====== === ======= ======= === ======= === ======= ======= ======== ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ===== ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ===== ===== ¦ ¦ ¦\ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ===== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ¦ ===== === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦=== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ / ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ==== ¦ ¦ ==== ¦ ¦/ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ === ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ===== ¦ ==== ==== ¦ ¦ ===== ¦ / ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ====== === ======= ======= === === ======== ======= ======= ======== g u a r d i a n s o f t h e l i g h t ============================================================================== ¦ 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. Introduction and Overview of the Game 2. Basic Controls 3. The Two Races 4. Tact & Diplomacy 5. Types of Items 6. Empire Saga Walkthrough 7. Mountain Clans Saga Walkthrough 8. Stats for Units 9. Rulers and Leaders 10. Comments on Units and Suggested Upgrade Routes 11. Tips and Tricks 12. Credits =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ¦ SECTION ONE ¦ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- OVERVIEW Disciples 2 : 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 shadowpath@hotmail.com - Mister Sinister, 2004 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ¦ SECTION TWO ¦ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BASIC CONTROLS As with any strategy game, troop management skills are FUNDAMENTAL to your success. In order to become a good 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) The World Map B) Combat C) City Management =============================== THE WORLD MAP ================================ The World Map is where (not surprisingly) you move all your troops about. Each unit is led by one of the creatures in it, and this creature represents the entire unit's icon on the map. For example, a unit led by a werewolf will be depicted as a werewolf on the map. Each unit has a different number of movement points, and these are reduced at different speeds depending on which type of terrain you are crossing ... for example, you will travel MUCH slower by water than you will through forests ... ... some units can fly, and this helps get about the map a fair bit quicker ... but if you put flying units with non-flying units, you are once again (by and large - there ARE a couple of exceptions) slowing down your troop movement as the unit must move together, as one. Combat is initiated by moving to a square adjacent to a rival or enemy unit on the map, and combat is dealt with in a separate screen. The world map begins by being totally covered in a fog of war, which disperses as you move your units about ... certain terrain cannot be traversed, and you will have to find ways around it ... examples include waterfalls, whirlpools and mountain ranges. Obviously not all of the creatures you encounter on the world map will be hostile - some will give you sub-quests which you can complete to gain prizes should you wish ... others will be territorial, and will either attack you on sight or pursue you until you leave their area of the map. You will encounter cities belonging to other players, as well as neutral cities, and various other structures dotted about the map, ALL of which can be explored and/or conquered. BEAR IN MIND AT ALL TIMES that this is a TURN-BASED strategy game. Therefore, whilst you have the luxury of time to think your moves through, as you would in a chess game, poor troop movement can lead to units becoming isolated at the end of a turn, and easy pickings for roaming creatures ... ... always watch your back ... Each unit on the map can comprise up to SIX individual characters. So, taking our earlier example of the unit being led by the Werewolf, this unit can comprise the Werewolf that leads them, and up to FIVE other characters ... if the leader dies, the unit will still be able to move, but will do so at a MUCH slower rate, and the unit's icon on the map will change. It will still be the Werewolf, but you will see that the leader has died because a little skull shield will be displayed at the foot of the icon. This allows you at a glance to see units which have had their leaders slain. Provided at least ONE character in the unit is still alive, it is possible to heal and/or resurrect those characters in the unit which have died. You can either do this via magic, CHEATING (tut tut), at any of your Cities (provided you have constructed a Temple in your Capital City), or using potions. Your Capital City (each major race has one) is your seat of Power on the level BUT, unlike many OTHER turn-based strategy games where there is a REAL risk of losing your Capital, and thus losing the level, in Disciples 2 each player's Capital City is occupied by (not only a maximum of 11 "normal" troops but also) an INCREDIBLY powerful Guardian, who CANNOT leave and who's SOLE purpose is to protect the Capital. Sounds like you might still be vulnerable ? In all practical reality you won't be - the Guardians are WELL powerful, and it is EXCEEDINGLY unlikely that you will ever lose your Capital ;) You will ALSO find shops on the world map ... there are several merchants in the game who have set up shop on the various levels, and with whom you can trade ... even if you can see no use for something you have picked up on a level, you can always sell it at a shop to gain extra gold ;) The currencies of the game are five-fold. You have gold (obviously), which you use to buy upgrades for your cities, to recruit new troops, to bribe the other players, and so on. Then there are the four types of mana. There is Death Mana, Runestone Mana, Life Mana and Infernal Mana. Both gold AND mana are generated at resources on the map, and these resources can be bled off to give (effectively) unlimited resources to your race - I say *effectively* unlimited as, whilst there is only a certain amount of each type of energy that will be generated by each resource per turn, the supply from which this is drawn is infinite - i.e. you will never deplete a gold or mana resource on the map (which is KEWL !!) One last thing. When you look at the map you will be able to see the terrain that belongs to your race by looking at the ground. Each turn, your race's terrain expands from every city in every direction, and whenever it touches an unclaimed resource, it seizes it for your race. Since it would take an eternity to gain control over the ENTIRE map this way, the game designers have very kindly provided each race with one type of unit that can be recruited who's sole purposes is to "plant rods". Planting a rod is a very simple process which allows you to stake a claim to a very small parcel of land which is not already yours. ... I hope that makes sense ... I'll try to explain ... Say this is the world, and you own the left-hand side of it. :- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ YOUR ¦ MY ¦ ¦ ¦ ¦ ¦ LAND ¦ LAND ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦======¦ ¦ ¦ ¦ ¦ GOLD ¦ ¦ ¦ ¦ ¦======¦ ¦ ¦ ¦ ¦ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= If you want to take control over the GOLD resource I have labelled in MY land, you would either have to expand your terrain on a turn by turn basis until the Gold Resource was yours, OR you could send your "rod-planter" (the name for the character varies with each race) TO the Gold Resource, and then stake it. If you plant a rod at the Gold Resource, and thereby stake it as being yours, the terrain around the resource changes to become yours. Rods CAN, however, be destroyed by other rod-planters, and this dispute over resources forms a VERY important part of the game, naturally ... ... right ! I've bored you with that - now we can go onwards to the combat aspect of the game !! =================================== COMBAT =================================== As I stated in the previous section, combat occurs when one of your units enters a square on the map that is adjacent to a non-friendly unit (or, conversely, when a non-friendly unit enters a square that is adjacent to one of YOUR troops). When this happens, the action switches to a 3-dimensional view of the square in question, and combat takes place. Combat in Disciples 2 is a VERY very simple affair. The unit that is attacking is highlighted at its feet in yellow, and the units you are presently opting to attack is highlighted at its feet in red ... just point the mouse at the unit you want to attack (or help, depending on your race), and click ! HOW EASY IS THAT BY THE WAY !?!?! Combat is, however, not as DULL as that sounds. You recall I mentioned earlier that a unit can comprise a maximum of SIX characters ?? Well, each unit is broken up into two RANKS as well. THIS IS VITALLY IMPORTANT. Combat basically looks like this :- YOUR UNITS THEIR UNITS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ¦ ¦ ¦ ¦ ¦ ¦ BACK ROW ¦ FRONT ROW ¦ FRONT ROW ¦ BACK ROW ¦ ¦ ¦ ¦ ¦ ¦ ¦ 1 ¦ 1 ¦ 1 ¦ 1 ¦ ¦ ¦ ¦ ¦ ¦ ============================================================================== ¦ ¦ ¦ ¦ ¦ ¦ BACK ROW ¦ FRONT ROW ¦ FRONT ROW ¦ BACK ROW ¦ ¦ ¦ ¦ ¦ ¦ ¦ 2 ¦ 2 ¦ 2 ¦ 2 ¦ ¦ ¦ ¦ ¦ ¦ ============================================================================== ¦ ¦ ¦ ¦ ¦ ¦ BACK ROW ¦ FRONT ROW ¦ FRONT ROW ¦ BACK ROW ¦ ¦ ¦ ¦ ¦ ¦ ¦ 3 ¦ 3 ¦ 3 ¦ 3 ¦ ¦ ¦ ¦ ¦ ¦ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ... geez ... I hope I haven't made that look more complicated than it needed to be. BASICALLY your six units are on the left, and THEIR six units are on the right. Melee units should be placed in the FRONT row, as they can only attack adjacent units ... spellcasters, who are generally weaker, should be placed in the BACK row, as they can attack at range ... ... hope that makes sense :"> You will see from the Stats section that each character has its own method of attacking. With VERY rare exceptions, each character only has ONE way of attacking, so it really is just a very simple point-and-click routine ... but the variety comes in the sheer NUMBER of different creatures you can command and control, and the fun-factor and beauty of their attack animations :"> The order in which characters attack in the combat screen is determined by their initiative roll - each character has an initiative modifier, which swings initiative in their favour, but there are occasional upsets - as in, where a character with a higher initiative is pipped to the post by a character with a lower initiative ... There are a number of different combat OPTIONS ... these include allowing the Computer to take over combat for you (although certainly on the easier difficulties it doesn't always attack the units you probably would). There is also the option to end combat immediately (i.e. automatically resolve who wins and who loses) - good for those "AAAAAAAAAAARGH I can't be @rsed to fight you - let's just see who WINS" moments (which you WILL have). Further options include retreat, where you really wanna get out with your life (but all attacking units get a free hit on units that are running away, so if you DO run you'd better do it en masse), and Defend - an instruction to a particular character to brace itself for an incoming attack. The variety of options on the combat screen, coupled with the variety of units and attacks they have IN TOTAL, makes for a lot of strategy in the combat screen AS YOU WILL SEE ;) Combat ends when either all six characters in your opponents unit are dead or have fled. ... there ... we've pretty much exhausted that section ... ONWARD !! =D ============================== CITY MANAGEMENT =============================== This is VITAL to your success in Disciples 2. Basically, when a creature levels up, it GENERALLY (although not always) changes its appearance to become tougher ... harder ... MORE kick@ss ... What your creature becomes when it levels up will depend on the buildings you have erected in your Capital City. For example, if you are playing the 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 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. There are, of course, other "mini" races in the game, but you cannot play as these ... they include the Marshdwellers, the Greenskins, the Barbarian Tribes and the Occultists. They help add variety and spice to the game, and to generally keep it interesting =) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ¦ SECTION FOUR ¦ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TACT & DIPLOMACY Although not of PARAMOUNT importance - at least not on the easier difficulty settings, is the notion of tact and diplomacy. You play against other races ... those races have rulers ... those rulers can be spoken to, and negotiated with ... The Disciples 2 Diplomacy interface is kinda limited ... but it's very much a secondary aspect of the game anyway, so it doesn't really DETRACT from it or anything ... basically you have options for Diplomacy ... you can offer gold to another player, you can offer to sell them a magic spell, you can propose an alliance with them, or you can even break an existing alliance with them and go to war with them ... You will find that, as you attack another player's enemies, your popularity with that player will naturally increase and, over time, the other players may well offer to ally with you. Alliances are NOT set in stone, however, so always make sure to watch your back at all times ;) When you are allied with another race you cannot attack their troops or cities, or steal their resources unless the treaty is broken ... the treaty can be broken at any time, but whilst it is in place, you too can feel reasonably safe from attacks by that race ... Similarly, you will find that your allies will, from time to time, attempt to sell YOU spells and other niceities, and they will frown upon you if you do not take them ... even though 99.9% of the time they inflate the price ;) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ¦ SECTION FIVE ¦ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TYPES OF ITEMS There are LOADS of different types of items that you can pick up ... these include :- POTIONS Only good once, and can only affect one character for one turn. SCROLLS Can only be used once, and only by a Magic User, but any spell can wind up being picked up as a scroll, so they are QUITE useful ;) ORBS Only useable in combat, and only by a magic user - can only be used once and then they disappear. TALISMANS Can be used several times before they wear out, but only once per combat session, and only in combat. STAFFS Can be used like spells, and do not wear out ... no use in combat, however. ARTIFACTS Can be equipped by leaders (if they have the corresponding skill), and can bolster their power or give them new powers - VERY USEFUL !! BANNERS Only one can be carried by your leader at a time (and even then only if your leader has the corresponding skill), but with effects like "Increase the damage of all characters in your unit by 20%" they are NOT to be sneezed at. TOMES With VERY rare exception, tomes are exclusively used as wards. You can only use one at a time but, whilst holding it, you are warded against that type of attack - e.g. Tome of Air = Air Ward TRAVEL ITEMS Boots, basically ... they augment your movement points and/or skills - e.g. Boots of the Elements mean that you suffer no movement penalty whilst travelling over water - WHICH IS GREAT !! =D (I am sure there are more, but you can take these as a smattering) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ¦ SECTION SIX ¦ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ======== === === ======== === ======== ======== ¦ ¦ ¦ \ / ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ === ¦ \ / ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ === ¦ ¦ ¦ \/ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ == ¦ ¦ ¦ ===== ¦ ¦ ¦ ===== ¦ == ¦ ¦ ¦ ¦ ¦ / ¦ ¦ ¦ \ ¦ ¦ ¦ == ¦ ¦\ /¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ == ¦ ¦ ¦ ¦ \/ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦\ \ ¦ === ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ \ ¦ ¦ ======== === === === === === === ======== (Dedicated to Michael (the Horny Angel), and Aiden, mes meilleurs nouveaux amis, et un exemple étincelant 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) A Light in the Forest 2) The Mark of Heresy 3) 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 shadowpath@hotmail.com. 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 Infernal Mana (the initial starting level decreasing depending on the difficulty you have selected), and all your level one spells already learned. You will have unfettered access to your ENTIRE spellbook during the three missions that make up the 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 unit WITHOUT a sword is Level 1 - 4 A unit with a BLUE-bladed sword is Level 5 - 9 A unit with an ORANGE-bladed sword is Level 10 - 14 A unit with a RED-bladed sword is Level 15 or higher I would HOPE for your sakes that you have imported a leader with a RED-bladed sword, as your leader WILL NOT GAIN ANY EXPERIENCE during the ENTIRE campaign. That's right !! Your leader will NEVER level up again, so BE WARNED. ============================================================================== 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 IMM WARD ATT % HIT DAM SRC INIT REA TAR Gelma'ar 195 0 - Air Lightning 80 50 Air 50 Any 6 Millu 42 0 - Air Healing 100 -60 Life 10 Any 6 Elf Ranger 45 0 - - Arrow 80 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 south- westernmost 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 The Undead Hordes, The Mountain Clans (kinda) CITIES NEUTRAL CITIES Name Inhabitants Agustelle Brown Bear (1), Barbarian Chieftain (12), Barbarian Warrior (1), Wolf (1) Sanimos Priest (2), 2 Archers (1/1), 2 Imperial Knights (3/3), Defender of the Faith (3) Evenshade Hatton (Pegasus Knight - 3), Witch Hunter (2), Marksman (2), Matriarch (3) Blegg Troll (5), 2 Orc Champions (8/7), 2 Goblin Archers (10/10) Jaffesbrim Orc Champion (9), 2 Orcs (10/5), 3 Goblin Archers (10/15/10) MOUNTAIN CLANS CITIES Name Inhabitants Ebonshere Flame Caster (3), Forge Guardian (3), Druidess (3), Dwarf (15), Dwarf King (5) ELVEN CITIES Name Inhabitants Vorems Zythaar (Nosferat - 14), Wight (4), Werewolf (1), Zombie (2), Dreadwyrm (4) Me'Ellis Lekria (Lich Queen - 12), Dark Lord (3), Werewolf (1) Phantom Warrior (5), Shade (3), Lich (4) Tristi'il Delchek (Death Knight - 15), Skeleton (3), Werewolf (1), Necromancer (3), Archlich (5), Ghost (1) UNDEAD CITIES Name Inhabitants Challeroi [Necromancer (3)] BUILDINGS Name Inhabitants Gain anything from taking it? Crulsevere Primitive Giant (1), Wolf (1) 520 Gp, Banner of Strength Akjeda Green Dragon (1) 440 Gp, Spirit Staff
Iseude             2 Brown Bears (5/6)           220 Gp, Titan's Might Potion
Horrill            3 Lizard Men (1), Medusa (10) 305 Gp, Lizard Man Talisman
Dermik's Watch     2 Yetis (4/4), Alchemist (3)  332 Gp, Venerable Warrior Orb
Sacred Vaults      2 Sons of Ymir (4/4),
                                   Elder One (4) 324 Gp, Thanatos Blade
Orc Trading Post   Ogre (12), Goblin (10), 
                     3 Goblin Archers (10/10/10) 520 Gp, Orc Orb
Gress Manor        2 Giant Spiders (1/5),
                         Giant Black Spider (1)  425 Gp, Talisman of Venom
Gravehaunt         Werewolf (1) 2 Ghouls (1/10),
                                      Shade (3)  240 Gp, Ancient Relic
Cathek Tower       Skylord (1)                   830 Gp, Sapphire

EVENTS

Event             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                          Sells

Gursen Cottages (Merchant)    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 !! <--
Samson's Supplies (Merchant)  Zombie Orb x 1, Goblin Orb x 1, Life Potion x 10,
                              Menta Minoris Scroll x 1, Potion of Restoration 
                              x 10, Healing Ointment x 10, Potion of Healing 
                              x 10, Treebark Potion x 4
Premnin (Magic Shop)          Chain Lightning (900 Gp), Ice Pillar (400 Gp), 
                              Tempest (600 Gp), Stone Rain (400 Gp), Death 
                              Storm (900 Gp)
Gideon's Supplies (Merchant)  Healing Ointment x 10, Life Potion x 10, Potion 
                              of Healing x 10, Treebark Potion x 1, Potion 
                              of Restoration x 10, Potion of Strength x 1, 
                              Potion of Speed x 1, Potion of Might x 1
Vessik's Research (Magic)     Highfather's Blessing (1200 Gp), Rot (800 Gp), 
                              Vengeance of Ymir (800 Gp), Projicere Terra 
                              (800 Gp), Haste (400 Gp), Seafaring (400 Gp)
Teali's Wares (Merchant)      Life Potion x 10, Potion of Healing x 10, 
                              Potion of Restoration x 10, Potion of Accuracy 
                              x 1, Potion of Speed x 1, Potion of Air Warding 
                              x 1, Potion of Fire Warding x 1, Healing 
                              Ointment x 10, Treebark Potion x 4
Fresser's Camp (Trainer)             --> Train your Units here !! <--


ENDING

Having freed the Elven cities from their bonds, Emry of Abrissel had made a 
powerful new ally in the Elves.  Emry's people were compassionate towards the 
Elves, and the horrors they had found in the three cities only served to 
strengthen their resolve for working towards a unified Empire.

Emry prepared to despatch his men to meet Lachla'an - Prophet of Gallean - 
in the hopes that this would further diplomatic relations with the Elven 
people.

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

2)	The Mark of Heresy

BRIEFING AND COMMENTS

Although now DETERMINED to meet up with Lachla'an, Emry was keenly aware that 
in order to REACH him, the path would take him through Crowley's territory 
and, with Crowley's Inquisition policing the land heavily in order to keep 
them "loyal" to Crowley, merely being ACCUSED of being a heretic (which 
claim Crowley had already levelled against Emry) was sufficient to justify 
hanging.

The City of Delgrenere, however, remained loyal to the original incarnation 
of the Empire, and welcomed Emry's forces.  The Baron had promised an 
alliance with the Elves, and a combined army powerful enough to overthrow the 
Inquisition.

Crowley's cruel punishments extended BEYOND the human scene ... he had, it 
transpired, been assailing the Dwarven populace of the region for years as 
well.  Whilst Emry attempted to despatch Emissaries to the Clans to offer 
them a further alliance, none of his Emissaries returned =(

For all the "cleansing" unleashed upon the land, it was strange that one could 
still smell the stench of demons on a strong northern wind.

Your objective on this second level is to remove Count Flamel Crowley from 
his position of power.

Aaaaaaaaaaand we start off wiiiiiiiiiiiith ... ah yes ...

A Forest Elf appears to threaten you (niiiiice), saying that your trickery 
will not go unpunished, and that our attempts to use our alliance with the 
Elves to slay Lachla'an has merely turned him into a martyr powerful enough 
to rally the Elves AGAINST the Empire.

... I'm sorry ... I was out getting coffee ... did I MISS the bit where it 
all went tits up ?????

Emry, it appears, was ALSO out having coffee, because HE hasn't got a scooby 
doo what that Elf was talking about either !!  Emry says that according to 
his palm pilot, OUR meeting with Lachla'an isn't for a few days !!

Emry's Advisor (a Hierophant) says he thinks it is safe to assume that 
Lachla'an has been slain, but he cannot suggest why Emry is being blamed for 
his death.  He says we can only assume that the Elves have been tricked.

Yep !  That sounds about right to me !!

Emry says that we will have to await further contact from the Elves, and that 
in the interim we should continue to march upon Crowley's Castle.

And we're off !! :)

==============================================================================
Your Capital City is located in the southeasternmost corner of the map
==============================================================================

==============================================================================
Count Flamel Crowley's City of Melasem is located at the northernmost edge 
of the map, dead center
==============================================================================

Count Crowley's Forces are ALL over the place, so ONCE AGAIN you will have to 
fight your way past "Empire" troops to get to this "Empire" Faction Boss ... 
BE ON GUARD !!!!!

Your Capital City is located on a cliff overlooking the lands ...

If you explore the Ruins of Gelme, a Ranger reports back saying that the old 
Council Ground has become some sort of den, and that it is unusual to see 
bears so close to civilisation.  He says that their hides will decorate your 
halls, and warm your beds.

