disciples ii guardians of the light faq (empire

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g u a r d i a n s

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============================================================================== The aim of this file is to provide you with general information on Disciples 2 : Guardians of the Light in a clear and readable format. I hope it serves you well !! - Mister Sinister ============================================================================== Dedicated to my dear Friend Nick, Acolyte of the Iliad. Table of Contents 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. Introduction and Overview of the Game Basic Controls The Two Races Tact & Diplomacy Types of Items Empire Saga Walkthrough Mountain Clans Saga Walkthrough Stats for Units Rulers and Leaders Comments on Units and Suggested Upgrade Routes Tips and Tricks Credits

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECTION ONE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=OVERVIEW Disciples 2 : Guardians of the Light is a turn-based strategy game where the player picks one of two major races and battles across either a pre-defined sequence of levels (the Sagas), one of a number of set individual missions (the Quests), plays in a Custom Saga, or with other human in multi-player mode. Guardians of the Light is an official Expansion Pack for the Disciples 2 title. It is a swords and sorcery type game, with a reasonably simple interface and gentle learning curve, but which boasts hours and hours of gameplay, and is quite honestly ? HELLISHLY addictive ... I heartily recommend it. I have written individual in-depth walkthroughs for the Sagas for the two main races in this expansion pack - the Empire and the Mountain Clans, and both of those can be found at http://www.gamefaqs.com.

Helpful comments and so on are always welcome, and I can be reached at [email protected] - 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 Guardians of the Light player, you will need to learn which units function well together, which units complement each other,and which units should definitely NEVER be placed together. To that end, I have sub-divided this section of my FAQ into three parts :A) 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 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 attacking presently the mouse and click Disciples 2 is a VERY very simple affair. The unit that is is highlighted at its feet in yellow, and the units you are opting to attack is highlighted at its feet in red ... just point at the unit you want to attack (or help, depending on your race), !

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 Empire, your bog-standard melee fighter is the "Squire" character. In your Capital you can build one of two different buildings that will alter the Squire's Upgrade Route. If you construct Stable, your Squire will become a Knight when he levels up ... if you choose instead to construct a Dungeon, your Squire will become a Witch Hunter. Both routes are mutually exclusive - this means that you cannot allow some of your Squires to become Knights, and some to become Witch Hunters - it's all or nothing ... Fortunately, however, once you have completed a level, all the buildings in your Capital City are wiped out, so on the start of the NEXT level you can change the upgrade paths and, consequently, your units, should you wish. Certain buildings do not affect the upgrade path of units ... these are the Mage Tower (which is necessary in order for you to research spells), the Thieves' Guild (which is required before you can recruit thieves, who can spy on enemy players to reveal the characters garrisoned in Cities, etc.), and the Temple (which you need before you can heal and/or resurrect creatures). You can also conduct spell research in your capital, provided you have enough mana to learn the spell in question, and it is picked from your list of available spells. PLEASE NOTE THAT YOU CAN ONLY RESEARCH ONE SPELL, AND BUILD ONE BUILDING PER TURN. You will also take over other cities, naturally ... these cities are NOT your capital, however, and whilst the majority of the rules apply, there are certain changes. FOR EXAMPLE, you cannot build buildings in your other cities - this is because you only NEED one set, and for ease of administration those are all located in the Capital. For example, once a Temple has been built in your Capital, you can heal and resurrect characters in ALL your cities. Each NON-CAPITAL city can "grow" as well ... there are five levels of growth, and these affect the number of characters that can be housed in a city, the rate at which your terrain sprouts forth from the city, the speed with which characters that are in the city recover their Hit Points, and so on.

