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============================================================================== The aim of this file is to provide you with general information on Disciples 2 : Rise of the Elves in a clear and readable format. I hope it serves you well !! - Mister Sinister ============================================================================== Dedicated to my parents, and General Mayhem Table of Contents 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. Introduction and Overview of the Game Basic Controls The Elves Tact & Diplomacy Types of Items Elven Saga Walkthrough Stats for Units Rulers and Leaders Comments on Units and Suggested Upgrade Routes Tips and Tricks Credits

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECTION ONE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=OVERVIEW Disciples 2 : Rise of the Elves is a turn-based strategy game where the player FINALLY gets to play as a race that has eluded them thusfar throughout the Disciples 2 series - the Elves - and battle 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. Rise of the Elves 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 an in-depth walkthrough for the Elves' Saga, and this 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, 2005 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECTION TWO =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=BASIC CONTROLS As with any strategy game, troop management skills are FUNDAMENTAL to your success. In order to become a good Rise of the Elves player, you will need to learn which units function well together, which units complement each other, and which units should definitely NEVER be placed together. For example, sending nothing but Elves to battle Elves doesn't SOUND like too bad an idea unless you've not paid attention to which Elven units are warded against, and immune to, air magic. Sending batches of air-immune troops to battle hordes of air-immune troops is ... in short ? Either VERY smart ? Or VEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEERY stupid. I have sub-divided this section of my FAQ into three parts :A) B) C) The World Map Combat City Management

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

BEAR IN MIND AT ALL TIMES that this is a TURN-BASED strategy game. Therefore, whilst you have the luxury of time to think your moves through, as you would in a chess game, poor troop movement can lead to units becoming isolated at the end of a turn, and easy pickings for roaming creatures ... ... always watch your back ... Each unit on the map can comprise up to SIX individual characters. So, taking our earlier example of the unit being led by the Werewolf, this unit can comprise the Werewolf that leads them, and up to FIVE other characters ... if the leader dies, the unit will still be able to move, but will do so at a MUCH slower rate, and the unit's icon on the map will change. It will still be the Werewolf, but you will see that the leader has died because a little skull shield will be displayed at the foot of the icon. This allows you at a glance to see units which have had their leaders slain. Provided at least ONE character in the unit is still alive, it is possible to heal and/or resurrect those characters in the unit which have died. You can either do this via magic, CHEATING (tut tut), at any of your Cities (provided you have constructed a Temple in your Capital City), or using potions. Your Capital City represents your seat of Power on the level. Keep in mind, however, that 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 six-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 five types of mana. There is Death Mana, Runestone Mana, Life Mana, Infernal Mana and Grove Mana (a new introduction for this Expansion Pack). Both gold AND mana are generated at resources on the map, and these resources can be bled off to give (effectively) unlimited resources to your race - I say *effectively* unlimited as, whilst there is only a certain amount of each type of energy that will be generated by each resource per turn, the supply from which this is drawn is infinite - i.e. you will never deplete a gold or mana resource on the map (which is KEWL !!) One last thing. When you look at the map you will be able to see the terrain that belongs to your race by looking at the ground. Each turn, your race's terrain expands from every city in every direction, and whenever it touches an unclaimed resource, it seizes it for your race. Since it would take an eternity to gain control over the ENTIRE map this way,

the game designers have very kindly provided each race with one type of unit that can be recruited who's sole purposes is to "plant rods". Planting a rod is a very simple process which allows you to stake a claim to a very small parcel of land which is not already yours. ... I hope that makes sense ... I'll try to explain ... Say this is the world, and you own the left-hand side of it. :=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= YOUR MY LAND LAND ====== GOLD ====== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= If you want to take control over the GOLD resource I have labelled in MY land, you would either have to expand your terrain on a turn by turn basis until the Gold Resource was yours, OR you could send your "rod-planter" (the name for the character varies with each race) TO the Gold Resource, and then stake it. If you plant a rod at the Gold Resource, and thereby stake it as being yours, the terrain around the resource changes to become yours. Rods CAN, however, be destroyed by other rod-planters, and this dispute over resources forms a VERY important part of the game, naturally ... ... right ! I've bored you with that - now we can go onwards to the combat aspect of the game !! =================================== COMBAT =================================== As I stated in the previous section, combat occurs when one of your units enters a square on the map that is adjacent to a non-friendly unit (or, conversely, when a non-friendly unit enters a square that is adjacent to one of YOUR troops). When this happens, the action switches to a 3-dimensional view of the square in question, and combat takes place. Combat in attacking presently the mouse and click Disciples 2 is a VERY very simple affair. The unit that is is highlighted at its feet in yellow, and the units you are opting to attack is highlighted at its feet in red ... just point at the unit you want to attack (or help, depending on your race), !

HOW EASY IS THAT BY THE WAY !?!?! Combat is, however, not as DULL as that sounds.

You recall I mentioned earlier that a unit can comprise a maximum of SIX characters ?? Well, each unit is broken up into two RANKS as well. THIS IS VITALLY IMPORTANT. Combat basically looks like this :YOUR UNITS THEIR UNITS

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BACK ROW FRONT ROW FRONT ROW BACK ROW 1 1 1 1 ============================================================================== BACK ROW FRONT ROW FRONT ROW BACK ROW 2 2 2 2 ============================================================================== BACK ROW FRONT ROW FRONT ROW BACK ROW 3 3 3 3 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=... geez ... I hope I haven't made that look more complicated than it needed to be. BASICALLY your six units are on the left, and THEIR six units are on the right. Melee units should be placed in the FRONT row, as they can only attack adjacent units ... spellcasters, who are generally weaker, should be placed in the BACK row, as they can attack at range ... ... hope that makes sense :"> You will see from the Stats section that each character has its own method of attacking. With VERY rare exceptions, each character only has ONE way of attacking, so it really is just a very simple point-and-click routine ... but the variety comes in the sheer NUMBER of different creatures you can command and control, and the fun-factor and beauty of their attack animations :"> The order in which characters attack in the combat screen is determined by their initiative roll - each character has an initiative modifier, which swings initiative in their favour, but there are occasional upsets - as in, where a character with a higher initiative is pipped to the post by a character with a lower initiative ... There are a number of different combat OPTIONS ... these include allowing the Computer to take over combat for you (although certainly on the easier difficulties it doesn't always attack the units you probably would). There is also the option to end combat immediately (i.e. automatically resolve who wins and who loses) - good for those "AAAAAAAAAAARGH I can't be @rsed to

fight you - let's just see who WINS" moments (which you WILL have). Further options include retreat, where you really wanna get out with your life (but all attacking units get a free hit on units that are running away, so if you DO run you'd better do it en masse), and Defend - an instruction to a particular character to brace itself for an incoming attack. The variety of options on the combat screen, coupled with the variety of units and attacks they have IN TOTAL, makes for a lot of strategy in the combat screen AS YOU WILL SEE ;) Combat ends when either all six characters in your opponents unit are dead or have fled. ... there ... we've pretty much exhausted that section ... ONWARD !! =D ============================== CITY MANAGEMENT =============================== This is VITAL to your success in Disciples 2: Rise of the Elves. 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, your bog-standard melee fighter is the Centaur Lancer character. In your Capital you can build one of two different buildings that will alter the Centaur Lancer's Upgrade Route. If you construct the Centaur Hollow, your Centaur Lancer will become a Centaur Strider when he levels up ... if you choose instead to construct the Centaur Stables, your Centaur Lancer will become a Centaur Charger. Both routes are mutually exclusive - this means that you cannot allow some of your Centaur Lancers to become Centaur Striders, and some to become Centaur Chargers - 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 ELVES For those of you that are familiar with the "plot" (as complex as it is) of the Disciples 2 titles, I will first point out that (to MY mind at least), the Rise of the Elves Saga is set just AFTER the Servants of the Dark Expansion Pack ... keeping that in mind ... THE ELVES, after having waited SO long and SO patiently for the return of their God Gallean, are TOTALLY devastated when Mortis catches up with him ... for those of you that AREN'T up to speed, here's the scoop. Basically there were FIVE Gods that oversaw events on Nevendaar ... the Highfather (God of the Empire), Bethrezen (God of the Legions of the Damned), Wotan (God of the Mountain Clans), Gallean (God of the Elves) and Solonielle (Goddess of the Merfolk). Tempers gradually started to flare, as they do, and events precipitated which saw Wotan and Gallean get into a scrap. Wotan tore Gallean's heart out and threw his body into the Sun, and his beloved (Solonielle) tore off like a bat outta hell to stop it before it got there. She managed to salvage what she could of him, but she became to badly hurt and so hideously scarred by the sheer FEROCITY of the Sun's rays, that she returned to Nevendaar as the Goddess Mortis - Goddess of Death. Mortis' ENTIRE Disciples 2: Dark Prophesy Saga was dedicated to resurrecting Gallean, her long lost love, in the hopes that they might finally be re-united. UNFORTUNATELY for our mate Mortis, when Gallean WAS reborn ? He took one look at what she had become, and what she had DONE to resurrect him, and SPURNED her. Mortis then pursued Gallean seeking revenge during the Disciples 2: Servants of the Dark Campaign, and got her bitter-sweet revenge by torturing and slaying (and then 'resurrecting') Gallean's child Lachla'an. Gallean, so SHOCKED by this turn of events (and having JUST returned to his Elven children) descends into madness ... effectively leaving the Elves (to the untrained eye at least) and becoming a recluse. Gallean DOESN'T in fact leave the Elves - he just becomes somewhat harder to hear. Only those with the ability to hear him can commune with him now, and one such character falls in with your Elven heroes very soon in your Saga ...

... the Oracle Millu ... ... so the Elven Saga sees you and your Elven Brethren trying to understand just what it is that their God wants of them, and do it ... As an army, the Elves are quite well balanced. They have some GREAT ranged units, as you would expect, and have their own range of healer-units, similar to the Empire (save the Elven ones bestow wards as well). 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

SCROLLS ORBS TALISMANS STAFFS ARTIFACTS BANNERS

TOMES

TRAVEL ITEMS

one turn. Can only be used once, and only by a Magic User, but any spell can wind up being picked up as a scroll, so they are QUITE useful ;) Only useable in combat, and only by a magic user - can only be used once and then they disappear. Can be used several times before they wear out, but only once per combat session, and only in combat. Can be used like spells, and do not wear out ... no use in combat, however. Can be equipped by leaders (if they have the corresponding skill), and can bolster their power or give them new powers - VERY USEFUL !! Only one can be carried by your leader at a time (and even then only if your leader has the corresponding skill), but with effects like "Increase the damage of all characters in your unit by 20%" they are NOT to be sneezed at. With VERY rare exception, tomes are exclusively used as wards. You can only use one at a time but, whilst holding it, you are warded against that type of attack - e.g. Tome of Air = Air Ward Boots, basically ... they augment your movement points and/or skills - e.g. Boots of the Elements mean that you suffer no movement penalty whilst travelling over water - WHICH IS GREAT !! =D (I am sure there are more, but you can take these as a smattering)

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(Dedicated to Twee, the Gweenjelleebeen Queen) THE ELVEN "RISE OF THE ELVES" SAGA WALKTHROUGH ============================================================================== This walkthrough is copyrighted to Mister Sinister (2005) 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 EIGHT MISSIONS OF THE RISE OF THE ELVES SAGA IN THIS EXPANSION PACK :1) 2) 3) 4) 5) 6) 7) 8) The Sins of Our Fathers The Hunt Conquest of Thelena Korbach's Fort The Betrayal The Trader War Dividing Line Gallean's Promise

============================================================================== BRIEF NOTES BEFORE WE GET STARTED This is a very quick key to some of the terms I'll use in this FAQ :In areas where I am talking about troops in cities, any troops mentioned in [squared brackets] are within the city proper (an obvious example would be Ashkael, who would be shown as [Ashkael] as he is IN the city and, in his case, cannot leave - all troops NOT in squared brackets are just waiting in the city (as in, healing there, etc.) Map directions are as follows. North on the map is up and right. South is down and left. West is up and left, and East is down and right. One other thing ... if when mentioning any troops I refer to them like this :Phantom Warrior (10) or 2 Dwarves (10/12), then the numbers in brackets refer to their level/s of experience ... so BE WARNED !! ;) Obviously the very nature of this game makes doing an FAQ quite a tricky task, as you can go anywhere, do anything (within reason) and your opponents will pretty much respond to the way you play ... so this is an account of what I would suggest and expect, pointers I have learned, things I would pick up basically anything and everything which I could think of which might help you play as the Undead Hordes in their Saga ... I have tried to keep this FAQ both light-hearted, and informative. Similarly, with troops garrisoned in cities, whilst my FAQ is accurate as at MY playing the game, these may change - ESPECIALLY in cities owned by other players (as you are doubtless aware if you've ever played this game, your computer opponents are FOREVER changing the troops that they garrison in their cities). Comments are always welcome - you can reach me at shadowpath@hotmail.com. Thanks for reading this !! ============================================================================== 1) The Sins of Our Fathers

BRIEFING AND COMMENTS Gallean's wrath in his battle against Mortis was unfathomable. His rage having manifested itself as a GREAT beast, lashing out at all life without thinking. Gallean's son Lachla'an had perished, along with a great number of Mortis' corpse army, Dwarves, and Elves too.

Frightened at what HE had become, Gallean fled and abandoned his Elven children. Elven society changed in light of these mammoth events. Elven Nobles grew steadily in power, and Illumielle succeeded into her position as Queen of the Elves. These NOBLE Elves built elaborate cities, much as their Human counterparts in the Empire did, donned shiny suits of armour, and became learned in the art of organised warfare. However, another sect also rose to power among the Elves - the SAVAGE Elves. These Elves elected to fall back to the wilderness for their survival, hiding from other races instead of running the risk of being yet further betrayed. This bunch of Elves, led by their UNofficial Leader Tora'ach, made sure that the wilderness gained a rapid reputation as a VERY unsafe place to hang around ... Furtermore, scouts had begun to notice Mortis' fiends venturing further and further into the Elven Lands. And we take you LIVE to the Action !! Your objective on this first level is to "remove the Undead from the Elven Forest". We start off the first level and ... ooh ! What's this !! There is a NEW type of Mana for us to play with !! :) GROVE MANA. This is Elven-brand Mana and, as any of you that know me will attest, I AM brand loyal ;) The level kicks off with a Zombie entering into some VERY highbrow dialogue with us. "Uuuuuuuurngh". WELL SAID m'boy. He then legs it up to your Capital ........... maybe somebody threw him a stick to chase or something. Tora'ach chastises the poor wretch, saying "Mindless beast. You want food, do you ?" The Zombie then legs it after Tora'ach saying "Hhhhhhhhhhh". *RAPTUROUS applause from the Audience at the VAST use of vocab on his part* Phaenos - a Guardian - then pops out of your Capital to call the Zombie BACK to HIM. The Zombie legs it back to him, and Queen Illumielle then appears out of thin air to say "Enough ! This is not a game, Tora'ach. I won't have you putting our people at risk." Tora'ach responds, saying that the Elves are CREATURES of the Forest, and that Illumielle would do well to remember that. He maintains that you guys are predators to all that dwell within the forest, and queries whether Illumielle is perhaps too busy decorating her Throne Room to be bothered with the trivialities of her heritage. *altogether now ... "OOOOOOOOOOOOOOOOOOOOOOOOOOOOH !!"* Illumielle retorts, as we knew she would, to say "It is because of our heritage that I tolerate you, but my patience has limits. The Elves have more noble tasks than playing with corpses. Destroy this creature and we shall discuss them." ((( she's a bit snooty like )))

Illumielle then disappears, and Tora'ach orders you to slay the Zombie, saying that he has also grown bored of it. With that, Tora'ach and Phaenos ALSO disappear. You are now in control of the Elves. Since this will be the first time you have played as the Elves, allow me to help you quickly familiarise yourself with them ... ============================================================================== ELVEN QUICKIE COMMENTS ============================================================================== Like all the other races you can play in Disciples 2, the Elves have their ups and their downs. As a race they are kinda similar to the Empire, in that they have units that can heal their comrades, as well as some VERY reasonable up-front fighters, and powerful mages. ============================================================================== NOTE : Your Capital City is just inside the north-eastern corner of the map. ============================================================================== As you are venturing around ... An Oracle comments that she was overtaken by a vision at dawn that day - a vision where she walked amongst fields of fallen soldiers - Elves, Humans and Dwarves - where a fortress loomed over the battlefield, shrouded in fog. She says that behind her, another army approached, but that they were ALSO dead. Illumielle asks how this can be, as the Elves have not heard from Gallean in YEARS. Tora'ach says that perhaps this WITCH has indulged in too much drink, for Gallean no longer concerns himself with the Mortal World. The Oracle doesn't quite know how to respond, but she stammers "I sensed the presence of two messengers ... one standing behind the other. The first warned me of a division within our people, one eating out strength from inside. The other figure, concealed by the fog, told me we must begin to reclaim our forests ... that our people will perish should we continue our ways of isolation. He said intruders are planning an invasioin, far west of here ... he urged us to arms." Illumielle is says you must She tells the bets that the overjoyed, as she sees this as a sure Omen from Gallean. She move immediately to equip your forces and move upon your enemies. Oracle to get some rest, for she is divinely favoured. She Elves will need her gift again before this is done.