If you venture from YOUR lands due WEST, then Natell (that FWEEK who seems 
to elude capture) says that the people of your neighbouring lands are no 
longer faithful to the Empire, having been pushed from pillar to post during 
the wars between Emry and Crowley ... he feels that it may be cruel to attack 
them again, but surely it would be WORSE for Crowley's Inquisition to come 
marching through ??

I'm going to wipe them out ........... all of them ... but obviously it's 
entirely up to you whether you do or not ... you know where Crowley's City is 
on the map, because I've just told you ... and you can reach it from either 
side of the map just as easily ...

If you sack Rendill's Watch, one of the Spearmen in the Garrison cries "leave 
us alone!  We don't want any part of your war! We are ........" *eeeerghhhh* 
as I run him through for being such a PUNK.

Once the City of Turrenslere has been bent to your might, the Peasants BEG 
not to be whipped, saying they will obey your command ...

Zera tries to calm them, saying that Emry of Abrissel is NOT a cruel master, 
and that he will repair your city and make sure you have enough food for your 
family.  In exchange for which all he asks is assistance in beating that 
BIATCH Crowley DAAAAAAAAAAAAAN.

The Peasants say they will do what they can.

The city contains a life potion.

The Archmage Othon blocks your path west ... despatch him and move on, but 
BE ADVISED he is warded against Air Magic ;)

Hokay ... so NOW I'm going to head due west, to the southwesternmost corner 
of the map, to see what's going on over there ...

If you take the City of Hedronspere in the southwesternmost corner of the map,
Dresdon pops up to tell you that you now have control over the peasants, and 
that Hedronspere will make a FINE addition to the Empire.  He believes that 
it offers much in the way of resourcfes, and that its position is 
"strategically ideal" ... *wtf ??  It's in the southwesternmost corner of the 
map !?!?!*

The City of Hedronspere contains a Banner of Striking and a Life Potion, for 
your troubles.

Once Blunea has fallen, Dresdon pops up again to spread his opinion on Orcs - 
i.e. that they are like roaches ... but then again ... who cares !  It's the 
EMPIRE that are spreading, non ?? ;)

North of Hedronspere lie the Halls of Ollum - a Magic Shop protected on ALL 
sides by Dragons !!  The shop itself contains MANY many summoning spells that 
you may well find to be of use to you in the coming days - however the 
cost is usually between 1000-2000 Gp, so it's perhaps something you might 
like to keep in mind for future visits later on the level ;)

If you venture north-west of the Halls of Ollum you will encounter the 
Mountain Clans' Capital City ... moving to its southern edge you will find a 
Merchant's Shop called Eighttoe's Oddities.

If you approach this shop, a Dwarven Mountaineer called Eighttoe stops you, 
saying that you've got SOME nerve showing your face in these parts - however, 
your gold is as good as anybody else's, so hurry and buy what you need and 
BUGGER OFF before you get spotted ... is his advice ... ;)

If you are swift enough to make it to Brinepeak before the Clans get to it, 
Dresdon queries why they (the Clans) haven't already "felled this fearsome 
beast" ...

... erm ... *taps him on the shoulder* ... THAT'LL BE BECAUSE THEY'RE SHORT 
AND MOVE SLOWER THAN US ME DUCK ;)

I'm now going to head up to the northwesternmost corner of the map.

If you take Warren Manor, Dresdon comments that it would appear that Mortis' 
corpses have ALSO arrived on the lands ... and that he hopes you will have no 
further encounters with them ...

Whilst it is true that the Undead do not have a Capital City on this map, 
there is at least ONE more undead unit lurking around, so be careful ;)

If you venture to the VERY northwesternmost corner of the map you will find 
that it comprises a totally walled-in city that has been taken by the 
Greenskins and Dragons - the City of Kondoss.

Once it has been "liberated", Dresdon sneers at the Lizard Men that once 
populated it ........................ that's not very nice is it !!!!!

I then swept back south and slightly further eastwards, to take the Clans' 
City of Olgrevin (which, surprisingly, was unoccupied !!).  Zera comes up to 
say that it was a senseless waste of life - that you had only wanted to speak 
with the Clans, but that they had attacked you without provocation.

... perhaps they just saw your armies marching upon their CITY eh ?????  ;)

Dresdon offers that Crowley must have been torturing them with his witch 
trials, and that consequently they must have it in for the Empire ... and 
really who can blame them ???

Once the Jurott Temple has fallen, Zera says that it used to be a place of 
peace and meditation for the children of the Highfather, and asks QUITE 
RIGHTLY how Crowley could possibly allow the mutilation of such a monument ...

To the east of the Jurott Temple lies Camp Helnn - a Mercenary Camp - and 
due east of Camp Helnn lies Count Crawley's City - right smack bang in 
Legions' Lands ... =./

HOWEVER !  Before I kick his ARSE I thought I would explore the rest of the 
world map for you ;)

SOUTH of your present location lies the Blithrung Tower which, when conquered, 
causes Natell to pop up and tell you that the Dragons WERE formerly under the 
control of the Elves, but that alliance died soon after Gallean's death.  The 
Dragons now roam the lands wild and unchecked ... and should be carefully 
watched out for.

Venturing further south (south-west), Rummenia lies in your path.  Whilst it 
is on Clans'-owned land, when I came to it, it was occupied by neutral troops.

Once it has fallen, Natell tells you that it is an old Dwarven City, that has 
nothing in it ... the Clans appear to have been fighting over it for some 
time, and this constant state of flux has left little in the City's coffers.

There ARE, contrary to Natell's analysis, two Potions of Invulnerability in 
the City.

Due south-east of Rummenia lies ... shock, horror, Dark Elf Lachla'an and 
the Undead Pawns !!!!!  WTF are they doing here ???  I naturally HAD to move 
in and check it out =./

As you approach him, he calls out to you, saying that you are insignificant; 
nothing more than a tiny tremble in the passing of eternity.  He says he has 
no time to waste on you, with which he casts a shadow spell over his present 
location (which is obviously immediately dissipated 'coz he's within your 
line of sight), and then legs it due east and disappears off the map.  That 
little TURD.

The REST of his undead pawns can be slain, however.  These comprise :-

1)  2 x Giant Spiders (1/1), Giant Black Spider (1)
2)  2 x Giant Black Spiders (1/5)
3)  2 x Giant Spiders (5/1), Giant Black Spider (1)

After dispatching the Undead Pawns, I returned to the Blithrung Tower and then 
ventured due east, through the opening in the gates, to take the City of 
Flittersby from Count Crowley's Armies.

PUZZLINGLY, the section of wall missing from the wall that would otherwise 
have blocked my access to Flittersby is protected by a level one Thief, who 
has a leadership skill of FIVE !?!?!  And is accompanied by a Paladin, a 
Master Thug and an Imperial Assassin !!  Some HEAVY DUTY protection for our 
little thieving enemy ... ;)

As you approach Flittersby, the Defender of the Faith on the path says that 
THIS side of the river belongs to Count Crowley "and his faithful".  If you 
should attempt to pass, they shall smite you with all the power of the 
Highfather.

HAAAAAAAAAAAAAAAAAAAHAHAHAHAHAHAHAHAHAHAAAAAAAAAAAAAAHAHAHAHAHA *piglet snort*

RIDE them to the ground and raze the city.  HAHAHAHAHA.

Once Flittersby has been retaken from Crowley's Armies, Zera says that it is 
most fortunate that you have done so, as he was trying to bring down the Great 
Wall that was erected around the city to protect it from Demonic Armies.

She also asks where Crowley's Forces are deriving their power from, as they 
appear to be getting stronger with each passing day ...

I can tell you that it ISN'T from Weetabix ;)

Venturing back to the Blithrung Tower again, I then went east by north-east 
to reach the City of Riverwell.

Once you have liberated Riverwell, a Paladin says "Thank the Highfather!  You 
have liberated us!  Crowley is a madman!  For no apparent reason, he jailed 
the entire garrison!"

He goes on to tell you that they were awaiting their respective trials, but 
had not yet been accused of anything ... he is therefore thankful for your 
intervention.

The City contains Boots of Speed, a Life Potion and 4 x Potions of 
Invulnerability.

Once Scroan's Tower (just to the east of Riverwell) has fallen, Natell says 
that the Tiara of Purity - one of the most beautiful artifacts in the 
realm, has been looted from it - WELL before you came to loot it ... and that 
the Empire is losing so much in this war ...

Once you have explored the Legions'-controlled lands in the northeasternmost 
corner of the map, you can march for Count Crowley's City.  As you 
approach it, Okknor pops up to tell you that the lands have been scorched by 
demon flame, and that Melasem (Crowley's Capital City) lies ahead.  It is 
the stronghold of Crowley and his unholy Inquisition.

The path is blocked by the following units :-

1)  2 Angels (15/10), 3 Imperial Assassins (10/10/10)
2)  Defender of the Faith (10), Grand Inquisitor (10), Werewolf (1), 
    2 Hierophants (4/10)

Despatch them and move on.

As you approach Crowley's Capital City, he ventures forth to speak.  He says :

CROWLEY  : "Look !  Knights on MY doorstep !!  SINNERS !!!!!!!!!"
ELDAE    : "Aye, SINNERS !!!!!!!!!  ON with the trials"

(Eldae is a MODEUS by the way)

Count Flamel Crowley's Capital City is protected by the following units :-

1)  Godefroy (Pegasus Knight - 15), Defender of the Faith (5), Holy Avenger 
    (5), White Wizard (10), Hierophant (5), Prophetess (6)
2)  Titan (15), Holy Avenger (10), Defender of the Faith (10), Mage (15),       
    Prophetess (6)

Once these two units have been despatched, it's time to KICK the COUNT'S BUTT !

Melasem is a Level 5 City, so Crowley's Unit will regenerate 30% of their Hit 
Points PER DAY - be warned ;)

His unit comprises :-

Count Flamel Crowley (1), Infernal Knight (30), Holy Avenger (35), 
Prophetess (35), Imperial Assassin (50)

For your information, Count Flamel Crowley's Stats are as follows :-

==============================================================================
              HP  AR    IMM  WARD  ATT          % HIT  DAM  SRC  INIT REA TAR

Count Flamel 
     Crowley 1000 40+30 Mind Fire  Infernal Mace  90   175  Wea   65  Adj  1
                                   Poison         90    50  Dea   65  Adj  1

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

Once Crowley has been defeated (and I have to say, he's not THAT tough), he 
cries out saying "No ... the Highfather ... will not allow this.  My angel, 
why do you allow my death ?  Do I not complete your every command ?"

Eldae (the Mobeus who has now assumed the portrait of an Angel) says "Yes, 
Crowley.  You've been a most useful puppet to us."

Crowley says "Puppet ?  Wait ... you're no angel!  How could I have ..."

... to which Eldae resumes his Mobeus form and says "Hahahahaha.  We've got 
a grand welcome waiting for you.  Count Bethrezen will be pleased to finally 
meet you."

Crowley finishes with a stereotypical "Noooooooooooo ..."

     CONGRATULATIONS !!  YOU HAVE COMPLETED THE SECOND LEVEL !!! :)

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

OPPONENTS	Mountain Clans, Legions of the Damned, Count Crowley & his Forces.

CITIES

NEUTRAL CITIES

Name              Inhabitants

Turrenslere       Gunther (Ranger - 10), Knight (2), Angel (4), Titan (5)
Hedronspere       Defender of the Faith (5), Holy Avenger (5), Imperial 
                  Assassin (5), Hierophant (6), White Wizard (8)
Kondoss           Green Dragon (1), Wyvern (1), Lizard Man (10), Medusa (10)
Rummenia          Woterim (King's Guard - 10), Rune Master (7), Venerable 
                  Warrior (4), Wolf Lord (4), Archdruidess (4)

MOUNTAIN CLANS CITIES

Name              Inhabitants

Olgrevin          -

EMPIRE CITIES (owned by Count Crowley's Armies)

Name              Inhabitants

Flittersby        Tuedon (Pegasus Knight - 10), Holy Avenger (5), Angel (4), 
                  Imperial Priest (3)
Riverwell         Defender of the Faith (10), Holy Avenger (10), Grand 
                  Inquisitor (7), 2 x Hierophants (4/10)

BUILDINGS

Name              Inhabitants                   Gain anything from taking it ?

Crellingham       Imperial Assassin (3), 
                       2 Master Thugs (15/10)   318 Gp
Ruins of Gelme    2 Brown Bears (5/5)           220 Gp, Life Potion
Rendill's Watch   3 Marksmen (2/2/2), Spearman
                       (10), Holy Avenger (10)  530 Gp, Diamond
Blunea            Ogre (10), Troll (5), 
                             Orc Champion (15)  459 Gp, Potion of Celerity
Brinepeak         Skylord (1)                   318 Gp, Ancient Relic
Warren Manor      Death (4), Wight (4), 
                        3 x Ghouls (6/10/6)     502 Gp, Tome of Fire
Jurott Temple     2 Beasts (4/4), Tiamath (5)   921 Gp, Staff of Invisibility
Blithrung Tower   Black Dragon (1)              700 Gp
Scroan's Peak     Abyssal Demon (5), Infernal 
                     Knight (10), Modeus (5), 
                     Overlord (5)               613 Gp, Potion of Vigor
Dreglen           Devil (1), Gargoyle (1)       234 Gp, Healing Ointment

EVENTS

Event             Notes

KICK HIS ARSE     March northwards and slay the WICKED Count Flamel of Crowley.

ITEMS LYING ON THE GROUND
2 x Life Potions, Talisman of Venom, Orb of Thunder, Illudere Terra Scroll, 
3 x Potions of Restoration, Orb of Freezing, Ruby, Talisman of Water, Potion 
of Vigor, Tortio Menta Scroll, 2 x Healing Ointments, Death Ward Scroll, 
Treebark Potion, Orb of Witches, Orb of Healing, Orb of Vampires, 2 x Silver 
Rings, Staff of Paralyzing, Wotan's Blessing Scroll, Potion of Water Warding, 
Banner of Speed, Diamond, Potion of Fire Warding, Summon Valkyrie Scroll.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
None.

SHOPS

Name                            Sells

Shellot's Goods (Merchant)      Healing Ointment x 10, Life Potion x 10, 
                                Potion of Healing x 10, Potion of Restoration 
                                x 10, Treebark Potion x 5, Potion of Swiftness 
                                x 5, Potion of Vigor x 5
Mathemor's Tower (Magic Shop)   Highfather's Blessing (1200 Gp), Wrath of 
                                God (600 Gp), Seafaring (400 Gp), Forestwalk 
                                (200 Gp), Summon Living Armour (400 Gp), 
                                Ymir's Blessing (900 Gp), Shadow (400 Gp)
Camp Timberwyk (Trainer)               --> Train your Units here ! <--
Halls of Ollum (Magic Shop)     Fire Ward (800 Gp), Incorruptible (1000 Gp), 
                                Summon Stone Ancestor (1000 Gp), Incantare 
                                Avenger (1000 Gp), Summon Thanatos (1000 Gp), 
                                Summon Golem (800 Gp), Illudere Terra 
                                (2000 Gp), Fog of Death (600 Gp), Sanctuera 
                                (600 Gp)
Eighttoe's Oddities (Merchant)  Potion of Restoration x 10, Life Potion x 10, 
                                Potion of Healing x 10, Healing Ointment x 10, 
                                Potion of Fire Warding x 1, Orb of Icefall x 1,
                                Potion of Might x 6, Staff of Twilight x 1
Prelmic's Alchemy (Merchant)    Healing Ointment x 10, Potion of Restoration x 
                                10, Potion of Healing x 10, Life Potion x 10, 
                                Potion of Celerity x 1, Potion of Strength x 1,
                                Potion of Striking x 1, Potion of Air Warding 
                                x 1, Treebark Potion x 5
Camp Helnn (Mercenary Camp)     Barbarian Chieftain (Level 1 - 1800 Gp), 
                                Barbarian Chieftain (Level 10 - 3420 Gp), 
                                Barbarian Warrior (Level 1 - 850 Gp), 
                                Barbarian Warrior (Level 10 - 1615 Gp),
                                Griffin (Level 1 - 1250 Gp), Skylord (Level 
                                1 - 3000 Gp)
Whibbak's Training (Trainer)           --> Train your Units here ! <--
Caravan of the Wind (Merchant)  Life Potion x 10, Potion of Healing x 10, 
                                Potion of Restoration x 10, Healing Ointment 
                                x 10, Infernal Knight Orb x 1, Potion of 
                                Accuracy x 3, Treebark Potion x 10
Strathoss (Magic Shop)          Sanctuera (600 Gp), Paraseus (600 Gp), 
                                Maledicere (900 Gp), Chronos Major (1200 Gp), 
                                Tortio Menta (800 Gp), Nightfall (1600 Gp)

ENDING

Count Crowley's Alliance to the Legions of the Damned having been broken ... 
HOWEVER, the Elven Avatar Lachla'an HAD been slain, and Emry of Abrissel was 
still the Elves' prime suspect in the assassination.  This meant that the 
Elves had DEFINITELY been lost as allies of Abrissel.

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

3)	Firewalk

BRIEFING AND COMMENTS

With Crowley having been removed from power, Emry of Abrissel prepared for 
the march back to his keep.  One less faction to worry about meant that his 
claim to the throne was becoming stronger.  As word of the crushing of the 
Inquisition spread throughout the Empire, support for Emry almost DOUBLED.

HOWEVER, news soon reached Emry's ears that the demons had conquered the last 
of the Elven lands ... and that the Fires of Hell were spreading through the 
lands at an alarming rate, scorching forests and boiling rivers.  It would 
appear that Count Flamel of Crowley was merely a distraction, Bethrezen having 
set his sights on far more than simple dominion over the Empire.

One GRAND City remained in the path of the oncoming wave of molten lava - 
the City of Verzillin.  Emry rallied ihs forces and marched for the home of 
the Duchess, hoping to put an end to this madness once and for all.

Your objective on this third and FINAL level for the Empire is to locate and 
destroy the source of the Infernal Plague.

A nice ... easy ... job ... then ...

The level begins with Emry of Abrissel saying that the Duchess should not be 
alarmed, as you are not at her gates for war - merely to offer your support 
against the oncoming invasion of Hell.

Lady Ambrielle responds, saying that she is already fully aware of his plans, 
having been informed before he even set foot out of Delgrenere.  She says that 
she supposes she SHOULD be grateful for his involvement, but that he should 
not for one SECOND suppose that this will sway her from her plans for the 
throne.

Emry (cheeky lad that he is) says "Am I the only one who doesn't know what 
I am doing before I do it ?" (bless him eh).  He says that they can bicker 
about what to do with the throne later - for now, they have a unified 
Empire right in front of them, and that it will be possible to rule it with 
two rules ... for now ...

Lady Ambrielle says that she is pleasantly surprised that Emry is willing to 
share his rule so easily, and that she will allow his forces to remain in her 
Castle ... her only hope is that the Castle still stands by the end of the 
level !! ;)

Emry confirms that he will send his scouts to the east to investigate what 
madness is taking place there ...

... aaaaaaaaand we are LIVE !!!!!

==============================================================================
Your Capital City is located inside the southwesternmost corner of the map ...
==============================================================================

The SOURCE of the expanding flood of legions'-controlled land is Bethrezen's 
Magic Well, which is in the north-eastern area of the map and, not 
surpringly, HEAVILY guarded.  So I'm going to explore the rest of the map 
before I get stuck into that area.

Just outside your Lady Ambrielle's (read: YOUR) Capital City is the 
Heretic's Temple.  If it is sacked, Natell shows up to say that at least the 
Clans seemed to be fighting the heretics as well, and that your combined 
forces may not be working TOGETHER, but they are making a combined dent in the 
ENEMY'S forces.

If you venture into the southwesternmost corner of the map and take the 
Garrison Tower, Dresdon praises the Highfather, saying that you have FINALLY 
taken your Garrison back, but that it pains him that you had to trash it in 
the process.  He says it will take time to repair it, and that the Empire does 
not have the resources to commit to it right now ...

In the VERY southwesternmost corner of the map lies the City of Confidence.  
At the START of the game it is owned by the Mountain Clans ... I shall redress 
this balance.

Once it has fallen, one of your Knights gives praise to the City, saying that 
he has missed her shining walls and gleaming bells.  He is happy that the 
people of that fair city are once again safely under Empire rule.

Zera confirms that the Dwarven forces have been pushed westwards into your 
lands by the demonic plague that is ravaging their lands.  She says that she 
feels pity for them, as their lands dwindle with each passing day.

There is a Sapphire in the City.

You need to venture north to get out of the Empire's lands ... so I am going 
to tear northwards up the western edge of the map and hit the Undead Lands 
(as they are in the northwest of the map), first of all.

Once you take the Library, Zera says "Wonderful!  See all the books we have 
found here!  This will certainly help us with our war!".

............... is she taking the p!ss or summit ?  HOW the hell does she 
think those books are gonna help ... are we gonna THROW them at the Legions' ?
Or better yet !  Stack them up behind the doors to our castles so as to stop 
the Legions' getting in ?  AND keep out those nasty unwanted drafts too ??

Marching on the City of Point Hope is a good next move ... as, once it has 
fallen, Emry of Abrissel offers its people protection under the banner of the 
Empire.  He calls for their support, and Captain Fellweather (although he 
initially distrusts Emry and his motives), says that they will help you in 
your quest, but that you will have to EARN their loyalty.