Each city can only grow ONCE per turn. Finally, each city can house troops and hold items. On the party screen, you will see two units of troops. On the left is a list of troops that are just healing, etc., in the city. To the right is a list of the troops which are garrisoned in the city ... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECTION THREE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=THE TWO RACES The two races you can pick from are as follows :1) The Empire 2) The Mountain Clans THE EMPIRE, led by 3 competing rulers, are portrayed at least at the OUTSET as your bog-standard hero types, their units including Knights, Priests, Paladins, Holy Avengers, and so on. As they mature, you realise that there is trouble in Paradise, however ... and great turmoil and anger exists between the 3 rulers, as each vies for overall control of the Empire. In spite of this, the Empire remain one of the most basic and steadfast races in the game ... their main bonus is that they boast more healing units than any other race, and this helps prolong their lives during combat and otherwise .... THE MOUNTAIN CLANS, ruled by Queen Yataa'Halli, are basically made up of Dwarves and Giants. Their units include Warriors, Veterans, Hill Giants, Sons of Ymir, Flame Casters, and other wee ones ... they are strong and sturdy, but suffer from VERY poor initiative ratings, which means that they generally take damage in combat before they are able to dish it out. To make up for this, the Mountain Clans are about the only race in the game who's upgrade paths crossover ... what I mean by this is that melee fighters can become multi-hitting spellcasters and vice-versa, depending on the upgrade path chosen. There are, of course, other "mini" races in the game, but you cannot play as these ... they include the Marshdwellers, the Greenskins, the Barbarian Tribes and the Occultists. They help add variety and spice to the game, and to generally keep it interesting =) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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 BANNERS 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 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) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECTION SIX =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

TOMES

TRAVEL ITEMS

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(Dedicated to Michael (the Horny Angel), and Aiden, mes meilleurs nouveaux amis, et un exemple tincelant d'un amour modern) THE EMPIRE "GUARDIANS OF THE LIGHT" SAGA WALKTHROUGH ============================================================================== 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) 2) 3) A Light in the Forest The Mark of Heresy Firewalk

============================================================================== BRIEF NOTES BEFORE WE GET STARTED This is a very quick key to some of the terms I'll use in this FAQ :In areas where I am talking about troops in cities, any troops mentioned in [squared brackets] are within the city proper (an obvious example would be Myzrael, who would be shown as [Myzrael] as he is IN the city and, in his case, cannot leave - all troops NOT in squared brackets are just waiting in the city (as in, healing there, etc.) Map directions are as follows. North on the map is up and right. South is down and left. West is up and left, and East is down and right. One other thing ... if when mentioning any troops I refer to them like this :Phantom Warrior (10) or 2 Dwarves (10/12), then the numbers in brackets refer to their level/s of experience ... so BE WARNED !! ;) Obviously the very nature of this game makes doing an FAQ quite a tricky task, as you can go anywhere, do anything (within reason) and your opponents will pretty much respond to the way you play ... so this is an account of what I would suggest and expect, pointers I have learned, things I would pick up basically anything and everything which I could think of which might help you play as the Undead Hordes in their Saga ... I have tried to keep this FAQ both light-hearted, and informative.

Similarly, with troops garrisoned in cities, whilst my FAQ is accurate as at MY playing the game, these may change - ESPECIALLY in cities owned by other players (as you are doubtless aware if you've ever played this game, your computer opponents are FOREVER changing the troops that they garrison in their cities). Comments are always welcome - you can reach me at [email protected]. Thanks for reading this !! ============================================================================== 1) A Light in the Forest