Tora'ach responds FAVOURABLY to Illumielle's call to arms, saying that he will notify the inhabitants of the woods that they are needed AT ONCE. ============================================================================== NEW OBJECTIVE : Conquer the Invader City, Hemwyk Court. ============================================================================== Queen Illumielle says that you should seek aid from the Elves guarding Lachla'an's Tomb to the South ... she says that they blame you for his death, but that surely we are all still serving the same God ? She feels certain

that some of them will want to be a part of your march ... Tora'ach queries why their help should be sought ... he says that they spend their lives mourning the death of a mere magician, and that Lachla'an was not worthy of worship. Illumielle tells him to shut it, saying that he wasn't even there so wtf would he know. There is NO question that Lachla'an was Gallean's son, and that what Mortis did to him was unSPEAKABLE. Fyrwenn calls for Illumielle to remain at the Capital, saying that she would be honoured to go in her stead, and that the Elves could not stand to risk losing another Queen. Illumielle consents to Fyrwenn (Illumielle's cousin as it happens), to go in her stead ... and requests that Tora'ach listens to her guidance, and RETURNS her to Illumielle when the conflict is over. Tora'ach slimily says that he would GLADLY take an arrow through his heart before allowing any relation of the Elven RULER to be harmed. ============================================================================== If you venture south of your Capital City, Tora'ach will comment that the graves of your ancestors have been LOOTED !! This is the straw that broke the camel's back for Tora'ach, who says that THIS is what happens when your leaders spent more time plotting treaties instead of protecting their lands, and that it will NEVER happen again. Illumielle accuses him of contemplating treason, and adds that she TOO is concerned, as Mortis and her armies rarely bother with Elven dead ... she says that as a precaution, the Elves will post Sentinels at all their grave sites, to ensure that this does not happen again. As you approach the Goblin Outpost (well ... just north of it to be precise), a Scout confirms that the area emanates with power ... which I think should actually be RADIATES power, but nevermind. He says that you can smell BLOOD on the air ... An Oracle responds, confirming that she can hear howling, but that it does not come from a wolf ... she says (see if YOU can guess what it is from this VIVID description, mmmmmk ?) :1) It is one of Mortis' Beasts; 2) It HUNTS here; 3) You will not be able to slay it with ordinary weapons. Yep ! THAT'S RIGHT kids ... it's a Werewolf. If you despatch him and venture further south to the Goblin Outpost, Fyrwenn advises your troops that, whilst many of them may well have never travelled this far from Hearth's Grove, it is the Will of Gallean that you now do so. She assures you that he will protect you, but that you must remain cautious, for these lands are INFESTED with Orcs. Your leader confirms that the Orcs slew the human population of the area some time ago, but confirms that they will soon lose their dominion over these woods ... 'coz we're gonna kick their green lil tushies !! :) As you approach the City of Umlugh, an Orc calls to his brethren to bring

forth the Cyclops (as he has seen your approach). Just to the north-west of the City, a Cyclops appears from the Mountains. One of your Oracles says ... WTF !?!?! ... basically ... as it looks like they have been torturing the poor brute :( Once the Cyclops AND the City have fallen, Tora'ach says that it is strange to see that humans are present there as slaves. He thinks it odd that the beasts didn't eat them all, but he says it DOES look like a few of them have been nibbled on. He calls for swift deaths for the lot of them. Needless to say, Fyrwenn stays his hand, saying that you formerly held an Alliance with the Empire, and that the humans are to be IMMEDIATELY released as a gesture of goodwill and in recognition of that which you owe the Empire. Tora'ach grumbles, saying that they'll just make a mess in the forests, so how does it BENEFIT the Elves ? Fyrwenn is having NONE of that though, and just tells him to DO IT NOW !!!!!! One of your Wardens arranges for the immediate release of the prisoners, who then appear outside the city and leg it westwards. The City of Umlugh contains a Life Potion and a Potion of Healing. If you venture southwards from your present location (south-west to be precise), you will come upon the Undead Hordes' Capital City ... which, when approached, causes Tora'ach to say with shock that his vision was correct, and that they must be planning an invasion !! =O The Oracle's response is puzzling ... she says that you're wrong ... then she says that you're right ... but that Gallean isn't interested in the Undead ... That he craves something further to the NORTH, and that you should go there. Tora'ach vows that you will have to come and cull their numbers at SOME point, lest they increase ... It you pop over to the south-east of the map, then four units of Elves will materialise and block your path into Lachla'an's Graveyard, saying that your army is not welcome in what is a place of mourning. Tora'ach says that Gallean has sent you to enlist whatever Elves they can spare for use in the forthcoming battles. The Elf Lord responds, saying that you're talking rubbish, as Gallean is no longer speaking with the Elves, and that if Gallean DOES favour you as you so BRAZENLY claim, he might allow you to visit Lachla'an's original grave to the north. Then he (the Elf Lord) says "Perhaps our mighty god will allow you to bring back our avatar's body to seal away in his tomb. More likely, though, you'll feed the spiders that guard the "nest". Leave. You'll find us far less hospitable than the spiders." Tora'ach voices his desire to slay these ... traitors ... To the west of your present location lies the City of Luguss (which contains two healing potions for your pleasure).

If you approach the Spider's Pit to the north of Luguss, your Oracle comments that whilst she had thought it to be a simple spider's nest, the spiders are actually WEAKER at the nest than elsewhere ... it is as though they are drawn to some force in the pit that is sapping their life force. Once you reach the pit, Tora'ach says that he can see a bundle at the bottom, which he assumes to be the remains that the Elf Lord is looking for, but that he is suddenly dramatically weakened, and cannot pick it up !! Fyrwenn chortles at him and says to let HER do it (a woman's touch and all that), but ... omigod ! She can't do it either !! *look of mock shock* ;) The ORACLE, however, is able to reach it first time, without a problem !! You gain Lachla'an's Body. You may return this body to the Elf Lord in the south-east, and he will praise your efforts and allow you to take the body to the tomb beneath the windmill. All four of the Elven units that blocked your path will disappear as quickly as they originally Appeared, and you may enter Lachla'an's Tomb ... Once you have despatched the enemies therein, three ... yep ! Count 'em ! THREE Undead Units appear in the Graveyard - they are :1) Doomdrake (1) 2) Necromancer (1), Fighter (1) 3) Tifhas (Lich Queen - 1), 2 Zombies (2/2), Specter (2). As you are contemplating how the f'in hell you're gonna get out of this one, Pheanos (a level 1 Guardian) and 3 level 1 Centaur Lancers appear just OUTSIDE the Graveyard, to assist you ...

As you work your way to the west - i.e. west from Umlugh, then north towards the City of Hemwyk Court, your Oracle tells you that you are approaching the City she dreamed off, and that you should prepare for battle ! As you encounter the first unit blocking your path (3 Peasants), they bid you WELCOME to Hemwyk Court, and ask what you are doing there (very politely I might add), saying that they have not seen your kind in MANY years ... Your leader is understandably perplexed, as this appears to be a Human City, and you have no call to fight with them ... The Oracle Elf FWEEKS and screams at you to slay them ALL ... IMMEDIATELY !! Tora'ach signifies his desire to comply. The Peasants are understandably bricking it at this point ... and you are rushed forward into combat !! Now ... because I felt sorry for these peasants, I fell back. UNFORTUNATELY, however, it would appear that the ONLY way to advance is THROUGH these bloody Peasants, so you're going to have to kill them ... sorry lads ... =./ Once you have assailed and taken Hemwyk Court, an Imperial Knight accuses

you of treachery, to which the Oracle has no response. Fyrwenn calls on the Oracle to explain herself, saying that this certainly does NOT feel like the Will of Gallean. The Oracle says that it is DEFINITELY Gallean's Will ... but that Gallean is contradicting himself in the vibes he is sending her, and that his thoughts are ... rather erratic ... Tell THAT to the City I just SACKED you STUPID MOO !! =O The Oracle continues, telling you that both of Gallean's voices spoke as one, urging you to go to battle ... she says THAT is why she shouted (or rather, why he shouted THROUGH her), earlier ... Fyrwenn confirms that there WILL be repercussions when the Empire learns what has transpired here, and that whilst she is sure Gallean has his reasons, they will need to be uncovered SOON if you are to avoid war. CONGRATULATIONS !! You have completed the First Level ============================================================================== OPPONENTS CITIES NEUTRAL CITIES Name Umlugh Luguss Hemwyk Court BUILDINGS Name Fallen Shrine of Gallean Inhabitants Gain anything from taking it? Inhabitants 2 Goblins (1/1), Goblin Elder (1) 2 Goblin Archers (1/1), Goblin (1), Orc Champion (1) 2 Marksmen (2/2), 2 Spearmen (1/1), Cleric (2), Imperial Knight (3) Undead Hordes

2 Fighters (1/1), Ghost (1), Initiate (1) Ruins of Le'essnir Fighter (1), Templar (2), Initiate (1) Gurthug Troll (1) Lachla'an's Tomb Dark Lord (3) 2 Initiates (1) EVENTS Event FETCH !! ROBBERS !! FIND HEEEEEEM !! STORM THE CITY !! Notes

110 Gp, Healing Ointment 135 Gp, Orb of Weakening 235 Gp, Banner of Striking 200 Gp, Lute of Charming

A zombie plays fetch in the fields outside your Capital City. Filfy feefs have stolen your corpses. Retrieve Lachla'an's Body Storm the City of Hemwyk Court IN THE NAME OF GALLEAN. Grr.

ITEMS LYING ON THE GROUND Summon Skeleton Scroll, Silver Ring, Tome of Arcanum, Chronos Scroll, Gold Ring, Potion of Healing, Potion of Strength, 2 x Potions of Restoration,

2 x Life Potions, Talisman of Frost, Boots of Speed, Strength Scroll, Holy Strength Scroll. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) None. SHOPS Name Goblin Outpost (Merchant) Vogren's Tower (Magic Shop) Sells Potion of Restoration x 3, Life Potion x 2, Potion of Protection x 1, Potion of Vigor x 1, Goblin Orb x 1, Potion of Celerity x 1 Vither's Might (200 Gp), Ice Shield (200 Gp), Celerity (200 Gp), Lightning (200 Gp), Weakness (200 Gp), Menta Minoris (200 Gp)

ENDING Tora'ach returned Fyrwenn home as promised, but each hesitated when Illumielle asked them what had transpired. To the Queen, it would certainly seem like baseless murder, but she was not there ... she did not hear Gallean's voice emanating from his Oracle. Surprisingly, the savage and noble Elves had come together as a flawless force when following the Orders of their God. ============================================================================== 2) The Hunt

BRIEFING AND COMMENTS Despite following Gallean's Will, the Elves were MORTIFIED at what had transpired. The Noble Council met to discuss their options and, after much deliberation, it was decided that a Warden be sent to place the Oracle under arrest her until she could stand trial in her own defence. However, the Oracle was now under the protection of the Savage Elves, who had listened to her counsel, and regarded her as a voice of change, and SURELY Gallean's new voice on Nevendaar. There would be a MAJOR incident if Illumielle's forces tried to take the Oracle from them. The Noble Elves were invited to the thick of the forest to meet, unarmed, with the rest of the Elven People. As tempers flared, the Oracle stepped forward with a NEW message from Gallean - that the Elves should seek out the Empire, far from their forest kingdom. This time, however, there was no questioning the Oracle's voracity, as each of her eyes reflected a glowing figure - one glowing, and one in shadow. Your objective on this second level is to make contact with the Empire ... which SHOULDN'T be too difficult, as I'm sure after you slaughtered the people of Hemwyk Court, THEY will be looking for YOU, non ? ============================================================================== YOUR CAPITAL CITY IS IN THE SOUTHWESTERNMOST CORNER OF THE MAP ============================================================================== ============================================================================== HINT: There are a LOT of Air Elementals on the map - Air Elementals are IMMUNE to Air Magic, so if I were you I would take this into consideration when deciding what units to put in your parties - ESPECIALLY spellcasters.

============================================================================== At the start of the level, an Empire Ranger approaches your Capital City. Tora'ach calls on the Scout that spotted him to shoot him, to which the Scout replies "apparently someone already has ..." Wells, the Ranger in question, calls on the Elves to lower their bows, saying that he has no desire to fight them ... Tora'ach demands to know why he has ventured this deep into the forest, as he must surely understand the dangers of approaching the Elven lands in this fashion ? Wells says that he has been asked by his King to invite your Elven Ambassadors to a Council, as recent events appear to have been confusing the Empire. Wells says that he himself is a man of the forest, and has no time for politics, so if you will just follow him, that will be great. Tora'ach says "fair enough, but why should we bother ? And why do you have arrows stuck in your back ?" Fair questions I'd say ... Wells says that perhaps the Empire and the Elves CAN have peace, but that is not his concern - Demons are hiding in the woods, and THEY are responsible for the pain and suffering he has experienced on his journey to find you here. Wells says that he will set up his own camp, and tend his wounds there. He says that he does not have sufficient resources to STAY, however, so you have but two nights to make your decision. If you DON'T approach Wells by the beginning of the second turn, one of your Scouts says that he's still outside, and is being very patient ... Fyrwenn says that he APPEARS to be an honest man ... perhaps a ... holy ? Man ? HA HAHAHAHAHAHA sorry ... little joke there ... *sigh*. She says that she thinks it would be a good idea to send representatives with him, and that Gallean may indeed wish for you to avoid a war. The Oracle responds, saying that she has heard nothing from Gallean ... just weeping followed by laughter, so she isn't sure what he is thinking ... she is starting to wonder whether he might have actually gone mad after all ... =./ Tora'ach, in his WEALTH of wisdom, attributes this to the Elves returning to their roots - i.e. they ARE wild by their nature ... wild creatures of the forests. He says that if anything, Gallean is becoming SANE, and that it is surely a sign that they are to slay the HUMANS ... Hmmmmmmmmmmmm ... MAYBE NOT. Illumielle kicks in to say that Tora'ach is PARTIALLY right in that Gallean's intentions should not be questioned, but that the humans should NOT be harmed. She wonders whether it is all a part of some divine plan ... Tora'ach reminds Illumielle that if she wishes this human slain, you have only got 24 hours left before he buggers off ... At the start of the THIRD turn, Fyrwenn says to Wells (who I was hoping would just LEAVE if I ignored him long enough) that you will follow him to his camp, but that any trickery will result in him becoming even HOLIER than he already is ... hehe

Wells says that you have made a wise decision. Wells then switches allegiances so that you can control him. DAMN. That means we're going to have to find our own route there !! :( I can tell you that your destinations are twofold :1) The City of Orbuk, which Wells wants you to visit, but which you don't NEED to visit - this is due east of your Capital City; and 2) Wells' Camp - this is due east of the City of Icheilm, which is in the northwesternmost corner of the map. ============================================================================== NOTE: Wells' Camp is NOT in the northeasternmost corner of the map - THAT area is occupied by the Legions' Capital City ;) ============================================================================== Wells says that if you plan on travelling near the City of Orbuk, he should scout ahead, as he'd like to take the arrows in his back and shove them up the bums of the people that live there (that's where they came from) ;) For your information, Wells' stats are as follows :============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Wells 110 0 Falcon Arrow 82 50 Wea 60 Any 1

============================================================================== Wells has a leadership skill of 3, and is level 3. If you venture north of your Capital City, you will find the Lizard Manoccupied City of Mesinisth. It contains a life potion and a silver ring. Illumielle asks the Oracle what her NAME is, to which the Oracle responds "my name is Millu". MILLU, for those of you that have played the Guardians of the Light Saga, is the Elven Oracle that visited Emry of Abrissel in the first level of the Empire Saga ;) Millu says that she no longer feels as she once did, and that she is now a mere arrow, shot to deliver a greater message. Illumielle assures her that she is of greater value to the Elves than that, and that whilst they may have doubted her in the past, there isn't an Elf alive now that would refuse to stand behind her. Millu is the Elves' blessing, regardless of their confusion (wtf ?). Millu prays that her mind is clear enough to comprehend the Will of Gallean. If you venture east of your Capital City and reach the City of Orbuk, WITHOUT Wells, you are ambushed by Legions' troops. Nothing MAJOR ... it's just :Possessed (1), Berzerker (1), 2 Cultists (1/1), Witch (2) Once they have been despatched, one of your troops tells you that SURELY Wells would have spotted them, had he been there ? Now ... if you had ventured towards the City with Wells like he'd suggested ? Wells would, in his approach to the city, have called for those lying in wait

to show themselves ... a Berzerker responds and flees the scene, thus AVOIDING the confrontation in the first place ;) There is a Talisman of Venom in the City, for your troubles ... :) If you venture north of this city, and then west past Vembria, you will have a Menta Potens Spell cast upon you, to which your Scout cries out that there are TRAPS still in these woods ... If you venture past the Shamaness and the Trapper (both NEW Characters for this game), you will come upon the City of Icheilm, which contains a Staff of Necromancy. You are now in the northwesternmost corner of the map. As you approach the northeasternmost corner of the map, Wells (wherever he is at this point) will come running up to tell you that you are drawing near, and that his people will undoubtedly be edgy, so you should be carefu.... One of your Bandits lashes out at him, saying that he is delivering you to your deaths (wtf ?), and kills Wells outright. Fellwyn has the Bandit cuffed and gimped before he can say soz, for he may have just started a full-scale WAR. One of her Wardens complies. As you venture further east towards the humans that have MOST likely just seen you slit Wells' throat, your leader BOLDLY strides forth to tell them that you mean them NO harm ... haaaaaaahahahaha yeah RIGHT. Feinns, a Pegasus Knight, tells you to send Wells forth so that negotiations can begin. DAMN ! If only I'd learned that SUMMON SKELETON spell ... lmao. Your leader very SKILLFULLY says "Wells is no longer with us. Those responsible have been dealt with, I assure you." Willdren (an Archmage) screams out that you have SLAIN Wells, along with every OTHER Messenger the Empire has sent to you ... Memrick (a Ranger) says that King Emry must be alerted of this at ONCE. Tora'ach calls on your Elven warriors to stop this Empire trio before they can get away. ============================================================================== NEW OBJECTIVE : Kill the Empire Messengers before they can deliver their message ============================================================================== So ! You have THREE Empire Units to slay now, in order to complete this level. They are :1) Feinns (Pegasus Knight - 4), Inquisitor (3), Wizard (3), Matriarch (3), Imperial Assassin (3) 2) Willdren (Archmage - 4), 2 Imperial Knights (3/3), Imperial Assassin (3) 3) Memrick (Ranger - 4), Elementalist (3), 2 Imperial Assassins (3/3) Once all three units are slain, Memrick cries out that it will do you little good, as Emry WILL see you PAY for what you have done.

Tora'ach does not seem overly bothered by his cries, and the Oracle now calls for the Elves to continue to march to the Human Camp, as originally planned, in the absence of further instructions from Gallean. Fyrwenn is worried, saying that the whirlwind has already started, and that if you simply fall back, the Empire is SURE to try and invade your lands for what has happened here today. Fyrwenn hopes that talks may still yield results. Fingers crossed eh !! CONGRATULATIONS !! YOU HAVE COMPLETED THE SECOND LEVEL !!! :) ============================================================================== OPPONENTS CITIES NEUTRAL CITIES Name Mesinisth Orbuk Gussen Icheilm BUILDINGS Name Inhabitants Gain anything from taking it ? 183 Gp, Banner of Speed 164 Gp, Dwarven Bracer 254 Gp, Runestone 120 Gp, Tome of Earth Inhabitants Lizard Man (1), Medusa (1), [Lizard Man (1)] 2 Goblin Archers (1/1), Goblin (1), Orc (1), [Goblin (1), Goblin Elder (1)] 2 Man at Arms (1/1), Peasant (1), [2 Peasants (1/1)] Shamaness (1), Barbarian Warrior (1), [Barbarian Chieftain (1)] Legions of the Damned

Crimselle Brown Bear (1) Ruins of Hrygall 2 Dark Lords (3/3), Specter (2) Farmhouse Giant Spider (1) Crumbled Museum Elementalist (3), 2 Air Elementals (1/1) EVENTS Event Who are YOU ?? To the City !! CRASH 'N BURN !! STOP THEEEEEM !! Notes

Wells appears, full of holes and looking for you. You storm the City of Orbuk, seeking retribution for Wells. One of your Bandits KILLS Wells !!!!!!!!! =O You have to stop the Empire Messengers from getting away.

ITEMS LYING ON THE GROUND Orb of Restoration, Iron Skin Potion, Weakness Scroll, Sapphire, 2 x Life Potions, Orb of Earth, Healing Ointment, Potion of Protection, Diamond, Quicksilver Potion, Potion of Restoration, Infernal Knight Orb, Damage Ward Scroll, Potion of Healing. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) 2 x Potions of Healing, Life Potion, Potion of Restoration. SHOPS

Name Twinbirch's Shop (Merchant)

Sells Life Potion x 4, Potion of Protection x 2, Treebark Potion x 1, Potion of Healing x 2, Imp Orb x 1, Scroll of Water Warding x 1, Potion of Restoration x 2 Air Wars (180 Gp), Chain Lightning (810 Gp), Summon Roc (180 Gp), Tempest (540 Gp), Ice Storm (180 Gp), Blizzard (180 Gp) Life Potion x 4, Healing Ointment x 2, Potion of Fire Warding x 1, Squire Talisman x 1, Potion of Restoration x 2 True Sight (360 Gp), Mind Ward (540 Gp), Menta Minoris (180 Gp), Chronos (360 Gp), Paraseus (540 Gp), Confusion (360 Gp) Master Thug (Level 1 - 216 Gp), Thug (Level 1 - 36 Gp)

Pentumbria (Magic Shop) Methik's Wares (Merchant) Vembria (Magic Shop) Thug Outpost (Mercenary Camp) ENDING

Regrettably, war was now inevitable. The Elves hoped for some miracle that would help them avoid the impending bloodshed, but it was miracles themselves that had led them this far !! The Oracle's visions clouded in crimson, swords were being sharpened instead of pens being put to paper to sign treaties. A thousand bows were strung, for such was the Will of Gallean. ============================================================================== 3) Conquest of Thelena

BRIEFING AND COMMENTS The Elves continued en route to the rim around the great crater of Thelena. Some were eager for the conflict on the horizon - others tentatively inched toward it. Fyrwenn and the Noble Elves met to discuss peace proposals, in the hopes that even though there WAS no justification for the attacks on the Empire by some of the Elves' Forces, it might yet be possible to salvage the situation. Knowing that the Empire would not be impressed to learn that its troops had been falling in the name of Gallean's Will, Fyrwenn decided to travel IN PERSON to Thelena to discuss peace. The Savage Elves laughed at her, saying that it was obviously Gallean's Will that things should have turned out this way, and that their time would be better spent planning combat strategies rather than still even CONTEMPLATING peace with the Empire. As the Empire bore down on the Elves, everyone knew that they would have to move quickly to avoid MUCH unnecessary bloodshed. Your objective on this THIRD level is to resolve the conflict in Thelena. As the level opens, Serphis (a Forest Elf) runs up to your Capital, saying that your troops are ready and awaiting your further instructions. He says that they have been supplied with potions and scrolls Altogether now ... Oooooooooooooooooooooooooh !!