You will then gain control over Captain Fellweather and his unit, which 
comprises :-

Captain Fellweather (Spearman - 15), 2 Imperial Assassins (5/5)

For your convenience, Captain Fellweather's Stats are as follows :-

==============================================================================
              HP  AR    IMM  WARD  ATT          % HIT  DAM  SRC  INIT REA TAR

Captain
 Fellweather 300   0     -     -   Spear          89   176  Wea   50  Adj  1

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

Furthermore, the City of Point Hope contains an Angel Talisman, and a Gold 
Ring.

If you venture further north and take the City of Tormenta, Dresdon comments 
that he thinks you've gone the wrong way, and that whilst he can clearly see 
plague, it ISN'T of DEMONIC origin - it's the plague of Mortis - of rotting 
corpses and dead trees ...

NIIIIIIIIIIIIIIIIICE.

If you then venture east and take Misery Castle, Zera adds her voice to the 
already mounting level of concern, saying that the smell of the area is really 
icky, and do you REALLY need to stay there ???

Come ON people ... we're fighting the walking DEAD and all you can complain 
about is the SMELL ??  WHAT THE HELL ARE YOU LIKE !?!?!?!?!?!?!?!?!?! =O

Now that I have purged the lands of the Undead Hordes' Influence, I am going 
to go down to the southeasternmost corner of the map, to visit our stunty 
little Dwarfy friends ...

So ... going back almost to the entrance to the Empire's Lands, and venturing 
south-east, you will come upon Krub City WHICH, when liberated, will cause 
Dresdon to say that the City STINKS of Trolls, and that it will take YEARS 
to clean.

LOOK Dresdon.  I told Zera just a little while ago ... SHUT UP ABOUT THE SMELL 
you WHINING little maggot.  If I wanted an army of barbies REST ASSURED I 
would have BUILT them.  If I hear you complaining about the smelliness of 
unwashed greenskins or undead peeps ONE MORE TIME I'm going to send you to 
bed without ANY supper.  UNDERSTAND ??

*Dresdon pouts and toddles off*

Krug City (which is a bit whiffy, but nowhere NEAR as bad as they'd have you 
believe) contains a pair of Elven Boots, and a Bronze Ring.

If you retake the Ransacked Shop, Okknor says that there is NO doubt that 
it has been burned down by Greenskins.  He calls them savages ... but they 
were living here quite happily until WE came along ... =./

If you move to the land mass to the north of Krug City, you will find the 
City of Gando.  Once liberated, Imperial Knight Jillins says that the City 
has not been held by the Clans for very long (actually it was owned by 
neutral forces when I just liberated it), and that it is clear that the walls 
were constructed by Greenskins.  He says that your Engineers will do what they 
can to repair the damage, but that the City is in ruins.

The City contains a Banner of Might and a Ruby.

If you take the Armory to the east of the City of Gando, Dresdon will say that 
you are actually HELPING the Dwarves by forcing the Orcs to flee the lands, 
and he wonders whether they (the Dwarves) might try and set up an outpost on 
the lands.

If you set sail towards the Blue Dragon to the north-east of the City of 
Gando, then Okknor says that the ocean there is actually BOILING !!  Natell 
says that Nevendaar is breaking away as Bethrezen is scarring the land.  He 
says it is sheer madness, and you MUST hurry !!

If you venture back towards the Clans' Capital City (which is to the east of 
the City of Gando), and despatch the Guard Tower, Okknor will comment that 
whilst the Dwarves favour these Guard Towers, they haven't really done them 
any GOOD ... have they ... *chortle* *titter*

If you head into the very southeasternmost corner of the map and free the 
City of Fort Kjell, Zera says you are getting closer to the source of the 
evil, and that it is spreading down from the north.  This information has 
been gleaned from a runic script you found in the City, which is (to her 
mind) proof that the City must have belonged at SOME point in the past to 
the Mountain Clans.

With that, the Lava Pit and the Obelisk to the west and north-west of Fort 
Kjell disappear.

Fort Kjell contains an Orb of Lycanthropy.

As you move northwards from Malavien's Tower towards the Tiamath on the World 
Map, Zera pops up to tell you that Great Evil has been called up from the 
ground, and that the holes in the area are glowing with the Fires of Hell at 
their hearts.

If you move towards the centre of the map - i.e. west by north-west of this 
location, Dresdon will comment that this APPEARS to be the FORMER Capital 
of the Legions of the Damned, but that they have now moved into the Elven 
Lands, and left this place in ruins.  However, PLENTY of demons still freely 
roam the lands ... so it's HUNTIN' TIME !! :) :) :) :) :)

If you take the Lava Pit, Dresdon says that a scorched corpse in the area 
is holding some kind of potion to its skull.  He was unable to imbibe the 
liquid as he got turned into a walking crisp before he could get the cap off.

You then pick up a potion of fire warding.

If you venture northwards from the centre of the map, you will encounter SIX 
units - three Elven Units, three Imperial Assassins.  As you approach, one 
of the Imperial Assassins - named a Verzillin Spy, tells you that they have 
managed to convince these Elves to assist them in fighting the Armies of 
Bethrezen, but that no time should be wasted.

You then gain control over the following units :-

1) Elf Lord            (Level 1; Leadership 3)
2) Forest Elf          (Level 1; Leadership 3)
3) Forest Elf          (Level 1; Leadership 3)
4) Imperial Assassin   (Level 1; Leadership 3)
5) Imperial Assassin   (Level 1; Leadership 3)
6) Imperial Assassin   (Level 1; Leadership 3)

If you pay a visit to the Medusa Lair - due north of your present location - 
a Medusa tells you that the "Fireskins" are to the EAST of their Lair, and 
that they do not have what you want ...

... unless of course you're after the Talisman of Thunder they are jealously 
guarding ;)

I then headed due south and then south-east to take the Ruined Town Hall.  
Once it has fallen, Dresdon announces the Empire's standing policy on entering 
combat with Dopplegangers.  He calls on Mullens (a Knight) to cite his eldest 
daughter's name.  Mullens confirms that her name is Eleesa.  Dresden then asks 
Semble what HIS eldest daughter's name is ... Semble (a Squire) confirms that 
his eldest daughter's name is Eleesa as well.

Dresdon calls for Semble to be hanged from the nearest tree.  Which I think is 
a bit harsh to be honest ... I mean ... he COULD have called his daughter 
Eleesa as well ... and what if Dresdon had asked Semble BEFORE Mullens ?  
Would he have hung Mullens instead ?

... and ... what of the twins ??  Did they get out of the mine ok ????? =./

Semble polymorphs back into his Doppleganger form (GOOD CALL Dresdon), and 
cries out that Bethrezen will have your SOUL ... before he is cut into little 
bits and fed to the wolves ... :)

If you venture further east, Dresdon confirms that there was a great battle 
in the nearby village, and that the fractured walls and unburied corpses 
tell a tale of hasty defences being built to ward off demons charging down 
from the mountains.

If you head north rather than further east, you will find the Clan Fort.

If you head north-east of the Clan Fort you will hit the City of Stunnart 
Point.  Once this City has fallen, Natell tells you that the scrolls he has 
found in the City tell of the fate of Elgrid the Tamer - an Elven Lord that 
used to dwell there.  Apparently the plague destroyed Elgrid's Creatures, and 
the Demons drove him from his home.

Poor lad :(

If you then venture east and then south, you will find the former Elven City 
of High Point.  This is confirmed by Natell after the City has fallen.  He 
says that it has been so badly damaged that it barely RESEMBLES an Elven City 
anymore :(

Now then ... the ONLY way to gain access to Bethrezen's Magic Well is via the 
northeasternmost corner of the map.  So that is where I am now going to go.

There are three units of dragons en route ... from the north to the south 
they are as follows :-

1)  Red Dragon (1), Green Dragon (1)
2)  Black Dragon (1), 2 Red Dragons (1/1)
3)  Red Dragon (1), Black Dragon (1), Onyx Gargoyle (3)

Now then ... in order to complete this level, you must fight NEBIROS' Unit.

This unit comprises :-

Nebiros (1), Infernal Knight (99), Mobeus (99), Fiend (99)

As you approach, Nebiros screams out "What is this stench of righteousness 
that fouls the air?  Humans and Elves!  Don't you know that you've already 
lost ?"

Emry of Abrissel responds, saying that he is a large beast to be sure, but 
why should the Empire cower before one demon.  He adds that they have 
fought far fouler creatures than this on their lands before this day.

Nebiros laughs at you, saying that he draws his power from the very BOWELS 
of hell.  He says he spreads Bethrezen's Plague to ENGULF your Cities.

Lady Ambrielle kicks in to say that Nebiros is the source of the Plague and, 
as such, MUST be destroyed.

Nebiros then attacks you.

For your convenience, here are Nebiros' Stats :-

==============================================================================
              HP  AR    IMM  WARD  ATT          % HIT  DAM  SRC  INIT REA TAR

Nebiros     2600  30   Mind  DFWAE Halberd        90   300  Wea   60  Any  6
                                   Paralyse       60     0  Mind  60  Any  6

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

To be honest with you, Nebiros ISN'T as tough as he seems IF you have a 
kickass unit, have assaulted most of his units with spells before combat, and 
have placed the ABSOLUTELY UNBELIEVABLY AMAZINGLY COOL Damage Ward spell on 
your units prior to combat.

Once he has been slain, Bethrezen's Magic Well reverts to its former glory, 
and the plague that was sweeping Nevendaar abates as quickly as it started.

Nebiros just has time to let out a cry of "You may have defeated me, bu ..." 
in response to which Emry of Abrissel says "Slay the Demon!  I tire of its 
filthy tongue.  This is a victory not only for the Empire, but for all of 
Nevendaar.  None could escape the fiery Plague.  Nebiros was but one of 
Bethrezen's minions.  Dwarves, Elves, we would all be engulfed !"

Emry then calls for Princess Illumielle to come out of hiding, and set foot 
free of the protection of Lady Ambrielle.  Lady Ambrielle retorts, saying that 
it would appear that not ALL her secrets are as well guarded as she had 
thought, but that she will let him off just this once ...

Illumielle (who is the lady on the front cover of the box - at least on MY 
version of the Expansion Pack), says that the lands are cooling, and that 
there is renewed hope for the forests.  She is grateful to the Empire, and 
will now return to her people to try and reunite them as one.  She says that 
perhaps, one day, you will fight side by side again ... and that perhaps ONE 
day there will actually be no need to fight at all ...

Emry bids them farewell, and then turns his attentions on the RATHER well 
endowed Lady Ambrielle, who has to practically deflate her cleavage just to 
SEE him ...

Lady Ambrielle confirms that she and Emry should work together, and that she 
feels certain they could come to some mutually acceptable arrangement ... over 
dinner ??

Emry is putty in her hands.

You have just completed the Empire's Expansion Pack !!

                          W-E-L-L   D-O-N-E   ! ! ! ! !

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

OPPONENTS	Mountain Clans, Legions of the Damned, Undead Hordes

CITIES

NEUTRAL CITIES

Name              Inhabitants

Point Hope        Ardobert the Brave (Pegasus Knight - 15), Defender of the 
                  Faith (5), Holy Avenger (5), White Wizard (4)
Krub City         Ogre (15), Troll (15), Goblin Archer (16), Medusa (15)
Gando             Eraric (King's Guard - 10), Son of Ymir (4), Elder One (10), 
                  Archdruidess (4)
Fort Kjell        Ekrezem (Counsellor - 10), Demon Lord (4), Infernal Knight 
                  (15), Incubus (15), Doppleganger (4)
Stunnart Point    Baalhu (Duke - 15), Abyssal Demon (5), Tiamath (10), 
                  Doppleganger (4)
High Point        Hygral (Arch Devil - 15), Abyssal Demon (10), Tiamath (15)

UNDEAD HORDES' CITIES

Name              Inhabitants

Tormenta          [Doomdrake (2), Zombie (2), Skeleton Warrior (3) Spectre (2)]
Misery Castle     [Deathdragon (3), Zombie (2), Wraith (3), Dark Lord (3)]

MOUNTAIN CLANS CITIES

Name              Inhabitants

Confidence        Dagaric (King's Guard - 10), Ice Giant (3), Hermit (4)
                  [Elder One (4)]


BUILDINGS

Name               Inhabitants                    Gain anything from taking it?

Heretic's Temple   Hermit (4), Dwarf King (5), 
                                Ice Giant (3)     400 Gp, Orb of Icefall
Garrison Tower     Hermit (4), Flame Caster (3),
                      Rune Master (5), Dwarf 
                      King (5), Venerable 
                      Warrior (4)                 550 Gp, Damage Ward Scoll
Elven Guard Tower  2 Griffins (1/1), Skylord (1)  500 Gp, Royal Scepter
Library            Holy Avenger (15), 
                      Elementalist (15),
                         2 Prophetesses (10/8)    800 Gp, Etched Circlet
Crumbled Castle    3 Wyverns (1/1/1)              400 Gp, Ancient Relic
Ruined Farm        2 Ghouls (10/10) Occultist (1) 350 Gp, Skeleton Champion Orb
Ransacked Shop     Ogre (5), Troll (3), Orc (10), 
                               Goblin Archer (20) 750 Gp, Emerald
Armory             Ogre (1), Troll (1), Orc 
                     King (3), Goblin Archer (10) 500 Gp, Iron Skin Potion
Guard Tower        Ice Giant (3), Hermit (4), 
                                    Wolf Lord (4) 400 Gp, Tome of Water
Witch Tower        2 Fat Imps (10/10), Imp (10), 
                                    Succubus (15) 700 Gp, Orb of Inferno
Ruined Lochhouse   Red Dragon (1), Beast (4), 
                      Infernal Knight (10), 
                         Succubus (15)            500 Gp, Infernal Knight Orb
Lava Pit           Red Dragon (1)                 1000 Gp Staff of Invisibility
Medusa Lair        3 Lizard Men (1/5/1), 
                                2 Medusas (1/1)   700 GP, Talisman of Thunder
Ruined Town Hall   2 Dopplegangers (5/4), 
                      Marble Gargoyle (2), 
                         Demon Lord (4)           400 Gp, Orb of Earth
Clan Fort          Primitive Giant (5), 
                      Son of Ymir (4), Yeti (15)  500 Gp, Orb of Restoration
Deserted Church    3 Ghouls (1/10/1), Master 
                      Occultist (1), Elder 
                         Vampire (5), Shade (5)   600 Gp, Lich Talisman

EVENTS

Event             Notes

WHAT THE ...      The land turns to blood and lava like a sea of red.
TO ARMS !!        You must find the source of the plague (NE)
ELVES AHOY !!     Three units of Elves and three Empire units ally to you.
SLAY THEEEEEM !!! Kill Nebiros and END THE GAME !! :)

ITEMS LYING ON THE GROUND
6 x Potions of Restoration, Potion of Accuracy, Chant of Hasting Scroll, 
Potion of Vigor, 5 x Life Potions, Ice Spirits Scroll, Elder Vampire Orb, 
3 x Treebark Potions, 4 x Healing Ointments, Gold Ring, Potion of Speed, Orc 
Orb, Potion of Celerity, Touch of Mortis Scroll, Forestwalk Scroll, 2 x Potions
of Protection, Blizzard Scroll, Sapphire, Ancestor's Call Scroll, Emerald, 
Summon Death Scroll, Orb of Regeneration, Damage Ward Scroll, Skeleton 
Champion Orb, Psalm of Death Scroll, Orb of Healing, Orb of Stone Rain, 
Potion of Swiftness, Incantare Hellhound Scroll.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
None.

SHOPS

Name                          Sells

Thurania's Tower (Magic Shop) Winds of Restoration (2000 Gp), Illudere Terra 
                              (2000 Gp), Divis Nocte (600 Gp), Winds of 
                              Travel (1600 Gp), Summon Stone Ancestor (1000 
                              Gp), Mortis' Venom (1500 Gp), Incantare 
                              Avenger (1000 Gp), Nightfall (1600 Gp)
Norly's Shop (Merchant)       Life Potion x 15, Potion of Restoration x 10, 
                              Potion of Healing x 10, Potion of Invulnerability
                              x 1, Healing Ointment x 10, Potion of Swiftness 
                              x 1, Potion of Fortune x 1
Allar's Shop (Merchant NE)    Life Potion x 10, Potion of Healing x 10, Potion 
                              of Restoration x 10, Healing Ointment x 10, 
                              Treebark Potion x 6, Potion of Striking x 4, 
                              Potion of Vigor x 5, Potion of Strength x 6, 
                              Potion of Might x 1
Hallow House (Merchant)       Life Potion x 10, Potion of Restoration x 10,
                              Potion of Healing x 10, Healing Ointment x 10
Righon's Camp (Mercenary)     Barbarian Chieftain (Level 1 - 1800 Gp), 
                              Dark Lord (Level 3 - 850 Gp), Elder One (Level 
                              4 - 2800 Gp), Medusa (Level 1 - 1310 Gp), Ogre 
                              (Level 1 - 2800 Gp), Onyx Gargoyle (Level 3 - 
                              1000 Gp), Skylord (Level 1 - 3000 Gp), Son of 
                              Ymir (Level 4 - 2600 Gp), Troll (Level 1 - 2800 
                              Gp), Venerable Warrior (Level 4 - 1800 Gp)
Metaca's Camp (Trainer)              --> Train your Units here ! <--
Mariann's Market (Merchant)   Life Potion x 14, Potion of Restoration x 10, 
                              Potion of Healing x 7, Healing Ointment x 11, 
                              Treebark Potion x 4, Potion of Strength x 8, 
                              Potion of Celerity x 3
Malavien's Tower (Magic Shop) Rust (200 Gp), Shadow (400 Gp), Rot (800 Gp), 
                              Forestwalk (200 Gp), Seafaring (400 Gp), 
                              Tempest (600 Gp), Ice Spirits (1200 Gp), 
                              Paraseus (600 Gp)
Allar's Shop (Mercant - NE)   Life Potion x 10, Healing Ointment x 10, Potion 
                              of Healing x 10, Potion of Invulnerability x 1, 
                              Potion of Vigor x 1, Potion of Strength x 1, 
                              Potion of Might x 1, Potion of Celerity x 1, 
                              Potion of Restoration x 10
Gareth's Laboratory (Magic)   Ignis Mare (200 Gp), Menta Minoris (200 Gp), 
                              Chronos (400 Gp), Cursa Demoneus (400 Gp), 
                              Incantare Beliarh (400 Gp), Maledicere (900 
                              Gp), Paraseus (600 Gp), Sanctuera (600 Gp), 
                              Deus Talonis (1000 Gp), Illudere Terra (2000 Gp),
                              Projicere Terra (800 Gp)
Purthen's Camp (Mercenary)    Brown Bear (Level 1 - 300 Gp), Green Dragon 
                              Level 1 - 4500 Gp), Griffin (Level 1 - 1250 Gp), 
                              Manticore (Level 1 - 5600 Gp), Medusa (Level 1 - 
                              1310 Gp), Ogre (Level 3 - 3360 Gp), Polar Bear 
                              (Level 1 - 300 Gp), Skylord (Level 1 - 3000 Gp), 
                              Spirit of Fenrir (Level 1 - 2300 Gp), Titan 
                              (Level 1 - 300 Gp), Titan (Level 5 - 420 Gp), 
                              Wolf (Level 1 - 300 Gp), Yeti (Level 6 - 600 Gp)
Thurin's Shop (Merchant)      Life Potion x 10, Potion of Restoration x 10, 
                              Potion of Healing x 10, Healing Ointment x 10, 
                              Potion of Vigor x 2, Potion of Striking x 1, 
                              Treebark Potion x 5, Ancestor's Call Scroll x 
                              1, Potion of Fire Warding x 1
Anjalin's Camp (Trainer)             --> Train your Units here !  <--

==============================================================================
                                   EPILOGUE
==============================================================================

Finally, the factions of Ambrielle and Emry had joined forces.  Who would have 
suspected a plague of Bethrezen's twisted design would strengthen the Empire ?
The Elves and the Humans celebrated a temporary alliance.

The children of Gallean, however, had much to mourn.  They had lost their 
Queen, their Princess, and now even their resurrected God seemed to have 
abandoned them.  As they had always done in times of crisis, the Elves 
returned to the forest, far from Human eyes.  Perhaps one day that would 
emerge, their former glory regained.

But for now, the unified Empire had its own agenda.  It was a time for 
glorious celebration.  It was time for the crowning of a new King, and perhaps 
a new Queen as well ...

==============================================================================
                                ACKNOWLEDGEMENTS

Thanks to all the people at gamefaqs.com with ONE exception (and you KNOW who
you are, you little maggot), for being nothing but supportive and encouraging
of me during the process of creating this walkthrough and its siblings.