BRIEFING AND COMMENTS Whilst it took Demon Uther only a few years to reduce the Empire to rubble, but it would take DECADES to undo that which he had wrought. Many years would pass before a new sovereign would appear, and during those years there would be ceaseless fighting within the Empire. The events of Disciples 2 marked an AWFUL period of their history ... Demon Uther's twisted ambition to replace Bethrezen brought him his undoing. The Empire had been all but destroyed by Uther's madness. Civil Wars broke out across the land, and Empire Cities fell to Unholy Demons. The combined deaths of Demosthene AND Uther left the Empire in UTTER despair. Many nobles now fought for control over the Throne, with the three most major factions being : Emry, Baron of Abrissel - a noble Paladin, had stepped forward and led Abrissel to freedom when all hope had been lost during the Great Wars; Duchess Ambrielle of Verzillin - chief among Demosthene's Royal Spy Services before the collapse of the Empire, the Duchess could cause cities to fall, vaults to be emptied and nobles to vanish with but a point of her finger from the shadows; and Count Flamel Crowley - ruler of a horde of religious fanatics, retaining control over them with threats of damnation and retribution. Combined fear of Bethrezen AND the Highfather has given Crowley GREAT power over Witch Hunters and Inquisitors, who now scour the land for sinners. While the Empire struggles to unite its people, a legend emerges from the Forest ... ============================================================================== NOTE : Your Capital City is just inside the north-western corner of the map. ============================================================================== You start off this first level with a reasonable amount of GP and Life Mana (the initial starting level decreasing depending on the difficulty you have selected), and all your level one spells already learned. You will have unfettered access to your ENTIRE spellbook during the three missions that make up the Empire's Expansion Pack, and can build ALL your buildings on EACH level.

============================================================================== IMPORTANT NOTE UNIT LEVELS AND LEVELLING-UP ============================================================================== You will see that there is a picture of a sword with a coloured blade above your leader's portrait on the party screen. This is a new addition to the Disciples 2 Expansion Packs, and serves to give you a rough guideline as to the approximate level of the units in an enemy's pack ... and your own ;) A A A A unit unit unit unit WITHOUT a sword with a BLUE-bladed sword with an ORANGE-bladed sword with a RED-bladed sword is is is is Level Level Level Level 1 5 10 15 - 4 - 9 - 14 or higher

I would HOPE for your sakes that you have imported a leader with a RED-bladed sword, as your leader WILL NOT GAIN ANY EXPERIENCE during the ENTIRE campaign. That's right !! Your leader will NEVER level up again, so BE WARNED. ============================================================================== Your objective on this first level is to seek a way to gain support for Emry of Abrissel's ascension to the Throne of the Empire. Nice and easy eh !! Haaaaaaaaaaaaahahahahahaha NOT. The level begins with Elf Lord Gelma'ar rushing to your Capital City calling for your aid. Emry of Abrissel seems stunned that Elves are now standing at his gates, and his shock is responded to by Millu, the Oracle Elf. She confirms that times are ... difficult ... for the children of Gallean, and says that although he has now returned to them, most of their people were slaughtered by Mortis' armies, and they are consequently without a Queen. She adds that the Undead are continuing to raid their remaining Cities. Emry of Abrissel asks how he is to know that he isn't being duped into a trap. Millu confirms that they are being temporarily "guided" by the Prophet Lachla'an, who is Gallean's chosen Avatar on Nevendaar. Lachla'an can see the future, and has already predicted that the Elves will ally with the Humans in the coming times ... Emry of Abrissel says he would like to meet Lachla'an, and Millu confirms that this is Lachla'an's wish as well ... Millu has been sent to request the Empire rid the Elves of the Undead Hordes in three of their cities to the south of your Capital. Emry confirms that the presence of the Undead THIS close to Empire lands represents a great enough threat for the Empire to take an active role in cleansing the area, and asks that Millu give Emry's scout directions to the Cities in question. IF she is telling the truth, Emry says he would like to meet with Lachla'an to discuss an alliance. Millu agrees, saying that she and her troops will make camp in the forests nearby until a decision has been made. ============================================================================== DO NOT ATTACK GELMA'AR'S UNIT ==============================================================================