Fyrwenn thanks him, and says that they are to be kept out of view whilst the Elven Negotiator is sent to discuss terms. If the Humans can be reasoned with, there may yet be no need for further loss of life on either side. Fyrwenn then calls on Serphis to aid herself and Tora'ach with tactical manoeuvres. Serphis signals his compliance, and Fyrwenn then asks where Tora'ach has gone, to which Serphis confirms that, in accordance with Fyrwenn's instructions, Tora'ach has left the Capital to set up his troops in covert locations. Fyrwenn is shocked, saying that she never told him to do such a thing, but that it is now too late to worry about it. Looks like a set up dunnit =( Fyrwenn and Serphis then re-enter the Capital and you get a ... ============================================================================== NEW OBJECTIVE : Bring a group to meet with the Empire's forces. ============================================================================== Now ...... I don't mind telling you that this map is TINY. It's EASILY the smallest of any of the levels I've played on any of the Disciples 2 games ... All you need to do to meet the BILLIONS and BILLIONS of Empire Troops that are lying in wait for you is to venture due north-west of your Capital City. You will find them very soon ;) Your leader approaches the Empire Armies, saying before blood is spilled on these lands, that you be allowed a moment to speak ... Bordabas - a Defender of the Faith - says you may speak, but you must do it from where you stand, and that if it is forgiveness that you have come to seek, you will find them fresh out ... Fyrwenn then teleports into the fray to deliver a message. She says :"Forgiveness ... no ... we cannot expect that. The rash behaviour of some of my people has brought us to the brink of war. However, I am sure we would both prefer to resolve this without adding to our losses. It is for you to decide ... what must be done to repair the wounds between our people. We will try to make amends." Borbadas responds by saying that he did not expect this ... he is just a soldier, and as such is not skilled in dealing in treaties. He says, however, that he IS eager to return his men to their families, and that he will require time to assess your proposals. Atlasien (an Imperial Assassin) runs forth to say that he'll be content when the Empire receive 2 ELVEN heads for every Empire Warrior's head that has been lost in the conflict so far. Borbadas gives him a verbal smackdown, and says that you should, as a gesture of goodwill, leave these lands, and take your troops back to your grove whilst the Empire Armies deliver your message back to Emry of Abrissel. And then ... just when it looked like the tide was about to be turned in your favour ? TORA'ACH ... GIMP of the Stars, screams out :-

"I've had about enough of this arrogant yapping! No Elves will follow any order of yours; the only message your pathetic king will receive will be the one carved into your carcasses! Now, brothers! SUMMON FORTH TAIRENN GULL!" Fyrwenn screams at Tora'ach, but it is too late. Tora'ach's troops reveal themselves, cast a few Avalanche spells and then a Fire Dragon appears and wipes out LOADS of the Empire's troops. In desperation, Fyrwenn calls for Serphis to release all units from the Capital to deal with the remaining Empire forces, as they will most DEFINITELY not be wanting peace with the Elves any time soon ... therefore they MUST be slain before reinforcements arrive. She also needs somebody to slay the dragon, and says that SHE will deal with Tora'ach PERSONALLY. ============================================================================== NEW OBJECTIVE : Destroy Tairenn Gull. ============================================================================== ============================================================================== NEW OBJECTIVE : Destroy all Empire Generals before reinforcements arrive. ============================================================================== Fyrwenn asks Tora'ach what the HELL he thought he was doing calling up Tairenn Gull like that ... there's NO way to control the beast, and now they are all ARGUABLY doomed !!!!! Tora'ach says that he doesn't understand, and Fyrwenn is having NONE of that. She says that the Elves have just made themselves 100% SURE of never becoming allied with the Empire, and reinforcements are SURELY en route. She says that IF the Elves survive this day, she will PERSONALLY escort him to Hearth's Grove to answer trial for all that he has done ... Hokay ... YOUR armies are as follows :1) The Leader you carried across with you from the second level; 2) Amaenyl (Guardian - 7), 2 Hunters (2/2), 2 Centaur Striders (2/2); Amaenyl carries 2 Potions of Healing. 3) Thorne (Forest Liege-5), 2 Centaur Striders (2/2), Hunter (2), Oracle (2); Thorne carries 2 Potions of Healing and a Potion of Fire Warding. 4) Calliea (Dryad - 3), Oracle (2), Centaur Charger (2), Centaur Lancer (1), Centaur Strider (2); Calliea carries 2 Potions of Healing and a Potion of Fire Warding. 5) Threley (Dryad - 3), Oracle (2), Centaur Charger (2), Scout (1) Threley carries 3 Healing Scrolls, 2 Swift Scrolls and a Potion of Fire Warding. 6) Thistle (Dryad - 3), Centaur Charger (2), Channeler (2), Scout (1) 2 Summon Ent Scrolls, 3 Bramble Scrolls and a Potion of Fire Warding. 7) Elmineal (Guardian - 5), 2 Centaur Chargers (2/2), Centaur Strider (2) ... and the EMPIRE forces, CLOCKWISE from Tairenn Gull are as follows :1) 2) 3) 4) 5) Godefroy (Ranger - 6), Squire (1), 2 Marksmen (2/2) Atlasien (Imperial Assassin - 1), 2 Squires (1/1), Mage (2), Priest (2) Clovis (Archmage - 5), Knight (2), Inquisitor (3), Marksman (2) Perdarus (Pegasus Knight - 6), Knight (2), Marksman (2), Priest (2) Lothaire (Ranger - 6), 2 Knights (2/2), Cleric (2)

As you venture clockwise, an Empire Guard cries out that you have arrived, causing the Peasant "Daniel Le Gran" to appears in the very south-western

corner of the map. 6) Gerildain (Ranger - 6), Knight (2), Imperial Knight (3), Marksman (2) 7) Merlot (Archmage - 6), Grand Inquisitor (4), Mage (2), Apprentice (1) 8) Wizard (5), Imperial Assassin (3), Marksman (2), 2 Imperial Knights (3/3) After this unit has fallen, one of your scouts (who appears NAMELESS) advises you that one of the Generals has fallen, and that there appear to be a total of TWO camps in this area, and ONE Human City. Serphis confirms that all the generals MUST be slain BEFORE reinforcements arrive, and that their own city may be used in fortifying your defence arrangements. 9) Wizard (3), Priest (2), Apprentice (1), Witch Hunter (2), Spearman (6), Inquisitor (3) 10) Tuedon (Pegasus Knight - 3), Witch Hunter (2), Archer (1), Cleric (2) 11) Isuel (Archangel - 3), Witch Hunter (2), Mage (2) 12) Ferish (Ranger - 2), 2 Witch Hunters (2/2), Marksman (2), Priest (2) 13) Winfrid (Archmage - 2), Inquisitor (3), Apprentice (1), Priest (2) As you venture up to 12 o'clock, a Squire spots you and calls his brethren to arms. This summons the Peasant "Ethan the Terrible" to the southwesternmost corner of the map (what the HELL is going on here !?!?!) 14) Korbust (Pegasus Knight - 5), Knight (2), Witch Hunter (2), Mage (2), Cleric (2) 15) Alees (Archangel - 3), 2 Witch Hunters (2/2), Apprentice (1) 16) Ardobert (Ranger - 4), 2 Marksmen (2/2), Squire (1) 17) White Wizard (2), Grand Inquisitor (4), 2 Inquisitors (3/3), Imperial Assassin (3), Matriarch (3) After this unit has fallen, another of your nameless scouts tells you that the General leading the City's Defences has fallen. 18) Ralphious (Archmage - 4), Knight (2), Inquisitor (3), Wizard (3), Cleric (2) 19) Rollon (Archmage - 3), Squire (1), Witch Hunter (2), Cleric (2) 20) Renard (Ranger - 3), Witch Hunter (2), Matriarch (3), Archer (1) 21) Isuel (Archangel - 5), Imperial Knight (3), Squire (1), Cleric (2) North Keep is defenceless (or at least it was when I came upon it). 22) Master Thug (4), Knight (2), Squire (1), Wizard (3) 23) Spearman (4), 2 Squires (1/1), Marksman (2), Cleric (2) As you make your way towards 3 o'clock, the Peasant named "Julien of the Bog" appears with the other two in the southwesternmost corner of the map. As there is now no more space for peasants to materialise in that area, I am not entirely sure what the HECK is going to happen ????? :) 24) Tertisan (Archmage - 4), 2 Inquisitors (3/3), 2 Priests (2/2) 25) Konrad (Archmage - 4), Witch Hunter (2), Squire (1), Mage (2), Cleric (2) 26) Dranden (Ranger - 5), Squire (1), Witch Hunter (2), Matriarch (3), Archer (1) 27) Leianne (Archangel - 7), Witch Hunter (2), Mage (2) 28) Spearman (3), Witch Hunter (2), Marksman (2), Cleric (2) 29) Guilbert (Pegasus Knight - 3), Knight (2), Cleric (2), Marksman (2) 30) Alix (Archangel - 4), Witch Hunter (2), Matriarch (3) 31) Gunther (Pegasus Knight - 4), Inquisitor (3), Witch Hunter (2), Matriarch (3), Priest (2) 32) Sardas (Imperial Assassin - 5), 2 Inquisitors (3/3), 2 Matriarchs (3/3),

Wizard (3) Once Sardas has fallen, your nameless Scout once again pops up to say "the General from the second Empire camp has fallen" Serphis is satisfied that this will help fortify your presence in the area. Once all three Empire Generals have been slain, your leader will show his/her face to confirm that the Empire troops are fleeing the field like cowards. Serphis calls your troops back to the Capital, where a garrison shall be prepared to deal with human reinforcements. Fyrwenn confirms that she is going to return to Hearth's Grove to discuss the events of the day with the Council, and PARTICULARLY Tora'ach's behaviour. She appoints Serphis COMMANDER of the Thelenan Army until she returns. She says that as Tora'ach's LOSERS will not follow you, she has selected one of their numbers as your liaison. Geintel has been assigned to watch over the Savage Elves, and much is yet to be done to ensure a firm grasp on the area. Now then ... IF you kill all three Generals you DON'T actually need to kill Tairenn Gull - you will automatically complete the level. IF, however, you DIDN'T slay the third General and instead moved PAST him to attack Tairenn Gull you can NOT ONLY pick up the RATHER special Rusted Shackles, which enable your leader to immediately withdraw from combat, but you can also get to fight ... THE BEAST ... in the RED corner ... TAIRONNNNNNNNNNN "THE KILLER" GUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUULLLLLLLLLLLLLLLLLLLLLLLLLLLLLL ... FOR your viewing pleasure/convenience, here are "THE KILLER"'s Stats :============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Taironn Gull 1152 10 Fire - Fire Breath 75 125 Fire 40 Any 6 ============================================================================== Before you can fight Taironn Gull you should despatch the following units :33) Nigel (Pegasus Knight - 5), 2 Witch Hunters (2/2), Matriarch (3) 34) Geldwin (Archmage - 6), 2 Witch Hunter (2/2) Once Taironn Gull has fallen, Fyrwenn LAMBASTS Tora'ach for his death, saying that he was an honourable creature, who's death was WASTEFUL. ============================================================================== OPPONENTS CITIES NEUTRAL (EMPIRE) CITIES Name North Keep BUILDINGS Name Inhabitants Gain anything from taking it ? Inhabitants The Empire

Unshank

2 Witch Hunters (2/2), Squire (1), Cleric (2), Priest (2), Wizard (3) Titan's Might Potion

EVENTS Event We're HEEEERE SHIT !! Notes You propose your peace alliance with the Empire Tairenn Gull has been awoken and CRASHES the PARTY !!

ITEMS LYING ON THE GROUND 8 x Potions of Healing, Potion of Protection, 2 x Life Potions, Talisman of Life, Potion of Restoration, Zombie Orb. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) 10 x Life Potions, 8 x Potions of Healing, 3 x Lightning Scrolls, Summon Living Armour Scroll, Tome of Air, Potion of Restoration, Strength Scroll, Chain Lightning Scroll, 2 x Ice Pillar Scrolls, Vithar's Might Scroll, Orb of Fire, Banner of Battle, Rusted Shackles, Summon Golem Scroll, Holy Armour Scroll. SHOPS Name None !!!!! Ending Thelena had fallen to the Elves. As they moved their troops into defensive locations, the Empire army grew closer by the day. Serphis was determined to prove his value to his people, his Queen, and ESPECIALLY to his God. He would stand side by side with Geintel and his Savage Elves no matter WHAT number of men challenged the occupation. However, new orders would soon arrive through their humble Oracle ... ============================================================================== 4) Korbach's Fort Sells

BRIEFING AND COMMENTS Thelena soon became a staging point for the Elven progression into Empire lands. Just ahead lay the route to Falhen Heim, the ancient land that the Elves had lost soooooo long ago to the Mountain Clans. As anticipated the Elven occupation was short-lived, for the Circle of Thelena had become a bustling grove where many Elven Warriors, both Noble and Savage, travelled in order to take part in the festivities. Under the ILLUSION of celebration, Serphis' plans to bring in new recruits whilst awaiting further instructions from Hearth's Grove were in full flight, and he had embraced his leadership and served his people well. Whispers of War returned in time. The Savage Elves began to debate as to whether to invage Falhen Heim to REtake that which the Dwarves stole from them, and even among the Noble Elves, the prospect of restoring their honour drifted into conversations. EVERYBODY was now waiting for word from ... the Oracle ...

Your opening objective on this new level is simply to await Gallean's Orders. Geintel asks whether you have to wait ANOTHER year before Gallean arrives, as he feels that the delay hinders your chances of victory, and he's not best pleased about that ... Geintel says that EVERYBODY knows the message Gallean is bringing. Serphis (who has now matured into an Elf Lord it appears), says that one should not PRESUME to know the Will of Gallean. Geintel asks how Serphis has grown so weak, for Gallean would SURELY welcome vengeance against those that have wounded him so ... the Elves have risen to POWER in these lands, and your journey will bring you DIRECTLY into the Clans' lands. He says that Serphis should spend less time BUFFING his armour, and more time USING it. Serphis sighs, and says that he MAY be right, but that only a FOOL would charge in blindly. He says you have enough enemies, and even though your forces ARE now stronger, you are STILL fragile. Serphis' dialogue is interrupted by a Centaur Lancer charging to your Capital from the east, with a message. The the The ANY Lancer says that Gallean's Wish (as prophesised by the Oracle) is that Elves are to invade the north lands by passing through Korbach's Fort. Clans have INFESTED these lands, and the Elves are to RETAKE them without form of mercy whatsoever.

Serphis confirms that, as this is now OFFICIALLY the Will of Gallean, his armies will meet it head-on, and with that, he calls for your troops to be made ready. The Lancer charges off, and Geintel presents you with an initial report. It seems that Korbach's Fort is held by Gramel Wolfbane and his brother Golben. These two are LEGENDARY in the region, and killing them both would present a GREAT blow to the Dwarves' morale, as the brothers have led them through innumerate victories. ============================================================================== NEW OBJECTIVE : Destroy the Wolfbane Brothers ============================================================================== ============================================================================== NOTE : Your Capital City is in the south-eastern corner of the map ============================================================================== Just outside your Capital (to the north-east) is Romald and a unit of Dwarven SCUMBAGS. Once he has been slain, he calls out that he dies knowing that Nevendaar will soon be PURGED of the plague that is the Elves, and that Golden will soon be coming for yoooooooohoooooooooooo ... Grrrrrrrrrr ... a HOLLOW threat, and one NOT very well delivered now that you have ... NO HEAD ... BWAHAHAHAHAHAAAAAAAAAAAAR. If you venture along the southern edge of the map to the west, you will come upon the City of Isha ..... Once the City of Isha has fallen, your leader calls for it to be burned to the ground, and for none to be left alive ............ which is a bit MEAN really

innit ????? Peasant Gabs seems to share my point of view ... HE doesn't wanna die ... Your leader responds by saying that you are merely following the Will of Gallean, and that ALL life on this mountain is to be purged. Gabs tries to counter your argument by saying that he and his people are not Mountain Dwellers - they live at the BASE of the mountain, PLUS they know a lot about the area, so they might be able to render assistance in the forthcoming struggles ... there's a mercenary camp in the area, and SURELY it would not upset Gallean if they offered to SERVE him ?? Your leader acquiesces, but says that this is NOT an act of mercy, and ANY problems from them and you will burn the LOT of 'em. If you continue westwards, you will find (in the southwesternmost corner of the map), Zolik City stands ahead of you. Once it has fallen to your mighty armies, Peasant Griphit says that the Empire will not stand idly by whilst you massacre the people of Nevendaar, and that you are no better than Bethrezen's Beasts. Your leader counters, saying that you are the VICTIMS in this awful tragedy, and how DARE he question them so ... your leader says that the Elves have been REPEATEDLY wronged by the humans and dwarves, and THIS is their retribution. You are undertaking noble work for a noble God. An Orb of Water and 2 Potions of Healing are in the City for you. If you go north-east of Zolik City you will find the City of Ragnaris. Peasant Triff is unimpressed with your assault, and says that you're too late (for what ?????), and that the Empire has already sent a group of researchers to retrieve the sigil from their library ... ... what ... sigil ?? Fortunately your leader appears to be as confused as I am (phew !!) Triff has nothing further to say (understandable since he's already BLURTED out half the secrets he shouldn't have) ... hahaha ... wonder if he's ever considered becoming a BOND villain !! Lol. If you take the Dargoniel Temple, your leader asks what the Undead were DOING there, to which Geindall (a Scout) responds, saying that he has investigated the catacombs beneath the temple and has found it REPLETE with the bodies of Humans, Dwarves AND Elves ... all warriors that fell during the battle in Thelena. He says he does not understand how the Hordes have been able to pass by you undetected, dragging so many bodies ... If you venture further east and take Turania, your leader asks (again) what has happened ... THIS time it's because the place is a wee bit whiffy =./ Ephandill (another Scout) says that upon searching the grounds, several tombs were found - all of which have been desecrated and emptied ... the locals say that the corpses were taken to the ruined temple of Dargoniel, where we have just come from. If you relieve the inhabitants of the City of Gromdam of the burden of their sad and pitiful lives, a thug scoffs at you, saying that Dragnhar will hear of what has happened, and that the Pilgrims there will avenge the people of

Gromdam. ... sometime later, further east ... Once Dragnhar falls, Demariel (a Scout) confirms that you have taken control of the City, and that a human has been kept alive as he has claimed that if he is not kept alive to deliver his message, it might incur Gallean's Fury. Your leader finds this as hard to believe as I do ... Karasten, an Imperial Assassin, says that the rumours are true ... that the Elves are trying to go after the Empire. Your leader retorts, saying that the Elves are doing no such thing - they are merely retaking the lands that were STOLEN from them by the Mountain Clans. Karasten says "you will still fail ... because the Demons are the real power in this area, they have one of their last remaining strongholds right here !" Your leader says that the Legions are of little concern to you, as they are supposed to be scattered and weak ... Karasten tells you that you are wrong, and that the Legions have been slaying Empire Messengers to the Elves for MONTHS !! Aaaaaaaaaaaaaaaaaaaah so THAT'S why we weren't getting any mail ... ;) Karasten says that the Elven War against the Empire is a mistake ... Your leader has Karasten slain, but says that his claims will be investigated. If you approach the Abandoned Temple, which is just to the north-east of the City of Gromdam, Lothaire stops you, saying that this is a passage of pilgrims, and that you cannot pillage the ruin. He tells you to return to Gardharus and tell him to stop sending his henchmen to steal what is theirs. Ok. OOOOOOOOOOOOOOOK ok ok ok ok ok quick question time. A) Who the F*** is Gardharus ? B) Who the HELL do you think you are to tell me what to do ???? X-( Your leader shares my sentiment, telling him to watch his tongue, and that you aren't interested in STEALING from him - merely in reinstating to your rule that which was formerly yours. Slay Lothaire's unit (which comprises :- Lothaire (a Level 1 Ranger who is warded against Fire, Water, Air and Earth Magic), a Witch Hunter (2), Thief (1) and a Man at Arms (1) and MOVE ON :) ============================================================================== NOTE : Orsclave is a TRAP ============================================================================== If you enter the City of Orsclave (to the west of the Abandoned Temple), Geindall says that bodies were found in the root cellars throughout the town. He says that the way that the bodies have been dismembered suggests without a doubt that Demons were responsible for the deaths. Your leader says that something is wrong, as they made sure nobody would smell the bodies as they came into the town, and that the town itself is so clean !