As I mentioned at the top, this walkthrough is dedicate to my friend Michael 
the Horny Angel, and his beau Aiden.  Thanks guys for being such a swell 
pair of guys, and true and reliable friends to the little Shadow.  x


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                               SECTION SEVEN                                ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                ======== ====         ===     ========== ========
                ¦      ¦ ¦  ¦         ¦ ¦     ¦        ¦ ¦       ¦
                ¦  ====  ¦  ¦        ¦   ¦    ¦  ===   ¦ ¦  =====
                ¦  ¦     ¦  ¦        ¦   ¦    ¦  ¦  ¦  ¦ ¦  ¦
                ¦  ¦     ¦  ¦       ¦     ¦   ¦  ¦  ¦  ¦ ¦  =====
                ¦  ¦     ¦  ¦       ¦     ¦   ¦  ¦  ¦  ¦ ¦       ¦
                ¦  ¦     ¦  ¦      ¦   ¦   ¦  ¦  ¦  ¦  ¦ ======  ¦
                ¦  ¦     ¦  ¦      ¦  ¦ ¦  ¦  ¦  ¦  ¦  ¦      ¦  ¦
                ¦  ====  ¦  ====  ¦   ¦ ¦   ¦ ¦  ¦  ¦  ¦ =====   ¦
                ¦      ¦ ¦      ¦ ¦  ¦   ¦  ¦ ¦  ¦  ¦  ¦ ¦       ¦
                ======== =======  ===     === ====  ==== ========

                     (Dedicated to Michael and Fred, mit freundlichen Grueßen)

THE MOUNTAIN CLANS "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 MOUNTAIN CLANS SAGA IN THIS EXPANSION PACK :-

1)	After Ragnarok
2)	The Call of Wotan
3)	To Unearth a Goddess

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

BRIEF NOTES BEFORE WE GET STARTED

This is a very quick key to some of the terms I'll use in this FAQ :-

In areas where I am talking about troops in cities, any troops mentioned in
[squared brackets] are within the city proper (an obvious example would be
Vithar, who would be shown as [Vithar] as he is IN the city and, in his case,
cannot leave) - all troops NOT in squared brackets are just waiting in the
city (as in, healing there, etc.)

Map directions are as follows.  North on the map is up and right.  South is
down and left.  West is up and left, and East is down and right.

One other thing ... if when mentioning any troops I refer to them like this :-

Phantom Warrior (10) or 2 Dwarves (10/12), then the numbers in brackets refer 
to their level/s of experience ... so BE WARNED !! ;)

Obviously the very nature of this game makes doing an FAQ quite a tricky task,
as you can go anywhere, do anything (within reason) and your opponents will
pretty much respond to the way you play ... so this is an account of what I
would suggest and expect, pointers I have learned, things I would pick up -
basically anything and everything which I could think of which might help you
play as the Undead Hordes in their Saga ... I have tried to keep this FAQ
both light-hearted, and informative.

Similarly, with troops garrisoned in cities, whilst my FAQ is accurate as at
MY playing the game, these may change - ESPECIALLY in cities owned by other
players (as you are doubtless aware if you've ever played this game, your
computer opponents are FOREVER changing the troops that they garrison in their
cities).

Comments are always welcome - you can reach me at shadowpath@hotmail.com.

Thanks for reading this !!

==============================================================================
                     V E R Y   I M P O R T A N T   N O T E
==============================================================================

You CANNOT complete the second level of this Expansion Pack unless you have 
installed the Patch from the following web-site :-

                       http://www.strategyfirst.com

There is some kind of bug which prevents the final act on the level from 
initialising unless the patch is installed, so basically you'll not be able 
to complete the level unless you either :-

a)  Download and Install the Patch; or
b)  Use the "wearethechampions" Cheat to bypass the end of the level

The EXACT URL for the download when I came to download it was :-

  http://www.strategyfirst.com/games/GameInfo.asp?sLanguageCode=EN&iGameID=99

Go to DOWNLOADS and download the patch named :-

                "Disciples II Expansion Patch V2.00 to V2.01"

It says in the text of the patch that it cures the problems on the second 
level of the Mountain Clans Saga"

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


1)	After Ragnarok

BRIEFING AND COMMENTS

Under the rule of Queen Yataa'Halli, the Clans were reunited.  Nhiddog was 
slain, the Ragnarok prevented, and the Clans returned to their mines to 
write great tales of their victories in runes for all future generations to 
see.

The Kingdom of the Dwarves had been struck hardest during the Ragnarok, 
leaving the already fragile messenger routes crippled, and many cities 
destroyed.

Now was the time to begin rebuilding the formerly GLORIOUS empire of the 
Mountain Clans.  To do this, Queen Yataa'Halli would need the support of as 
many of the Elder Loremasters as she could find ...

HOKAY ... LET'S GOOOOOOOOOOOO BABY !! :)

Your objective on this first level is to seek Loremaster Ironhill in Fort 
Ironhill.

Queen Yataa'Halli (who I'll just refer to from now on as "The Queen") starts 
your first level by addressing your people, confirming that Nhiddog has been 
slain, and that messengers have been sent to inform all the Dwarves that the 
danger has, for now, abated.  The Wyrm has fallen, and Nevendaar is, for the 
moment, once again safe.

Loremaster Flinthide praises Wotan and the Valkyries, and then goes on to 
say that the 12 Elder Loremasters must gather together to chronicle what has 
been witnessed, as this is DOUBTLESSLY one of the greatest spectacles in their 
history.  The tale of the Ragnarok must be documented.  To this end, Flinthide 
requests that Loremaster Ironhill be approached at Fort Ironhill, for his 
presence.

The path, apparently, lies due south of your Capital City.

==============================================================================
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 Runestone 
Mana (the initial starting level decreasing depending on the difficulty you 
have selected), and all your level one spells already learned.

You will have unfettered access to your ENTIRE spellbook during the three 
missions that make up the Legions' Expansion Pack, and can build ALL your 
buildings on EACH level.

==============================================================================
                                  IMPORTANT NOTE
                            UNIT LEVELS AND LEVELLING-UP
==============================================================================

You will see that there is a picture of a sword with a coloured blade above
your leader's portrait on the party screen.  This is a new addition to the
Disciples 2 Expansion Packs, and serves to give you a rough guideline as
to the approximate level of the units in an enemy's pack ... and your own ;)

A unit WITHOUT a sword               is   Level  1 -  4
A unit with a BLUE-bladed sword      is   Level  5 -  9
A unit with an ORANGE-bladed sword   is   Level 10 - 14
A unit witha RED-bladed sword        is   Level 15 or higher

I would HOPE for your sakes that you have imported a leader with a RED-bladed
sword, as your leader WILL NOT GAIN ANY EXPERIENCE during the ENTIRE campaign.

That's right !!  Your leader will NEVER level up again, so BE WARNED.

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

SO.  Moving out of your Capital City, you will find a LOAD of polar bears 
around ... so watch out.

If you take the Asana Tower, an Axe Thrower comments that even though the Air 
Elementals had no reason to attack you, they fought with an inexhaustible rage.
An Archdruidess responds to him by saying that where there is good there is 
invariably evil, and that only be resisting evil can they resist the Ragnarok.
It is for THIS reason that the Loremasters must carry the word of the clans 
with them, from generation to generation.

Altogether now ... AWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW inn't that sweet !!

The City of Frakket to the south-west of your Capital City, contains a Mortis'
Venom scroll ;)

Just as you are about to enter the City of Cloverhorn, Hurden Cloverhorn the 
Dwarf Champion appears to ask you how you're doing ... this has very much 
got the feel of one of those "sh!t I've just been caught with my hand in the 
cookie jar" moments ... hehehe.  FORTUNATELY he tells you that you're more 
than welcome to enjoy the comforts of his city whilst you're here, and that 
you can actually go and pray at Rigga's shrine if you like ... or pop into 
Brewynna's Tavern for a bevvy.

A Veteran responds to say "Thanks mate, but we must be on our way ... do you 
perchance know the way to Fort Ironhill"

"Follow the yellow brick road !" says Hurden.  Ok ok I'm kidding.  He says 
you just need to keep going south to get to Fort Ironhill.

You are then given control over Hurden Cloverhorn, who's stats are as follows.

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

              HP  AR   IMM  WARD   ATT          % HIT  DAM  SRC  INIT REA TAR

Cloverhorn    240  0    -     -    Axe            89   130  Wea   30  Adj  1

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

He's quite tough, and he's Level 10, so it might be worth giving him a strong 
unit to accompany him and sending him forth to do a little rod-planting ?????

Once you enter the City of Cloverhorn, a Novice pops up to tell you that the 
Undead Capital lies to the south, whilst the Legions' Capital lies due east.

The City of Cloverhorn contains a Talisman of Healing, a Potion of Healing and 
a Potion of Restoration.

If you visit Rigga's Statue (just to the east of Cloverhorn), an Archdruidess 
pops up to tell you that this is Rigga's Shrine (DUH !!!!!), and you are 
given a Healing Ointment from Saint Rigga.  The Archdruidess praises him and 
says that his battle with the Black Dragons will inspire the Clans to be 
as brave in their battles as he was.

From Cloverhorn, instead of following the river to the south, I ventured due 
west.

As you approach the City of Vaingold, a Titan asks you whether the annoying 
Dragons that are increasing consistently in number have not yet ventured forth 
into your lands.  A novice responds, saying nope ... we ain't seen none of 
those (with a thick Devon accent), where did they come from ?  To which the 
Titan advises him that they fly in from the south, and whilst they have been 
trying to locate their lairs to sort them out good and proper, they have, 
thusfar, been unsuccessful.

The novice politely thanks her for the information and leaves.

The City of Vaingold contains a Staff of Nightfall.

If you sack the Ruined Sanctuary, your Veteran says with a fweeky tone that 
the Unholy Chalice you found there is stained with BLOOD !!  (shocker boys)
Your Novice tells him that had you not been victorious, you COULD have been 
their next sacrifice.

As you round the bend south and then west, an undead unit (spawned at their 
Capital City) rides into combat range with you, and a unit of Spirit Wolves 
appears just south of the city of Rock Castle to aid you.

The Vampire Virimos tells you that you're nothing but appetisers for his 
hunger, and he hopes that there'll be enough of you to sustain a reasonable 
pic-n-mix ... what a PUNK eh !!

The Spirit Wolves ride into combat with the undead units, saying that Wotan 
will protect you.  The undead units are TOTALLY atomised.

One of your King's Guards remarks out of shock that he wouldn't have believed 
it had he not seen it with his own eyes ... the Spirits of Wotan are here.
He then asks of the Spirit Wolves what the heck they're doing here ... to 
which they reply ... "We've been sent by Wotan to give you this message.  If 
you follow the text to the letter, then Wotan will appear to you."

==============================================================================
NOTE : Have you noticed how those wolves have familiar speech impediments ????
==============================================================================

You are then given Wotan's Scroll, which reveals the secret ritual referred to
by the Spirit Wolves.

If you continue to venture south and west from here (towards Rock Castle), 
then when you have taken the Lost Temple, a Dwarf pops up to suggest that you 
are venturing dangerously near to Mortis' Capital City, and it would perhaps 
be wiser to take an alternate route.

... BUT I DON'T CARE !! :)  I'm going to explore this bit first ;)

PLUS a Runemaster tells him to stop being such a wimp, which I agree with.

Rock Castle contains an Imperial Crown and a Chain Lightning Scroll.

As you approach the pit in the south-westernmost corner of the map, one of 
your Dwarves comments that this MUST be the Dragon's Nest ... he suggests 
covering it with earth so that no beast dwells there ever again.  Your 
Venerable Warrior is critical of him, saying you should look inside first.

You uncover an emerald, a ruby and a gold ring for your troubles.

The Dwarf is understandably pleased that you stopped him, or he'd have buried 
all that nice loot !!

What a doodoohead eh ... ts ts ts.

The nearby City of Oldenwood contains an Orb of Fear.

If you approach the Spider's Nests to the north of Oldenwood, a Venerable 
Warrior says that THESE are the legendary "Spider Den Mountains".  

If you investigate the Haunted Halls due south of the Undead Hordes' Capital 
City, one of your Runemasters appears to say that these poor wretches are 
yet MORE Empire citizens that have been forced into hiding, and it saddens 
him to think that they (the Empire peeps) must perceive the Clans as their 
enemies nowadays ... =(

If you sack Cupola, one of your Dwarves pops up to remark that that is the 
most OPULENT ruin he's ever seen !!

* wtf ??  Hold please *
* whips out his dictionary *
* O ... Op ... Operatic ... Operational ... ah !  Opulent !! *
* Opulent means "possessing or exhibiting great wealth; affluent*

So he means RICH then !! :)  Honestly a Dwarf with a dictionary up his butt.
WHATEVER'S NEXT EH !!

As you venture north of Cupola, you will approach Sevendusk.  Once you are 
close enough, Gurven Sevendusk appears to greet you.  Conversation goes as 
follows :-

SEVENDUSK   : YO Boys ... how's it hangin' ?  How are things back home ?
RUNE MASTER : SOUND mate yeah ... your city's looking nice and shiny ... did 
              you actually sustain a single scratch during the coming of the 
              Ragnarok ??
SEVENDUSK   : Why you cheeky sod !  YES.  But we were spared the worst.
              Unfortunately I hear that Clan Ironhill didn't have such luck.
RUNE MASTER : Oh poo.  We're on our way there now actually.
SEVENDUSK   : HAHAHAHAHA Good luck lads ... I sent three score men down there 
              to help, but none of 'em have come back !!

You are then given control of Gurven Sevendusk, who's stats are as follows :-

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

              HP  AR   IMM  WARD   ATT          % HIT  DAM  SRC  INIT REA TAR

Sevendusk     205  0    -     -    Crossbow       87   75   Wea   50  Any  1

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

Sevendusk is a Level 8 Dwarven Engineer, so he (again) might be worth sending 
into Sevendusk and equipping with some lads to kick around with ... just a 
thought ;)

Sevendusk is totally unoccupied ... except for 2 Life Potions you're more 
than welcome to ;)

I then worked my way up north, back towards my Capital City, whereupon I came 
to the Greenskin's City of Grellarsk, which houses an Orc King so be wary.

Once Grellarsk has fallen to your troops, a Crossbowman pops up to tell you 
that this place was hit HARD during the Ragnarok - in fact, so hard that the 
walls crumble when touched !!

The city contains a Potion of Air Warding, and 3 Potions of Healing.

If you take Frelan's Keep, a brief dialogue ensues between a Mountaineer, a 
Tenderfoot and a Runemaster.  The Mountaineer comments that it is strange to 
see men living this far north, to which the Tenderfoot points out that they 
attacked you on first sight.

The Runemaster responds by saying that they have fled the Empire, and that 
since the death of their Emperor (Demosthene) at the hands of the Demons, the 
Empire has become fragmented, with many would-be pretenders to the throne 
trying to stake their claim thereto.

Further east of Frelan's Keep is the City of Aphode, which contains a further 
Illudere Terra scroll.

The City of Allengarbe, just south of the Legions' Capital City in the north-
western corner of the map, holds an Imp Talisman.

Venturing southwards, the City of Magog contains an Incorruptible Scroll and 
2 Potions of Restoration, and the City of Rrognord contains a Life Potion, a 
Healing Ointment and a Potion of Speed.

NEXT on our little hit-list as we move south is Granthead Castle, which 
contains a pair of Elven Boots.

Neeeeeeeeext we come to ... Cranbere Tower (which I have named Cranberry Tower)
The tower must be sampled with its siblings ... Strawbere Tower and Raspbere 
Tower, in order to FULLY appreciate its significance ... *blush*

Ok so that was cr@p ... I'll do better ... =./

Moving on we have the City of Drawgorde.  Once it has fallen, a Druidess 
reminds you of your main objective - to find Loremaster Ironhill.  Drawgorde 
contains a Staff of Celerity, and a Healing Ointment.

Just south-west of Drawgorde is the entrance to Fort Ironhill.  It is 
protected by members of the Legions of the Damned, being :-

Abyssal Demon (10), Onyx Gargoyle (15), Tiamath (10)

Slay them and move onwards ...

As you FINALLY approach Fort Ironhill, the following conversation kicks off :-

DWARF      : There she is ... Fort Ironhill ... solid as a brick sh!thouse.
RUNEMASTER : You can open up - we've despatched the Legions' Guards.
ORFOL 
  IRONHILL : Ta !  We've been too sh@t-yer-pants scared to leave for DAYS !!
             I think that VOLCANO over there is a portal to Bethrezen's Lair.
             We beat the lesser meanies, but the Onyx Gargoyle was too rich 
             for our blood.
VENERABLE 
   WARRIOR : The Gate must be CLOSED.  Loremaster Ironhill can do it, he's our 
             man ... if he can't do it, no-one can !!
ORFIL 
  IRONHILL : Awwwwwwww shucks ... he's dead ;)  SQUISHED during an earthquake.
VENERABLE
   WARRIOR : Shiiiiiiiiiiiiiit.  Ok.  We'll draft in Loremaster Sevendusk 
             instead.  He's gormless and will readily accept the challenge.

Anybody else notice how this Ironhill dude changed his name halfway through 
the dialogue ?  Also, the Runemaster changed into a Venerable Warrior.  Heh.

Perhaps they wrote the dialogue over like ... 2 days or something ?????

Loremaster Flinthide then pops up to say that replacements will have to be 
found in the Council for Loremasters Thunderhammer, Darkstone and Ironhill ... 
although he has no idea who would be able to take their places ...

         CONGRATULATIONS !!  You have completed the First Level

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

OPPONENTS	Legions of the Damned, Undead Hordes

CITIES

NEUTRAL CITIES

Name              Inhabitants

Frakket           Ogre (5), [Ogre (1), Goblin Archer (15)]
Cloverhorn        -
Vaingold          [Witch Hunter (2), White Wizard (8), Mage (2), Cleric (2)]
Rock Castle       2 Spearmen (10/10), Imperial Assassin (10), [Defender of 
                  the Faith (5), Mage (2), Priest (2)]
Oldenwood         Titan (6), [Defender of the Faith (5)]
Sevendusk         -
Grellarsk         Troll (1), Goblin Archer (15), [Orc King (1)]
Aphode            Barbarian Chieftain (10), 2 Barbarian Warriors (5/5)
Allengarbe        Barbarian Chieftain (3), Barbarian Warrior (4)
Magrog            2 Goblins (9/9), 3 Goblin Archers (9/9/9), [Ogre (4)]
Rrognord          2 Orcs (1/1), Ogres (1)
Granthead Castle  Konrad (Ranger - 10), Titan (10), White Wizard (10), 
                  [Hierophant (4), Paladin (4), 2 Holy Avengers (5/5)]
Drawgorde         Savary (Archmage - 15), Marksman (2), Hierophant (10),
                  Grand Inquisitor (15), Holy Avenger (5), Defender of the 
                  Faith (15), [Elementalist (20), Defender of the Faith (15)]

BUILDINGS

Name               Inhabitants                   Gain anything from taking it?

Asana Tower        4 Air Elementals (5/1/1/1)    484 Gp, Talisman of Stone Rain
Mountain Lair      3 Master Thugs (5/5/5),
                                      Thug (15)  738 Gp, Banner of Fortitude
Ruined Sanctuary   Master Occultist (1)          320 Gp, Unholy Chalice
Lost Temple        Orc Champion (1), 
                     2 Fat Imps (9/9), Imp (9)   105 Gp, Healing Ointment
Ogwyla             Orc Champion (1) 2 Orcs (1/1) 642 Gp, Staff of Light
Haunted Halls      3 Peasants (1/1/1), Man at 
                      Arms (1), 2 Spearmen (1/1) 400 Gp
Cupola             Giant Spider (6)              400 Gp, Horn of Awareness
Frelan's Keep      2 Man at Arms (1/9), 2 
                    Peasants (1/1), Spearman (9) 500 Gp, Talisman of Inferno
Shamas             2 Brown Bears (1/1)           289 Gp, Orb of Witches
Cranbere Tower     Occultist(10) 2 Ghouls(10/10) 304 Gp, Staff of Demonology

EVENTS

Event             Notes

FIND HIM !        Loremaster Ironhill must be found
HI THERE (1) !    Loremaster Cloverhorn
HI THERE (2) !!   Loremaster Sevendusk is located.
OOPS !!!          Loremaster Ironhill is ... DEAD !! =O

ITEMS LYING ON THE GROUND
Ymir's Blessing Scroll, Ancient Relic, Ruby, Potion of Earth Warding, Potion 
of Striking, 2 x Gold Rings, 6 x Healing Ointments, Potion of Invulnerability, 
6 x Life Potions, Potion of Speed, Royal Scepter, Sinestra Ignis Scroll, Orb 
of Freezing, Imperial Crown, 3 x Potions of Restoration, Potion of Accuracy, 
Rust Scroll, Orb of Regeneration, Ancient Relic, Potion of Fire Warding, 
Touch of Mortis Scroll, Venerable Warrior Orb, Tome of Fire, Illudere Terra 
Scroll, Orb of Lycanthropy, Treebark Potion, Emerald, Orb of Strength, Potion 
of Healing, Lich Orb.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
Life Potion, Silver Ring, Bronze Ring, Healing Ointment.