If you DO ? Emry of Abrissel accuses you of betraying the Empire, and you will automatically FAIL the level, with the comment :"Once the Empire had managed to alienate the Elves, Emry's support for the throne started to waiver. Lady Ambrielle withdrew back to Norhold with her spies, and it seemed that all hope because lost for the reunification of the Empire ..." What I would suggest you do INSTEAD would be to LEAVE the Elven Units, and focus your attentions instead on those creatures that lurk in the area. Beware - it is very important to remember that there is civil war in the Empire. Therefore, not all units that fly an Empire Banner will be yours to control ... there are two units controlled by Count Crowley in the immediate vicinity of your Capital City ... Okknor, your scout, reports back to confirm that he only had to travel a half a day south to find traces of the Undead. He confirms that not only are they HERE, but they are getting CLOSER ;) Emry of Abrissel confirms that he will aid the Elves, but that AID is the operative word ... he doesn't want them just watching all the action - he expects to fight SIDE-BY-SIDE with them against the Undead. Millu confirms that the Elves have been waiting for him to reach a decision, and that they will fight at his side nooooooooooooo pwoblem. Emry then takes the opportunity to hit on Millu. That DIRTY old perv. Millu confirms that Gelma'ar will aid the Empire, but that if he dies ? They will cease assisting you guys ... Gelma'ar then switches allegiance to become an Empire unit, and you receive a ============================================================================== NEW OBJECTIVE : Capture the Elven Cities of Vorems, Me'ellis and Tristi'il. ============================================================================== For your convenience, the stats of your new Elven units are as follows :============================================================================== HP AR Gelma'ar Millu Elf Ranger 195 0 42 0 45 0 IMM WARD ATT Air Lightning Air Healing - Arrow % HIT DAM SRC INIT REA TAR 80 100 80 50 Air 50 Any 6 -60 Life 10 Any 6 25 Wea 65 Any 1

============================================================================== If you approach the Defender of the Faith, he says that Emry of Abrissel has been charged with heresy against the Highfather, and that for this he and his forces have been called to surrender for trial before Count Flamel Crowley. Needless to say, Emry tells the Defender of the Faith to SLING IT. The Defender of the Faith says that their claims are substantiated by virtue of Emry's recent discourse with the Elves - a race who OPENLY and BRAZENLY

worship a PAGAN God (Gallean), and that he (Emry) must be tested to make sure that he has not been possessed by the Elves ... for certainly until such an act has been carried out, he is unfit to ascend to the throne. Emry once again tells the Defender of the Faith to SOD OFF and give kisses to Crowley. The Defender of the Faith mocks Emry, which causes Emry to ask for these "horse droppings" to be removed from his yard, by YOU ;) There are 2 units to despatch :1) Spearman (15), Peasant (12) 2) Defender of the Faith (1), Acolyte (1) Once they have been despatched, you can "properly" secure the Empire Capital. If you venture northwards, you will find Crulsevere WHICH, once taken, causes Dresdon (one of your Pegasus Knights) to ask what the HELL Giants are doing on your lands. Zera, a Prophetess, says that they seem (from their Talismans) to worship the same Nature Goddess as the Barbarians, and that you should definitely be on guard ... More of Count Crowley's Units stand guard just outside Crulsevere - they are a Titan (10), a Witch Hunter (2), a Mage (2) and a Cleric (2). Yet MORE of Count Crowley's Forces are outside Mertrin's Grounds (to the east of Crulsevere). These include an Imperial Priest (3), 2 Mages (3/3), 2 Spearmen (10/9) and a Man at Arms (9). Further east we have ... guess what !! THAT'S RIGHT !! Yet MORE of that FWEEKLIN Crowley's troops. Just to be on the safe side ? I'll now STOP giving you their levels and stuff ... because it might well vary depending on the difficulty you are playing on ... suffice to say they are starting to get on my nerves - I'm sure they are doing the same to you ;) Once Akjeda has fallen (it's to the south-east of Mertrin's Grounds), Zera pops up to tell you that the Green Dragon contained therein was being raised by Crowley as a weapon against YOU !! What a SH!T eh !!!!! If you venture to the land mass on the northeasternmost edge of the map, and take the City of Agustelle, a Barbarian Chieftain says that they are a race bred to survive; that their cities are temporary and our victories over them are meaningless. If you take Iseude, which is a monument in the VERY northeasternmost corner of this land mass, Dresdon appears to tell you that you are going the wrong way ... ... thinks about this for a moment ... ... isn't it sweet of him to tell us that we're going the wrong way just as soon as we hit the very EDGE of the map ?? Odds are we MIGHT have just figured that out for ourselves Dresdon old boy. ... you USELESS little man ... *slap slap slap*

