen, 2 Marksmen, Man at Arms, Priest Imperial Priest, 2 Grand Inquisitors, Marksman, Spearman, Elementalist

MOUNTAIN CLANS CITIES Name March Fort BUILDINGS Name Tower Crumbled Castle Haunted Halls Old Tumulus Ancient Temple Ruined Outpost Abandoned Farm Kassel Lost Mastaba EVENTS Event Dagarik Stormcaller Ranger Dwarven Betrayal Vampire Assault Dwarven War (!!) Peasant Emand Information Introduction - Dagarik Stormcaller advises you of the Alliance between the Empire and the Clans Warns you about how MEAN Trolls are as you approach Malavien's Tower HAVE WE NO FRIENDS AT ALL !?!?!?!?!??!! Vampire, Zombie, Ghouls, etc., attempt to assassinate Uther Dwarves declare WAR on the Empire Peasant Emand asks to be liberated from his Troll Troubles Inhabitants 4 Goblin Archers Werewolf, 2 Wolves Shade, Deathdragon, Ghost Orc Champion, Troll, Ogre 2 Goblins Orc, 2 Goblin Archers Devil, Cultist 2 Peasants, Apprentice Polar Bear Gain anything from taking it ? 150 Gp, Orb of Vigor 100 Gp, Staff of Paralyzing 750 Gp, Banner of Resistance 1,000 Gp, Tome of War 30 Gp, Rust Scroll 300 Gp 200 Gp, Orb of Venom 100 Gp, Orb of Fear 200 Gp Inhabitants Crossbowman, Rock Giant, Loremaster

(Note that you might not do the above in that order - I would expect you can do Emand a LOT earlier in the level - I just went a different route !!) ITEMS LYING ON THE GROUND 2 x Potion of Healing, Potion of Air Warding, Runestone (artifact - just east of Malavien's Tower), Potion of Vigor, Healing Ointment, 2 x Life Potion, Ice Shield Scroll, Potion of Accuracy, True Sight Scroll, Silver Ring (valuable), Orb of Fire, Ruby, Lizard Man Orb, Talisman of Life (just to the west of North Keep (it's floating in the water)), Gold Ring (valuable), Iron Skin Potion (on the floor beside the Crumbled Castle), Titan's Might Potion (on thefloor beside the Crumbled Castle), Diamond, Orb of Regeneration, Potion of Striking

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) 6 x Potion of Restoration, 8 x Life Potion, Treebark Potion, Potion of Healing, Maledicere Scroll, Summon II: Evil Ent Scroll, Talisman of Restoration, Banner of Striking, Potion of Swiftness, Runic Blade (artifact - carried by Dagaric/k Stormcaller), Talisman of Life (not the same one as I picked up off the floor I'm 100% sure), Orb of Earth, Potion of Strength, Infernal Knight Orb, Rust Scroll SHOPS Name Ebhon's Shop (Merchant) Sells

Angel Orb x 1, Zombie Orb x 1, Orc Orb x 1, Lizard Man Talisman x 1 Malavien's Tower (Magic Shop) Weakness (200 Gp), Fog of Death (600 Gp), Summon I: Skeleton (200 Gp) Thurin's Shop (Merchant) Life Potion x 5, Potion of Healing x 10, Potion of Restoration x 10, Potion of Striking x 5, Potion of Vigor x 5, Healing Ointment x 3, Potion of Might x 2 Yggar's Shop (Merchant) Life Potion x 5, Potion of Protection x 5, Potion of Healing x 10, Potion of Restoration x 10 Xennon's Camp (Mercenary) Man at Arms (50 Gp), Spearman (300 Gp) ENDING With the three cities retaken, Emperor Demosthene can finally make his way back to the Capital to rest ... ============================================================================== 5) Slander and Barbarism