SHOPS

Name                          Sells

Wagronk's Shop (Merchant)     Life Potion x 15, Potion of Protection x 7, 
                              Potion of Restoration x 20, Potion of Healing x 
                              20, Potion of Striking x 5, Potion of Swiftness 
                              x 6, Potion of Vigor x 4, Healing Ointment x 20,
                              Potion of Air Warding x 1, Potion of Water 
                              Warding x 1, Potion of Fire Warding x 1, Potion 
                              of Earth Warding x 1
Qya'an's Shop (Merchant)      Life Potion x 15, Potion of Healing x 16, 
                              Potion of Restoration x 15, Healing Ointment x 
                              16, Tome of Air x 1, Tome of Water x 1, Tome of 
                              Earth x 1, Tome of Fire x 1, Tome of War x 1, 
                              Tome of Arcanum x 1, Tome of Sorcery x 1, Summon 
                              Evil Ent Scroll x 1
Erik's Tower (Magic Shop)     Lightning (200 Gp), Healing (400 Gp), Hymn of 
                              the Clans (400 Gp), Ymir's Blessing (900 Gp)
Bandour's Shop (Merchant)     Incubus Orb x 1, Orc Orb x 1, Rust Scroll x 1, 
                              Blizzard Scroll x 1, Chant of Fortitude Scroll x 
                              1, Wotan's Blessing Scroll x 1, Highfather's 
                              Blessing Scroll x 1, Paraseus Scroll x 1, 
                              Nightfall Scroll x 1, Life Potion x 15, Healing 
                              Ointment x 20, Treebark Potion x 5, Potion of 
                              Restoration x 20, Potion of Healing x 20, 
                              Titan's Might Potion x 1
Aenick's Camp (Mercenary)     Centaur (Level 10 - 570 Gp), Centaur Lancer 
                              (Level 10 - 570 Gp), Griffin (Level 10 - 2375 Gp)
                              Master Thug (Level 15 - 515 Gp)
Zollian's Camp (Trainer)             --> Train your Units here !! <--
Lergem's Shop (Merchant)      Life Potion x 15, Healing Ointment x 20, Potion 
                              of Restoration x 20, Talisman of Regeneration x 1
                              Talisman of Healing x 1, Talisman of Vigor x 1, 
                              Talisman of Life x 1, Talisman of Strength x 1, 
                              Talisman of Fire x 1, Staff of Protection x 1, 
                              Staff of Demonology x 1, Staff of Earth Elemental
                              Control x 1, Staff of Travelling x 1

ENDING

Reports of the distressing news were sent back to the Queen.  Several of the 
Clans' BEST leaders had been lost, and Wotan's Emissaries had instructed the 
Mountain Clans to perform a sacred rite.  With three of the ELDER Loremasters 
gone, the ceremony would not be possible =(

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

2)	The Call of Wotan

BRIEFING AND COMMENTS

==============================================================================
  DO NOT FORGET YOU CANNOT COMPLETE THIS LEVEL UNLESS YOU EITHER CHEAT OR ARE 
  USING VERSION 2.01 OF THE GUARDIANS OF THE LIGHT EXPANSION PACK !!!!!!!!!!!
==============================================================================

Since so many Loremasters died in the Ragnarok, the Clans were technically 
unable to comply with Wotan's request.  Interpreting this as a test of their 
cunning, the Dwarven High Council convened an emergency session to discuss 
alternative avenues of progress.  A new Order of Loremasters was already 
studying to replace the old ones, but it would take YEARS before this was 
completed.

It was hoped that some of the Elder Loremasters were still alive - just unable 
to make contact with the Queen, or having chosen to study on their own.  These 
Elder Loremasters were outsiders who did not trust the High Council or its 
decisions.  However, perhaps if they could be found, they could be swayed to 
help old wounds heal, and reconstitute the Order.

Since it was now imperative to the Clans that Wotan's message be complied with,
the search for a solution in earnest began.

Your objective on this second level is to find the Hermit Greenflint, and the 
level kicks off with a conversation between Loremaster Flinthide, Loremaster 
Fogfell, and a Druidess :-

FLINTHIDE : "There is one man still capable Wotan's ritual ..."
FOGFELL   : "Speaking in full sentences never WAS your strong suit, was it 
             Flinthide ?  The man you speak of left the Order in protest MANY 
             years ago.  He is a rebel and an outcast.  A proper BAD boy."
FLINTHIDE : "Yes, but if we want results, it's time to bend the rules."
DRUIDESS  : "I was his pupil until he buggered off.  He lives north of the 
             City.  I should go see him - he won't give you boys the time of 
             day, but he'll talk to me, I'm sure of it."

==============================================================================
NOTE : Your Capital City is on the Western Edge of the Map, in the Centre.
==============================================================================
==============================================================================
NOTE : The Druidess need NOT be in your party for you to meet Greenflint ;)
==============================================================================

A couple of pointers about this, arguably one of the MOST complicated and 
yet decidedly simplistic levels in the ENTIRE game.

Hokay.

First off, you can complete the tasks set for you VERY quickly ... HOWEVER, 
the final boss on this level is tough, and will IMMEDIATELY attack on of your 
units - a unit that MUST remain alive.  Therefore, I would ensure the 
following :-

Before you move on the ceremonial grounds (at the end of the level ?), make 
sure that you have :-

1)  Built the Cottage and Mountain Lair in your Capital, so that you can 
    produce Yetis.
2)  Researched the Ancestor's Call Spell (yes, it's a Level 5 spell so you'll 
    need to get your hands on some resources).
3)  Ensured that EACH of your Loremasters' Parties (of which you will 
    ultimately have THREE) comprises :-

                         Loremaster, 2 Yetis, Dwarf

Only THEN will you stand a chance in the end game on this level.

Hokay ... let's start.

From the start of the level, I headed west to the very edge of the map and 
then north.  As you approach the Bear's Lair, Greenflint appears and says 
"My dear girl!  You warm the frozen heart of an old man!  How long it has 
been since I have seen you ?"

Again !  CR@P ENGLISH !!  *sigh*

The druidess responds "Many years ... sadly, many circumstances have 
intervened in my attempts to visit you.  I come to you now on behalf of Wotan.
We've a dilemma which requires your great knowledge."

Greenflint understandably queries WHY the Loremasters now require his 
knowledge - the very knowledge that they once scorned ...

The Druidess pleads with him to accompany her to the Capital, saying she will 
explain what has transpired en route ...

Greenflint says he'll come along, but that ISN'T to say he'll help.

You then gain control of Greenflint, who's stats are as follows :-

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

              HP  AR   IMM  WARD   ATT          % HIT  DAM  SRC  INIT REA TAR

Greenflint   250   0    -     -    Ice Shards     80   55   Water 40  Any  6
                                   Lower Init     33    0   Water 40  Any  6

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

Greenflint has a Leadership of 5, so you COULD stick some other units with 
him if you like ...

At the start of your next level you get a :-

==============================================================================
NEW OBJECTIVE : Find Hermit Grimpeak and Hermit Hillrust
==============================================================================

If you move Greenflint back to the Clans' Capital, Flinthide bids him welcome.
Greenflint scoffs at him, to which Flinthide responds simply by saying that 
there is something that they need to discuss.

Hmmmmmmmmm ... perhaps I've done this level a little @rse over t!t, but ... 
I took the City of Allantyr AFTER the Bear's Den, and a Druidess pops up to 
tell me that she can't WAIT to see Master Greenflint again ... but ... she's 
just finished ... talking ... to him ??

WTF ????  In any event, Allantyr contains 2 Healing Ointments, and a Diamond.

==============================================================================
NOTE: Hermit Hillrust is in the southwesternmost corner of the map - JUST to 
the north of the Elven Settlement.
==============================================================================

If you venture further south, you will come upon the City of Griggnarth.  If 
you take it, an Alchemist says "Gallean has returned ?  He was slain by Wotan 
MANY years ago.  I have been told that Gods can't die, but he was made all ... 
extra crispy 'n stuff !!"

There is a Banner of Resistance in Griggnarth.

Further south and then west (at the first available turning) you will find 
Gargol (which, when conquered, causes a Runemaster to comments that the 
Temple was once dedicated to the God Gallean and his beloved Solonielle.  The 
Runemaster then recounts the tale of how Wotan tore Gallean's heart from his 
chest and threw it into the Sun, causing Solonielle to chase after it, 
retrieving it but becoming so badly scarred by the experience that she came 
back to Nevendaar as Mortis, Goddess of Death, and FURTHERMORE how Mortis had 
not the strength to rule the Elves - her spirit being totally consumed with 
the pursuit of her lost love Gallean), and the City of Aragor

Aragor contains a Talisman of Strength.

==============================================================================
                               HERMIT HILLRUST
==============================================================================


If you keep venturing south (to the southwesternmost corner of the map), you 
will find an Elf Settlement - however, before you can get to it, Hermit 
Hillrust appears in your path to say that he believes Hermit Greenflint is 
to the north.

WE KNOW THAT !  WE'VE ALREADY FOUND HIM !!  BUZZ OFF !!!

Omigod !  He does !!  Hee hee.

If you come back to Hermit Hillrust, he asks why Greenflint is looking for 
him at first, but then decides it doesn't REALLY matter as he has enough 
respect for Greenflint to warrant attending, regardless of the reason behind 
the request.

You then gain control of Hermit Hillrust, who's stats are as follows :-

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

              HP  AR   IMM  WARD   ATT          % HIT  DAM  SRC  INIT REA TAR

Hillrust     250   0    -     -    Ice Shards     80   55   Water 40  Any  6
                                   Lower Init     33    0   Water 40  Any  6

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

Move Hermit Hillrust to your Capital City to cause the Queen herself to 
welcome him back.  Hillrust comments on the Queen's rule as being "legendary" 
(what a creep eh !), AND then he tries to hit on her !!!!!!! =O =O =O

The NERVE !!!!!

==============================================================================
                                HERMIT GRIMPEAK
==============================================================================

To find Hermit Grimpeak you must venture to the southeasternmost corner of 
the map.  As you approach this point, Grimpeak will appear and say that he 
has the GREATEST respect for Greenflint, and confirms that he will return 
to the Capital to speak with Greenflint, no worries.

You then receive confirmation that the number of Loremasters is up to 12, once 
again ... to which Queen Yataa'Halli directs that all the Loremasters be 
taken to the Ceremonial Grounds (in the northwesternmost corner of the map).

Loremasters Skymine, Springfrost, Cloverhorn, Sevendusk, Cloudkeeper, Fogfell, 
Cragwell, Flinthide and Greyhelm, all appear at the Ceremonial Grounds.

==============================================================================
NEW OBJECTIVE : Bring Loremasters Grimpeak, Greenflint and Hillrust to the 
Ceremonial Grounds
==============================================================================

You then gain control of Hermit Grimpeak, and must (as your newest objective 
suggests) bring him and Loremasters Greenflint and Hillrust to the sacred 
Ceremonial Grounds in the northwesternmost corner of the map.

For your convenience, here are Hermit Grimpeak's Stats :-

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

              HP  AR   IMM  WARD   ATT          % HIT  DAM  SRC  INIT REA TAR

Grimpeak     250   0    -     -    Ice Shards     80   55   Water 40  Any  6
                                   Lower Init     33    0   Water 40  Any  6

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

*BRIEF interlude whilst he closes down the game, installs the patch and kicks 
it all off again*

(( Now that I'm running V2.01 of the game (AAAAAAAAARGH), I can continue. ))

It is VITALLY important that the Loremasters do not die, so I would STRONGLY 
suggest bumping them up at your Capital or Grimli's Camp to give them a better 
chance of survival, 'coz we ALL know there's gonna be a boss fight right ??

     *flutters eyelids*

BEFORE the end game for this level, let me go through the rest of the world 
map with you ...

For starters, here are the stats of the other Loremasters who are all now 
at the Ceremonial Grounds in the northwesternmost corner of the map :-

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

              HP  AR   IMM  WARD   ATT          % HIT  DAM  SRC  INIT REA TAR

Skymine        95  0    -     -    Earth Fall     80   30   Earth 30  Any  6
Springfrost    95  0    -     -    Earth Fall     80   30   Earth 30  Any  6
Cloverhorn     95  0    -     -    Earth Fall     80   30   Earth 30  Any  6
Sevendusk      95  0    -     -    Earth Fall     80   30   Earth 30  Any  6
Cloudkeeper    95  0    -     -    Earth Fall     80   30   Earth 30  Any  6
Fogfell        95  0    -     -    Earth Fall     80   30   Earth 30  Any  6
Cragwell       95  0    -     -    Earth Fall     80   30   Earth 30  Any  6
Flinthide      95  0    -     -    Earth Fall     80   30   Earth 30  Any  6
Greyhelm       95  0    -     -    Earth Fall     80   30   Earth 30  Any  6

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

I have also taken the liberty of exploring the rest of the world map for you.

East of the Elf Settlement (in the southwesternmost corner of the map) is the 
City of Protogg.  The City is RATHER well stocked, with 3 Life Potions, 2 
Potions of Restoration AND a Potion of Vigor.

The City of Rhian's Keep (on the southern edge of the map in the centre) 
contains a Staff of Celerity.

If you take the Abandoned Mine (which is to the north of Protogg), one of your 
Warriors comments that this Mine used to supply raw ore to your populace.

When you occupy the City of Noordargg (due east of the Abandoned Mine), one 
of your Novices pipes up to say that he remembers Loremaster Greenflint as 
being a stubborn guy, who disagreed with the Loremasters about just about 
everything.  He isn't sure how they will get along now ...

The City contains a Talisman of Thanatos.

Due east of Noordargg is the City of Margylla, which contains a Life Potion 
and a Staff of Holiness.

Due east of Margylla is the Old Lookout, and directly north of that is the 
City of Taura, which contains a Tome of Water.

Heading due north until you reach the northernmost edge of the map, just 
to the west of the southeasternmost corner of the map you will find the City 
of Suldon.  Once it has fallen, a Tenderfoot asks why Wotan and Gallean 
quarreled (read: why did Wotan rip out Gallean's HEART ???????).

An Archdruidess responds, saying that Wotan could not accept Gallean's demands 
for land, but Gallean would not let it lie ... he kept persisting.  His Elves 
were greedy, and not content to remain in their forest homes.  They would most 
definitely have invaded the Dwarf lands, she maintains.  She feels that Wotan 
was merely protecting his children.

DEBATABLE LUV.

In any event, the City of Suldon contains a Life Potion, a Healing Ointment, 
and a Quicksilver Potion, for your troubles.

Now ... back to the Ceremonial Grounds ...

SAVE THE GAME NOW PLEASE.

As your three Loremasters approach the congregation, Loremasters Skymine, 
Springfrost, Cloverhorn, Cragwell, Flinthide and Greyhelm switch allegiances 
from the Loremasters to the Mountain Clans, and the following dialogue is 
triggered :-

GREENFLINT     : We are here to have coffee and a chat with Wotan.  We have 
                 overcome MUCH to get here, so let's make merry for just a 
                 tick.

                            *frantic dancing ensues*

Dark Elf Lachla'an & a Lich Queen appear to bastardise the Ceremony - the Lich 
Queen corrupting the Ceremonial Grounds.

NOSFERAT       : You STUNTED little MAGGOTS.  Your work here is DONE.
GRIMPEAK       : Leg it !  Take the runes and leg it !!
DARK LACHLA'AN : Gallean !  I CHALLENGE you.
GREENFLINT     : We're too late !  The ceremony has begun - we can't stop it !
DARK LACHLA'AN : Mum brought me back from the dead no thanks to YOU sunshine.
VENERABLE WARR : Those SCUMBAGS !!  It wasn't Wotan that sent us his message 
                 at all - it was the Undead Hordes !!!!!!!!!  TO ARMS !!!!!!!!

==============================================================================
NEW OBJECTIVE : Defeat the Dark Elf Lachla'an
==============================================================================

Dark Elf Lachla'an IMMEDIATELY attacks your Loremasters.  His unit comprises :

              Dark Elf Lachla'an (1), Archlich (30), Death (50)

Now you MAY think that the Archlich and Death will be working to the Dark 
Elf's benefit ... but this is debatable.  Dark Elf Lachla'an's ONLY power is 
the ability to summon - ordinarily two Black Dragons and an Elder Vampire.  
Since the Archlich and Death are taking up two spaces, they are preventing him 
from summoning a second Black Dragon at this point ... Hmmmmmmmmmmmmmmmmm ...

Anyhow ...

REMEMBER THAT IT IS VERY VERY IMPORTANT NOT TO LET DARK ELF LACHLA'AN KILL 
ANY OF THE LOREMASTERS, AS IF HE DOES ?   YOU WILL AUTOMATICALLY FAIL THE 
MISSION.

Assuming that Dark Elf Lachla'an's initial attack on your Loremasters fails, 
I would then STRONGLY urge you to have your three Loremasters FLEE, ONE 
SQUARE AT A TIME so that you are 100% CERTAIN that you're not going to have 
them walk into combat range of Dark Elf Lachla'an ...

The Lich Queen's Unit (in case you're interested) comprises :-

                           Tifhas (Lich Queen - 1)

Yup, that's right ... just the Lich Queen, on her tod.  KILL HER if you like.

Then, it's simple !

Rally your forces and beat that BITCH (Dark Elf Lachla'an) down.  Don't forget 
that his Death unit is immune to weapon attacks, and Dark Elf Lachla'an 
himself's stats are below :-

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

              HP  AR   IMM  WARD   ATT          % HIT  DAM  SRC  INIT REA TAR

Dark Elf 
   Lachla'an 2000  20  Mind DFWAE  Summon        100    0   Death 90  Any  6

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

To be honest with you I found the easiest way to defeat him was to a) despatch 
his Death and Archlich units, and then hit him with as much magic as I could, 
before going in with my best unit (Loremaster, 2 Alchemists, 3 Hermits) and 
using the Alchemists' Give Attack Powers to allow my Loremaster to hit Dark 
Elf Lachla'an THREE TIMES each round.  This added up to 900 points (less the 
modifier for his armour), and meant that I was EASILY able to wipe out all 
his summons each round, thus effectively leaving him TOTALLY powerless to 
stop me !!

Once Dark Elf Lachla'an has fallen, a Dwarf says that he looked like an Elf, 
but had the stench of something LONG since dead.  He cannot comprehend how 
this could have been the child of Gallean.

His comments are added to by a Loremaster, who confirms that the Undead knew 
the nature of their ceremony, and that they were calling upon the Gods.  They 
had obviously intended to bastardise the Ceremony to insult Gallean by showing 
him what they had done to his child, Lachla'an.

The Dwarf asks what anybody would benefit from angering Gallean, to which the 
Loremaster says there's no point in trying to comprehend the will of the 
twisted and wicked Mortis.  He adds that he saw SOMETHING enormous headed 
towards the forest just after Dark Elf Lachla'an addressed Gallean.  He says 
it was moving towards the forest, and the Elves will most definitely see it 
coming ...

     CONGRATULATIONS !!  YOU HAVE COMPLETED THE SECOND LEVEL !!! :)

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

OPPONENTS	Empire, Undead Hordes

CITIES

NEUTRAL CITIES

Name              Inhabitants
Allantyr          Troll (10), [Orc Champion (9)]
Griggnarth        Ogre (5), [Orc King (1), Orc Champion (1)]
Aragor            Troll (10), 2 Orcs (10/10), 2 Goblin Archers (15/15), 
                  [Ogre (5)]
Protogg           Ogre (10), Troll (10), Goblin (20), Goblin Archer (20),
                  [Orc Champion (20)]
Rhian's Keep      Savary (Pegasus Knight - 20), 2 Elementalists (20/20),
                  [Angel (10)]
Noordargg         2 Ogres (10/10), [Orc King (15)]
Furstadia         [Spearman (1), Man at Arms (1)]
Margylla          Godefroy (Pegasus Knight - 10), Defender of the Faith (10),
                  Hierophant (4), Prophetess (10), [Elementalist (10), 
                  Hierophant (15), Witch Hunter (2)]
Taura             3 Wolves (1/1/1), 3 Barbarian Chieftains (1/1/1),
                  [Barbarian Chieftain (1), Barbarian Warrior (1)]
Suldon            [Barbarian Chieftain (1), 2 Barbarian Warriors (1/1)]

UNDEAD HORDES' CITIES

Name              Inhabitants

Kenoshann         Zythaar (Death Knight - 5), Shade (3), Doomdrake (2)

EMPIRE CITIES

Name              Inhabitants

Runia             Konrad (Archmage - 5) Inquisitor (3), Grand Inquisitor (4)

BUILDINGS

Name               Inhabitants                   Gain anything from taking it ?

Bear's Lair        3 Brown Bears (1/1/1)         185 Gp, Boots of Speed
Hugin's Hideout    2 Ghouls(1/1) 4 Imps(9/9/9/9) 309 Gp, Staff of Necromancy
Tower of Pru'ushiq Manticore (1)                 476 Gp, Orb of Thanatos
Gargol             Ogre (1), Orc (1), Troll (1)  484 Gp, Orb of Inferno
Elf Settlement     2 Skylord (1/1) Elf Lord (5),
                                 Oracle Elf (10) 600 Gp, Staff of Nightfall
Abandoned Mine     White Dragon (1)              998 Gp, Sybil's Vision Scroll
Trafer Tower       Witch Hunter (2), Wizard (3),
                                  Inquisitor (3) 886 Gp, Angel Talisman
Tower of Trinda    2 Mermen (1/1), Medusa (1)    492 Gp, Orb of Fear
Tower of Tarin     3 Peasants (1/1/1)            579 Gp, Potion of Restoration
Old Lookout        Merman (1), Medusa (1)        558 Gp, Orb of Elder Vampires
Exerelle           Occultist (1), 2 Imps (9/9)   720 Gp, Staff of Twilight
Old Mill           Brown Bear (1)                306 Gp, Life Potion
Plinarg            Barbarian Chieftain (1)
                     Barbarian Warrior (1)
                            Brown Bear (1)       700 Gp, Titan's Might Potion

EVENTS

Event             Notes
FIND GREENFLINT   Greenflint must be found and brought to the Capital (NW)
FIND HILLRUST     Hillrust must be found and brought to the Capital (SW)
FIND GRIMPEAK     Grimpeak must be found and brought to the Capital (SE)
LET IT BEGIN !!   The 3 Loremasters must be taken to the Ceremony (NW)
SHIIIIIIIIIT !!!  Dark Elf Lachla'an and a Lich Queen arrive to poop the party!