Dresdon tells you that the Elven Cities are in the west. He's actually WRONG. They are in the south-east of the map ... and we WILL get there ... but I'm going to finish exploring this map for YOU first ... IF that's ok with Dresdon ? Hmmmmm ? Hmmmmmmmmmmmmmm ?? Fweek. Now then ... ONCE you have completed exploring the northeasternmost land mass, I moved back across to the west across the top, swooping down on the City of Sanimos WHICH, when approached (specifically when you set foot between those two statues that guard its entrance), causes an Inquisitor to squeal "Quickly! To the gates" The sinners approach!" Intriguing ! And accurate !! :) Once Sanimos has fallen to your might, the Inquisitor calls you traitors, and says that you will have to answer to the Highfather himself for your actions. ................................ AND ??? Is that IT ??? HAAAAAAAAAAAAHAHAHAHAHAHA ok. The City contains 2 Life Potions and a Royal Scepter. Falling back towards your Capital I came upon the City of Evenshade which, once taken, prompts a Knight to tell you that the blood you have shed there will not go unnoticed. Which is a GOOD thing 'coz I for one was thinking of redecorating the place in it ... what do you think ?? :) Don't you think it would go rather nicely with Emry of Abrissal's Blood-Red Plate Mail ????? ;) If, after besting the Green Dragon outside the City of Evenshade, you turn west and defeat the Marshdwellers that lurk in the area, you may approach Horrill. HOWEVER, as you draw near, a Stone Rain spell is cast on you from afar :( Once Horrill has fallen, a Lizard Man tells you that you have NO right to it, and that it is THEIRS ... ... and he's right ! But do WE care ????? Nah. The Empire's fragmented already ... a few less Lizards skulking about the place won't do anybody any harm, non ??? ;) The Mountain Clans retain a PRESENCE on these lands, by virtue of their ownership of the City of Ebonshere in the south-western corner of the map however they have no CAPITAL on these lands and, as such, are able to be considered as little more than a minor irritation. However, if you draw close to the City of Ebonshere, Okknor pops up to suggest that you might like to steer clear of the Dwarves, for they are skilled in the art of war ... ... SCREW 'EM !! Stunty little maggots ... STORM THE CITIES ... BURN EVERY VILLAGE (guess who's just finished watching the Two Towers ... hehehe). Once Dermik's Watch has fallen, a Dwarven Engineer says that they have sent