(Note that there were no troops in the town when I got there) Geindall directs your attention to the edge of town, where THREE Legions' Units appear, being :1) Shruud (Onyx Gargoyle - 7), Cultist (1), Berzerker (2), Witch (2) 2) Belfegor (Archdevil - 1), 2 Anti-Paladins (3/3), Cultist (1) 3) Dragog (Archdevil - 1), Anti-Paladin (3), Berzerker (2), Demonologist (3) Your leader calls for you to defend the City. If you venture to the north of Orsclave, Grakuu (a Demon) spots you and says "Ahh ... flesh ... from the woods ? Are you still following your heartless beast ? It does not matter, nothing does. Do you hear my lost brothers ? Away from Bethrezen, forgotten on this filth they howl in hunger ... waiting for meat to arrive ..." Your leader responds, saying that all the bodies in this area were emissaries from the Empire to the Elves ... emissaries that were intercepted by the Legions before they got to their intended destination. He responds (and this is priceless) with this :"Meat seems to dislike the removal of limbs" (NO SH!T SHERLOCK !!) "It even avoids us !" (CAN'T IMAGINE WHY !?!?!) "We try to make it feel comfortable while we feast. Not long ago, a horde of meat stopped by ... they seemed impressed by our work! They were very tender" (NIIIIIIIIIIIIIIIIIIIIIIIICE) Before you can rush in to lop this NUTTER's head off, two more Legions' units appear beside him. So you have ANOTHER group of three units to take care of, being :1) Kryrinn (Duke - 1), 2 Berzerkers (2/2), Sorcerer (2) 2) Zehura (Archdevil - 1), Anti-Paladin (3), Witch (2), Cultist (1) 3) Demon (4)*, Doppleganger (3), Berzerker (2), Demonologist (3), Incubus (4) * Note that the Demon is warded against Fire, Water, Air and Earth. Unit 3 is holding an Unholy Chalice ;) You may continue onwards and explore the Legions' Lands ... upon your RETURN your leader will spot something moving a distance away, and as if by magic, an elf appears ... your leader is confused, as to the best of their knowledge, there is no faction supposed to be inhabiting these lands. (This takes place outside the City of Orsclave, by the way) ;) Your leader approaches this strange figure (who has their own graphic I note) and speaks, only to have the Elf (who's name is Dargermiel) respond with this : "I have come to remind you of those you have left for dead, brother ! To avenge the useless deaths that we have suffered when we followed Gallean's word without any thought. You have all betrayed our race with your blind loyalty." YUP ! Iiiiiiiiiiiiiiit's the Dark Elves ... we KNEW they'd appear sooner or later didn't we ... Hokay ... two more units of Dark Elves materialise to back up this first unit, and the combined stats of all three are as follows :-

1) Absenn (Crone - 1), Dark Elf Butcher (1), Dark Elf Reaper (1) Absenn's stats are as follows :============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Absenn 100 0 Dea - Choking Fog 80 40 Air 40 Any 6 ============================================================================== 2) Dargermiel (Dark Elf Butcher - 1), 2 Dark Elf Reapers (1/1) Dargermiel's stats are as follows :============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Dargermiel 180 0 Dea - Cleavers 80 105 Wea 40 Adj 1 ============================================================================== 3) Vey (Crone - 1), 2 Dark Elf Butchers (1/1) Here are Vey's stats ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Vey 100 0 Dea - Choking Fog 80 40 Air 40 Any 6 ============================================================================== Now ... as I'm sure you can guess, you're about to enter Legions' Lands ... BEFORE I get stuck into THEM too badly, I'm going to finish exploring the rest of the map for you ;) If you venture WEST instead of east you will come upon Dhu'gna, who is guarding the Antigue Temple. As you approach he calls out to you :Dhu'gna Dhu'gna Dhu'gna Koga Dhu'gna : : : : : "Whoooooo are youuuuuuuuu ?" *look of horror* "SHINY ONES !!!!!!!!!" *runs over to his halfwit friend Koga* "Run and tell the others" "Yarrrrrrrrrrrrrrr" "Grwaaa !!!"

*your leader yawns* Dhu'gna : *runs into combat* Dhu'gna's unit comprises :Dhu'gna (Orc - 1, warded -v- Fire, Water, Air, Earth), Orc (1), Goblin (1), 2 Goblin Elders (1/1), Goblin Archer (1) If you venture north and then west (when you get to the Ogre and Koga), then you will come upon the City of Margylla. Once it has been taken, Goh (an Ogre) tells you that the "Beast head" is theirs (WHAT beast head ??), and that neither man NOR dwarf will take it from them. The Ogre rambles on about how you are "shiny ones" and that you are not Elves,

as he and his people are allied with the Elves, and that the Elves would never kill Greenskins. Oh BOY have I got news for you ... FIRE !!!!!! :) :) He also says that the Greenskins have the head by "four moons" ... I take it he means four turns ... =./ Aaaaaaaaaah ! THERE he is !!!!! If you venture east, then south from Margylla (i.e. back to where you fought Dhu'gna), and then venture further south-west, you will find Gardharus - he is an Imperial Assassin, who tells you as you approach the ruins behind him that his group is conducting research there, and could you please seek adventure elsewhere ? Move along ... there's nothing to see here ... that kinda thing ;) Your Leader calls him, saying "aren't you the Empire's elite thieves ? Seems like you're PLUNDERING ... not RESEARCHING ..." Gardharus then launches into some spiel about how he is offended ! And that he is GAAAAAAAAAARDHARUS (rips his shirt off) the Assassin and Researcher EXtraordinAIRE. Before you can get any more answers from him, however, he calls upon his friends Brin and Archibald to "take care" of you. Brin asks what's wrong with your ears, whilst Archibald seems to have misplaced his weapon. HAAAAAAAAAHAHAHAHA Lay waste to these FWEEKS and move on. Gardharus is only a level 2 Imperial Assassin, but he is warded against fire, water, air and earth. Brin is a level 5 peasant (woooooooooooooooooooooooooooow), who is ALSO warded against fire, water, air and earth. Archibald is a level 4 Man at Arms who is immune to Air and warded -v- Earth. Once he has fallen, Gardharus says this is but a MINOR setback, as there are plenty of other ruins "that can give (him) what (he) seeks". Hokay ... now I'm SORRY to arse you around so badly, but I'm going back to where the Ogre and Koga were standing to speak to the Passage Guardian who is just to their north. When you approach him, conversation goes a little like this :You : "Hello there my good man ... you've not seen my DOG around here have you ? Little brown yappy dog ... answers to the name 'Muffy'" Him : "I'ma gonna rip out your heart and sh!t down your neck you little mofo" You : "Riiiiiiiiiiiiiiiiiiiiiiiight ... okaaaaaaaaaaaaaay ... and ... the dog ?" Him : "Went thatta way ... bout a half hour ago ..." You : "Thank you SO much ... EN GARDE !!" Once you have slain him, you may move onward towards the City of Primera. As you approach, you are spotted and reinforcements arrive. The 3 units outside the City are now as follows :1) Hermit (1), Warrior (2), Crossbowman (2), Novice (2) 2) Guard Feramin (King's Guard - 1), 2 Dwarves (1/1), Crossbowman (2)

3) Guard Berboad (Engineer - 1), Warrior (2), Alchemist (3), Crossbowman (2) Once Primera has fallen, your leader confirms (after receiving word that the City is yours) that this marks your first victory over the Clans, and that they will SURELY be planning a counter-attack, so you should be on guard. As you venture northwards towards the Hideout, a King's Guard named Golben stops you. Golben's unit and a Hill Giant's unit then wander down from the City of Venusi and block your path, saying that you have gone far enough. The 2 units comprise :1) Golben (King's Guard 3), 2 Warriors (2/2), Alchemist (3), Flame Caster (3) 2) Hill Giant (1), 2 Warriors (2/2), Flame Caster (3) ============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Golben 255 0 - Battle Axe 82 80 Wea 40 Adj 1 ============================================================================== ============================================================================== NOTE : THIS IS GOLBEN WOLFBANE - ONE OF THE TWO BROTHERS YOU HAVE TO SLAY !!!! ============================================================================== Once you slay them and move on - i.e. north and then west - you will come upon the City of Venusi. Once it has fallen to your armies, Geindall will pop up to tell you that there is only ONE more thing to do on these lands to wipe them clean of the Clans', and that is .......... wait !! Something's coming ! Three units of Rock Giants materialise outside the City of Venusi, and the leader - Greimshog - says "We shall stop your killing! No more!" These three units comprise :1) Rock Giant (1), 2 Venerable Warriors (4/4) 2) Rock Giant (1), 2 Venerable Warriors (4/4) 3) Rock Giant (1), 2 Venerable Warriors (4/4) If you slay all these MUPPETS and venture southwards towards the Clans' Capital City, Gramel (a Loremaster) materialises outside the Capital City to say "Not now ! Why did you have to come here now ? Why not later, after I had left ?" What the HELL are all these people talking aboot ???? =./ Your leader asks him whether the death of his brother has turned him into a coward ... to which he replies "You were expecting me to avenge him ? Hell no ! I don't want ta get killed. If I die, the queen will deliver one of her bloody sermons and bore my remaining relatives ! I don't want to die with that on my conscience" ... PERHAPS he was expecting us to laugh ?? But it didn't work ... he's gonna die. He says "Then by the stone and the steel that binds this keep, I shall rattle your skulls !" Here are Gramel's Stats :==============================================================================

HP AR

IMM WARD ATT

% HIT DAM SRC INIT REA TAR

Gramel 165 0 - Earth Fall 87 65 Ea 30 Any 6 ============================================================================== Gramel travels with an Elder One (4), Druidess (3) and Venerable Warrior (4) ============================================================================== NOTE : THIS IS GRAMEL WOLFBANE - THE SECOND BROTHER YOU HAVE TO SLAY !!!!!!!!! ============================================================================== Once Golben Wolfbane and Gramel Wolfbane have BOTH been slain, Breberik (one of the Dwarves) cries out that both Golben and Gramel have been slain, and Korbach's Fort has surely fallen ... they must fall back to Falhen Heim's Keep! The remaining Dwarven Units at the Capital (Dradrid, Chronobrim and Lantfrid) run fleeing for the high ground, and your leader pops up to confirm that you now control the Fort. This Fort will provide you with a means to stage a direct assault on Falhen Heim ! Your leader calls for both Serphis and Geintel, so that they can survey what has been done here. Serphis and Geintel appear at the Clans' Capital. Serphis asks for the Oracle to join them. Geintel questions his logic as this IS still a battlefield, but Serphis quells his worries, and the level ends. ============================================================================== OPPONENTS CITIES NEUTRAL CITIES Name Isha Zolik City Ragnalis Turania Dragnhar Gromdam Orsclave Margylla Primera Venusi BUILDINGS Name Ruined Temple Inhabitants Gain anything from taking it ? Inhabitants Master Thug (1), Thug (1), Witch Hunter (2), Matriarch (3) Imperial Knight (3), Witch Hunter (2), Inquisitor (3) Marksman (2), Wizard (1), Matriarch (3) Imperial Assassin (1), 2 Spearmen (1/1), Cleric (2), Archer (1) Fighter (1), Zombie (1), Initiate (1), Spectre (2) Grand Inquisitor (4), Imperial Assassin (5), Matriarch (3), White Wizard (4), [Elementalist (3)] 2 Thugs (5/5), Master Thug (1), Mage (2), Marksman (2) Ogre (1), 2 Orcs (1/1), Goblin Archer (1), Goblin Elder (1) Elder One (1), Dwarf (2), Veteran (3), Crossbowman (2), Hermit (4) 2 Dwarves (1/1), Druidess (3), Axe Thrower (1) Mountain Clans, Legions of the Damned

Yeti (1), Warrior (2), Dwarf (1), Crossbowman (2) Dwarven Bracer Dargoniel Temple Zombie (2), Dark Lord (3),

Old House Rigel Ruin Abandoned Temple

Templar (2), Warlock (2) Necromancer (3) 80 Gp, Staff of Foliage Master Thug (1), Knight (2), Wizard (3) 150 Gp, Staff of Thunder 2 Trolls (1/1), Orc King (1), Goblin Archer (1) 150 Gp, Iron Skin Potion Zombie (2), Dark Lord (3), Templar (2), Wraith (3), Warlock (2)

250 Gp, Tome of Sorcery 130 Gp, Lizard Man Talisman 200 Gp, Banner of Strength 250 Gp, Tome of Fire

Abandoned Creature Pen 3 Lizard Men (1/1/1) Antigue Temple 2 Orcs (1/1), 2 Orc Champions (1/1), 2 Goblin Archers (1/1) Crinnsbelow Ogre (1), Orc King (1), Orc Champion (1), Goblin Archer (1) Ruins of Pesmergia Skeleton Warrior (3), Skeleton Champion (4), Shade (3), Warlock (2) Hideout Warrior (2), Flame Caster (3), Crossbowman (2) Cullceth 2 Warriors (2/2), Dwarf (1), Novice (2) EVENTS Event Notes

250 Gp, Thanatos Blade 50 Gp, Orb of Restoration 150 Gp, Orb of Frost

ITEMS LYING ON THE GROUND 4 x Potions of Restoration, 12 x Potions of Healing, 4 x Life Potions, Potion of Striking, Bronze Ring, Cursa Demoneus Scroll, Death Ward Scroll, Potion of Fire Warding, 2 x Silver Rings, 2 x Potions of Water Warding, Potion of Vigor, 2 x Gold Rings, Potion of Speed, Boots of Speed, Sapphire, Hymn of the Clans Scroll, Ruby, Banner of Protection, Damage Ward Scroll, Talisman of Earth. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) 2 x Potions of Healing, Unholy Chalice. SHOPS Name Luther's Camp (Mercenary) Sells Imperial Assassin (Level 3 - 400 Gp), Imperial Knight (Level 3 - 850 Gp), Man at Arms (Level 3 60 Gp), Spearman (Level 1 - 300 Gp), Spearman (Level 2 - 330 Gp) Potion of Healing x 3, Potion of Restoration x 2, Boots of Speed x 1, Life Potion x 2, Potion of Striking x 2, Potion of Swiftness x 1, Potion of Protection x 1 Potion of Healing x 6, Potion of Restoration x 3, Healing Ointment x 1, Boots of Travelling x 1, Life Potion x 2, Treebark Potion x 2, Potion of

Thurin's Shop (Merchant)

Pilgrim Merchant (Merchant)

Accuracy x 1, Imp Talisman x 1, Banner of Striking x 1 Brigbro's Spells (Magic Shop) Lightning (200 Gp), Haste (400 Gp), Holy Armour (600 Gp), Ice Pillar (400 Gp), Chant of Arms (600 Gp), Summon Valkyrie (600 Gp), Tormentio (200 Gp) Cursa Demoneus (400 Gp) Zollian's Camp (Trainer) --> Train your Units here ! <-Ending With the defeat of their fiercest warriors (HAHAHAHA they were CR@P !!), the Dwarves of Korbach's Fort began their defensive retreat towards the Dwarven stronghold at Falhen Heim. Though their army pushed towards the summit of the mountain, the Elven fury plowed through the Dwarven lines like an avalanche. ============================================================================== 5) The Betrayal

BRIEFING AND COMMENTS Under the banner of Gallean, the Elves moved onward with their attacks, cutting deep into the mountainous region of the Clans territory, and towards the GREAT Dwarven City of Falhen Heim. However a Dark Shadow loomed behind them ... As they had ascended the Mountain, they had found the tattered corpses of dead Elves, brought back by Dark Powers ... most of the evidence pointed towards Mortis as the cause of this latest atrocity, but others believed the source came from within themselves ... Serphis and Geintel stationed a new grove atop the mountain heights, preparing for one final charge towards the Clans. As the Dwarves leaned over their Castle walls, they heard THOUSANDS of Elves calling for vengeance for Gallean. One word from Oracle, could set Gallean's Rage upon the Children of Wotan. Your initial objective on this level is to find the Oracle, who APPEARS to have been cornered en route to your new grove !!!!! =O Serphis arrives and calls for troops to be despatched to help the Oracle. It appears that they are on the road, south of the City. Geintel says he will join the search party as the Oracle MUST be saved ... Serphis is surprised at Geintel's willingness to join the search party, and says that ... JUST to be on the safe side (read: JUST to make sure Geintel doesn't try and leg it with the Oracle), he will send a SECOND search party to "back them up" ... nyuk nyuk. Geintel appears outside the Capital City and begins to charge down the road ... ... and then we take control !! :) Geintel's unit comprises :Geintel (Centaur Strider - 10), Centaur Charger (2), Channeler (2) Geintel's stats (in case you're interested) are as follows :============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR

Geintel 337 10 - Pole axe 89 128 Wea 44 Adj 1 ============================================================================== However, I was expecting to be able to start off with full control over Geintel and his unit, and this ISN'T the case ;) So ! Venturing AROUND him I moved southwards along the past, sacking the City of Redstone as I went. If you do this, Barrgabine (a Dwarven Axe Thrower) pops his head out to say that Falhen Heim knows you are coming and they have prepared troops to stop you ... ... COOL !! I'd hate to have this turn into a walkover !!!!!!!!! Hahahahaha After he has been slain, Draduliss (one of your troops) says that several documents were found in the City, but that they are written in a Dwarven dialect that is unknown to your people ... until a means to read them is divined, they should be kept in the City, for safe-keeping, he thinks ... ... I agree with him ... If you venture to the southern edge of the map (just south of the City of Redstone), and then EAST a little ways, Geintel says "What ? This is a Dwarf ! We must be too late ! They must have taken her !" The Dwarven Engineer to whom he is referring calls out to him, saying that he is a friend and means you no harm. Millu then appears to confirm that this is the case, and to say that this Dwarf (Grizzlespit - such a PRETTY name) will be your key to destroying the Dwarves in the area. Geintel is having NONE of that, saying that Millu is insulting Gallean by insinuating that the Elves have need of a DWARF to secure their victory on these lands ... Millu says that Geintel is talking sh!te, and that whilst Gallean doesn't FAVOUR the alliance, he knows that it is necessary for the Elves victory. She says that Gallean is looking for something BEYOND the Clans, but that you need to escort her to safer ground first, as she doesn't feel comfortable explaining things further here. Geintel grumbles, and then the following units switch to ally with you :1) Geintel (10), Centaur Charger (2), Channeler (2) 2) Millu (Oracle - 2), Centaur Strider (2), Scout (1), Dwarf Engineer (1) Millu's stats, for your reference, are as follows :============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Millu 60 0 - Heal 100 40 Life 10 Any 1 ============================================================================== Before you can MOVE, however, the following LEGIONS units fly out to block your route back to the Capital City :1) 2) 3) 4) Jehitess (Demon), Demonologist, Berzerker, Anti-Paladin Grametec (Duke), Marble Gargoyle, Incubus Zaorish (Counsellor), Sorcerer, 2 Berzerkers Baal (Counsellor), Demon, Cultist

5) Voramel (Duke), Demonologist, Berzerker, Anti-Paladin Geintel confirms that they have totally blocked off your way back to the Capital, and that you are too weak to fight them, so you should try and find a way AROUND them. Now ... if you've followed MY FAQ you will have taken the City of Redstone. Whilst you cannot move both Geintel AND Millu into the City, you CAN use the City to enhance your protection and heal any units before you start your trek back to the Capital. You CANNOT attack the Legions' Units - your leader will simply tell you that they are too powerful, and then turn and run !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ============================================================================== NEW OBJECTIVE : FIND A WAY TO RETURN MILLU TO THE CAPITAL. BOTH GEINTEL AND MILLU MUST SURVIVE. ============================================================================== This means that in order to get back to your Capital City you are going to have to venture WEST from Redstone, and then north and then east and finally south to get back to your Capital. I personally left Millu and her unit in Redstone (you'll see why in a moment). If, after venturing west from Redstone, you venture SOUTH instead of north, you will come upon the Hordes' Capital. If you do this, your leader will comment that one of the corpses in the area is still fresh, and it appears that the Hordes tore sections of flesh off his body, and ripped his bowels out !! It was almost as though portions of his body were harvested !!!!!! =O After paying a little visit to the Undead Hordes, I turned and went due North. After you have slain the Dark Elf Butcher and his unit (who are blocking the pass through the mountains ?), Geintel calls out to you, saying that as there are many trials left to overcome before you can get to the Grove again, it would surely be better for you to all stick together. Geintel and Millu's respective units then converge (from WHEREVER they presently are on the map) upon Sindurn Village, which is (NOT surprisingly) going to be MY next target as well ;) As you approach Sindurn Village, a Crone appears and the following conversation ensues :Crone Geintel Millu Crone Geintel : : : : : "Why are we so easily forgotten? Why do you still seek to kill us?" "Because you smell" "Abra-cadabera, hubble bubble, ali-baba 40 thieves, bla bla bla ..." "Jabba no peys Luke Skywalker ... Jedi Knight ..." "FREAKS AAAAAAAAAAAAAAAALL !!"

(the Crone then disappears) Millu : "You TIT !! I was trying to open her miiiiiiiiind." Geintel : "B*LL*CKS !! You are nowt more than a twisted little biatch ! And YOU smell too !!" (Warivv appears) Warivv : "UnHAND hurr you FWEEKLIN !"

(Geintel gets huffy and storms off) Geintel is then caught in an ambush by Dark Elves, just outside the Hordes' Capital City. There are THREE Dark Elf Units in this ambush. Gravaren says he wants to see what Geintel looks like without his skin on. Eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeew !! :( The Dark Elves corner AND KILL Geintel !!!!! Millu : "Omigod! I DO smell ... how could my whiff have driven him to this?" Grizzlespit : "Now now deary ... don't let it get you down - let's RUUUUN !!" ============================================================================== NEW OBJECTIVE : ESCORT MILLU TO THE CAPITAL ============================================================================== You then gain control over Millu's Group AGAIN ... and the five Clans Units that were blocking your path to the east by the Ruined Temple retreat northwards, allowing you a reasonably clear path back to the Grove. If you are a psycho (like wot I am), and you decide to STILL take Sindurn Village ? An Orc Champion cries out after his beautiful City has fallen about his ears "Why you come here !? We no join war, we NOT kill for you !" Your leader tries to get bitchy with him, saying that NO Elf would ever stoop so low as to ask for the help of an Orc ... ... but his response is MASTERCARD PRICELESS ... he says :"CLOSE MOUTH !!! You all UGLY. AND STUPID too ! You ears floppy like rabbit ! You weak and ... er ... SMELLY ! Other Orc help and listen maybe. But WE NO LISTEN !" Your leader calls for a swift death for the inhabitants of this City, and I am sure it follows. Once you have FINALLY been able to return Millu to the Grove, Serphis praises Gallean for her safe return, and says that after the Demons blocked the pass, they had become quite worried ... NOTE that they didn't bother trying to fight their way through to FIND you !! Cheeky buggers. Serphis asks for Geintel's whereabouts. Millu tries to explain, but Grizzlespit interrupts her to say that dead Elves attacked and slew him. Millu explains that she was talking with one of them and Geintel thought she was betraying the Elves. Grizzlespit tries to calm her by saying that he attacked her without warning and it was HE who was irrational ... that Millu should not blame herself ... Serphis then turns his attentions to the Dwarf ... tickles him under the chin a couple times and asks for his name ... Millu explains that Grizzlespit agreed to help you defeat the Clans and that, to that end, he may have a plan that could help you get past them with little confrontation.

Grizzlespit explains that the Dwarves here follow Queen Yataa'Halli, who leads her people to peace and refuses to enter battle willy-nilly. He suggests that if Yataa'Halli is CAPTURED, and RANSOMED back to the Dwarves ? They will most likely accept. That HAS to be one of the LAMEST ideas I've ever heard. That's like ... to cure yourself of your fear of bees ? PLUNGE BOTH HANDS INTO THIS BEE'S NEST. Erm ... dooooooon't think so, but THANKS ever so !!!!! =./ Grizzlespit, not to be outdone, however, continues !! He says that there is a secret ancient Dwarven Hideout (isn't there always?) nearby (isn't it always?), and that Yataa'Halli is the only person to hold the key ... it is to this place that the Dwarves retreat when the Ragnarok comes. Serphis asks Millu whether Gallean approves of such an alliance with the Dwarf. Millu confirms that it is not without difficulty, but yes ... he does approve. He knows that the Clans are not your true enemy, and that your destiny lies at the Fortress of Temperance. Serphis remarks that that is where the Elves first allied themselves with the humans ... is it truly THERE where their alliance shall be broken ?? Serphis then says that (wait for it, here come a LOT of G's), the Elves shall follow Gallean's Plan through Grizzlespit and that Geintel's remains will have to drip dry before they can be tidied away. Five units of Clans troops then head from the north of your Capital, further north-west slightly. Grizzlespit appears outside your Capital City and says that most towns in the area hold documents of value, but that they are MOST likely going to be written in an ancient Dwarven dialect ... a trick used to keep unwanted eyes from gleaning their secrets ;) Grizzlespit says that he can read the documents, but that he PERSONALLY must visit the locations where they are being kept, to inform you of their content. ============================================================================== NEW OBJECTIVE : Bring Grizzlespit to each City to decode Dwarven documents. Grizzlespit MUST survive. ============================================================================== Grizzlespit should be sent down to Redstone (which is now easily accessible, as the Legions will fall back from the pass to just beside the Legions' Capital City) Upon his arrival there, Grizzlespit says that the documents in this city speak of an upcoming offensive to be mounted by the Wolfbane brothers upon the Legions' Outpost City of Luciors. It would therefore appear that the Clans are already occupied by the Legions - this is GOOD news, as it means we should have an easier time of slipping through the net undetected ... it would ALSO explain why Queen Yataa'Halli has not sent us a letter or similar ... If you venture to the north-west of your Capital City, you will come upon the City of Bradrick. Once it has fallen, your leaders remarks that it is strange to see the humans getting along so well with the Dwarves, not that it MATTERS per se ... and a peasant pops up to say that whilst he knows his own life is insignificant to you, there is evil at work in the area that MUST be

dealt with ... he says that some form of Imperial Assassin or "Tomb Thief" as he calls him, came by looking for a set of artifacts that pre-date the conflict between the races ... and that the peasant and his people know the location of ONE of these artifacts, but that they could never understand the seal that protected it, so they could not gain access to it. Your leader suggests that he is plea-bargaining for his life (which he obviously and DEFINITELY is), and he responds by saying that he may well be, but that if you don't believe him, just visit the old ruined tower to the east of the City ... You cannot venture further north at this point, as your leader will tell you that the group of Dwarven units that block your path (as with the Legions before them) are TOO strong, and cannot be defeated yet. This is the same as if you try and get past the Dwarven units that are in your way to the north of the Lost Mastaba as well ... ... I tell ya, I am SO looking forward to opening a can of whoop-ass on these monkeys ... If you head further east and take Herbanag City (just east of Banabar's Hide), Greisle Crow (a Rock Giant) will come up afterwards and say that he is pleased with the way the battle was fought, and will accept his death with honour. What a DOUGHNUT !!!!! He says that he is older than his brethren, and has watched the Elves, admiring their skill in combat ... one of your Centaur Lancers interrupts his reverie to call for his death, to which he responds by saying that the Clans still have plenty more surprises up their sleeves, and that they intend to bring you to justice before Yataa'Halli ... furthermore, he believes they will do it !! Your leader says that you will ensure that he is remembered as a great warrior among his Clan and, with that, he is put to rest. Grizzlespit should then be brought to Herbanag City for his appraisal. He says that there is a note there which says that an important transfer is taking place between the Clans' keep and a nearby town named Kol. Apparently whilst Yataa'Halli is preparing her Juristic Court for the cases of the Demon Lord Ugtherne, and the Forest Dweller Serphis, the Gheathrock Warbringers will be stationed at Kol, assuring a greater defence. He is ADAMANT that the Gheathrock Warbringers would NEVER move unless the Queen was ALSO moving ... therefore SHE must also be in Kol. If you continue further east and come upon the Navedara Cumuliss, Gardharus appears (remember him kids ??) once AGAIN with his cohorts Brin and Archibald, and they poke fun at you for being "horse-elves" UNfortunately, before you can PLANT one on Gardharus and his 'TARDS, he flees and leaves three units in his place :1) Gardharus's Mercenaries (Barbarian Chieftain - 1), Barbarian Warrior (1), Trapper (1), 2 Shamanesses (1/1) 2) Gardharus's Mercenaries (Trapper - 1), Trapper (1), Barbarian Chieftain (1) 2 Barbarian Warriors (1/1) 3) Gardharus's Mercenaries (Shamaness - 1), Shamaness (1), 2 Trappers (1/1),

Barbarian Warrior (1) I slew them, then STORMED Navedara Cumuliss, and then turned 180 degrees, and followed the tiny little path to the south, through the mountains to the City of Grundel Blade. Once THIS little City has fallen, Karnagan (the King's Guard who defends it) cries out that this is the Clans' first line of defence against the Legions, and you must SURELY not have expected to just SLIP past. Your leader asks him to dish on the locations of the Clans' troops, and he tells her to "eat roots" ..................................................... ............ wouldn't .............. "eat sh!t" have been a better response ?? AND THEN !! In true James Bond Villain stylee, your leader tells him that he isn't important, AS YOU KNOW HOW TO DECODE THEIR DOCUMENTS !?!?!?!?!?!?!?!?!?! Ooh ! Ooh ! GOOD MOVE !! *sigh* Grizzlespit should then be brought to Grundel Blade, for his comments. Grizzlespit says that he has found tactical documents that show how the frontline is to report to Kol. Apparently they have a runner who shuttles back and forth every two weeks. He says that what you will have to do is wait four days for this scout to emerge, kill him, take his clothes and sneak past the defences and enter Kol. Furthermore, he cautions you to amass your troops for the offensive, before the Scout starts his run in five days, just in case ... Four days ... five days ... who CARES ... just BRING IT ON !!!!!!!! :) ============================================================================== NEW OBJECTIVE : Gather forces around Grundel Blade ============================================================================== Amass amass amass gather gather gather amass amass amass gather gather gather True to his word, on the fifth turn, a Scout emerges from the battle front, and moves towards Grundel Blade. Grizzlespit spots him and chivvies you into action, but it appears the Scout is onto him ... he spots Grizzlespit and calls him a "clumsy dwarf betrayer" A set of Clans units then descends from the north towards Grundel Blade, and the action turns to the battlefront, where Ugtherne (an Abyssal Demon) says "The parasites want to test us ? Foolish, death is the only possible outcome even if you win this battle." NINE Undead units then teleport into the fray around the City of Grundel Blade. *wrings hands in glee* THIS should be en-ter-tain-ment !!!!! :) Gaud Warbringer FREAKS out when they arrive, and stammers "What in Wotan's name are they ?" Ugtherne says "The Clans seek to destroy us ... and now the Elves !" Greisilam of the Dark Elves speaks, simply saying "We come ...", the sentence being completed by his accomplice Estilam "... for revenge".

============================================================================== NEW OBJECTIVE : Grizzlespit MUST survive the battle. ============================================================================== I would therefore strongly suggest having Grizzlespit fall back into Grundel Blade, 'coz THIS is gonna get N-A-S-T-Y ;) HOKAY ... here we go ... I'm going to divide the units up into THREE groups at this point (in terms of describing who you're up against) ... and I'm going to name them, RATHER predictably, in accordance with where they are in relation to the City of Grundel Blade THE WESTERN UNDEAD ARMY comprises the following units :1) Estilam (Crone - 1), Skeleton Champion (4), Dark Elf Butcher (1), Templar (2), Dark Elf Reaper (1) 2) Dreidan (Dark Elf Butcher - 1), Dark Lord (3), Necromancer (3), Crone (1), Dark Elf Gast (1) 3) Yuskeit (Dreadwyrm - 1), Dark Elf Butcher (1), Templar (2), Dark Elf Gast (1) 4) Exarty (Dreadwyrm - 1), Dark Elf Butcher (1), Zombie (2), Warlock (2), Crone (1) THE GHEATHROCK WARBRINGERS comprise the following units :Nb. These are the Dwarves to the NORTH of Grundel Blade ;) 1) Haegr Warbringer (King's Guard - 1), 2 Warriors (2/2), Forge Guardian (3) 2) Darog Warbringer (Engineer - 1), Warrior (2), Veteran (3), Mountaineer (3) 3) Gradrei Warbringer (Rock Giant - 1), Warrior (2), Veteran (3), 2 Flame Casters (3/3) 4) Bleag Warbringer (Rock Giant - 1), Veteran (3), Venerable Warrior (4), Mountaineer (3) 5) Gaud Warbringer (Elder One - 14), 2 Venerable Warriors (3/3), Forge Guardian (3), Mountaineer (3) For your convenience, here are the stats of the Warbringers themselves :============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Haegr 225 0 - Battle Axe 80 60 Wea 40 Adj 1 Darog 135 0 - Crossbow 80 40 Wea 50 Any 1 Gradrei 310 0 - Punch 80 90 Ea 30 Adj 1 Bleag 310 0 - Punch 80 90 Ea 30 Adj 1 Gaud 840 0 - Lightning 89 112 Air 20 Any 6 ============================================================================== AND FINALLY THE NORTHERN UNDEAD ARMY comprises the following units :1) Vreinm (Crone - 1), Crone (1), 2 Dark Elf Butchers (1/1), Dark Lord (3) 2) Leithanios (Crone - 1), Zombie (2), Dark Elf Butcher (1), Dark Lord (3), Dark Elf Gast (1) 3) Daegree (Dreadwyrm - 1), 2 Dark Elf Butchers (1/1), Shade (3) 4) Greisilam (Dark Elf Butcher - 1), 2 Templars (2/2), Crone (1), Warlock (2), Specter (2) 5) Hyusek (Dreadwyrm - 1), Dark Elf Butcher (1), Dark Lord (3), 2 Dark Elf Reapers (1/1)

Once these units have ALL been disposed of, you are free (reasonably) to explore the rest of this area. If you venture northwards and take the City of Bregrevein, an Alchemist remarks as to her SHOCK at your AUDACITY ... she says that it is sheer MADNESS to attack the City closest to the Gheathrock Troop. ... oh dear ! Didn't you hear ? I just WIPED THEM OUT !! BWAHAHAHAHAAAAAAAR If you venture further north and then take a sharp turn eastwards you will descend on the City of Kol ... once you have battered it into submission, you call for Queen Yataa'Halli to surrender peacibly or be taken by force. Poor little Yataa'Halli (who is really quite sweet except for her hairy sideburns bless her) says she she's not really minded to come out knowing that you're going to kill her ... Your leader says that you're not here to kill her - you're here with an offer. The Elves will leave the Mountain Clans alive provided they retreat back into Gotter Keep. Queen Yataa'Halli says that she will agree (knowing FULL well that you plan on locking them all inside), on condition that you do not harm her or her beloved Clans (PRESUMABLY all the ones we've slain up UNTIL this point don't really count ??? *flutters eyelids sweetly*) Yataa'Halli then materialises outside Kol and says she will lead you to Gotter Keep. The battle (meanwhile) between the Legions and the Clans rages on in the south, but we needn't concern ourselves with that for now ... basically the Clans are going to lose because they are WELL outnumbered (plus we have, of course, been secretly knifing them in the back). Hee hee. Yataa'Halli storms off towards the west along the northern edge of the map, and creates a passage through the mountain pass ahead of her as she goes ... FOLLOW HER !!!!! :) As she approaches her Capital City (with you in tow), Yataa'Halli calls to her Clan brethren, saying that they must be strong, and LEAVE the Capital City in order to ensure their survival ... and fall back to Gotter Keep. All the Clans Forces in the area heed her call and fall back to Gotter Keep, and Yataa'Halli says that she will give you the key once you have arrived safely at the gate. You may now kill Yataa'Halli if you wish ... her stats are as follows :============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Yataa'Halli 103 20 - Runic Axe 80 80 Wea 40 Adj 1 ============================================================================== Once she has been slain, you retrieve the Runic Key from her person and your leader tells you that now you will have to lock the remaining dwarves into the Keep. If you take Kinblad City, your leader says that it appears the residents have

all fled the City ... If you move upon Mindress your leader says PROUDLY that you have slain Queen Yataa'Halli, and the Dwarves (if they value their lives) should fall back to Gotter Keep ... an Elder One responds by saying (in a state of shock) that the Dwarves MUST, in light of this revelation, fall back, but that they WILL have their revenge against the Elves in good time. Incidentally, if you now do what I did (which of course you don't have to) and clear up the map of ALL remaining adversaries ? Then you will find that right in the middle of the huge battle that is/was being waged outside the Legions' Capital City ? Are an Orb of Inferno, and a Staff of Tempest. Once you run up to and touch Gotter Keep, your leader asks for a message to be sent to Serphis, confirming that the Dwarves are now safely locked within Gotter Keep. Action then pans back to your Capital City, where Serphis says that this may be a small victory for Gallean, but that it marks a GREAT victory for the Elven people. Serphis says he hopes that the Dwarves rot and diminish in their new-found prison ... to which Millu pipes up, saying that she does not think they will ... she thinks they will become stronger for the experience. It would appear that Grizzlespit did not BETRAY his people - he has merely presented them with an opportunity to better themselves ... and now, the Elves turn their attentions on Temperance ... the land of the Humans beyond the Sea. Millu says that Gallean is trying to warn you about something, but he is not being clear enough ... ============================================================================== OPPONENTS . CITIES NEUTRAL CITIES Name Redstone Sindurn Village Bradrick Herbanag City Grundel Blade Bregrevein Kol Inhabitants Hrolf (King's Guard - 1), Warrior (2), Veteran (3), Flame Caster (3) Troll (1), Goblin Elder (1), Orc Champion (1), 2 Goblin Archers (1/1) Imperial Assassin (1), 2 Witch Hunters (2/2), Squire (1), Mage (2), Cleric (2) Rock Giant (1), Warrior (2), Veteran (3), Alchemist (3), Forge Guardian (3) Karnagan (King's Guard - 1), Warrior (2), Veteran (3), Flame Caster (3) 2 Warriors (2/2), 2 Crossbowmen (1/2), Alchemist (3) Guardian Warbringer (Elder One - 1), 2 Venerable Warriors (4/4), Mountaineer (3), Forge Guardian (3) Legions of the Damned, Mountain Clans, Undead Hordes, Dark Elves