ITEMS LYING ON THE GROUND
3 x Treebark Potions, Chronos Scroll, Potion of Striking, 7 x Potions of 
Healing, 6 x Healing Ointments, Ruby, Highfather's Potion, 8 x Life Potions, 
5 x Potions of Restoration, 2 x Ancient Relics, Titan's Might Potion, 2 x 
Potions of Celerity, 2 x Potions of Invulnerability, Summon Golem Scroll, Holy 
Strength Scroll, Hag's Ring, Death Storm Scroll, Potion of Protection, 
Maledicere Scroll, 2 x Silver Rings, Bronze Ring, Quicksilver Potion, Call to 
Arms Scroll, Gold Ring, 2 x Emeralds, 2 x Sapphires, Incantare Avenger Scoll, 
Imperial Crown, Paraseus Scroll, Potion of Strength, Royal Scepter, Winds of 
Travel Scroll, Psalm of Death Scroll, Infernal Knight Orb, Chain Lightning 
Scroll, Potion of Might.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
10 Potions of Restoration, 10 Healing Ointments, 10 Life Potions.

SHOPS

Name                            Sells

Jolan's Tower (Magic Shop)      Vengeance of Ymir (800 Gp), Wotan's Chant 
                                (1,000 Gp), Incorruptible (1,000 Gp), Summon 
                                Stone Ancestor (1,000 Gp), Ancestor's Call 
                                (2,000 Gp), Winds of Travel (1,600 Gp), 
                                Chant of Hasting (600 Gp), Wotan's Blessing 
                                (800 Gp), Chant of Fortitude (800 Gp), 
                                Ymir's Blessing (900 Gp)
Under's Shop (Merchant)         Life Potion x 10, Potion of Restoration x 15, 
                                Healing Ointment x 15, Potion of Healing x 14, 
                                Treebark Potion x 2, Iron Skin Potion x 1, 
                                Potion of Striking x 1, Potion of Accuracy x 1,
                                Potion of Fortune x 1, Potion of Swiftness x 1,
                                Potion of Speed x 1, Potion of Strength x 1, 
                                Titan's Might Potion x 1, Potion of 
                                Invulnerability x 1, Potion of Celerity x 1, 
                                Potion of Might x 1
Ebhon's Camp (Trainer)                 --> Train your Units here !! <--
Vidal's Tower (Magic Shop)      Healing (400 Gp), True Sight (400 Gp), Wrath 
                                of God (600 Gp), Pestilence (200 Gp), Shadow 
                                (400 Gp), Rot (800 Gp), Hymn of the Clans 
                                (400 Gp), Ymir's Blessing (900 Gp), Menta 
                                Minoris (200 Gp), Maledicere (900 Gp), 
                                Incantare Beliarh (400 Gp)
Furren's Shop (Merchant)        Life Potion x 10, Potion of Healing x 15, 
                                Potion of Restoration x 15, Healing Ointment x 
                                11
Thurin's Shop (Merchant)        Potion of Fire Warding x 1, Potion of Earth 
                                Warding x 1, Potion of Water Warding x 1, 
                                Potion of Air Warding x 1, Life Potion x 10, 
                                Potion of Protection x 3, Potion of Healing x 
                                15, Potion of Restoration x 16
Grimli's Camp (Mercenary)       Air Elemental (Level 1 - 50 Gp), Ghoul (Level 
                                5 - 420 Gp), Wraith (Level 3 - 260 Gp)
Ebhon's Shop (Merchant)         Life Potion x 10, Potion of Healing x 15, 
                                Potion of Restoration x 15, Potion of Accuracy 
                                x 1, Healing Ointment x 11, Staff of Holiness 
                                x 1, Staff of Celerity x 1, Zombie Talisman x 
                                1, Elder Vampire Talisman x 1, Elf Lord 
                                Talisman x 1, Runestone x 1, Tome of Sorcery x 
                                1, Tome of Arcanum x 1, Orb of Lycanthropy x 1,
                                Orb of Life x 1, Orb of Vigor x 1, Orb of 
                                Stone Rain x 1, Orb of Earth x 1, Orb of Water 
                                x 1, Orb of Bane x 1

ENDING

The message from Wotan was a ruse intended to trick the Dwarves into serving 
Mortis.  She had used her powers to taunt her lover with their tortured child,
and when the Undead Hordes overran the Ceremony, many of the newly reunited 
Loremasters were slain.  However, the Dwarves REMAINED strong.  Under the 
continued rule of Queen Yataa'Halli, their empire was slowly rebuilding.

Their attentions now turned to the Undead Hordes, who had certainly just 
provoked them into full-scale war with this latest act.

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

3)	To Unearth a Goddess

BRIEFING AND COMMENTS

In spite of their reputation, the Dwarves only really wanted peace.  Having 
said this, however, they were renowned for their swift and unforviging brand 
of justice.

In spite of the shame that the Loremasters were collectively feeling at having 
allowed their runic magic to be abused by the Hordes, the ENTIRE Mountain 
Clans Armies were rallied with one single purpose in mind - the obliteration 
of the Undead Hordes.

Thus, they marched on the Hordes' Capital City.

Your objective on this final level is to "demolish the Capital of the Undead 
Hordes"

Ooh !  A nice easy one then.  WHAT ABOUT ASHGAN ??????????????  *sigh*

==============================================================================
NOTE : On this final level, your Leader CAN gain Experience up to Level 18
==============================================================================

At the beginning of the level, Queen Yataa'Halli shows up to call her Dwarven 
Armies to arms, saying that whilst many of the Clan Loremasters felt that they 
had failed Wotan, in TRUTH Wotan had never set them a task to complete, and 
that NOW would be the time to demonstrate their devotion to him, by wiping out 
those that would seek to taint his name ... the Undead Hordes ...

Her comments are echoed by a Venerable Warrior (who seems kinda itcihng to 
get stuck into battle)

A Mountaineer cheers them on, and we're off !! :)

Omigod !  We actually get to control Queen Yataa'Halli !! :) :) :)

Her stats are as follows :-

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

              HP  AR   IMM  WARD   ATT          % HIT  DAM  SRC  INIT REA TAR

Queen
 Yataa'Halli  250  20   -     -    Runic Axe      80   80   Wea   40  Adj  1

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

She has a leadership skill of 5, and can therefore be taken along for a good 
Skeleton-Bashing should you wish ...

==============================================================================
   YOUR CAPITAL CITY IS ON THE NORTHERNMOST EDGE OF THE MAP, IN THE CENTRE
==============================================================================

The City of Korgall, due west of your Capital City, contains an Orb of Fear.

If you venture to the west until you reach the Lost Temple, and then turn 
south, you will come upon Garrell's Keep.  Sacking it will cause one of your 
Rune Masters to comment that Garrell's Keep USED to be under the rule of 
Emperor Demosthene, but he had heard that it had broken away from the Empire, 
following the Emperor's death ...

His thoughts are confirmed by a King's Guard, who advises that the present 
King has had to struggle to retain his control over the Empire, and that 
Emperor Demosthene retained a very weak hold over his people when HE was in 
charge.  He says that many Lords tried to overpower the throne, and praises 
Wotan that the Dwarves are better mannered.

The City contains a Talisman of Venom.

A little further south lies the Empire's Capital City.

The City of Argless lies due west of the Empire Capital City, and it contains 
a Holy Armour Scroll.

Gorgaan Castle lies to the east of the Empire Capital City - once it has 
fallen, a Druidess says that a banner fastened to one of the walls of the 
City has magical properties, and should be taken.  She is referring to a 
Banner of Celerity that is located inside the City for your pleasure.
C
I am now going to double-back on myself (i.e. go north), and then venture 
due east, and complete the map in a snake-like motion like this :-

                           ----------------------------->
                                                        |
                                                        |
                                                        |
                                                        |
                                                        V
                           <-----------------------------
                           |
                           |
                           |
                           |
                           V
                           ----------------------------->


          (Just in case you wondered where the Hell I was going) ;)

Once the City of Sargonk (about 2/3 of the way eastwards across the northern 
edge of the map) has fallen, your Druidess asks when the time of peace will 
finally arrive.  She cannot understand why even the most DIVINE of beings, 
such as your God Wotan, must fight in the heavens ...

An Archdruidess tells her that, as Disciples, they must live in the world that 
their Gods have forged for them.  It is not for them to choose the life they 
lead - it is for their God Wotan to decide what is best for them.

Sargonk contains an Elder Vampire Talisman.

Once Gamaar (a little City that is further north-east of Sargonk) has fallen 
to your Mountain Clan Armies, a Dwarf comments that the air up there is FOUL.

A Dwarf Champion responds by telling him to shut his cakehole, saying that the 
Clans have dug deep into the earth and smelled things FAR far worse.  He also 
says that in his FATHER'S time, Gamaar was a Dwarven Stronghold, but that it 
was abandoned a loooooooong time ago ...

Gamaar contains a Talisman of Freezing.

Mendrik's Tower (the Magic Shop in the northeasternmost corner of the map) has 
got LOADS and LOADS of cool spells including the KICKASS Damage Ward, and the 
Death Ward Spell, BOTH of which I would think would be of GREAT use to you 
during the coming days, non ?? ;)

Now we turn southwards and move down the map !! :)

Raven Fort is the first City I shall smite, even though it is actually VERY 
well guarded indeed !!  The City contains a Tome of Air, Life Potion and 
Healing Ointment.

Moving back to the west now, the City of Brisburg contains a Healing Ointment.

If you take the City of Krassar, a Crossbowman reminds you that you still 
have a LOOOONG way to go before you can face Mortis ...

*Taps him on the shoulder*

Actually mate ... all we'd need to do is like ... head SOUTH instead of doing 
the snakey thing we're going ??

*Gives him a thumbs up and winks*

A Forge Guardian tells the Crossbowman that there is a shop further south 
where the Clans' Forces can replenish their supplies.  He means Under's Shop, 
the stats for which I've put in the shops section ;)

As you enter the Elven Lands to the south-east of the Empire's Capital City, 
the Elf Queen Drullia'an appears before you to say that they have heard a 
great deal about your deeds of late and that, whilst it saddens them that 
Lachla'an came to such an end, they are grateful to you for having ended his 
torment.

She says that the Elves have a new-found respect for the Dwarven people, and 
that she hopes that this respect will be extended to them in kind, whilst you 
travel through their lands (i.e. they WILL be watching you) ;)

To that end, the Queen asks whether the Dwarves would be willing to fight as 
allies to the Elves in the upcoming conflict.  Drullia'an says that if you 
would like to attend the forthcoming Council Meeting to discuss this matter 
further, you should meet them tomorrow outside the Elven City of Crisielle.

Phew !  That's NOT one of the Cities I've already taken ... hee hee.

With that, Drullia'an disappears.

The Elven City of Crisielle (which you are directed to) you CAN actually 
take without side-effects (as far as I can tell).  It's totally undefended 
and so there's no problem with taking it.  If anything this will mean that 
you don't HAVE to have your units in the vicinity ?  'Coz you can just wait 
for Drullia'an to materialise outside, create a unit in Crisielle or a summon 
outside to "attend" the meeting, and keep on adventuring with your strongest 
unit/s ;) :)

The next turn, the following units materialise outside of Crisielle :-

1)  Elf Lord Saniel (Level 7; Leadership 5)
2)  Forest Elf (Level 15; Leadership 5)
3)  Elf Lord Lurliele (Level 7; Leadership 5)
4)  Elf Queen Drullia'an

If you approach them, Queen Drullia'an bids you welcome, and says that the 
Elves are pleased at the prospect of renewed peace with their Dwarven friends.

A Dwarf replies, saying that whilst the past holds no love between your two 
peoples, now that you have a common goal, perhaps the future will yield 
greater prospects for peace for you both.

Queen Drullia'an recommends that an attack be commenced in the morning.  She 
says that the Elves will rely upon the War Experience of the Dwarves and that 
they, in turn, can rely upon the Elves' command of Magic to assist them in the 
battles ahead.

Units 1), 2) and 3) above then become allied with the Dwarves, and Queen 
Drullia'an disappears.



If you venture either west, south, east and then north of Crisielle (or south-
east and then west of Crisielle) you will find the City of Arphos, which 
contains a Banner of War.

The City of Davon Fort (further east) is reasonably easy pickings and, given 
its close proximity to the Undead Hordes' Capital City, you MIGHT feel it is 
worth not only pillaging, but also beefing up as a staging ground for assaults 
on the Hordes' Capital City ??  Hmmmmmmm ?  Yeeeeeees ??

Furthermore, the City contains a Projicere Terra Scroll.

Isha Castle (on the northern shores of the next land mass to the east) contains
2 Life Potions if you're at all interested =./

The land mass itself has a THRIVING tourist trade ... and a cute little garden 
tearoom where I myself have been known to succumb to the occaaaaasional 
temptation posed by a rogue cucumber sandwich ... *blush*

The City of Venretia contains a Tome of War.

The City of Gallymar is LUDICROUSLY poorly protected (at least durings its 
occupation by neutral forces), and contains an Angel Talisman.  Sinister 
Recommends !! ;)

The City of Delos (in the southeasternmost corner of the map) holds a Hecatomb
scroll

Avonia Castle houses an Orb of Freezing and a Call to Arms Scroll.

Northwards of Avonia Castle, the City of Asmara contains a Tome of Arcanum.

... and NOW we can begin our final assault on the Undead Hordes Lands !! :) :)

Moving east to west, Vollosburg contains SQUAT, but once you have taken it and 
try and move via the road to the west ?  A Phantom Warrior cries out at you, 
saying that by Order of Mortis, no living thing shall pass through the gates 
ahead of you.  A Level 9 Doomdrake then appears in your path.

Next up is Khazan Keep.  Once taken, a Dwarf pops up to tell you that Mortis 
took it to house her minions, and remarks YET AGAIN that he cannot believe 
that Mortis - BRINGER OF PLAGUES, was once Solonielle - Goddess of the Elves.
He asks how her purity abandoned her.

A Clan Lord responds by telling him that SHE deserted her purity ... (which I 
personally think is a BIT harsh - she kinda melted ... THAT'S what p!ssed her 
off).  He says that she became obssessed with replacing her husband, and gave 
up on considering the effects this may have on others - or the lives of those 
she trod on in the pursuit of her goal.

Khazan Keep is also devoid of goodies.

As you come upon Mortis' Capital City itself, a Mountaineer remarks in shock 
that it is a "horrible monument to Mortis' depravity".

I myself think that it's rather special actually ... nice and black and shiny.

One of your Flamecasters squeals, saying that he hears a noise that sounds 
like the screaming of a million tortured souls ...

Sure enough, a Grave Golem appears in between you and Mortis' Capital City.

==============================================================================
NEW OBJECTIVE : Take the Undead Capital.  The Guardian MUST be Destroyed
==============================================================================

The Grave Golem's stats are as follows (he's a BIG lad, so be careful)

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

              HP  AR   IMM  WARD   ATT          % HIT  DAM  SRC  INIT REA TAR

Death (95)    640   0  We,De  -    Death Touch    86  300   Dea   60  Any  1
                                   Poison         56  300   Dea   60  Any  1
Grave Golem  2800  40  Mind DFWAE  Phantom        95  200   Life  60  Any  6
                                   Paralyse       60    0   Mind  60  Any  6
Wight (95)    590   0  We,De  -    Death Touch    86  300   Dea   50  Any  1
                                   Drain Level    86    0   Dea   50  Any  1

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

To make matters worse, he isn't alone.  He travels with Death (95) and a 
Wight (95)

BEFORE I get stuck into HIM however, I'm going to finish exploring this level 
for you.  To the WEST of the Grave Golem is the City of Henzador, which 
contains a Call Red Dragon Scroll.

Further west is the City of Yrunra, which contains a Talisman of Icefall.

The City of Vrrudarr is bereft of goodies.

HOKAY.

NOW I'm going to deal with those ANNOYING little Undead Maggots.

First off, make sure you have all the units you want to throw at the Grave 
Golem within travelling distance of him ... since he and his units heal a 
percentage of their damage each turn, unless you have MASSES of mana it's 
probably best to try and finish him and his goons off in one turn.

Secondly, fire off ALL your troop-based negative enchantments (i.e. damage 
spells, spells that produce negative combat effects - i.e. negatives to hit, 
reductions in initiative, etc., etc.), at him.

Thirdly, use as many wards as you can on your boys ...

And finally, use as many positive troop-based enchantments (i.e. damage 
increases, bonuses to accuracy, etc., etc.) that you can on YOUR boys.

And we're off !!

Once you've slain him, (which shouldn't take long if you've explored the 
whole map - you'll have PLENTY of things to throw at him), he says "It isss 
time for usss to sssleep again.", and off he pops)

One of your Rune Masters comments that he was a FOUL creature ... just like a 
walking graveyard that came marching in to defend Mortis' City.  He prays that 
this SACRILEGE has been brought to an end.

Now then ... HE was easy ... NOW comes the hard part ... you have to take 
the Undead Hordes' Capital City from Ashgan ... to DO this you will need to 
go through the same preparation routine as you did before you fought the 
Grave Golem (so technically speaking if you were able to despatch him in one 
round and still have enough movement points to march on the Undead Hordes' 
Capital that's GREAT) ...

Three other things I will say for Ashgan :-

1)  He ISN'T immune OR warded against mind, so he CAN be paralysed.
2)  He has a HUGE amount of Armour points, so you will do VERY little damage 
    when you strike him ... 30 points MAXIMUM per hit, and he has 900 HP !!
3)  He will regenerate 35% of his HP PER DAY by virtue of being in the Capital,
    so you REALLY don't want to have to retreat and come back ;)

Once Ashgan has fallen (with his MIGHTY death cry of "baaaaastaaaaaaards"), 
Death calls to the Hordes to flee, saying that they can no longer hold the 
Capital City.

Then your Rune Master comes up with a CLASSIC quote that I really like ...
"Do not let them escape, brothers"  There is no honour in fighting the dead; 
there is no dishonour in throwing axes into their backs!"

Yyyyyyyyyyyyyyyyyyyyyeah ... riiiiiiiiiight ... I believe ya !

Queen Yataa'Halli then praises the Clans, saying how PROUD they have made her.
She says that it is a GREAT moment to see the Dwarves working with their one-
time adversaries the Elves, to overcome their common foe, and that never 
again shall the Dwarves allow themselves to be the unwitting puppets of evil.

                          W-E-L-L   D-O-N-E   ! ! ! ! !

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

OPPONENTS	Empire, Legions of the Damned, Undead Hordes, Elves.

CITIES

NEUTRAL CITIES

Name              Inhabitants

Korgall           [Orc (15), Orc Champion (15), Goblin Archer (25)]
Garrell's Keep    Squire (19), Spearman (19), Marksman (2)
Argless           [Barbarian Chieftain (1), Barbarian Warrior (1)]
Gorgaan Castle    2 Orcs (1/1), Orc Champion (1)
Sargonk           [Ogre (18), 2 Goblin Archers (25/25)]
Gamaar            Troll (15), 2 Orcs (1/1), [Orc King (20)]
Raven Fort        2 Defenders of the Faith (1/25), Holy Avenger (20), White 
                  Wizard (25), 2 Prophetesses (20/20) [Holy Avenger (15), 
                  White Wizard (20)]
Brisburg          Justin (Pegasus Knight - 15), 2 Holy Avengers (15/15), 
                  Hierophant (15), [Holy Avenger (20)]
Krassar           Troll (9), [Orc (10)]
Arphos            Godefroy (Pegasus Knight - (1)), Hierophant (4), 2 Marksmen 
                  (2/2), [Holy Avenger (5), Matriarch (3)]
Davon Fort        [2 Men at Arms (15/15), Acolyte (1)]
Isha Castle       Barbarian Chieftain (1), Master Thug (1), Thug (1), Archer 
                  (1), [Barbarian Chieftain (20), Barbarian Warrior (15)]
Venretia          Titan (5), 2 Spearmen (15/15), 2 Archers (1/1)
Gallymar          3 Spearmen (1/1/1), 2 Archers (1/1)
Delos             Defender of the Faith (7), Grand Inquisitor (4), Matriarch 
                  (3), Holy Avenger [(5)]
Avonia Castle     [2 Defenders of the Faith (4/4), White Wizard (4)]
Asmara            [2 Spearmen (1/1), Squire (1), Archer (1)]
Henzador          Lizard Man (1), Medusa (1)
Yrunra            2 Lizard Men (5/5), Medusa (4)
Vrrudarr          Lizard Man (15), Medusa (1), [Lizard Man (15)]

ELVEN CITIES

Name              Inhabitants

Crisielle         -

UNDEAD HORDES' CITIES

Name              Inhabitants

Vollosburg        Shagherul (Banshee - 1), Phantom Warrior (5), [Archlich (5),
                  Skeleton Champion (4)]
Khazan Keep       Umheru (Nosferat - 10), Dreadwyrm (4), Archlich (8), [Elder 
                  Vampire (15)]

BUILDINGS

Name             Inhabitants                    Gain anything from taking it ?