BRIEFING AND COMMENTS As Demosthene was returning home, he received word from the East that an army of undead warriors was staging a relentless assault on the Elven Lands. Should they be victorious, they would have an unobstructed path through High Annulia and thereafter to Nevendaar. Nobody knew why Mortis had returned, but it certainly wasn't a good sign ... and even though the Elves had not requested the aid of the Empire, Emperor Demosthene, realising the severity of the situation, arranges for a small group of warriors to rush to their assistance in what could be a MOST important battle to ensure the future safety of Nevendaar. Your objective on this level is to destroy Dark Elf Lyf before he can kill the Elves. Sounds quite simple ? This guy is BAD news I'm tellin' ya. Upon your arrival, one of your Marksmen tells you that the Elven City is to the west of your Capital, and that you must be quick, as they are under attack. As you explore the level you will find that, perhaps a bit disturbingly, the Legions do not seem that fussed about losing to you - they babble incessantly about the rebirth of their God Bethrezen, and how this will mean your suffering "a millennia of pain", and other such pleasantries. Don't these people know how to say Hello ?? Sheesh !! A little while into the level, you are approached by a Forest Elf who tells you

of the plight of his people - it appears that their city is under attack by the undead (tell us something we DON'T already know will ya !), and he offers to lead you to his Lord Hyllia, as "humans cannot enter Elven Lands" (we'll see about THAT !!). Once again, he doesn't actually LEAD you anywhere - you simply gain control of his unit (the Forest Elf, who (at least in my level) is quite badly wounded, and two Elf Rangers), so I would heal the Forest Elf if he needs it, and then use this party as cannon fodder OR (even better) to explore the map and (ideally) find the Elves ... whom we know are to the west of your capital. If you're not moving quick enough, you will find that the Forest Elf attempts to chivvy you along by saying that he's not sure how much longer his forces can hold off against the Undead Hordes (and technically he's right - the Undead ARE on their way to beat the living PLOP out of the Elves) ;) Time to get your skates on kid !! To the south-east of Werric's Shop, you will encounter a Mermaid and a Kraken, and the Mermaid will introduce herself to you and tell you that she is a friend of the elves, and has been sent to protect you whilst you are en route to their island in Ullguth's Lake, which is west of your present location. Once AGAIN (really REALLY unhelpfully) she doesn't show you the way - she just joins your team ... nevermind ... to get to where you're going just follow the river to the west of your present location (as in, up alongside Werric's shop and upwards), and then to the south (i.e. left) when you reach the corner of the island, so to speak. Undead are pouring from the north to the south on this map, so you basically have two options - either stop the flow of Undead by moving north and taking out the Lost Mastaba (your ultimate target), or protect the Elves from their existing attackers, by going south to their island. The choice, as they say, is entirely yours ... [HINT: Do NOT select the Mermaid unit too many times, or the sound of her going UH-HAW will become SOOOOO annoying you'll probably never wanna play through the rest of the game ... T-R-U-S-T M-E ! ! !] Dark Elf Lyf appears a bit later to ask you what the heck you think you're doing, and to GO AWAY ... yuh RIGHT buddy ... ONWARD !! I would suggest moving to the north, to take out the mainstay of the Undead Army before it floods the map ... If you DO decide to go to the north, one of your troops pops up to warn you that the land appears strange - nothing is growing, and he feels concerned that "weird things" could pop up at any moment ... to which Dark Elf Lyf responds by saying that it's too late - caution is a good thing, but the "weird things" are comin' atcha !! BRACE FOR AN ATTACK !! Assuming you survive, you should make your way deeper and deeper into the north until you secure the City of Groshhenn, which you should STRONGLY fortify so as to defend against further undead passers-by. A seemingly ENDLESS supply of Undead Warriors pour from the Lost Mastaba down to the other areas of the map, and quelling this onslaught is a great ... no ... make that a GREAT ... idea ... I would suggest sending the Mermaid and her Kraken friend to the island she spoke of WHILST sending your best units into the north to take Groshhenn, to

give you a 2-pronged attack. [HINT: NOT all the elves you encounter are your allies (obviously Dark Elf Lyf isn't, but also some of the elves in the waters around their home island are ... let's say ... unwilling ... to let you pass) - you have been forewarned !!] When you reach the Elven Island, you will find that the Elf Lord Hyllia rushes out to greet you ... he thanks you for your aid, and tells you a bit more about Dark Elf Lyf ... it appears that Mortis HERSELF directly intervened to bend Dark Elf Lyf to her will, and how he is her willing pawn ... you will then gain control of 2 or 3 parties (depending on how many have fallen to the Undead by the time you get here - it will most likely be just two). These comprise :1) 2) 2 Elf Rangers, 2 Centaurs and Elf Lord Hyllia. Centaur Lancer, 2 Elf Rangers.