MOUNTAIN CLANS CITIES Name Kinblad City Inhabitants Calderic (King's Guard - 1), Dwarf (2), Warrior (1), Axe

Thrower (1), [Hill Giant (1), Dwarf (1)] BUILDINGS Name Origuss Inhabitants Gain anything from taking it ? 100 Gp, Orc Talisman 200 Gp, Skeleton Champion Orb 250 Gp, Banner of Celerity 300 Gp, Orb of Vigor 250 Gp, Titan's Might Potion 200 Gp, Potion of Fire Warding 250 Gp, Banner of Resistance 200 Gp, Orb of Icefall 150 Gp, Potion of Protection

Ogre (1), Goblin Elder (1), Goblin Archers (1), Goblin (1) Haunted Halls Dark Lord (3) 2 Fighters (1/1) Shade (3), Warlock (2) Ruined Temple 2 Goblin Elders (1/1), 2 Orcs (1/1) 2 Goblin Archers (1/1) Lost Mastaba 2 Orc Champions (1/1), 2 Goblin Elders (1/1), Goblin Archer (1), Goblin (1) Navedara Cumuliss Beast (4), Marble Gargoyle (2) Kassel Anti-Paladin (3), Berzerker (2), Gargoyle (1), Sorcerer (2) Broken Guard Post 2 Anti-Paladins (3/3), Succubus (4), 2 Sorcerers (2/2) Edguen Hold Ice Giant (3), Warrior (2), Veteran (3), Novice (2), Forge Guardian (3) Abandoned Tower 2 Warriors (2/2), Veteran (3), Flame Caster (3) Mindress Defender of the Faith (5), Holy Avenger (5), Inquisitor (3) Hierophant (4), 2 Imperial Assassins (3/3) EVENTS Event Notes

350 Gp, Ice Shield Scroll

ITEMS LYING ON THE GROUND 3 x Silver Rings, Weakness Scroll, Potions, Hymn of the Clans Scroll, Warding, Emerald, Ruby, Gold Ring, Striking, Potion of Vigor, Healing Staff of Tempest.

8 x Potions of Restoration, 7 x Life Holy Chalice, Diamond, 2 x Potions of Water Sapphire, Potion of Fire Warding, Potion of Ointment, Orb of Venom, Orb of Inferno,

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) 3 Potions of Restoration. SHOPS Name Allar's Shop (Merchant) Banabar's Hide (Magic Shop) Sells Life Potion x 3, Potion of Healing x 7, Potion of Restoration x 3, Potion of Protection x 1, Potion of Striking x 1 Healing (400 Gp), Chant of Fortitude (800 Gp), Ignis Carn (400 Gp), Paraseus (600 Gp), Summon Nightmare (600 Gp), Death Storm (900 Gp), Rot (800 Gp), Vithar's Might (200 Gp),

Incantare Beliarh (400 Gp) Battlefront Supplier (Merch.) Life Potion x 4, Treebark Potion x 1, Potion of Healing x 6, Potion of Restoration x 3, Tome of Earth x 1 Luggen's Camp (Mercenary) Brown Bear (Level 1 - 300 Gp); Rock Giant (Level 2 - 500 Gp) Gormok's Battle Camp (Trainer) --> Train your Units here ! <-Ending With Yataa'Halli slain, and their forces in utter confusion, the Dwarves were easily ushered into the caverns of Gotter Keep. Grizzlespit knew that they would not tolerate their confinement for long, and that they would return with the glorious rage that was once the pride of their race. The Elves traversed the Mountain and descended towards the sea, the path behind them being obscured by the smoke from razed Dwarven Cities. ============================================================================== 6) The Trader War

BRIEFING AND COMMENTS The Elves turned their attention to the vast, sprawling fields of Fardale, but to REACH these lands would mean crossing the Mercantile Sea ... a focal point of the Empire's economy - a place where Merchants, Swindlers and Traders alike, exchanged goods bound for Empire Lands ... The Elves realised the full importance of this area, and that gaining control of the Mercantile would ensure supplies were cut to MANY areas of the Empire's Territory, ESPECIALLY Fardale. It would also supply the Elves with a solid location from which to launch their main offensive. Millu, exhausted from past events, rested ... pondering on the death of Geintel Serphis oversaw construction of a new Grove on a small island, and readied his first Elven Fleet in the entire HISTORY of the Elven Nations. Your objective on this level is to destroy the Empire Trade Route. Exactly HOW you do this will become apparent in a moment ;) Serphis begins the level by saying that Temperance may lie just ahead of you, but if you are to invade the lands of Fardale, you will first need to solidify your hold on the Mercantile Sea and amass a Force capable of dealing with the Empire on their own ground. He says he knows that the Elves are not sailors, but that he is sure that Gallean will help them navigate the Mercantile ... A Centaur Lancer challenges Serphis' leadership over his kind (i.e. over the Centaurs), as Serphis has given a distinct LACK of respect to Geintel's passing which, let's face it, he has. Serphis seems genuinely shocked by this, saying that Geintel's passing has hurt ALL the Elven People, but they do not have enough time to stop everything to mourn the passing of ONE fallen Elf when so many OTHERS are dying each day. He assures the Centaurs that Geintel's Death will be appropriately mourned when their task has been finished. The Centaurs are having NONE of this, saying how can Serphis expect them to

follow his lead when he refuses to honour those who die at his side ... Serphis barks back that it is not HIM that they are following - it is GALLEAN. With that, Serphis gives his orders ... take the three ports nearby so as to damage the Empire's Trade Route. ============================================================================== NEW OBJECTIVE : Capture all three trading ports and destroy the Empire's Fleet Tender ============================================================================== Hokay ... the map is (you may be pleased to hear) a small one ... you have but ONE adversary - the Empire - and there are only three cities ON the map to take, so it's simple ... take all three !! The Cities and their locations are as follows :============================================================================== NOTE : YOUR CAPITAL CITY IS IN THE SOUTH-EASTERNMOST CORNER OF THE MAP ============================================================================== 1) Devil's Den is located just north of the south-westernmost corner of the map; 2) Banther's Trade Cour is located north-west of your Capital City; and 3) Shadya Ironworks is located to the north of Banther's Trade Cour. From the start I worked my way along the southern edge of the map to the south-westernmost corner, and then ventured north to Devil's Den WHICH I rather surprisingly found completely empty !! Upon entering the City, Thom Woodworth (a peasant) says "What ? New owners ? Don't give a damn as long as I have a place to sell my services. Keep my rent the same and I won't gripe." Your leader asks him what "services" he offers, to which he responds by saying that he offers "discreet" services (this is sounding dodgier and dodgier by the minute !!), but then THANKFULLY he clarifies what that means ... by "discreet" he means getting goods or information, or making people disappear. His associate Greiss (a Legions' Thief) pops up, but says nothing. Your leader remarks with astonishment that this HERETIC follows Woodworth's orders ? Thom replies by saying that they have an arrangement ... Greiss listens, Thom feeds him and lets him wreak mayhem !! After taking Devil's Den, two new units led by Pegasus Knights appear outside the Empire Capital City. Devil's Den contains a Potion of Vigor. From there I ventured east and then north to Banther's Trade Cour - the second of the three cities to conquer. Once it has fallen, Banther pops up to say that it's been a LOOOOONG time since they have seen any "forest people" in this neck of the woods, but that whatever you want they're SURE to have. Your leader sets him straight and tells him that you're here to take over - not to trade. He actually PRAISES you for this move, saying that the Empire were BASTARDS (HIS words) who just used to take and take and take ...

Hahahahahahahahaha and we're NOT ??????? Hee hee ... Banther then GIVES you a pressie ! My FAVOURITE boots, the Boots of the Elements ... If you then venture further northwards and take Shadya Ironworks, Bramdock a Dwarf - pops up to say that it must be TRUE that Yataa'Halli is dead (CORRECT), which is a shame, as she carried the royal bloodline. He says, however, that the Dwarves in THIS area never really much cared for her though, as peace and negotiations really AREN'T the Dwarven Way OR in keeping with Wotan's Ethics. Your leader tells him that you are taking over the area, and what is his trade. He responds by saying that he trades in minerals, iron, rocks and the like ... and not JUST from Dwarven mines, but from ALL of Nevendaar as well !! He says if someone is harvesting it, chances are they can get it for you ... and at reasonable prices too !! :) Your leader finds this an intriguing proposition, and says that you will leave some of your Elves there to work on the finer points of your arrangement with Bramdock. Once you have taken all three cities, you need to venture west of Shadya Ironworks and then south and finally east to meet up with the Empire Fleet Tender. This is actually not quite what I was expecting - it is a UNIT. The Empire Fleet Tender and his guards are as follows :1) Fleet Tender Guard (Pegasus Knight - 1), Imperial Knight (3), Inquisitor (3), Imperial Assassin (3) 2) Fleet Tender Guard (Pegasus Knight - 1), 2 Imperial Knights (3/3), Imperial Assassin (3) 3) Empire Fleet Tender (Defender of the Faith - 1), 2 Imperial Knights (3/3), 2 Imperial Assassins (3/3), Matriarch (3) As you approach him your leader identifies him, and he responds by saying that to even CONSIDER breaking the Empire's hold on the area is LUNACY ... that Elves are not sailors, and that you should retreat back to your woodland homes. Sounds to ME like he's spawning for a fight !! ONWARD !!!!! :) For your convenience, the Empire Fleet Tender's stats are as follows :============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Empire Fleet Tender 225 30 - Sword 80 125 Wea 70 Adj 1 ============================================================================== Once he has been slain, one of your Scouts confirms this and tells you that you now have control over all the trading ports in the Mercantile. Serphis is advised of this, and preparations can now begin for your final invasion of Fardale. ==============================================================================

OPPONENTS CITIES NEUTRAL CITIES Name

The Empire

Inhabitants

Banther's Trade Cour 2 Knights (2/2), 2 Archers (1/1), Imperial Assassin (1) Shadya Ironworks 2 Imperial Assassins (3/3), Matriarch (3), Spearman (1), Peasant (1), Grand Inquisitor (4) EMPIRE CITIES Name Devil's Den BUILDINGS Name Ruined Temple Inhabitants Gain anything from taking it ? 250 Gp, Talisman of Strength 100 Gp, Orb of Inferno 300 Gp, Skull of Thanatos Inhabitants -

2 Barbarian Warriors (1/1) Shamaness (1) Crumbling Tower Orc King (1), 2 Orc Champions (1/1), 2 Goblin Elders (1/1) Ollus Sea Serpent (1), 2 Medusas (1/1), 2 Mermen (1/1) Perthin Skeleton Champion (4), Dark Elf Butcher (1) Skeleton Warrior (3), Dark Elf Gast (1), Wraith (3), Dark Elf Crone (1) EVENTS Event Notes

100 Gp, Ring of Strength

ITEMS LYING ON THE GROUND / AT SEA ;) 5 x Potions of Restoration, 2 x Life Potions, Potion of Swiftness, Tome of Water, Protectio Ignis Scroll, Potion of Fortune, Sapphire, Potion of Accuracy, Staff of Travelling, Incubus Orb, Gold Ring, 2 x Potion of Healings, Banner of Health, Orb of Life. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) Ancient Relic, Skull Bracers. SHOPS Name Sells

Thom's Slave Market (Mercenary) Alchemist (Level 3 - 700 Gp), Imperial Assassin (Level 3 - 400 Gp), Shamaness (Level 1 - 1020 Gp) Yggar's Shop (Merchant) Life Potion x 3, Potion of Healing x 8, Potion of Restoration x 3, Staff of Invisibility x 1,

Potion of Protection x 3, Potion of Swiftness x 1, Air Ward Scroll x 1, Call Decay Dragon Scroll x 1 Ending The Elves had secured their grip on the Human trade route. Supply lines to Fardale, and more importantly, Temperance, were blocked. If all went as planned, the Humans would be in a state of chaos when the Elves reached land once again. ============================================================================== 7) Dividing Line

BRIEFING AND COMMENTS Gallean's children stormed the shores of the mainland. The Elves poured into the forest, slaughtering those they marked as "intruders". The Empire had painfully miscalculated the strength of the Elven army, but each battle took more and more strength out of the Elven assault. Their forces were diminishing. Millu gave them the drive they needed to continue forward, lifting them up with words from Gallean when battles were especially costly. She promised them that Elves still remained within these foreign forests, hidden from the eyes of men. The brutal momentum of their quest began to weigh heavily on their weary minds. Why were they building an army ? Why were they being led into battle with their allies ? Gallean was about to deliver his reasons through his tiny Oracle, and with but a few words, the fate of the Elves would be revealed ... (note: Since this is like ... the PENULTIMATE level for the Elves ? I quoted that passage verbatim from the game ...) Your objective on this level of the Elven Saga is to convince the Elves of Sollem OR Dawnshallow to join your cause. Hmmmmmmmmmm ... so we have a choice !! Millu starts the level by saying "... and then he showed me our future city, one we have owned before. We shared this sanctum with the Humans, but we were not allowed free passage through its halls. We were not allowed to speak on its so-called "peace council. We toiled to build its walls, but never owned them! The city is Temperance! The great symbol of peace between our races rots from within! They never valued us, they simply needed our services - and when finished, we were discarded! No longer! No longer will any people who wrong us go unpunished! No longer will we hide among the leaves while the world passes us by! We existed before the Dwarves or Humans ever touched Nevendaar, yet we succumb to their rules?" That TREACHEROUS little weasel Tora'ach pipes up "Yes yes let's take the city and up the tax rate - tee hee" or some such NONSENSE ... sorry, but whilst I kinda started to like this guy in the beginning ? He behaved like a TIT later on, and I for one no longer have any time for him ... *ejects the cd and breaks it in half across his knee* *realises that his guide isn't finished yet*

*rushes to the store to buy another copy and resumes his last save* ... ahem ... Illumielle says that it's good to have Tora'ach back among her numbers (WHAT!!) and then asks why it's snowing ... as it's surely out of season for that type of weather ... A Valkyrie interrupts her saying that the Wrath of Wotan is to be set upon the Elves for their villainy ... ... yup ... iiiiiiiiiiit's the Clans ... and they're looking PRETTY peeved I have to say ... It appears that they dug out of Gotter Keep (crafty little dwarfies that they are), and are now BACK in the world for more fun and frolics. Hokay ... we now have full control, and I've gotta tell ya ... this level is ABSOLUTELY F'ING MASSIVE !!!!!!!! It's quite possibly the LARGEST level I've EVER seen. This is going to take SOME time I can tell you !! Okey dokes ... let's get cracking ... Your Capital City is surrounded by Mountain Clans Units, so you'd best get to defending it and putting these STUNTED irritants OUT OF YOUR MISERY. Grrrrrrrrrrr. The units that comprise this "Dwarven Invasion Force" IF you can call it that are as follows :1) 2) 3) 4) 5) 6) 7) 8) Drogon (Dwarf Champion - 10), Dwarf (1) Dwarf (1), 2 Hill Giants (1/1) Rock Giant (1) Hill Giant (1) Sigulf (Engineer - 10), Warrior (2) Crossbowman (2), Dwarf (1), Axe Thrower (1) Yeti (1), Crossbowman (1) Valkyrie (1), 2 Dwarves (1/1)

The Valkyrie (upon her death) dies with a smile on her face, saying "my work here is done". Tora'ach interprets this as meaning that the Dwarves have something up their sleeve ... Let us recap ... we ... invade their lands ... slay their Queen, and lock them all in a CAVE ... gee ! I think he might be right !!!!! Once you have despatched them, you can venture forth into the lands to see what's what !! :) ============================================================================== NOTE : YOUR CAPITAL CITY IS RIGHT SMACK-BANG IN THE MIDDLE OF THE MAP ============================================================================== Due south of your Capital City is the City of Gommerend, which should fall without too much hassle. I'm playing this map on an expand, hold, expand ...

In the VERY south-easternmost corner of the map lies the home of the Savage Elves of Dawnshallow. As you draw near, one of your Sentries reminds you that to ally yourselves with the people of Dawnshallow would mean you would most DEFINITELY be shunned by the noble Elves of Sollem. The decision is yours. ============================================================================== LEVEL 7 - OPTIONAL ROUTE 1 - ALLY WITH THE ELVES OF DAWNSHALLOW ============================================================================== IF YOU DECIDE TO APPROACH THE ELVES OF DAWNSHALLOW, then Tora'ach will come forth to speak with them, telling them that they have been called to the Hunt, and that Gallean has chosen to move them to WAR against Temperance ... that they should fetch their bows, and march with you. Velech, who has been listening to Tora'ach's prattlings, says "Do you think we're THAT dim ?" he goes on to point out that Temperance has long been a symbol of peace between the Elves and the Empire, and that whilst they may not support such peace, they are not fit to face an army in battle ... basically they tell you to shove it. Tora'ach says that this ISN'T a choice thing ... this is a GALLEAN thing (holds up signed autograph of Gallean on a bearskin rug and does a thumbs up) ... that Velech should just DO IT rather than QUESTION IT. Velech tells him he looks like a hobo, and then Menelles steps in to say that Tora'ach is telling the truth - this IS the Will of Gallean, and it MUST be obeyed. Menelles then joins your cause, telling you that he needs to first help replenish the forest life in the area, by visiting Solonielle's Tears one by one, and calling to Gallean. ============================================================================== NEW OBJECTIVE : Convert 45% of the land to Elven terrain, and then return Menelles to Dawnshallow. ============================================================================== Menelles is a level 1 Sage, who's stats are as follows :============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Menelles 80 0 - MDFWAE Smn Minor Ent 100 0 Life 40 Any 1 ============================================================================== Menelles only has a leadership skill of 1, so he can ONLY take 1 unit with him. If I were you, I would suggest giving him a KICKASS up front unit ... perhaps the Centaur Striker from your Capital, if you left him there (as I did) ... and, as always, DON'T let him get into combat - clear the path for him ;) If you enter the nearby Volary, one of your Forest Lieges comes out to tell you that that was a NAUGHTY thing to do, because Griffins are FIERCELY loyal to their masters, and the only reason they would have attacked you is because they would have seen YOU as a threat ... he says your move was wasteful. *SLAPS the Forest Liege and then kicks him in the pants* The nearby City of Sullus holds a Life Potion and a Treebark Potion.