word back to their kin in the mountains, and that we will be "hewn down like rotton old wood". .................. wtf ?? WHATEVER (cuts his head off) *chuckles* Following on from this INSULT by the Engineer, a further Dwarven unit comprising Witeric (a level 5 King's Guard) and 2 level 1 Yetis appear to the south-west of the Ebonshere. Looks like it's time to hew THEM down eh lads ?? :) Once Ebonshere has been taken, the Dwarf King that resided therein asks why you attacked us when they had no defences ... ... again, pauses to think this through ... ...... whips out a little notepad and draws him a picture ... ......... taps him on the shoulder and points and the notepad ... BECAUSE you had no defences you IMBECILE. If you'd put guards hiar, hiar, hiar, hiar, hiar ... and hiar ... and hiar ... we wouldn't have been able to get in !! GUARDS ! Take him a-WAY. Ebonshere contains a Life Potion and a Potion of Healing. The Sacred Vaults are due south-east of Ebonshere, and they aren't REALLY worth visiting in my opinion ... but if you DO ? You WILL get a Thanatos Blade, and Natell (one of your Priests) comments that he thinks the caves are beautiful ... definitely a wonderful location to keep precious artifacts, and he expresses an interest in remaining there for a short while longer. Zera cautions him that it might just be a Dwarven glamour to make working in the mines more bearable ... but that she feels the same thing as he does. If you turn once you get to Giddeon's Supplies and head towards the southwesternmost corner of the map, you will stumble upon the City of Blegg. Once it has fallen, you will gain a Life Potion and a Potion of Striking from the inhabitants of the city (after combat), and Dresdon will call for the Orcs to leave the City at once, to which their King just laughs at you. Dresdon responds by having him hanged. Niiiiiiiiiice. Turning and heading due east of Blegg now, you will come upon the Orc Trading Post. Once it has fallen, one of your Pegasus Knights will remark that there isn't really anything there to salvage, and that everything owned by the Orcs is simply disgusting ! DEFINITELY unfit for HUMAN consumption. How ... racist !!! :( North-east of the Orc Trading Post is the City of Jaffesbrim ... which isn't really so much of a city as it is a hole in the ground ... but hey ! You could surely TAKE that hole in the ground and turn it into something REALLY special, non ?? :) Once that city has fallen, an Orc challenges your rule, saying that their

sons will retake the land from you, and that you will NEVER be rid of them ... ... which I think is a good thing !! I mean ... cannon fodder is always welcome isn't it ?? *licks his finger and draws a "1" in the air* Dresdon badgers you YET AGAIN, saying that you SHOULD be concentrating your efforts on freeing the Elven Cities. ALRIGHT Dresden ALLBLOODYRIGHT !!! I'm GETTING there ... *straightens his lapels* Sheesh !! The City of Jaffesbrim contains a Healing Ointment. South-east of Jaffesbrim is a Blue Dragon, guarding a little trinket (a silver ring) that isn't really worth bothering with to be honest with you. If you swing around to the north now, and then venture east, you will find the entrance to the Elven Cities (which are now under Undead Rule) ;) You will ALSO find Gress Manor which, when retaken from the monsters that lurk therein, provokes Natell into going off on one about how he hates the smell the spiders that were inside left behind ... and why can't we put up some nice drapes ... with pretty flower-pictures on them ... just to keep the place looking summery. Yes Natell ... whatever you say Natell (motions for his guards to remove Natell from his court). However, just before we enter the three Elven Cities to retake them for Millu and her party, I am going to liberate the City of Challeroi from Undead Rule. Ooh ! Lo and behold ! It contains a pair of Elven Booties !!! :) :) :) If you now about-face and head southwards of Gress Manor, you will enter the Elven Cities "bit" of the map - i.e. the southeasternmost corner of the map. To the south of the City of Vorems lies the Gravehaunt which, when dealt with, causes Zera to purge it of evil spirits ... ... BIT late luv - we've just DONE that bit ... but nevermind !! :) In the VERY southeasternmost corner of the map lies Cathek Tower. Once it has been cleansed of the beast that lives within its walls, Natell (who must have come RUNNING back into my main audience chamber BECAUSE I AM SURE I TOLD MY GUARDS TO HAVE HIM REMOVED *eyes them all with a glare*), comes LEGGING it in to say that the Skylord must have gone mad with grief at the loss of its master, and that it this is directly as a result of the Undead's Cruelty. AND NOW FINALLY !! I can bring you the three Elven Cities. VOREMS is the westernmost of the three Elven Cities, and is defended by Zythaar (a level 14 Nosferat) and his band of underlings - see the cities section below for more details. Once Zythaar has been slain and Vorems returned to Empire (read: Elven) rule, Millu says "such a waste. Vorems held some of the finest art of our people. See how the mere presence of Mortis' army has caused the pieces to decay ?"