Your objectives will ALSO change at this point to include a new one - Elf Lord Hyllia must not die. ((( You know what this means ))) Time to wrap him up in cotton wool then, eh ... hokay ... since he (and every other elf on the map it seems) has stipulated that humans are not allowed into the Elven Island, I would use your Elvish troops to defend the Elven Island and press north with your best warriors to secure the Lost Mastaba ... meanwhile you can send Elf Lord Hyllia to explore the Elven Island and nab all the goodies there for you ... Depending on how long it takes you to battle northwards to challenge Dark Elf Lyf in his Fortress (Lost Mastaba), the Elves WILL keep sending you messengers and others to tell you how badly they are fairing (I thought the elves were supposed to be STRONG !!), and Undead Hordes will continue to pour forth from the Lost Mastaba and head southwards ... Once you have conquered the Lost Mastaba in the North-west of the Map, the level ends and disaster is averted. [INTERESTING THING : If you re-take Fox City you get a little spiel (as you're no doubt accustomed to by now), but this one actually comes from an Undead Fighter Unit (but he speaks as if he were one of your own troops !!) he says that the streets have all been swept clean of living things by pestilence winds Mortis' minions must have assailed the City with ... O-U-C-H !!] [INTERESTING THING : If you re-take Avonia Castle, one of your Mages pops up to tell you that there are carvings on the wall depicting Lyf the Elf BEFORE he was turned by Mortis, and how the Elves had no choice but to abandon the city after Lyf's transformation to Dark Elf Lyf ...] [HINT: Obviously focus your attacks on Dark Elf him, as he is a powerful summoner, and will fill party of six every turn he gets a chance ... but slain, all his summoned creatures will instantly Lyf when you finally DO fight any and all empty spaces in his as with all summoners, if he is die too :">]

============================================================================== ADDITIONAL HELP CONTRIBUTED BY MICHAEL CHANDRA ============================================================================== Slander and Barbarism, Event Info - When the Forest Elf reaches your capital, (arrival time can vary, since he tries to avoid units along the way) he asks for help.

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Forest Elf "Empire, we need your assistance! Undead Hordes have attacked our city! Please, let me guide you to my Lord Hyllia... Humans cannot enter Elven Lands, I will guide you there." When you come near the Centaur Lancer at the Elven city, Hyllia runs to you. The event exists just outside the Mermaid's reach. That's right, she's not allowed to trigger it. A summon can, though. At the start of Turn 10, the Forest Elf begs you to hurry. Forest Elf "We must hurry, my Empire friends. The Elven city is west of here, on an island. I don't know how much longer they can last..." At the start of Turn 12, Lyf threatens you. Dark Elf Lyf "What do you think you are doing, Humans? My actions are of no concern to you - be gone!" At the start of Turn 20, the Elves become desperate again and beg for help. Interesting how they always do that just as the next spawn starts. They whine about how their defenses are being broken down. Hey, idiots, I'm killing those guys before they even can decide if they are going to attack you or not! Acolyte "Milord, an elven messenger asks for an audience. He brings news of the Elven city!" Elven Messenger "The Undead are breaking down our defenses! Our troops have not slept in days... The accursed dead attack us incessantly! Please hurry, before it is too late!" At the start of Turn 25, Lyf threatens you. Like I am impressed... Of course, the spawns WILL impress you, and forced me to restart the mission since I didn't have a magic unit. Oh well, no biggies. Dark Elf Lyf "You persist in your futile attempt to stop me? Mortis will tolerate your presence no longer! This is your last warning, leave now or perish..." At the start of Turn 33, Lolleta Greenlief becomes impatient and, with a Devil face, says he's sick of it. Hyllia begs him not to, but Greenlief, now with a Centaur Lancer face, persists, so it's fine with Hyllia. But Greenlief still doesn't move an inch. Bitch. I assume that if you kill Greenlief before turn 33, the event won't take place. At the start of Turn 45, the real fun begins with the spawning of 2 very powerful groups, when Lyf gets pissed. Hope you took that paralyzing artifact with you, because you're going to need it. Dark Elf Lyf "I'm afraid you have tested my patience long enough! Pray all you want, not even the Highfather can save you now..."