Barn             Manticore (1)                  207 Gp, Potion of Celerity
Lost Temple      3 Spearmen (10/10/10), 
                  Peasant (1), 2 Marksmen (2/2) 500 Gp, Tome of Fire
Cransell         Ogre (1)                       619 Gp, Call to Arms Scroll
Abandoned Mine   Blue Dragon (1) Red Dragon (1) 234 Gp Vengeance of Ymir Scroll
Perthin Mines    3 Brown Bears (15/1/15)        392 Gp, Tiara of Purity
Abazonia         2 Manticores (1/1)             338 Gp, Royal Scepter
Thug's Lair      Master Thug (20),
                        2 Brown Bears (20/20)   374 Gp, Staff of Necromancy
Temple           2 Angels (15/15), 
                     Hierophant (15),
                         White Wizard (15),
                            Elementalist (20)   104 Gp, Staff of Earth 
                                                             Elemental Control
Lair             Troll (1), 2 Ogres (1/1)       684 Gp, Wotan's Chant Scroll
Odense           Green Dragon (1)               1000 Gp, Summon Death Scroll
Olian            3 Lizard Men (1/1/1)           298 Gp, Boots of Seven Leagues
Ghenkia          Troll (1), 2 Orcs (1/1)        305 Gp, Major Healing Scroll
Hellish Gate     2 Lizard Men (10/10),
                                    Medusa (10) 800 Gp, Sanctuera Scroll
Kassel           Zombie (2), 2 Ghouls (1/1)     100 Gp, Staff of Tempest
Tower            3 Wolves (1/1/1), Barbarian 
                   Chieftan (1), 2 Barbarian 
                   Warriors (1/1)               900 Gp, Life Potion
Tranzaar         2 Master Thugs (10/1) Thug (5) 192 Gp, Illudere Terra Scroll
Chrylere         6 Wolves (1/1/1/1/1/1)         158 Gp, Chant of Fortitude 
                                                                       Scroll
Toria            2 Deathdragons (3/3), 
                                 Doomdrake (2)  800 Gp, Summon Golem Scroll
Crumbling Tower  2 Man at Arms (10/10), 
                   Peasant (1), Spearman (10)   400 Gp, Healing Ointment

EVENTS

Event             Notes

TO WAAAAAAAR !!   Queen Yataa'Halli calls the Clans to wage WAR on the Undead.
ALLIANCE !?!?!    Queen Drullia'an proposes an Elf-Dwarf Alliance ... wtf !?!
BACK TO WAAR !!   Back at the Undead Hordes boys !! :)

ITEMS LYING ON THE GROUND
14 x Healing Ointments, Potion of Healing, 9 x Life Potions, 3 x Treebark 
Potions, Healing Scroll, Potion of Strength, Water Ward Scroll, Tempest 
Scroll, Potion of Fire Warding, 3 x Imperial Crowns, 4 x Potions of Celerity, 
Tortio Menta Scroll, 3 x Rubies, 4 x Potions of Restoration, 2 x Diamonds, 
Potion of Air Warding, Mind Ward Scroll, 2 x Potions of Vigor, 4 x Sapphires, 
Call to Arms Scroll, Potion of Striking, 4 x Royal Scepters, Potion of Might, 
Wotan's Blessing Scroll, 4 x Ancient Relics, Iron Skin Potion, True Sight 
Scroll, Summon Roc Scroll, Gold Ring, Nightfall Scroll, 2 x Potions of Fire 
Warding, Potion of Invulnerability, Potion of Accuracy, Potion of Water 
Warding, Menta Potens Scroll, Bronze Ring, 2 x Emeralds, Potion of Speed, 
Silver Ring, Potion of Strength, Terror Scroll, Potion of Earth Warding.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
5 x Potions of Restoration, 5 x Life Potions, 5 x Potions of Healing.

SHOPS

Name                          Sells

Malavien's Tower (Magic Shop) Holy Armour (600 Gp), Mind Ward (600 Gp), Fire 
                              Ward (800 Gp), Summon Golem (800 Gp), Major 
                              Healing (1000 Gp), Ymir's Blessing (900 Gp)
Mendrik's Tower (Magic Shop)  Incorruptible (1000 Gp), Summon Stone 
                              Ancestor (1000 Gp), Incantare Avenger Illudere 
                              (1000 Gp), Illudere Terra (2000 Gp), Tortio 
                              Menta (800 Gp), Summon Thanatos (1000 Gp), 
                              Hecatomb (1000 Gp), Damage Ward (1000 Gp), 
                              Winds of Restoration (2000 Gp), Major Healing 
                              (1000 Gp), Death Ward (1000 Gp)
Ebhon's Shop (Merchant)       Potion of Life x 10, Potion of Restoration x 10,
                              Healing Ointment x 7, Tormentio Scroll x 1, 
                              Summon Skeleton Scroll x 1, Chronos Scroll x 1,
                              Pestilence Scroll x 1, Shadow Scroll x 1, Earth 
                              Ward Scroll x 1, Air Ward Scroll x 1, Lightning 
                              Scroll x 1, Summon Roc Scroll x 1, Potion of 
                              Might x 6, Treebark Potion x 10
Underik's Tower (Magic Shop)  Chant of Hasting (600 Gp), Summon Valkyrie (600 
                              Gp), Ice Spirits (1200 Gp), Vengeance of Ymir 
                              (800 Gp), Wotan's Chant (1000 Gp), Holy Armour 
                              (600 Gp), Mind Ward (600 Gp), Daylight (1600 Gp),
                              Armageddon (1000 Gp)
Under's Shop (Merchant)       Life Potion x 15, Healing Ointment x 10, 
                              Potion of Restoration x 10, Potion of 
                              Protection x 3, Highfather's Potion x 1, Potion 
                              of Speed x 1, Potion of Fortune x 1, Potion of 
                              Swiftness x 2, Quicksilver Potion x 1, Potion 
                              of Air Warding x 1, Potion of Water Warding x 1,
                              Potion of Fire Warding x 2, Potion of Earth 
                              Warding x 1, Potion of Might x 5
Luther's Camp (Mercenary)     Ice Giant (Level 3 - 1300 Gp), Spirit of Fenrir 
                              (Level 1 - 2300 Gp), Wolf Lord (Level 4 - 2300 
                              Gp), Yeti (Level 1 - 400 Gp)
Furren's Shop (Merchant)      Life Potion x 10, Healing Ointment x 11, Potion 
                              of Protection x 5, Potion of Healing x 10, 
                              Potion of Restoration x 10, Potion of Striking x 
                              2, Potion of Accuracy x 1, Potion of Swiftness x 
                              2, Potion of Speed x 1, Potion of Vigor x 2, 
                              Potion of Strength x 1, Potion of Might x 1, 
                              Potion of Celerity x 1, Potion of Invulnerability
                              x 6
Yggar's Shop (Merchant)       Life Potion x 10, Healing Ointment x 10, 
                              Potion of Restoration x 9, Hymn of the Clans 
                              Scroll x 1, Ice Shield Scroll x 1, Haste Scroll 
                              x 1, Armageddon Scroll x 1, Lich Orb x 1, Orb 
                              of Lycanthropy x 1, Spirit Staff x 1, Staff of 
                              Invisibility x 1, Staff of Holiness x 1, 
                              Talisman of Restoration x 1, Talisman of 
                              Strength x 1, Orb of Fear x 1, Orb of Witches x 
                              1, Touch of Mortis Scroll x 1, Tortio Menta 
                              Scroll x 1, Potion of Might x 6
Jolan's Tower (Magic Shop)    Divis Nocte (600 Gp), Menta Potens (600 Gp), 
                              Sanctuera (600 Gp), Sinestra Ignis (800 Gp), 
                              Incantare Avenger Illudere (1000 Gp), Pestilence 
                              (200 Gp), Curse of Nygrael (400 Gp), Weakness 
                              (200 Gp), Shadow (400 Gp), Mind Ward (600 Gp), 
                              Holy Strength (600 Gp), Chant of Arms (600 Gp), 
                              Summon Valkyrie (600 Gp)
Unnen's Camp (Trainer)               --> Train your Units here !! <--
Xennon's Camp (Mercenary)     Medusa (Level 1 - 1310 Gp), Mermaid (Level 1 - 
                              1310 Gp)
Othon's Tower (Magic Shop)    Call Decay Dragon (600 Gp), Fog of Death (600 
                              Gp), Psalm of Death (1200 Gp), Mortis' Venom 
                              (1500 Gp), Incantare Hellhound Illudere (200 Gp),
                              Cursa Demoneus (400 Gp)
Werric's Shop (Merchant)      Life Potion x 11, Potion of Protection x 6, 
                              Potion of Healing x 15, Potion of Restoration x 
                              17, Potion of Air Warding x 2, Potion of Water 
                              Warding x 2, Potion of Earth Warding x 2, 
                              Potion of Fire Warding x 2, Healing Ointment x 
                              15, Terror Scroll x 1, Hecatomb Scroll x 1, 
                              Pestilence Scroll x 1, Weakness Scroll x 1, 
                              Touch of Mortis Scroll x 1

==============================================================================
                                   EPILOGUE
==============================================================================

A Dwarf prizes peace above all else, but if that peace is threatened, they 
will defend it with fervour.  This chapter of Clan history proved to all of 
Nevendaar, especially the Elves, that the Dwarves were no longer naive to the 
ways of the world.

Nevertheless, even as the Dwarves were celebrating their triumph, Queen 
Yataa'Halli could not rest.  Her race remained vulnerable.  For although the 
Dwarves were adept at the art of war, the weapons of politics and subterfuge 
were mysteries to them.

Yataa'Halli decided that the era of Dwarven isolation must end.  Spies were 
sent to observe and report any hits of trouble, and diplomats were appointed 
to work closely with her allies.  The Clans would become an active force in 
the history of the world instead of unwilling participants.

==============================================================================
                                ACKNOWLEDGEMENTS

Thanks to all the people at gamefaqs.com with ONE exception (and you KNOW who
you are, you little maggot), for being nothing but supportive and encouraging
of me during the process of creating this walkthrough and its siblings.

As I mentioned at the top, this walkthrough is dedicate to my friends Michael 
Jarboe and Fred Kösters, who always makes me smile when I'm down, and give me 
support and encouragement when I need it.  Thanks guys, you're the best :)


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                               SECTION EIGHT                                ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

     ============ =============        ==        ============ ============
     ¦          ¦ ¦           ¦       ¦  ¦       ¦          ¦ ¦          ¦
     ¦    ======= ¦           ¦       ¦  ¦       ¦          ¦ ¦    =======
     ¦    ¦       ====     ====      ¦    ¦      ====    ==== ¦    ¦
     ¦    =======     ¦   ¦          ¦    ¦          ¦   ¦    ¦    =======
     ¦          ¦     ¦   ¦         ¦      ¦         ¦   ¦    ¦          ¦
     =======    ¦     ¦   ¦        ¦   ==   ¦        ¦   ¦    =======    ¦
           ¦    ¦     ¦   ¦        ¦   ¦¦   ¦        ¦   ¦          ¦    ¦
     =======    ¦     ¦   ¦       ¦   ¦  ¦   ¦       ¦   ¦    =======    ¦
     ¦          ¦     ¦   ¦       ¦   ¦  ¦   ¦       ¦   ¦    ¦          ¦
     ============     =====       ====    ====       =====    ============

==============================================================================
¦ The aim of this part is to provide you with the stats for as many races    ¦
¦ (hopefully all of them) as I could fine, and to present these stats in a   ¦
¦ clear and readable format.  Obviously in order to make it readable, space  ¦
¦ is very important, and I have therefore had to abbreviate in certain areas ¦
¦ For your ease of reference, I have reproduced a key below, which I hope    ¦
¦ will make sense - it's pretty obvious ;)               - Mister Sinister   ¦
==============================================================================


KEY :-

In the event that I haven't had enough space to put a FULL text explanation of
what something means, I have abbreviated.  Here is a list of the abbreviations
I have used throughout this document :-


          % HIT    =  Percentage Chance to Hit
          A        =  Air
          ADJ      =  Adjacent only
          Ai       =  Air
          AR       =  Armour Rating
          ATT      =  Attacks (methods of attacking)
          Br       =  Breath (usually of Dragon's)
          Brth     =  Breath (usually of Dragon's)
          CHIEFTN  =  Chieftain [Barbarian Chieftn = Barbarian Chieftain]
          Cur      =  Cure
          D        =  Death
          DAM      =  Damage inflicted
          De       =  Death
          De.      =  Death (usually "Death Touch")
          Dm       =  Damage
          Drn      =  Drain
          E        =  Earth
          Ea       =  Earth
          F        =  Fire
          Fi       =  Fire
          Frstbt   =  Frostbite
          HP       =  Hit Points
          IMM      =  Immunities
          In-B     =  Infernal Blade
          INIT     =  Initiative
          Li       =  Life
          Low      =  Lower [Low Init = Lower Initiative]
          Lvl      =  Level
          Lwr      =  Lower [Lwr Dam  = Lower Damage]
          M        =  Mind
          Mi       =  Mind
          Overflw  =  Overflow (as in, Drain Life Overflow) ;)
          P'lyse   =  Paralyse
          Para     =  Paralyse
          Pet      =  Petrify
          Po       =  Poison
          Poi      =  Poison
          REA      =  Reach
          Shr      =  Shower (as in, Ice Shower) ;)
          Sp       =  Swipe, when used with Tree - i.e. Tree Sp = Tree Swipe
          SRC      =  Source of the Attack(s)
          Swd      =  Sword
          TAR      =  Targets
          Tch      =  Touch (e.g. De. Tch = Death's Touch)
          Un.      =  Undead [usually "Undead Blade" (Un.Blade)]
          W        =  Water
          Wa       =  Water
          WARD     =  Warded Against
          We       =  Weapon

Nb - if an attack type is listed in brackets it means the unit has TWO of this
attack

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

              ======== ===      === ========  === ========  ========
              ¦      ¦ ¦  \    /  ¦ ¦       ¦ ¦ ¦ ¦       ¦ ¦      ¦
              ¦   ===  ¦   \  /   ¦ ¦       ¦ ¦ ¦ ¦       ¦ ¦   ===
              ¦   ¦    ¦    \/    ¦ ¦       ¦ ¦ ¦ ¦       ¦ ¦   ¦
              ¦   ==   ¦          ¦ ¦  =====  ¦ ¦ ¦  =====  ¦   ==
              ¦     ¦  ¦          ¦ ¦ /       ¦ ¦ ¦   \     ¦     ¦
              ¦   ==   ¦  ¦\  /¦  ¦ ¦ ¦       ¦ ¦ ¦    \    ¦   ==
              ¦   ¦    ¦  ¦ \/ ¦  ¦ ¦ ¦       ¦ ¦ ¦     \   ¦   ¦
              ¦   ===  ¦  ¦    ¦  ¦ ¦ ¦       ¦ ¦ ¦  ¦\  \  ¦   ===
              ¦      ¦ ¦  ¦    ¦  ¦ ¦ ¦       ¦ ¦ ¦  ¦ \  \ ¦      ¦
              ======== ===     ===  ===       === ===   === ========

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

                             THE UNITS OF THE EMPIRE

                        LEADER UNITS (Party Leaders, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

MYZRAEL      900 50+40 -    -    Holy Wrath       95  250   Life  90  Any  6
PEGASUS
   KNIGHT    150  0   -     -    Long Sword       80   50   Wea   50  Adj  1
RANGER        90  0   -     -    Falcon Arrow     80   40   Wea   60  Any  1
ARCHMAGE      65  0   -     -    Lightning        80   30   Air   40  Any  6
ARCHANGEL    100  0   -     -    Healing         100   40   Life  10  Any  1
THIEF        100  0   -     -    Daggers          80   30   Wea   60  Adj  1

                           SUBORDINATE UNITS (Group Members, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

ACOLYTE       50  0   -     -    Heal            100   20   Life  10  Any  1
ANGEL        225  0   -     -    Holy Lance       80  125   Wea   50  Adj  1
APPRENTICE    35  0   -     -    Lightning        80   15   Air   40  Any  6
ARCHER        45  0   -     -    Arrow            80   25   Wea   60  Any  1
CLERIC        75  0   -     -    Healing         100   20   Life  10  Any  6
DEFENDER
    OF FAITH 225 30   -     -    Sword            80  125   Wea   70  Adj  1
ELEMENTALIST  95  0   -     Air  Summon          100    0   Air   40  Any  1
GRAND
 INQUISITOR  210  0  Mind   Fire Holy Mace        80  100   Wea   50  Adj  1
HIEROPHANT   125  0   -     -    Heal/Revive  100/100 120   Li/Li 10  Any  1
HOLY AVENGER 250  0   -     -    2 x Long Sword   80   75   Wea   50  Adj  1
IMPERIAL
    ASSASSIN 135  0   -     -    Dagger/Poison  85/75  60   We/De 60  Any  1
IMPERIAL
    KNIGHT   200  0   -     -    Lance            80   75   Wea   50  Adj  1
IMPERIAL
    PRIEST   100  0   -     -    Healing         100   80   Life  10  Any  1
INQUISITOR   180  0 Mind    -    Mace             80   75   Wea   50  Adj  1
KNIGHT       150  0   -     -    Sword            80   50   Wea   50  Adj  1
MAGE          65  0   -     -    Lightning        80   30   Air   40  Any  6
MARKSMAN      90  0   -     -    Arrow            85   40   Wea   60  Any  1
MATRIARCH    100  0   -     -    Heal/Cure     100/100 40   Li/Li 10  Any  6
PALADIN      175 30   -     -    Long Sword       80  100   Wea   50  Adj  1
PRIEST        75  0   -     -    Healing         100   40   Life  10  Any  1
PROPHETESS   125  0   -     -    Heal/Cure     100/100 70   Li/Li 10  Any  6
SQUIRE       100  0   -     -    Sword            80   25   Wea   50  Adj  1
TITAN        250  0   -     -    Smash            80   60   Wea   50  Adj  1
WHITE WIZARD 125  0   -     -    Lightning        80   60   Air   40  Any  6
WITCH-HUNTER 140  0 Mind    -    Sword            80   50   Wea   50  Adj  1
WIZARD        95  0   -     -    Lightning        80   45   Air   40  Any  6

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

           ===    === ======== ========  =======\    ======== ========
           ¦ ¦    ¦ ¦ ¦      ¦ ¦       ¦ ¦       ¦   ¦      ¦ ¦       ¦
           ¦ ¦    ¦ ¦ ¦ ==== ¦ ¦       ¦ ¦  ¦\    ¦  ¦   ===  ¦   ====
           ¦ ¦    ¦ ¦ ¦ ¦  ¦ ¦ ¦       ¦ ¦  ¦ \   ¦  ¦   ¦    ¦   ¦
           ¦ ====== ¦ ¦ ¦  ¦ ¦ ¦  =====  ¦  ¦  ¦   ¦ ¦   ==   ¦   ====
           ¦        ¦ ¦ ¦  ¦ ¦ ¦   \     ¦  ¦   ¦  ¦ ¦     ¦  ¦       ¦
           ¦ ====== ¦ ¦ ¦  ¦ ¦ ¦    \    ¦  ¦  ¦   ¦ ¦   ==   =====   ¦
           ¦ ¦    ¦ ¦ ¦ ¦  ¦ ¦ ¦ ¦\  \   ¦  ¦ /   ¦  ¦   ¦         ¦  ¦
           ¦ ¦    ¦ ¦ ¦ ==== ¦ ¦ ¦ \  \  ¦  ¦/    ¦  ¦   ===  =====   ¦
           ¦ ¦    ¦ ¦ ¦      ¦ ¦ ¦  \  \ ¦       ¦   ¦      ¦ ¦       ¦
           ===    === ======== ===   === =======/    ======== ========

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

                            THE UNITS OF THE UNDEAD HORDES

                          LEADER UNITS (Party Leaders, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

ASHGAN       
DEATH KNIGHT 150  0 Death   -    Undead Blade     80   50   Wea   50  Adj  1
NOSFERAT      90  0 Death   -    Drain Life       80   10   Dea   50  Any  6
LICH QUEEN    65  0 Death   -    Fire Storm       80   30   Fire  40  Any  6
BANSHEE      100  0 Death   -    Paralyze         70    0   Mind  20  Any  1
THIEF        100  0   -     -    Daggers          80   30   Wea   60  Adj  1

                       SUBORDINATE UNITS (Group Members, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