YOU shoulda used Ronseal luv ... does exactly what it says on the can !! ME'ELLIS is being held by the Lich Queen Lekria (level 12) and her minions. Once it has been purged, an Elf Lord confirms that there are no survivors. Millu says that there are MANY survivors, and that the Elf Lord must be mistaken. However, he counters by saying that they are all diseased and dying, and that they will certainly not live through the season. Millu is NOT impressed with his candour. TRISTI'IL is occupied by Delchek (a level 15 Death Knight), and his subjects. Once THEY have been slain, Millu praises you saying that Gallean's visions were true and that you have done what you said you would. Emry of Abrissel takes ALL the credit of course ... that GIMP. Millu says that it is time for Emry of Abrissel to meet with Lachla'an ... and that whilst she and her people are going to stay in the City of Tristi'il, and help rebuild the Elven Empire, they will provide you with directions on how to find Lachla'an. Millu finishes by saying that the Elves OWE you one. GOOD GOOD !! :) CONGRATULATIONS !! You have completed the First Level ============================================================================== OPPONENTS CITIES NEUTRAL CITIES Name Agustelle Sanimos Evenshade Blegg Jaffesbrim Inhabitants Brown Bear (1), Barbarian Chieftain (12), Barbarian Warrior (1), Wolf (1) Priest (2), 2 Archers (1/1), 2 Imperial Knights (3/3), Defender of the Faith (3) Hatton (Pegasus Knight - 3), Witch Hunter (2), Marksman (2), Matriarch (3) Troll (5), 2 Orc Champions (8/7), 2 Goblin Archers (10/10) Orc Champion (9), 2 Orcs (10/5), 3 Goblin Archers (10/15/10) The Undead Hordes, The Mountain Clans (kinda)

MOUNTAIN CLANS CITIES Name Ebonshere ELVEN CITIES Name Vorems Me'Ellis Inhabitants Zythaar (Nosferat - 14), Wight (4), Werewolf (1), Zombie (2), Dreadwyrm (4) Lekria (Lich Queen - 12), Dark Lord (3), Werewolf (1) Phantom Warrior (5), Shade (3), Lich (4) Inhabitants Flame Caster (3), Forge Guardian (3), Druidess (3), Dwarf (15), Dwarf King (5)

Tristi'il UNDEAD CITIES Name Challeroi BUILDINGS Name Crulsevere Akjeda Iseude Horrill Dermik's Watch Sacred Vaults Orc Trading Post Gress Manor Gravehaunt Cathek Tower EVENTS Event

Delchek (Death Knight - 15), Skeleton (3), Werewolf (1), Necromancer (3), Archlich (5), Ghost (1)

Inhabitants [Necromancer (3)]

Inhabitants Primitive Giant (1), Wolf (1) Green Dragon (1) 2 Brown Bears (5/6) 3 Lizard Men (1), Medusa (10) 2 Yetis (4/4), Alchemist (3) 2 Sons of Ymir (4/4), Elder One (4) Ogre (12), Goblin (10), 3 Goblin Archers (10/10/10) 2 Giant Spiders (1/5), Giant Black Spider (1) Werewolf (1) 2 Ghouls (1/10), Shade (3) Skylord (1)

Gain anything from taking it? 520 440 220 305 332 Gp, Gp, Gp, Gp, Gp, Banner of Strength Spirit Staff Titan's Might Potion Lizard Man Talisman Venerable Warrior Orb