2 groups spawn. Group 1 exists of: 2x Dracolych, 1x Vampire. Group 2 exists of: 2x Werewolf, 1x Wraith, 1x Vampire, 1x Warlock. Slander Enemy Info - At the start, a group with 2 Zombies and a group with 2 Zombies and a Specter already exist. The second will reach the elves first and weaken the Centaur Lancer, the first will break through the next turn and get killed by Greenlief - Every 10 turns, during the start of everyone's turn, including the Neutral, a pair of groups will spawn, being a Specter with 1 Doomdrake, and a Zombie with another Zombie and 1 Specter. In total, 8 monster parties will spawn. - Every 25 turns, during the start of everyone's turn, including the Neutral, a pair of groups will spawn, being a Necromancer with 1 Death and 1 Werewolf, and a Skeleton Champion with 2 Zombies and 1 Specter. - In turn 45, 2 groups spawn: * 2x Dracolych, 1x Vampire * 2x Werewolf, 1x Wraith, 1x Vampire, 1x Warlock - Lollena Greenlief is a level 5 Centaur Lancer, the rest of the group is level 1. Elves now under your control, are indeed the only ones allowed in the Elven Lands. Because they used to be from the race Elves, they can walk past Elves without being attacked. You, on the other hand, cannot. And Greenlief can be a tiny bit painful. Go ahead and wipe out the elves if you want, though.

Hyllia can use some exp, and he's the only Elf that has to stay alive. - The city of Grosshenn has a Doomdrake and a Dracolych in it. Those can do 125 maximal damage in a turn, no real biggies, but since enemies gain 4% exp per turn, you want to take them before turn 26, otherwise they're on 137 maximal damage. Slander Tactics First of all, this mission has strong units that attack everyone, and 2 capitals. In other words, whether you have or do not have the Soul Crystal, you're going for female healers. Second, you need 2 healers. If you don't have 2 Prophetesses, you're in for a whole lot of trouble. My standard group has 2, so I wouldn't know how painful being without them is, but I can imagine. For the Necromancer spawns, you do not REALLY need them, but for turn 45 and the capitals, you DO. Third, you need a magic user, to take out the Werewolfs, Wraiths and Deaths with. Remember that Lyf can summon Wraiths, so no matter what, you NEED magic. Now, there's 4 options, to who takes out the Necromancer groups. Hyllia, a Ranger, a Pegasus Knight or an Archmage. I assume your main leader is at level 9. If he's lower, then you need practice. The Archmage will do 70 damage and have 145 HP, the Pegasus Knight will do 130 and have 270 HP, the Ranger will do 80 damage and have 170 HP. Hyllia is tough and does 70 damage if you haven't levelled him. I sure did. This means that all four will NOT be targetted by the Death. Unless the Death can kill a unit in 1 hit, it will ALWAYS go for the Prophetess in the top, even if she's defending. All ranged units do that, the moment your healers hit level 2. The problem lies in the fact a Death does 100 damage and poisons, and the Necromancer also does 45 damage. Which means a healer can get 185 damage in a turn. Since you'll need all the potions for capturing the Capital, you're in for a little trouble. Either you kill the Necromancer before he can strike, you paralyze him with the Talisman, or you make sure you can survive the hits. With the banner that gives 15% armor, which you of course were smart enough to take with you after Antagonists, and with the spell Holy Armour, the maximal damage is 122. Go for that, and each of your three leaders can take the group out. Without magic: Hyllia wouldn't be so lucky, since he can't carry the banner. He's fast, though, so with either a White Wizard and Celerity, a normal Wizard could get killed, or with an Imperial Assassin, and you DO have a Marksman you can level up with the weaker spawns, he can kill the Necromancer. In fact, if you cast Holy Armour, the Marksman is enough. A Ranger, boosted with Might and his 25% damage Artifact, can take out the Necromancer himself. He just needs a White Wizard to take out the Death and Werewolf. The Archmage will have an initiative bonus, since you used all the permanent items on your main leader, right? With Might and the Artifact, he too can take out the Necromancer in one hit. He doesn't even need another magic unit to support him. A Pegasus Knight, well, he's screwed. He can't paralyze the Necromancer, hell, he can't even HIT him. So if he wants to take out the Necromancer in turn 1, he needs 2 Imperial Assassins. That, or an Assassin boosted so high that he can do it by himself, but if your mana pool can afford that, you can also afford Holy Armour, dumbass. With just potions, it's not enough, because he can't poison in turn 1. Against the Dracolych group from turn 45, you need to paralyze a unit, because even with Holy Armor and the Banner, these guys can do 140 damage. Even if your healers levelled up, they can be killed by a maximal hit, though