I am going to venture across the southern edge of the map now, to reach the first of Solonielle's three Tears. This will take us into Undead Lands ;) As you approach the City of Blackwillow, your leader pipes up that it is a DISGUSTING City ... and Fyrwenn (HI FYRWENN) comments that it would appear that Mortis has given the Dark Elves their own City ! This place USED to be Sollem - home of the Noble Elves ... they must have fled the place ... Blackwillow contains an Unholy Dagger. Further north-west lies the City of Guddugh. Once you take it, your leader says that one of the Ogres you encountered therein is only HALF slain, and it is an insult to Gallean to leave him like this ... you need to finish the job. Guddugh contains 2 Life Potions. If you approach Kitsben, Fyrwenn herself urges you to draw back, as there is some kind of powerful presence therein ... I say ... SMASH IT TO THE GROUND ... =) If you venture to the City of Ylmendar in the very southwesternmost corner of the map, an Engineer stops you, saying if you come any closer, he will unleash the beast ... the BEAST he is referring to is the White Dragon Hoarfang who is being held imprisoned just to the north of the City. Totally disregarding his warnings, I marched upon Ylmendar (well come ON ... you can't be TELLING me not to do it =D) ... and, true to his word, the Engineer lets Hoarfang loose !! The conversation (which IS kinda funny) goes like this :ENGINEER DWARF ENGINEER DWARF : : : : "RELEASE THE BEAST" "But he's still hungry !!" "So do it and RUN !!" "Shiiiiiiiiiiiiiiit"

Tora'ach very VALIDLY asks why have a gate when the beast has wings ... surely it's kinda pointless ? To which a Grovemaiden responds, saying that the Dwarves seem to have a weak form of runic magic control over the White Dragon, which means it will MOST likely attack you rather than the Dwarves. Hoarfang is a level 4 White Dragon, who's stats are as follows :============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Hoarfang 910 0 Air - Vapor Breath 78 130 Air 40 Any 6 ============================================================================== Bear in mind that White Dragons are IMMUNE to Air attacks ... therefore, if you send say ... a Dryad and Five Archons against it ? You will DIE ;) Once the White Dragon has been slain, your leader says that it is a TRAGEDY to have had to kill it, and that you should derive no pride from it ... it is also a TRAGIC turn of events that such a noble beast should answer to HALF-MEN such as the Dwarves. TTTTTOOOOOOOOOOOOOUUUUUUUUUUUUCCCCCCCCCCCCCHHHHHHHHHHHHHYYYYYYYYYYYYY !!!!!!!! Once the City has been taken, a Mountaineer calls for the beast to be released,

to which the Dwarf replies "It already has ! We've lost this City" ... the Mountaineer is LESS than impressed, bless him ... The City of Ylmendar holds the Boots of Seven Leagues :) :) :) :) :) :) :) :) If you then bring Menelles to the Tear of Solonielle that is in the area, he says "Let's see what can be done ... it's awful cold out here". Solonielle's Tear then (rather predictably) transforms a LOT of the land in the area back to Elven terrain ... WOOHOO !!!!!! Two more to go !!!!!!! :) If you approach the Elder One standing proudly a fair bit to the north of the City of Ylmendar (he's standing atop the twin waterfalls to be a bit more precise), he says "You're very small. They said you'd come. They didn't say you were small. There is no glory in smashing the small." Cheeky bugger eh !! Teach him that size DOESN'T matter (not in SOME things anyways) ;) If you continue to head north you will find Solonielle's SECOND Tear right next to the Legions' Capital City. If you hold this area and bring Menelles up to it, he will comment that it is DISGUSTING to see so holy a thing buried in the middle of such a demonic place ... he then calls upon the power of the Tear to transform the majority of THESE lands into Elven terrain. Tora'ach praises this latest act as a Miracle ! If you quickly pop around the mountain range to the east and descend upon the City of Ezelben, a Succubus pops up to say "You look weary. Come in, travelers I'm sure there's some way we can ease your aching bodies." One of your Grovemaidens (who is, I have to say, a minger and is PROBABLY jealous) says "Don't listen to her! She is trying to enchant you !" Ezelben contains a Life Potion and a Potion of Restoration. If you continue northwards up to the very northwesternmost corner of the map, Tora'ach cautions you to fall back, saying that the "statues" there are NOT statues - they were living, but have been turned to solid stone by something in the area ... If you enter and "liberate" Gurhen's Mine, you will gain the Horn of Incubus an artifact that allows you to petrify your opponents !! WOOHOO !!!!! :) :) :) If you fall back to your Capital (as I did, to regroup a little bit), and stop off at the Abandoned Aviary to bump it off, one of your Forest Lieges says that you had no idea there were still Griffins alive in there, and that you had never seen a den go mad like the ones hatched from that Aviary ... it was surely best to slay them all. Also nearby is the Mountain Clasn City of Kelphis which, when conquered, causes the Tempest Giant who resides there to say "Such a long, loong life. It is my time to return to Wotan." If you then venture north from your Capital City, past Kepla's Servants Mercenary Camp, Tora'ach stops you, saying "Do you hear that chanting ? Is there a Monastery in these woods ?" One of your Watchmen says "No. Listen ... there's something else in there. Those aren't chants of the righteous."

Sure enough, you are entering a clearing HEAVILY populated by Occultists, and Master Occultists. The units in this clearing and around the City of Premonos are as follows :1) 2) 3) 4) 3 Occultists (1/1/1) 3 Occultists (1/1/1) Master Occultist (1) Master Occultist (1)

Once you have brought the City of Premonos to its KNEES *crushes paper cup for effect and spills water all over himself* an Elder Vampire pops up to say "Look at your faces. You think you've accomplished something, do you ? I am but one of thousands." From Premonos I returned AGAIN to the Capital, and then ventured eastwards to explore the eastern area of the map ... if you take the City of Cusnelle, a Trapper says that the Tribes will have your HEADS for what you have done, to which Tora'ach calmly replies, telling him that the Tribes will never find the bodies of the people of that City, so retribution will not be on the Elves list of concerns. Cusnelle contains a Quicksilver Potion and a Potion of Restoration. If you venture to the east of the mountain range that borders Kelphis to the north , you will encounter Hilo'och of the Noble Sollum Elves. If you have already been to visit the Dawnshallow Elves, he will greet you with an insult, saying "Begone! You have the stench of Dawnshallow with you! We do not speak with garbage". If, however, you have NOT been to ally yourselves with the Dawnshallow Elves, you can opt for :============================================================================== LEVEL 7 - OPTIONAL ROUTE 2 - ALLY WITH THE ELVES OF SOLLUM ============================================================================== If you haven't allied yourself with Dawnshallow, as you approach the Noble Elves of Sollum, one of your Sentries warns you that you are about to make this choice, and that to do so will lose you the support of the Dawnshallow Elves ... Pressing on, Fyrwenn calls to Hilo'och, who is standing atop a rocky cliff north of her, saying that Illumielle has asked her to come to him for the aid of his people. The Elves of Nevendaar are being rallied in the name of Gallean for he has returned to his people, and the Elves are collectively moving towards Temperance to reclaim it as their own. Hilo'och responds by saying "Hah! Temperance? You move against a human stronghold? What mad voices are you hearing in your heads that would guide you towards your own destruction?" Fyrwenn calmly responds with "I've told you ... we've received instructions from Gallean himself! Your god and your queen demand your cooperation. Surely living so far from your homeland has not corrupted your loyalty!" Hilo'och says "Nor my sanity. Prove your claims, woman. Show us a miracle. Return this small region to the Elves! No? Then we will remain hidden in these dark days and let the world destroy itself."

Gelliwyn, who has been listening to his friend speak TRIPE for the past few minutes, says "You young fool! Don't you recognise her? She obviously shares blood with the queen herself. If you need proof, I will join them and bring you proof. Her word is good enough for me." As with the Savage Elves of Dawnshallow, Gelliwyn insists that you take him to the three Tears of Solonielle so that he may expedite his task of transforming the land ... ============================================================================== NEW OBJECTIVE : Convert 45% of the land to Elven terrain and then return Gelliwyn to Sollem. ============================================================================== Gelliwyn's stats are as follows :============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Gelliwyn 80 0 - MDFWAE Smn Minor Ent 100 0 Life 40 Any 1 ============================================================================== Gelliwyn has a Leadership skill of a mere 1, so you should ideally equip him with a KICK@SS melee fighter, like a Centaur Strider or similar ... :) So ! Now back to the plot ! WHICHEVER group you have chosen to ally yourself with, you need to move your chosen Sage to the three tears or Solonielle. Given that I elected to go with the Savage Elves, I have only the one left and THAT Tear is right beside the Empire's Capital City. Bringing Menelles to the third Tear causes him to say "Ah ... here it is. More beautiful now, it seems, than when I first beheld it. If Gallean is indeed with you, let's see if he's willing to help me use it." It would appear he is, for the majority of the Empire's Lands transform to Elven terrain. Menelle asks to be withdrawn from enemy territory asap. So now we have to move him (or t'other one is you went with the Elves of Sollem) back to their respective starting point/s. Millu cries out that you must protect the sage (as units begin to teleport onto the map). The following units appear :1) Plague 2 Dark 2) Plague 2 Dark 3) Plague 2 Dark Herald (Lich - 1), Skeleton Champion (4), 2 Dark Elf Butchers (1/1) Elf Reapers (1/1) Herald (Lich - 1), Skeleton Champion (4), 2 Dark Elf Butchers (1/1) Elf Reapers (1/1) Herald (Lich - 1), Skeleton Champion (4), 2 Dark Elf Butchers (1/1) Elf Reapers (1/1)

Once the Elven terrain has amalgamated 45% + of the map, and you have returned your respective Sage to his starting point, you may ALSO head over there. If you picked the Savage Elves Vellech will say that he is ASTOUNDED at Menelles' performance, but Menelles tells you that it wasn't him - it was Gallean. Vellech tells you that he will amass his troops to march on Temperance, and hands you a Thorn Pendant just in case you need it. He says if you show it to the Elves near Temperance, and they will provide you with

aid without question. If you picked the Noble Elves Hilo'och will say that he has been watching your proress, and that he hopes that the Queen will forgive him his skepticism. He says his troops will move to Temperance and prepare for war. He doesn't understand why, but he cannot argue with the miracles he has seen. He also gives you a Shield Pendant just in case you need it. He says that if you show it to the Noble Elves near Temperance, they will provide you with assistance without question. I WOULD suggest taking either the Thorn Pendant or Shield Pendant (depending on which band of Elves you chose to ally yourself with in this level) through to the next level with you ... ============================================================================== OPPONENTS CITIES NEUTRAL CITIES Name Sullus Blackwillow Guddugh Ezelben Premonos Perthus Cusnelle Errgok Inhabitants 2 Dark Lords (3/3), Werewolf (1), Archlich (5) 3 Dark Elf Butchers (1/1/1), 2 Dark Elf Gasts (1/1), Dark Elf Crone (1), [2 Dark Elf Butchers (1/1), Dark Elf Gast (1), Dark Elf Crone (1), Dark Elf Reaper (5)] 2 Ogres (1/1), Orc Champion (1), Goblin Archer (1), [Ogre (1)] 2 Anti-Paladins (3/3), Berzerker (1), 2 Succubii (4/4) Master Occultist (1), 2 Occultists (1/1), [Master Occultist (1), Elder Vampire (5)] 2 Spearmen (1/1), Defender of the Faith (1), 2 Imperial Assassins (3/3), Imperial Priest (3) [Barbarian Chieftain (1), Shamaness (1), 2 Trappers (1/1)] Ogre (1) The Empire, Legions of the Damned, Undead Hordes.

MARSHDWELLERS' CITIES Teressiss 3 Lizard Men (1/1/1), Medusa (1), [2 Lizard Men (1/1)]

MOUNTAIN CLANS CITIES Name Gommerend Ylmendar Kelphis BUILDINGS Name Volary Meos Kitsben Water Den Inhabitants 2 Griffins (1/1), Skylord (1) Deathdragon (3) Death (4), 3 Ghouls (1/1/1) Blue Dragon (1) Gain anything from taking it ? 420 Gp, Ancient Relic 234 Gp, Healing Ointment 542 Gp, Talisman of Horror 1000 Gp, Banner of War Inhabitants [Rune Master (5), Flame Caster (3)] Ice Giant (3), Son of Ymir (4), Mountaineer (3), Segeric (Engineer - 12) [Tempest Giant (3), Dwarf (1)]

Geremus

Marble Gargoyle (2), AntiPaladin (3) Abyssal Demon (5) 240 Gp, Staff of Demonology Warehouse 3 Master Thugs (1/10/1) 213 Gp, Potion of Invulnerability Gurhen's Mine Marble Gargoyle (5), Infernal Knight (4), Tiamath (5), Incubus (4) 420 Gp, Horn of Incubus Abandoned Aviary 2 Griffins (1/1) 152 Gp, Talisman of Freezing Ghourm Manticore (1) 520 Gp, Orb of Rage Ruins of Dinn Black Dragon (1) Red Dragon (1) 420 Gp, Etched Circlet Trellwyn 2 Green Dragons (1/1) 335 Gp, Banner of Fortitude Closed Shop 3 Goblins (1/1/1), 3 Goblin Elders (1/1/1) 320 Gp, Talisman of Fire Thesnelle 2 Orcs (1/1), Goblin Elder (1) 205 Gp, Summon Roc Scroll Norgrett Troll (1) 131 Gp, Tome of Sorcery EVENTS Event Notes

ITEMS LYING ON THE GROUND Chant of Arms Scroll, Potion of Striking, 2 x Emeralds, Venerable Warrior Orb, Potion of Speed, Orb of Healing, Potion of Fire Warding, 2 x Diamonds, Incantare Hellhound Scroll, 2 x Silver Rings, 2 x Potions of Restoration, 6 x Life Potions, Sapphire, 2 x Healing Potions, Treebark Potion, Potion of Protection, Orb of Strength, Potion of Strength, Runic Blade, Royal Scepter, Potion of Swiftness, Orb of Life, Gold Ring, Menta Potens Scroll, Talisman of Thanatos, 3 x Healing Ointments, Fog of Death Scroll, Potion of Celerity, Staff of Paralysing, Death Storm Scroll, Orb of Inferno, Orb of Stone Rain, Potion of Water Warding, Vengeance of Ymir Scroll, Potion of Vigor, Tome of Water, Titan's Might Potion, Ruby, Potion of Fortune, Orb of Thunder, Iron Skin Potion. ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) 9 x Potions of Restoration, 6 x Life Potions, Tiara of Purity. SHOPS Name Sells

Vemblevere's Goods (Merchant) Orb of Restoration x 1, Treebark Potion x 1, Potion of Protection x 1, Potion of Restoration x 5, Potion of Strength x 1, Potion of Celerity x 1, Imp Talisman x 1, Zombie Talisman x 1, Lich Talisman x 1 Corgin's Gauntlet (Trainer) --> Train your Units here ! <-Iljesria (Magic Shop) Air Ward (200 Gp), Water Ward (200 Gp), Earth Ward (400 Gp), Mind Ward (600 Gp), Fire Ward (800 Gp), Death Ward (1000 Gp) The Grainery (Merchant) Life Potion x 6, Healing Ointment x 4, Potion of Swiftness x 1, Potion of Accuracy x 1, Potion of Fortune x 1, Lizard Man Orb x 1, Orb of Frost x 1, Talisman of Strength x 1 Kepla's Servants (Mercenary) Lizard Man (Level 1 - 850 Gp); Medusa (Level 1 - 1310 Gp) Tower of Wind (Magic Shop) Haste (400 Gp), Forestwalk (200 Gp), Chant of Hasting (600 Gp), Winds of Travel (1600 Gp), Swift (200 Gp), Tangle (200 Gp), Paraseus (600

Gp), Shadow (400 Gp), Fog of Death (600 Gp) Blaiine's Slaves (Mercenary) Cyclops (Level 1 - 990 Gp), Ogre (Level 1 - 2800 Gp), Orc (Level 1 - 300 Gp), Orc Champion (Level 1 - 850 Gp), Troll (Level 1 - 2800 Gp) Captain Mythe's Camp (Trainer) --> Train your Units here ! <-Cesswel's Shop (Merchant) Angel Orb x 1, Healing Ointment x 1, Life Potion x 1, Potion of Protection x 1, Highfather's Potion x 2, Air Ward Scroll x 1, Strength Scroll x 1, Orb of Lightning x 1 Ending The Elven army had nearly avoided defeat as its numbers began to shrink. New allies filled in gaps left by the slain or wounded, and the assault continued. Soon the collective might of the forest would approach the massive Gates of Temperance. ============================================================================== 8) Gallean's Promise

BRIEFING AND COMMENTS A thick smoke hung heavy in the sky as a thousand campfires were set ablaze. Even the Elves were shocked to see how massive their numbers grew once word of their plight spread through the forests. The Humans perched upon the great walls of their fortress city, awestricken by the firelight within the trees. Emry, however, was a brilliant tactician, and with support from Queen Ambrielle's spies, he was able to offer both protection and the chance for a great battle to the Dwarves. With both axe and sword raised in defence, the defenders of Temperance awaited an epic confrontation. Millu sat alone in her hovel; tears for her people glistening on her cheeks. She felt a comforting presence next to her. Outside, another presence spread rage throughout the Elven camps. Your objective on this final level with the Elves is to Siege the Empire City of Temperance. As soon as the level starts, Illumielle pops up, saying that at LAST you have arrived at the borders of Temperance. Gallean has brought you here, and STILL presses you forward ... Many allies have been lost, and new ones forged ... even a handful of Wotan's Children stand beside you. Grizzlespit beams beside you. Illumielle says that perhaps the Oracle has something to say before this final march of the Elves ... and with that, she bids Millu to step forward. Millu says that her visions have ALWAYS shown great losses to all during this battle, but that the Elves must have faith that there is REASON behind Gallean's Will ... and trust that he guides them to new prosperity. She goes on to say "In one ear, he weeps for our suffering. In the other, he screams for retribution! We have been treated unjustly by the Humans. Our place of peace became a stronghold for their greed! Gallean promises us the return of Temperance!"