324 Gp, Thanatos Blade 520 Gp, Orc Orb 425 Gp, Talisman of Venom 240 Gp, Ancient Relic 830 Gp, Sapphire

Notes

SAVE US SAVE US ! The Elves issue a call for aid. HERETIC !!!!! Count Flamel Crowley accuses you of Heresy. FREEEEEEDOOOOOOM Free the three Elven Cities from Undead Rule. ITEMS LYING ON THE GROUND Sapphire, Potion of Protection, Emerald, Holy Strength Scroll, Potion of Celerity, 2 x Diamonds, Tome of Arcanum, Potion of Vigor, Incantare Beliarh Scroll, Royal Scepter, Orb of Inferno, Potion of Restoration, Orb of Lightning, Potion of Accuracy, Ymir's Blessing Scroll, Potion of Water Warding, Quicksilver Potion, Talisman of Lightning, Life Potion, Potion of Invulnerability, Silver Ring, Bronze Ring, Ruby, Death Storm Scroll, Gold Ring, Staff of Twilight, Curse of Nygrael Scroll, Cursa Demoneus Scroll, Skeleton Champion Orb, Potion of Might, Potion of Speed. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) Gold Ring, 3 x Potions of Restoration, 4 x Life Potions, 5 x Potions of Healing, Highfather's Potion. SHOPS Name Gursen Cottages (Merchant) Sells

Life Potion x 10, Healing Ointment x 10, Potion of Restoration x 10, Potion of Healing x 10, Elf Lord Talisman x 1, Potion of Striking x 1, Potion of Swiftness x 1, Potion of Celerity x 1 Mertrin's Grounds (Trainer) --> Train your Units here !! Train your Units here !! Train your Units here ! Train your Units here !! Train your Units here !! M A G E U N I T S

Library --> Tower --> Arcane Tower Mage --> Wizard --> White Wizard The Elementalist being the only other option for these guys, and him only being able to summon (which is no good if you are in a unit which is already maxed out with 6 characters), I think this is a fairy decisive win for the White Wizard (PLUS Gandalf - the ORIGINAL White Wizard - ROCKS !!) =D R A N G E A T T A C K U N I T S

Archery Range --> Imperial Guild Marksman --> Imperial Assassin There's no other option !! But the Imperial Assassin ROCKS, which is faBOO :"> S U P P O R T U N I T S

Church --> Cathedral --> Basilica Cleric --> Matriarch --> Prophetess The choice here is a clear-cut one. The Priests heal more damage, but can only heal one character at a time ... the Clerics heal less damage, but can heal ALL your characters at the SAME time which makes the TOPS in my book :"> MY BEST EMPIRE UNIT COMPRISES :Archmage, Prophetess, White Wizard, 3 Holy Avengers ============================================================================== THE MOUNTAIN CLANS F I G H T E R U N I T S

Brewery --> Outpost --> Snow Den Warrior --> Mountaineer --> Hermit I LOVE using the Hermits !! These guys ROCK - they hit for six, are tough

enough to stand in your FRONT line, and lower their enemies initiatives with successive strikes too !! GO HERMITS !! =D M A G E U N I T S

Cottage --> Alchemy Tower Novice --> Alchemist Alchemists are KICK@SS dude ... even though their initiates are low, they feed another unit an extra attack, so stick two of these on the back line with a strong spellcaster and that spellcaster will be able to hit THREE TIMES PER ROUND !! =D R A N G E A T T A C K U N I T S

Shooting Range --> Engineer's Guild Crossbowman --> Flame Caster Flame Casters can hit for six and are warded against Fire Attacks, which prolongs their life-expectancy against Legions' Units - a great freebie bonus :"> S U P P O R T U N I T S

Mountain Peek --> Cloud Keep --> Bifrost Bridge Rock Giant --> Tempest Giant --> Elder One I personally favour units which can hit for six as they can greatly weaken the overall combat effectiveness of your opponent without really DOING anything special ... that's why I have gone for the Tempest Giant and Elder One ... I personally wouldn't use giants in combat, as I would prefer Alchemists and Hermits, but there you go :"> MY BEST MOUNTAIN CLANS UNIT COMPRISES :Loremaster, 2 Alchemists, 3 Hermits ============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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-hithealer ;)

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 Nick, MOST DEFINITELY the most polite and considerate young man I've ever met, who's education and unfailing courtesy put my own to considerable shame. Thanks for being my friend Nick :) - Mister Sinister, 2004 ============================================================================== Copyright David Booth, 2004 ==============================================================================