with level 5 Prophetesses, I'd take my chances. If you attack these guys with Hyllia, then there's a scroll somewhere that lowers attack with 33%. Combine that with Holy Armour, and he can take them out with level 4 healers. The other group can only do 124 damage max, with Holy Armour, so Hyllia can kill them. If you casted Holy Armour on your main leader, Hyllia can take his Prophetesses and fight, since only they need the Armour. Since your main leader takes out the capitals, he can easily hit level 11 without spawn fighting. So you can let Hyllia train on the weaker spawns, starting with the Specter groups. I gave him the Kraken as extra unit, you can also go for Wolves or Empire units. I took the Kraken. ============================================================================== Thanks again for the input mon ami !! :) ============================================================================== OPPONENTS CITIES NEUTRAL CITIES Name Ugghekk Fox City Brisburg Avonia Castle Grosshenn Suldon Gromdam UNDEAD CITIES Name Taura BUILDINGS Name Inhabitants Gain anything from it ? Inhabitants [Doomdrake, Zombie] Gain anything from taking it ? Orb of Fire, Potion of Restoration Inhabitants Giant Black Spider, Goblin Archer [Fighter, Ghost] [2 Fighters] 3 Lizard Men, Medusa [Doomdrake, Dracolich] Cultist, 3 Imps [Demon, Demonologist] Dark Elf Lyf and his army, Legions of the Damned, Undead Hordes.

(NOTE: in the list below, se = south-east, and nw = north-west. Ta !) Abandoned Castle Wraith, 2 Initiates Perthin 2 Goblin Archers Lost Mastaba (se) Dark Lord, Warlock, 2 Specters Lost Mastaba (nw) Dark Elf Lyf, Deathdragon, Lyf's Summons Ruined Keep Imperial Assassin, 2 Master Thugs, Peasant Old Temple 2 Lizardmen Crumbled Temple 2 Ghouls EVENTS 200 Gp, Staff of Necromancy 100 Gp, Celerity Scroll 500 Gp, Summon II : Golem Scroll 1,000 Gp 300 Gp 300 Gp, Ice Spirits Scroll 200 Gp, Orb of Nosferat

Event

Information

Notice of Elves under Siege Marksman tells you to haul @ss to the west Forest Elf visits the Capital Tells you that you need to haul @ss to the west to help his people Mermaid assists you Tells you to haul @ss to the west (starting to see a pattern here ?) [When you arrive in the West] Elf Lord Hyllia Greets you and offers to help you fight Dark Elf Lyf Dark Elf Lyf Tells you to buzz off and then tries to kill you ! Can't we all just git along ?!?!?!?! ITEMS LYING ON THE GROUND Orb of Vigor, Seafaring Scroll, 2 x Life Potion, Rot Scroll, 2 x Potion of Restoration, Boots of Travelling, Tome of Arcanum, Potion of Healing, Stone Rain Scroll, Potion of Protection, Tortio Menta Scroll, Ignis Carn Scroll, Tormentio Scroll, Orb of Regeneration, Ruby, Tiara of Purity (artifact - from the mountainous cave to the south-east of the Undead Capital), Orb of Poison ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) 4 x Life Potion, Potion of Invulnerability, Incubus Talisman, 2 Healing Ointment, Orb of Fire, 2 x Potion of Restoration, Zombie Talisman, Potion of Healing, Potion of Restoration, Dwarven Bracer (artifact), Potion of Might, Weakness Scroll, Gold Ring (valuable) SHOPS Name Kilgen's Shop (Merchant) Sells Healing Ointment x 3, Life Potion x 5, Potion of Restoration x 10, Potion of Healing x 10, Treebark Potion x 5, Potion of Water Warding x 1, Potion of Fire Warding x 1, Potion of Striking x 5 Wolf (300 Gp) Ignis Mare (200 Gp), Chronos (400 Gp), Paraseus (600 Gp) Life Potion x 5, Potion of Swiftness x 5, Potion of Restoration x 10, Potion of Healing x 10, Highfather's Potion x 1, Potion of Striking x 3, Potion of Strength x 3 Life Potion x 3, Potion of Restoration x 10, Potion of Healing x 10, Potion of Accuracy x 3, Potion of Protection x 3