ARCHLICH     170  0 Death   -    Plague           80   90   Dea   40  Any  6
DARK LORD    200  0   -  F,W,A,E Undead Blade     80   75   Wea   50  Adj  1
DEATH        125  0 Wea,De  -    Death Touch/Poi 80/50 100  De/De 60  Any  1
DEATHDRAGON  375  0 Death   -    Breath           80   55   Dea   35  Any  6
DOOMDRAKE    300  0   -     -    Breath           80   40   Dea   35  Any  6
DRACOLICH    525  0 Death   -    Pestilence Br    80   75   Dea   35  Any  6
DREADWYRM    450  0 Death   -    Plague Br/Poi   80/40 65   De/De 35  Any  6
ELDER VAMP   210  0 Death   -    Drain Li Overflw 80   60   Dea   40  Any  6
FIGHTER      120  0   -     -    Sword            80   25   Wea   50  Adj  1
GHOST         45  0 Death   -    Paralyze         65    0   Mind  20  Any  1
INITIATE      45  0   -     -    Pestilence       80   15   Dea   40  Any  6
LICH         140  0 Death   -    Plague           80   70   Dea   40  Any  6
NECROMANCER  105  0   -   Death  Pestilence       80   45   Dea   40  Any  6
PHANTOM WARR 320  0 Death   -    Un.Blade/Para   80/50 125  We,Mn 50  Adj  1
SHADE        135  0 Death   -    Paralyse         50    0   Mind  20  Any  6
SKELETON
    CHAMPION 270  0 Death   -    Long Sword       80   100  Wea   50  Adj  1
SKELETON
    WARRIOR  220  0 Death   -    Long Sword       80   75   Wea   50  Adj  1
SPECTER       90  0 Death   -    Paralyse         70    0   Mind  20  Any  1
TEMPLAR      160  0   -  F,W,A,E Lance            80   50   Wea   50  Adj  1
VAMPIRE      185  0 Death   -    Drain Life       80   50   Dea   40  Any  6
WARLOCK       75  0   -     -    Pestilence       80   30   Dea   40  Any  6
WEREWOLF     100  0 Weapon  -    Slash            80   40   Wea   50  Adj  1
WIGHT        105  0 We,De   -    De.Tch/Drn Lvl 80/80  75   De/De 50  Any  1
WRAITH        75  0 We,De   -    Pestilence       80   60   Dea   60  Any  1
WYVERN       225  0   -     -    Breath           80   25   Dea   35  Any  6
ZOMBIE       170  0 Death   -    Slash            80   50   Wea   50  Adj  1

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

             ===      ======== ======== === ======== ======== ========
             ¦ ¦      ¦      ¦ ¦      ¦ ¦ ¦ ¦      ¦ ¦      ¦ ¦      ¦
             ¦ ¦      ¦  ===== ¦  ====  ¦ ¦ ¦ ==== ¦ ¦      ¦ ¦  ====
             ¦ ¦      ¦ ¦      ¦  ¦     ¦ ¦ ¦ ¦  ¦ ¦ ¦ ==== ¦ ¦  ¦
             ¦ ¦      ¦  ===   ¦  ¦     ¦ ¦ ¦ ¦  ¦ ¦ ¦ ¦  ¦ ¦ ¦  ====
             ¦ ¦      ¦     ¦  ¦  ¦ === ¦ ¦ ¦ ¦  ¦ ¦ ¦ ¦  ¦ ¦ ¦      ¦
             ¦ ¦      ¦  ===   ¦  ¦ ¦ ¦ ¦ ¦ ¦ ¦  ¦ ¦ ¦ ¦  ¦ ¦ =====  ¦
             ¦ ¦      ¦ ¦      ¦  ¦ ¦ ¦ ¦ ¦ ¦ ¦  ¦ ¦ ¦ ¦  ¦ ¦     ¦  ¦
             ¦ ====== ¦  ===== ¦  === ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦  ¦ ¦ =====  ¦
             ¦      ¦ ¦      ¦ ¦      ¦ ¦ ¦ ¦      ¦ ¦ ¦  ¦ ¦ ¦      ¦
             ======== ======== ======== === ======== ===  === ========

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

                        THE UNITS OF THE LEGIONS OF THE DAMNED

                          LEADER UNITS (Party Leaders, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

ASHKAEL
DUKE         150  0   -     -    Infernal Sword   80   50   Wea   50  Adj  1
COUNSELOR     90  0   -     -    Crossbow         80   40   Wea   60  Any  1
ARCH-DEVIL    65  0   -     -    Flame Burst      80   30   Fire  40  Any  6
BARONESS     100  0   -     -    Fear             80    0   Mind  20  Any  1
THIEF        100  0   -     -    Daggers          80   30   Wea   60  Adj  1

                             SUBORDINATE UNITS (Group Members, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

ANTI-PALADIN 220  0   -     -    Battle Axe       80   75   Wea   50  Adj  1
ABYSSAL
     DEMON   600  0   -     -    In-B/Pet       80/40 140   We/Mn 40  Adj  1
BEAST        420  0   -     -    Slash            80   70   Wea   20  Any  6
BERZERKER    170  0   -     -    Battle Axe       80   50   Wea   50  Adj  1
CULTIST       45  0   -     -    Fire Rain        80   15   Fire  40  Any  6
DEMON        270  0   -     -    Slash            80   80   Wea   35  Adj  1
DEMONOLOGIST 105  0   -     -    Fire Rain        80   45   Fire  40  Any  6
DEMON LORD   470  0   -     -    Axe              80  140   Wea   40  Adj  1
DEVIL        170  0   -     -    Slash            80   50   Wea   35  Adj  1
DOPPLEGANGER 120  0   -     -    Morph/Slash      80   30   Wea   80  Adj  1
FIEND        250  0   -     -    Slash/Poison   80/40  60   We/De 50  Adj  1
GARGOYLE      90 40 Poison Mind  Rock Shards      80   40   Wea   60  Any  1
HAG          115  0   -     -    Polymorph        80    0   Mind  20  Any  1
INCUBUS      135  0   -     -    Petrify          65    0   Earth 20  Any  6
INFERNAL
     KNIGHT  270  0   -     -    Infernal Sword   80  100   Wea   50  Adj  1
MARBLE
    GARGOYLE 150 60 Poison Mind  Rock Shards      80   65   Wea   60  Any  1
MODEUS       170  0   -    Fire  Fire Storm       80   75   Fire  40  Any  6
MOLOCH       370  0   -     -    Slash            80  110   Wea   35  Adj  1
ONYX
    GARGOYLE 170 65 Poison Mind  Onyx Shards      80   85   Wea   60  Any  1
OVERLORD     570  0   -     -    Infernal Blade   80  170   Wea   40  Adj  1
PANDEMONEUS  135  0   -     -    Fire Storm       80   60   Fire  40  Any  6
POSSESSED    120  0   -     -    Short Sword      80   25   Wea   50  Adj  1
SORCEROR      75  0   -     -    Fire Rain        80   30   Fire  40  Any  6
SUCCUBUS     145  0   -     -    Polymorph        40    0   Mind  20  Any  6
TIAMATH      495  0   -     -    Slash/Lwr Dam  80/80 100   We/Mn 20  Any  6
WITCH         75  0   -     -    Polymorph        80    0   Mind  20  Any  1


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

                ======== ====         ===     ========== ========
                ¦      ¦ ¦  ¦         ¦ ¦     ¦        ¦ ¦       ¦
                ¦  ====  ¦  ¦        ¦   ¦    ¦  ===   ¦ ¦  =====
                ¦  ¦     ¦  ¦        ¦   ¦    ¦  ¦  ¦  ¦ ¦  ¦
                ¦  ¦     ¦  ¦       ¦     ¦   ¦  ¦  ¦  ¦ ¦  =====
                ¦  ¦     ¦  ¦       ¦     ¦   ¦  ¦  ¦  ¦ ¦       ¦
                ¦  ¦     ¦  ¦      ¦   ¦   ¦  ¦  ¦  ¦  ¦ ======  ¦
                ¦  ¦     ¦  ¦      ¦  ¦ ¦  ¦  ¦  ¦  ¦  ¦      ¦  ¦
                ¦  ====  ¦  ====  ¦   ¦ ¦   ¦ ¦  ¦  ¦  ¦ =====   ¦
                ¦      ¦ ¦      ¦ ¦  ¦   ¦  ¦ ¦  ¦  ¦  ¦ ¦       ¦
                ======== =======  ===     === ====  ==== ========

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

                          THE UNITS OF THE MOUNTAIN CLANS

                         LEADER UNITS (Party Leaders, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

VITHAR       900 50+40 -    -    Vithar's Thunder 95  250   Life  90  Any  6
KING'S GUARD 225  0   -     -    Battle Axe       80   60   Wea   40  Adj  1
ENGINEER     135  0   -     -    Crossbow         80   40   Wea   50  Any  1
LOREMASTER    95  0   -     -    Earth Fall       80   30   Earth 30  Any  6
DWARF
    CHAMPION 150  0   -     -    Axe              80   40   Wea   30  Adj  1
THIEF        150  0   -     -    Daggers          80   40   Wea   50  Adj  1

                          SUBORDINATE UNITS (Group Members, etc.)

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

ALCHEMIST    120  0   -     -    Give Attack     100    0   Life  10  Any  1
ARCHDRUIDESS 150  0   -     -    Boost Dmg/Cur 100/100 +100 Li/Li 70  Any  1
AXE THROWER   65  0   -     -    Throwing Axe     80   25   Wea   40  Any  1
CROSSBOWMAN  110  0   -     -    Crossbow         80   40   Wea   40  Any  1
DRUIDESS     120  0   -     -    Boost Dmg/Cur 100/100 +75  Li/Li 70  Any  1
DWARF        150  0   -     -    Warhammer        80   30   Wea   40  Adj  1
DWARF KING   250 30   -   Mi,Wa  Great Mace       80  100   Wea   20  Adj  1
ELDER ONE    400  0   -     -    Lightning        80   80   Air   20  Any  6
FLAME CASTER 130  0   -   Fire   Flame Burst      80   35   Fire  40  Any  6
FORGE
    GUARDIAN 155  0   -     -    Crossbow         80   70   Wea   40  Any  1
HERMIT       250  0   -     -    Ice Shr/Lw Int 80/33  55   Wa/Wa 40  Any  6
HILL GIANT   210  0   -     -    Tree Sp          80   60   Earth 30  Adj  1
ICE GIANT    400  0  Water  -    Ice Shard        80  120   Water 30  Adj  1
MOUNTAINEER  225  0   -     -    Ice Shards       80   30   Water 40  Any  6
NOVICE        90  0   -     -    Boost Damage    100   +50  Life  70  Any  1
ROCK GIANT   310  0   -     -    Punch            80   90   Earth 30  Adj  1
RUNE MASTER  300  0   -     -    2 x Axe          80   65   Wea   40  Adj  1
SON OF YMIR  500  0  Water  -    Ice Swd/Frstbt 80/85 150   Wa/Wa 50  Adj  1
TEMPEST
      GIANT  350  0   -     -    Call Lightning   80   50   Air   20  Any  6
TENDERFOOT    60  0   -     -    Boost Damage    100   +25  Life  70  Any  1
VENERABLE
     WARRIOR 275  0   -     -    Great Axe        80  100   Wea   40  Adj  1
VETERAN      250  0   -     -    Warhammer        80   80   Wea   40  Adj  1
WARRIOR      200  0   -     -    Warhammer        80   55   Wean  40  Adj  1
WOLF LORD    225  0   -     -    Morph/Frost Brth 80   40   Water 40  Any  6
YETI         230  0   -   Water  Ice Breath       80   30   Water 40  Any  6

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

         ======== ======== ===  === ======== ========   ====   ===
         ¦      ¦ ¦      ¦ ¦ ¦  ¦ ¦ ¦      ¦ ¦      ¦   ¦  ¦   ¦  ¦
         ¦      ¦ ¦  ====  ¦ ¦  ¦ ¦ ¦      ¦ ¦      ¦   ¦  ¦   ¦  ¦
         ¦ ==== ¦ ¦  ¦     ¦ ¦  ¦ ¦ ===  === ¦      ¦  ¦    ¦  ¦  ¦
         ¦ ¦  ¦ ¦ ¦  ==    ¦ ¦  ¦ ¦   ¦  ¦   ¦  ====   ¦    ¦  ¦  ¦
         ¦ ¦  ¦ ¦ ¦   ¦    ¦ ¦  ¦ ¦   ¦  ¦   ¦  \      ¦    ¦  ¦  ¦
         ¦ ¦  ¦ ¦ ¦  ==    ¦ ¦  ¦ ¦   ¦  ¦   ¦   \    ¦      ¦ ¦  ¦
         ¦ ¦  ¦ ¦ ¦  ¦     ¦ ¦  ¦ ¦   ¦  ¦   ¦    \   ¦ ==== ¦ ¦  ¦
         ¦ ¦  ¦ ¦ ¦  ====  ¦ ==== ¦   ¦  ¦   ¦ ¦\  \  ¦ ¦  ¦ ¦ ¦  =====
         ¦ ¦  ¦ ¦ ¦      ¦ ¦      ¦   ¦  ¦   ¦ ¦ \  \ ¦ ¦  ¦ ¦ ¦      ¦
         ===  === ======== ========   ====   ===  === ===  === ========

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

                                 THE NEUTRAL UNITS

                         LEADER UNITS (Party Leaders, etc.)

[PLEASE NOTE THAT THIS CATEGORY INCLUDES ALL SUMMONED CREATURES, THE MARSH 
DWELLERS, ETC.]

             HP  AR  IMM  WARD   ATT            % HIT  DAM  SRC  INIT REA TAR

AIR ELEMENTL 100  0  Air    -    Slash            80    30  Air   40  Any  1
BARBARIAN
     CHIEFTN 275  0   -     -    Great Claws      80   100  Wea   40  Adj  1
BARBARIAN
     WARRIOR 250  0   -     -    Axe              80    80  Wea   40  Adj  1
BLACK DRAGON 800  0  Death  -    Acid Breath      75    125 Death 40  Any  6
BLUE DRAGON  700  0  Water  -    Steam Breath     75    100 Water 40  Any  6
BROWN BEAR   270  0   -     -    Claw             80    60  Wea   65  Adj  1
CENTAUR      140  0   -     -    Arrow            80    40  Wea   60  Any  1
CENTAUR
   LANCER    225  0   -     -    Lance            84    89  Wea   55  Adj  1
ELF LORD     195  0   -    Air   Lightning        80    50  Air   50  Any  6
ELF RANGER    45  0   -     -    Arrow            80    25  Wea   65  Any  1
FAT IMP      100  0   -     -    Slash            70    30  Wea   50  Adj  1
FOREST ELF   100  0   -     -    Spear            80    40  Wea   65  Adj  1
GIANT BLACK
      SPIDER 370  0   -     -    Pincer/Paralyse 80/90 120  We/De 35  Adj  1
GIANT SPIDER 420  0   -     -    Pincer/Paralyse 80/80 130  We/Mi 35  Adj  1
GOBLIN        50  0   -     -    Spear            80    15  Wea   30  Adj  1
GOBLIN ARCHER 40  0   -     -    Arrow            80    15  Wea   50  Any  1
GOLEM        150 50  Ea,Po  -    Earthquake       80    70  Earth 70  Any  6
GREEN DRAGON 600  0  Fire   -    Fire Breath      75    60  Fire  40  Any  6
IMP           50  0   -     -    Tail Whip        80    20  Wea   30  Adj  1
KRAKEN       350  0   -     -    Tentacle         80   120  Wea   40  Adj  1
LIVING
     ARMOUR  175  0  Mi,Po  -    Great Sword      80    65  Wea   55  Adj  1
LIZARD MAN   200  0   -     -    Swords           80    75  Wea   50  Adj  1
MAN AT ARMS   95  0   -     -    Axe              80    25  Wea   50  Adj  1
MASTER THUG  110  0   -     -    Shrt Sw/P'lyse 80/80   35  We/De 75  Adj  1
MEDUSA       115  0   -     -    Petrify          60     0  Earth 20  Any  6
MERMAID       75  0   -     -    Maelstrm,P'lyse 60/50  20  Wa/Mi 20  Any  6
MERMAN       140  0   -     -    Trident          80    40  Wea   50  Adj  1
OCCULTIST     75  0   -     -    Summon           100    0  Death 40  Any  1
OGRE         300  0   -     -    Giant Club       80   130  Wea   20  Adj  1
ORACLE ELF   125  0   -    Air   Healing          100   60  Life  10  Any  6
ORC          200  0   -     -    Axe              80    55  Wea   40  Adj  1
ORC CHAMPION 220 20   -     -    Flail            80    80  Wea   40  Adj  1
ORC KING     295 30   -     -    Mace             80   115  Wea   55  Adj  1
PEASANT       40  0   -     -    Pitchfork        75    15  Wea   30  Adj  1
POLAR BEAR   300  0   -   Water  Claw             80    80  Wea   70  Adj  1
PRIMITIVE
     GIANT   310  0   -     -    Giant Mace       80   100  Wea   30  Adj  1
RED DRAGON   800  0  Fire   -    Fire Breath      75   125  Fire  40  Any  6
SEA SERPENT  400  0   -     -    Bite             80   125  Wea   70  Adj  1
SKELETON     100  0  Death  -    Bone             80    40  Wea   60  Adj  1
SPEARMAN     140  0   -     -    Spear            80    50  Wea   50  Adj  1
SPIRIT WOLF  200  0   -     -    Spirit Howl      90    50  Air   40  Any  6
THUG          65  0   -     -    Daggers          80    25  Wea   65  Adj  1
TROLL        350  0   -     -    Slash            80   120  Wea   40  Adj  1
VALKYRIE     250  0   -     -    Ice Storm        80    55  Water 60  Any  6
WHITE DRAGON 700  0  Air    -    Vapor Breath     75   100  Air   40  Any  6
WOLF         180  0   -     -    Bite             80    55  Wea   50  Adj  1

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

              ====  ==== ======== ===== ======== ===  === ========
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                                  UNIQUE UNITS

                 HP  AR   IMM  WARD   ATT         % HIT  DAM  SRC  INIT REA TAR


Captain
 Fellweather    300   0    -    -     Spear         89   176  Wea   50  Adj  1
Count Flamel 
     Crowley   1000 40+30 Mind Fire   Infernal Mace 90   175  Wea   65  Adj  1
                                      Poison        90    50  Dea   65  Adj  1
Gelma'ar        195   0    -   Air    Lightning     80    50  Air   50  Any  6
Millu            42   0    -   Air    Healing      100   -60  Life  10  Any  6
Nebiros        2600  30   Mind DFWAE  Halberd       90   300  Wea   60  Any  6
                                      Paralyse      60     0  Mind  60  Any  6

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RULERS AND LEADERS

The first decision you really have to make insofar as your RULER is concerned 
is whether he (or she) is going to be a Fighter/Magic User/Thief ... this is 
your RULER we are talking about - i.e. you.

If you choose to make your Ruler a FIGHTER, your units will heal a percentage 
of their Hit Points at the end of each turn ... that's ... ALL your units ... 
so that's quite a natty power.  To counter this, there is an upper limit on 
the level of spells you can research and cast.

If you choose to make your Ruler a MAGE LORD, your Capital City will 
automatically have the Magic Tower constructed at the beginning of each level, 
you will be able to research all spells at HALF their original cost, AND you 
can (provided you have the mana) cast each spell TWICE per turn ... MAGE LORDS 
ROCK MAN !! =D

If you choose to make your Ruler a GUILDMASTER (aka Thief), your Capital City 
will automatically have the Thieves' Guild constructed at the beginning of 
each level, you will be able to make your cities grow at half the normal cost, 
and your thieves will have LOADS more options available to them than the 
thieves of a Fighter or Mage Lord.  Options like changing the orders of your 
opponents, so as to confuse them ... things like that :">

If you click on the portrait for your Ruler, you can change your Ruler's face 
if you like.

From this screen you also pick the difficulty setting (and, if you are playing 
in a Quest rather than a Saga, you can also import a previously exported hero 
to assist you should you wish).

Switching now to your leaders ...

You have to have a leader that is already at at LEAST level 10 to IMPORT into 
a saga in the Guardians of the Light Expansion Pack, and that leader will 
only be able to gain experience during the THIRD level of the Expansion Pack, 
and even then ONLY up to level 18.

Since I always play magic-users, mine are centered around a) keeping them 
alive longer, and b) making the stronger ... other types of players will have 
other preferences, obviously ;)

ALSO bear in mind that you can only take ONE leader with you to the next level,
so I would *STRONGLY* suggest that you focus on building on just ONE leader ...
just use the others as cannon-fodder and scouts basically ;)

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COMMENTS ON UNITS AND SUGGESTED UPGRADE ROUTES

A VERY brief section with my comments on units I really like and which upgrade 
paths I choose whilst I am playing :-

[NOTE:  Where I say "hit for six" I mean hit all the units in your opponent's 
team at once]

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

THE EMPIRE

F I G H T E R   U N I T S

Stable --> Imperial Stable --> Shrine  --> Holy Statue
Knight --> Imperial Knight --> Paladin --> Holy Avenger

Nothing worthy of comment here ... I don't like the Inquisitors because I hate 
their taste in headwear !! :">

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


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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

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TIPS AND TRICKS

Here are a couple of tricks that I have picked up ... I don't feel the need to
give credit to anybody for these, as I honestly came up with them myself !!  It
MAY be that they are printed elsewhere - I really don't know ... (God how 
bolschy eh !!)

HEAL YOUR TROOPS

     If you are playing as the Empire, and you have destroyed all but one unit
     in your opponent's army ... IF that unit does less damage when it attacks
     than your healer would do when he/she heals, then have all your units 
     EXCEPT the healer defend, and tend to their wounds during combat ... then
     slay the remaining unit when all your characters are back to 100% 
     health !!  This trick works ESPECIALLY well if you are using a six-hit-
     healer ;)

MAKE THE COMPUTER FLUFF UP ITS CHANCE OF HITTING YOU ?

     Whilst I have been reasonably criticised for mentioning this before, I 
     HONESTLY believe that, if you click the mouse at a certain point during 
     the computer opponent's attacking animation, you can increase their 
     chances of missing you.  I might be talking UTTER cack, but I'll settle 
     for that ... if I'm onto something it would be remiss of me not to mention
     it :">

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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

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                                                   Copyright David Booth, 2004

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