Purthen's Camp (Mercenary) Mathemor's Tower (Magic Shop) Furren's Shop (Merchant)

Werric's Shop (Merchant)

ENDING Congratulations !! You slew the tyrannical Dark Elf Lyf (Mortis' Angel in the World), and can now return home with your troops to Nevendaar, where a great feast awaits you ... ============================================================================== 6) The Celebration

BRIEFING AND COMMENTS As is apparently the custom in Nevendaar, Demosthene as Emperor prepares to

crown his son Uther whilst he is still alive (that's Demosthene - not Uther). News of this momentous occasion spreads throughout the kingdom, and all attend the great banquet in the Capital (even in a GAME nobody can resist a free meal it seems). Still nobody knew what had happened to Uther during the ten years he had been stolen away from Nevendaar, but all were certain of the strength he wielded, and that the burden of being the Emperor at such a young age did not seem to phase him at all ... Your objective at the outset of this mission is a simple one - ensure that Uther is crowned Emperor ... to do this, you just need to watch the events unfold. Demosthene is all set to begin the ceremony, when Uther turns his banner to the Legions and utterly ANNIHILATES his dad !! THAT LITTLE BUGGERHEAD !!!!! As if that wasn't enough, Uther then flees the capital and several (3) units of demons teleport in to start laying waste to Nevendaar. Great. Juuuuuuuuuuuuust great. I leave you alone for TWO little minutes and just LOOK at the mess you make !! =O Hokay. We're off. As this is THE CAPITAL of the Empire, you would expect that it would be REPLETE with people loyal to the Empire, yeah ? Well ... kinda ... you DO get a load of extra units to start off with, which are as follows :1) 2) 3) 4) 5) 6) 7) Peasant (like, WOW) Spearman and Archer Spearman Spearman Spearman and Man at Arms Spearman and Man at Arms Spearman

... so THIS is the mightiest Nevendaar can muster ... Mercenaries, basically. Pathetic. Well, we'd best make do, 'coz it ain't gonna get any easier ;) You ALSO gain control of, not only your capital (which you would naturally expect), but also a city just outside Nevendaar, called Gilgam City ... it starts out as a very humble level 1 City with nobody in it, so I would move the Spearman just outside it indoors and build it up to serve as a gatehouse for Nevendaar. Naturally your objectives have now changed ... your new primary goal is to avenge the death of Emperor Demosthene by KILLING Uther ........... COOL !! =D [INTERESTING POINT : The units you are so graciously "given" have really RUBBISH leadership scores ... usually no greater than the number of units they have with them to begin with (in some cases 0 !!) so they are about as much use as a chocolate fireguard really ...] So ... your first step should be to despatch the Demon GOONS in Nevendaar ... this SHOULDN'T prove to be too much hassle, but I would concentrate on doing so with your BEST troops, and thereby focus on minimising the casualties to your new troops. A short while after the disaster in Nevendaar has at least been contained, you receive a messenger from the Elven Lands to the East. He voices the sorrow of the Elven People at not having been able to help you prevent the tragic death of Emperor Demosthene, and says that they are unable to help you in your present

plight either, as they are handling an internal matter in their lands to the east. You are asked NOT to intrude on their lands ... ... What ? After ALL we did to help them last time out ? How RUDE !! =( If you take Indrus Keep, an Initiate says to you "Why don't we ally - Mortis had ordered us to kill Uther as well ?" - this sounds like a dodgy idea ... you really wanna trust a corpse ? Doesn't matter 'coz he doesn't actually offer you an alliance - it seems to be just a suggestion ... hmmm ... =./ Uther is, for your information, in the south-western corner of the map, behind the Legions' Capital City. Whilst this means that the Mountain Clans (being in the northwest) are geographically out of your way (at least a bit), neither they NOR the elves should be ignored ;) ============================================================================== A brief interlude courtesy of Timelord, who says :You get a valuable artifact - Talisman of Fear. With your hero appropriately leveled up and with armor-increasing enchantments on him, he can lead a good party to victory at the enemy's Capital also!!! Coz the Guardians are not immune to mind-based attacks. ============================================================================== After a few more turns have passed (during which you will almost definitely still be making your way towards the Legions in the corner), you receive (at your Capital) an Elven Messenger, who says that the Elves offer to help you, provided you do them "a small service" and destroy the living dead to the south of their realm. Obviously this represents a deviation from your intended course, but if you choose to help them out, you need to clear out all the undead to the south and south-east of your Capital City ... if you do this an Elf Centaur will appear, thank you, and give you a gift - the Horn of Awareness (artifact). However, EVEN AFTER doing this the elves do not seem to want to let you into their lands ... you will be met with distinct resistance when you go there ... ESPECIALLY if you try and take the city in their lands ... If you conquer the city of Haven to the north, the Dwarves respond much as the Initiate did ... they question why you have attacked them instead of allying to defeat your mutual enemy ... (LOOK WHO'S TALKING !! Any time Clan troops have encountered the Empire on this level so far, they've tried to kill you !!) Once you have found Uther, he casts a spell on you which reduces your unit's chances to hit, and then he sends a unit to attack you ... ... since the spell only soon as you have battled turn and wait until next SHOULDN'T attack you ... lasts for one round, I would strongly suggest that as off the first assault from Uther's troops, you end the turn before pressing on ... Uther and his other bods you will need to take the fight to them.

Once Uther has been felled, he laughs at you, telling you that now that you have spilled the blood of your ruler, he can assume his "true" form .......... D-E-M-O-N U-T-H-E-R !!!!! OPPONENTS Uther, Legions of the Damned, Mountain Clans, Elves (if you push them)

CITIES EMPIRE CITIES Name Gilgam City NEUTRAL CITIES Name Nimoria Haven Rotturdam Indrus Keep North Keep Western Fort Kenoshann BUILDINGS Name Inhabitants Gain anything from it ? Inhabitants 2 Cultists, Thug, Possessed 2 Axe Throwers, Dwarf 2 Centaur Lancers, Oracle Elf, Elf Lord, Elf Ranger Initiate, Doomdrake, Ghost 2 Titans, Spearman Demon, Marble Gargoyle 2 Goblins, Orc Inhabitants [Empty at the start, so I would strongly advise stocking it ASAP]

Crumbled Outpost Black Dragon, 2 Goblin Archers Old Fort Crumbled Temple Ruined Farm Abandoned Outpost (please note that Abandoned Outpost (please note that Ancient Keep Ruined Fort Old House EVENTS Event Demosthene Dies by Uther's Hand Uther flees the Capital Hunt for Uther begins Elves ask for help to kill Undead Uther is slain by heroes Uther becomes Demon Uther Information

650 Gp, Mjolnir's Crown (artifact) 2 Ghouls, 2 Specters 500 Gp, Titan's Might Potion Griffin, Elf Lord, Centaur 400 Gp, Vengeance of Ymir Scroll 2 Master Thugs, Mage, Spearman 260 Gp, Royal Scepter 3 Lizard Men, Medusa 200 Gp, Lizard Man Talisman the first Abandoned Outpost is west of Nevendaar) 2 Orc Champions, Ogre 500 Gp, Staff of Celerity the second Abandoned Outpost is south-east of Nevendaar) Fighter, Ghost, 2 Initiates 200 Gp, Potion of Fire Warding Peasant, 2 Man at Arms 50 Gp, Weakness Scroll 2 Fiends, Cultist 350 Gp, Holy Chalice

That unappreciative little bugger ! I'll take the crown !! Scoundrel ... HUNT HIM DOWN !! ((( yey ))) Ya wot ? We've already saved you guys once ... can't you do anything !! Yeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeha ... oh ... dear ...

ITEMS LYING ON THE GROUND 2 x Potion of Restoration, Talisman of Fear, 3 x Potion of Healing, Winds of Travel Scroll, Ignis Potens Scroll, Orb of Vigor, Silver Ring (valuable), Treebark Potion, Banner of Strength, Silver Ring (valuable), Orb of Restoration, Potion of Swiftness, Gold Ring (valuable), 2 x Life Potion, Stone Rain Scroll,

Tome of Air, Potion of Strength, Strength Scroll, Healing Ointment, Diamond, Potion of Earth Warding, Ancient Relic (valuable), Potion of Fire Warding, Orb of Earth, 2 x Emerald, Sapphire, Bronze Ring (valuable), Lightning Scroll, Orb of Life, Orb of Water, Orb of Vampire, Potion of Striking ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) 5 x Potion of Restoration, 6 x Life Potion, Potion of Healing, Treebark Potion, Potion of Invulnerability, 2 x Healing Ointment, Banner of Striking, Unholy Dagger (artifact) SHOPS Name Furren's Shop (Merchant) Sells

Squire Orb x 1, Angel Orb x 1, Orb of Restoration x 2, Orb of Strength x 1, Orb of Fire x 3, Orb of Inferno x 1, Orb of Thunder x 1, Orb of Lightning x 1 Sallat's Shop (Merchant) Summon I: Roc Scroll x 2, Rust Scroll x 1, Healing Scroll x 1, Chant of Arms Scroll x 3 Thurania's Tower (Magic Shop) Ice Shield (200 Gp), Blizzard (200 Gp), Seafaring (400 Gp), Chant of Arms (600 Gp) Turian's Camp (Mercenary) Man at Arms (50 Gp), Peasant (30 Gp), Spearman (300 Gp) Yggar's Shop (Merchant) Ice Shield Scroll x 1, Ice Storm Scroll x 1, Blizzard Scroll x 1, Water Ward Scroll x 1, Vithar's Might Scroll x 1 Othon's Tower (Magic Shop) Summon I: Roc (200 Gp), Summon II: Valkyrie (600 Gp), Tempest (600 Gp) Werric's Shop (Merchant) Talisman of Vigor x 1, Talisman of Poison x 1, Talisman of Fire x 1, Talisman of Regeneration x 1 Elihar's Shop (Merchant) Life Potion x 6, Potion of Protection x 5, Potion of Restoration x 10, Potion of Healing x 10, Healing Ointment x 5 ENDING Uther's demise at the hands of your intrepid heroes leads him to transform into Demon Uther ... you rally your troops for one last push to overthrow this tyrant ... let's hope you've got what it takes !!!!! ============================================================================== 7) Binding Forces

BRIEFING AND COMMENTS Crunch time ... Uther has become Demon Uther, and threatens to not only destroy the Empire, but to plunge the entire WORLD into chaos. In a last-ditch effort to defeat this maniac, emissaries are despatched throughout the kingdom. 5 messengers are sent to enlist the aid of the Elves; 3 travel up through Griffin Heights to impress the urgency of the matter upon the Mountain Clans, and 8 more messengers travel around the Empire, rallying warriors and mages alike to the final battle. (Can you say Lord of the Rings MUCH ??) Right ... this is the level you've been waiting for ! The chance to flex the muscle of your most powerful units against the greatest adversary you (CAN basically) encounter as the Empire ... DEMON UTHER. This boy is BAAAAAAAAAAAAAAAAAAAAAAAAAAAAD man ... he's REALLY really tough,

and is well protected by his underlings ... ... so you ready ?? :) Right ... FIRST OFF I would play this final level more like a level of Command and Conquer than anything else ... Demon Uther is on this map (he's in the north-western corner) and, contrary to