You then gain full control over the level. Grizzlespit and his unit are as follows :1) Grizzlespit (Engineer - 8), Veteran (3), 2 Crossbowmen (2/2) Grizzlespit's Stats are as follows :============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Grizzlespit 205 0 - Crossbow 87 75 Wea 50 Adj 1 ============================================================================== Temperance is located in the south-easternmost corner of the map, and your Capital City is in the north-western corner of the map. Bloody typical eh !! If you venture northwards (to the northwesternmost corner take the City of Shyllem, a Spearman comes up to tell you thought that the Elves were a NOBLE people ... it appears *sound of an arrow pierces the air as it embeds itself in of the map), and that HE had always he was w......" his chest*

........................................................................ thud. Shyllem contains a set of Boots of the Seven Leagues. I then tore vertically SOUTHWARDS, clearing everything to the south and west of the line I drew down the map ... if you come upon and take the City of Johnuss, a Squire (who has the portrait of a Marksman) tells you that the King will see you PAY for this ... your leader just b!tches at him and he goes away. There are 2 Potions of Restoration in Johnuss. ============================================================================== DA BOMB !!!!! ============================================================================== If you wait a few turns, you will have this gently explained to you ... basically, one of your Scouts notes that Temperance is COMPLETELY walled-in, and that there is no way to breach the walls. Grizzlespit assesses the situation and decides that it CAN be done, but he is going to need to have a couple of things to do it ... Acidic Slime and Ember Salts to be precise ... If he is given these two things, he will be able to build you a bomb to breach the walls - THIS will mean that you don't have to go to get the KEY from the Clans' Territory, and you WON'T have to fight Gumtik Bledwater in his FIRST form ;) The choice is yours ... ============================================================================== BOMB COMPONENT ONE - ACIDIC SLIME ============================================================================== If you venture all the way down to the southwesternmost corner of the map, you will find Crutchell - a ruin inhabited by a Black Dragon. Once you have slain the dragon, you may collect some of its acidic slime, for Grizzlespit. ============================================================================== THE SOUTH OR THE NORTH - THE CHOICE IS YOURS ... ==============================================================================

If you head east from the Undead Hordes Capital (which is in the south-west of the map), and then south when you reach the river and finally east (i.e. if you follow the path of the river), a message will pop up telling you that you are entering the "BATTLE IN SOLONIELLE'S STRAIT" Three Empire Units will teleport onto the end of the Strait, and Serphis pops up to tell you that whilst the Merfolk are the Children of Solonielle, you can expect NO support from them ... your passing through Solonielle's Strait will NOT be an easy one ;) Your leader says that you are more concerned with the Empire on the other side, for whilst the merfolk are crude and disorganised, the Empire are most definitely expecting you. So ... rather than rush for the endgame, I shall explore the rest of the level for you ... but DON'T FORGET where Solonielle's Strait is because we WILL be coming back here ;) I headed back up the map and took the Neutral City of Rettwinnes (which is, I have to say, VERY respectably guarded), after which a Dark Elf Butcher by the name of Murgres appears on the map just to the north of the city and says "I hope you've left your wounded under protection ... let us see, shall we ?" With that, Murgres heads north-west of your City (for some BIZARRE reason). The City of Rettwinnes contains a Pestilence Scroll, and a Fog of Death Scroll. Murgres' Unit is as follows :Murgres (Dark Elf Butcher - 18), Death (18) Murgres' stats are as follows :============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Murgres 414 0 Mi, De - Cleavers 89 252 Wea 40 Adj 1 ============================================================================== ============================================================================== BOMB COMPONENT TWO - EMBER SALTS ============================================================================== To the east of Rettwinnes lies Fyrenbren - a ruin occupied by a Red Dragon. As with Crutchell, something is left for the Dwarf to use ... this time, Ember Salts ... your Leaders orders that the salts be scraped from the walls, for future use. ============================================================================== MAKIN' DA BOMB ============================================================================== If you take the two bomb components back to Grizzlespit (or bring him to you to collect them) he says (at the end of the turn) "That's what I needed. Bring me to the gate at the Valley of Justice. I will blow that thing right out of its hinges !" ============================================================================== NOTE : I'm going to continue from Fyrenbren, and we'll come back to da BOMB later ;)

============================================================================== If you venture northwards and take the Neutral City of Urbodenn, a Trapper cries out that what he has heard is true - the Elves really ARE invading these lands, and their tribes are no longer safe here. If you conquer the Empire Observatory, one of your Sentries says "Divine avatars of the Highfather ... I never expected to see one, let alone slay it. This seems so surreal." Your Leader says in response "They were here for a reason ... this tome seems a thing of miracles !" ... and to be honest ? I'm inclined to agree ! The Tome of Thought gives you a Mind Ward for your Leader and, as such, is quite possibly the BEST Tome in the Game !! :) If you storm the City of Goramung, the Orc King cries out in horror "No! This is my Castle !" NOT ANY MORE SUNSHINE !!!!! ;) The City of Goramung houses 2 Life Potions and a Royal Scepter. If you take the Ceremony Grounds to the east of Goramung, a Troll b!tches at you, saying "This place not for you ! This for worship Gromdok !" Your Leader asks whether Gromdok is the name of their Deity, but AS per usual you've killed him before he can answer ... *slaps himself in the head* Hokay ... once we've pretty much explored this area I should point out to you that there are TWO ways of getting to Temperance. You can go via the SOUTH and take Solonielle's Strait (which we have already touched upon earlier in this guide), or you can take the NORTH and go via the Mountain Clans Route. ============================================================================== LEVEL EIGHT OPTIONAL ROUTE 1 - SOLONIELLE'S STRAIT ============================================================================== NOTE : If you allied yourself with the Savage Elves in the previous mission, then this ISN'T the route I would suggest, as you WILL be attacked by the "Noble" Elves after you have traversed Solonielle's Strait. You should take Optional Route 2 instead ;) If you battle your way through Solonielle's Strait, you will come upon the Uliemm, at which point Serphis comments that he does not like it here ... he feels that you are MUCH too confined in this area, and easy present easy targets with minimal chances of fleeing if you are outnumbered. He says he'll be grateful when you're in open forests again. Once the Uliemm has fallen, Serphis comments of the Blue Dragons, saying that they were once Solonielle's most loyal servants, and as such it is no wonder they tolerate the presence of the merfolk so close to their lair. Next you will come upon the White Wizard, Thuume, sho cries out (as you approach) "Elves ! Your assault will only slaughter your own people ! This is a meaningless battle ! Why do you persist in this insanity ? Go back to your forests, you will NOT march upon Temperance !" A THREAT !!

AWAY VISS HEEEEEEEEM ... hahaha. Serphis says that this Wizard may indeed pose a problem as he is sure to be able to cast spells upon you before you are able to plant an arrow squarely in his gullet ... he suggests that perhaps you should cast a few spells of your own before you get into combat range with him ?? With every step you then take (from your present position) to Thuume ? He will screech "Imbinus Maelos !" and cast an Armageddon spell on you. Here are Thuume's Stats, for you to laugh at :============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Thuume 100 0 - Lightning 80 60 Air 40 Any 6 ============================================================================== After Thuume has been slain, continue to the East and then venture southwards until you find the King's Guard Demmeic ... you can take on his mini-quest should you wish [you will find it better described in the OPTIONAL ROUTE 2 portion of my guide - just do a keyword search for Demmeic and you will find him ;)] ... Then head northwards until you find the Forest Elf Orummell. As you approach him he will ask you to present him with something to show that you are on his side ... give him the Shield Pendant and he will say "Ah, yes. So you are the ones we have been hearing about. How can we deny the call of Gallean ? We've been waiting for a chance to reclaim Temperance for a very long time." You will then be given control over the following units :1) Rugugh (Centaur Charger - 1), Skylord (2/2), Theurgist (3) 2) Prella'ach (Warden - 1), 2 Sentries (3/3), 3 Centaur Chargers (2/2/2) 3) Egammius (Elf Lord - 5), Archon (3), Skylord (2), 2 Centaur Charges (2/2) And he will go on to give you a Ring of the Ages and a Staff of Travelling. ============================================================================== NOTE : IF YOU LATER VISIT THE NORTH, THIS BIT APPLIES ... If you present De'elkil with the Shield Pendant, he will say "What's this ? You wear an enemy symbol in our presence ? Die !" and then rush in to attack you. De'elkil's Unit comprises :De'elkil (Forest Elf - 1), 2 Skylords (1/1), Oracle (1) ... and De'elkil's stats are as follows :HP AR De'elkil 100 0 IMM WARD ATT Spear % HIT DAM SRC INIT REA TAR 80 40 Wea 65 Adj 1

============================================================================== Explore the rest of this area (do a keyword search for the names of any of the Cities or ruins you encounter - I've covered them all - but to avoid any

unnecessary duplications you will find them covered in the OPTIONAL ROUTE 2 guide (below) - and then skip to the "FINAL PUSH - THE SIEGE OF TEMPERANCE" portion of this guide for your final ... push !! :) ============================================================================== LEVEL EIGHT OPTIONAL ROUTE 2 - BATTLE AT NORTHERN BEND ============================================================================== NOTE : If you allied yourself with the Noble Elves in the previous mission, then this ISN'T the route I would suggest, as you WILL be attacked by the "Savage" Elves after you have traversed Solonielle's Strait. You should take Optional Route 1 instead ;) If you go via the northern route - i.e. past (or should I say THROUGH hahaha) the Mountain Clans, they will move on the City of Shyllem, and one of your Watchmen will tell you that the Clans are closing in on you from behind, and you MUST ensure your Cities are protected or they will be retaken from you. Three Clans' Units then appear outside Shyllem. Eventually you will come upon De'elkil - a Forest Elf. De'elkil will ask whether you have anything for him (present him with the Thorn Pendant from the last level if you brought it with you), and when properly MOTIVATED, he will says "It's true then ! You are moving to reclaim Temperance ! How can we deny the call of our God ?" You will then be granted control over the following units :1) Elmenoch (Centaur Strider - 1), 2 Centaur Striders (2/2), 2 Stingers (3/3), Hunter (2) 2) Onnellus (Forest Elf - 1), 2 Forest Elves (1/1), 2 Bandits (3/3), Hunter (2) 3) Rewellen (Grovemaiden - 1), 2 Centaurs (1/1), Centaur Savage (1) De'elkil will go on to say "We ... obtained ... this from a traveller who wandered into our forest. Just holding it will fill you with a terrible rage. We were waiting for some way to safely dispose of it, but perhaps you are more worthy." He will then give you BETHREZEN'S CLAW (which you should equip IMMEDIATELY) as it is one of the COOLEST items in the WHOLE game !! :) :) :) :) :) :) :) :) :) Your Leader tells De'elkil that you will ensure the relic is destroyed once Temperance is yours (FAT CHANCE LUV - THAT'S MINE !!!!!!!!!!!!!!!!!!!!!!!!!!) Descending from the north you will FIRST need to take the eastern fork (you will know when you've reach the forks I'm referring to, because Ellamend is guarding the WESTERN fork) The City of Broggen (which is quite heavily fortified) contains a Life Potion and a Quicksilver Potion. If you take the Cyclops' Lair, your Leader says "Apparently these beasts have been dining on the local Elves. Burn this unholy place." As you near the Clans City you will see a HUGE Dwarven Unit outside the City of Tendrenor (which was, at least when I went to visit it, uninhabited). This unit's name is Gumtik Bledwater and, as you approach him, he says "Well, well ! It took you long enough ! I can tell you're not here to chat, but I'll let ole' Thunderguts do the chattin' ! PREPARE MY MACHINE !"

If you enter the City of Tendrenor, you gain 1 Clavis (a silver key). The Clavis is the key that opens the Gates of Temperance. However you will then have to defeat Gumtik Bledwater to get OUT of the City. His unit comprises :Gumtik Bledwater (1), Venerable Warrior (4), Veteran (3), Forge Guardian (3), Flame Caster (3) Gumtik's Stats are as follows :============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Gumtik Bledwater 1100 0 Mind Fi,Ea Catapult 80 110 Wea 40 Any 6 Blister 50 15 Fire 40 Any 6 ============================================================================== Once this MAGGOT has been disposed of, you gain a Horn of Awareness, and Gumtik salutes you, saying "A good fight, lads! She'll be needing some fine tuning before she's ready to see combat again!" and with that, he disappears down a system of tunnels. Sir Allemon then appears outside the City of Temperance. If you then venture southwards and enter the tiny strip of land owned by the Legions of the Damned and TAKE the City of Fulmennere, your Leader comments that the Demons are strewn about the floor, dying ! Perhaps this IS the end of Bethrezen after all !! :) Hokay ... so now that we have Clovis we can storm the WESTERN fork to get to the End Game !! :) If you take the Field Church your Leader criticises you, saying that surely it isn't Gallean's Will that you should attack CHURCHES ... NO LUV !! IT'S MINE !! GALLEAN doesn't have the power to s........ *game shuts down* *look of shock* *gets on his knees and prays to Gallean* The City of Lorusburg contains a Wrath of the Glades Scroll. If you approach Orummell (an Archon to the south, guarding the way IN from Solonielle's Strait), he says "From the queen ? Perhaps you have something that will prove it ? Bring it to us." HOWEVER, if you venture near him bearing the Thorn Pendant, he will attack you, saying that you are wearing the Pendant of his ENEMY, and that you will not survive this INSULT. His stats are as follows :-

============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Orummell 195 0 Air Lightning 80 50 Air 50 Any 6 ============================================================================== If you set foot just to the south of Ewollin the Storyteller, he says "Ah ... you are the ones causing all of this commotion. I won't be of any use to you in battle, but perhaps I can entertain your troops with my stories ? Return here each day and I will share them with you." If you venture to the VERY southernmost edge of the map (i.e. south of the City of Areemu, which is to the south of Orummell - or due EAST of Solonielle's Strait would be another way to describe it) you will find Demmeic - brother of Grizzlespit. He says that even though there is bound to be a civil war in the Clans because of Grizzlespit's actions, he owes you his thanks ... Demmeic says (in spite of Tora'ach's usual bruskness) that he and some of his Dwarven cohorts would be willing to ally with you, if you take him to the Urbress Training Grounds ... You will then take control over the following units :1) Demmeic (King's Guard - 15), 2 Forge Guardians (3/3), Archdruidess (4) 2) Ferrembus (Hill Giant - 10) 3) Udullom (Rock Giant - 10) If you take him there, he will call on his fellow Dwarves to come out, and you will gain control over the following units :4) 5) 6) 7) Mountain Clans Thief (1) Meodenus (Loremaster - 15), Mountaineer (3), 2 Flame Casters (3/3) Divledich (Engineer - 16), 2 Rune Masters (5/5), Druidess (3) Munng (Hermit - 1), Elder One (4)

============================================================================== FINAL PUSH - THE SIEGE OF TEMPERANCE ============================================================================== If you have brought the Clavis with you, you can just walk right up to the northern wall of the walled-in City of Temperance (and its grounds) the section between the orbs will vanish, and Fyrwenn will comment that you are now moments away from taking the City. If you have allowed Grizzlespit to construct da Bomb, he can destroy the gate so you don't need to visit the northern part of the map ... just march the lil' dude up to the Gates and watch them disappear !! :) ONWAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARD !! =D ============================================================================== NEW OBJECTIVE : DEFEAT SIR ALLEMON AND GUMTIK BLEDWATER ============================================================================== Hokay ... there is a SINGLE unit comprising the following :Sir Allemon (1), Defender of the Faith (10), Gumtik Bledwater (1), Imperial Assassin (20), Prophetess (18)

Your objective is to dispose of this unit ... in order to make your life a little bit easier you might like to assail them with spells whilst on the World Map and then mop up whatever's left ;) The stats of Sir Allemon and Gumtik Bledwater (in this, his SECOND form) are as follows :============================================================================== HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR Sir Allemon 1152 40 Gumtik Bledwater 1584 20 Mind DFWAE Blessed Sword 80 Shatter 50 300 Wea 0 Wea 60 Adj 1 60 Adj 1

Mind FAE Catapult 80 176 Wea 40 Any 6 Blister 50 15 Fire 40 Any 6 ============================================================================== Once Sir Allemon and Gumtik Bledwater have been slain, Sir Allemon cries out in shock "We have been bested ! Where were the reinforcements ?" Gumtik says "King Emry fled ! I saw his batallions retreat when the Elves moved past the walls. The Clans will hear about this ! We failed because of Human cowardice !" Sir Allemon protests "King Emry simply picks his battles, Dwarf. He must have realised he would have been throwing away the lives of his men. A valid assessment, it would seem ..." Serphis orders that both Sir Allemon and Gumtik Bledwater be executed, and that the remaining humans be cleared out, BAR THE WORKERS, for whom the Elves may yet have a further use. He calls for sentries to be posted along the walls, and says that whilst a great victory has been won this day, you must still be careful. Illumielle calls for Millu, but she does not appear to be with you ... ============================================================================== OPPONENTS CITIES NEUTRAL CITIES Name Shyllem Johnuss Edrass Rettwinnes Urbodenn Broggen Fulmennere Lorusburg Areemu Inhabitants 2 Man at Arms (1/1), Spearman (1), 3 Marksmen (2/2/2) [Man at Arms (1)] 3 Spearmen (1/10/1), Archer (1), 2 Marksmen (2/2) 2 Lizard Men (1/1), [Medusa (1)] Dark Elf Butcher (10), Wight (4), Dark Elf Crone (12), Dark Elf Gast (1) 2 Barbarian Chieftains (1/1), Barbarian Warrior (1), Shamaness (1), 2 Trappers (1/1) Orc King (1), Orc Champion (1), Ogre (1), 2 Goblin Elders (10/10), [Orc Champion (1), Orc King (1), Cyclops (10)] Baal (Duke - 1), Tiamath (5), Modeus (5), [Fiend (25)] 3 Centaur Chargers (2/1/2), Oracle (2), [Centaur Strider (2), Archon (3)] Erispen (Guardian - 10), 2 Centaur Striders (2/2) The Empire, The Mountain Clans, The Undead Hordes

GREENSKINS' CITIES Name Goramung Inhabitants Orc King (5), Orc Champion (5), Orc (1), Goblin Elder (1), 2 Goblin Archers (1/1)

MOUNTAIN CLANS CITIES Name Tendrenor BUILDINGS Name Mennebris Farmhouse Church Ruins Crutchell Web-covered Shack Fyrenbren Empire Observatory Inhabitants 2 Giant Black Spiders (1/1) 3 Giant Spiders (1/1/1) 2 Brown Bears (1/10) Black Dragon (1) 2 Giant Spiders (1/1) Red Dragon (1) Gain anything from taking it ? 346 530 234 230 Gp, Gp, Gp, Gp, Royal Scepter Talisman of Stone Rain Orb of Strength Acidic Slime Inhabitants -

430 Gp, Talisman of Venom 430 Gp, Ember Salts

3 Angels (4/4/4), Hierophant (3), White Wizard (4), Imperial Assassin (3) Ceremony Grounds 2 Orc Kings (1/1), Troll (15), 2 Goblin Elders (1/1) Cyclops Lair 3 Cyclops (1/25/1) Cullenyr Manticore (15) Field Church 3 Grand Inquisitors (4/4/4), 2 Hierophants (4/4) Matriarch (3) Guard Tower Defender of the Faith (15), (EAST OUTSIDE) White Wizard (15), 2 Prophetesses (15/15) Guard Tower 2 Angels (10/10), Elementalist (WEST OUTSIDE) (15), Imperial Assassin (10), Hierophant (10) Uliemm 2 Blue Dragons (1/1) Guard Tower 3 Holy Avengers (16/16/16), (WEST INSIDE) Hierophant (16) Guard Tower 3 Angels (16/16/16), (EAST INSIDE) Prophetess (16) EVENTS Event Notes

342 Gp, Tome of Thought 1024 Gp, Staff of Treecalling 546 Gp, Imperial Crown 1230 Gp, Mjolnir's Crown 100 Gp, Banner of Might 100 Gp, Staff of Fumbling 100 Gp, Staff of Dragon Mastering 450 Gp, Hag's Ring 348 Gp, Staff of Daylight 550 Gp, Highfather Staff

ITEMS LYING ON THE GROUND Potion of Strength, Angel Orb, Ruby, Orb of Poison, Potion of Speed, True Sight Scroll, Celerity Scroll, Call Decay Dragon Scroll, 14 x Life Potions, Titan's Might Potion, Winds of Travel Scroll, Gust Scroll, Orb of Weakening, 4 x Healing Ointments, Menta Minoris Scroll, Paraseus Scroll, Orb of Fire, Iron Skin Potion, Staff of Protection, Summon Roc Scroll, 4 x Potions of

Restoration, Orb of Vigor, Staff of Earth Elemental Control, Gold Ring, Swift Scroll, Orc Orb, 2 x Highfather's Potions, Venerable Warrior Talisman, Potion of Accuracy, Potion of Air Warding, Ancient Relic, Talisman of Witches, Potion of Invulnerability, Incantare Avenger Scroll, Infernal Knight Orb, Fire Ward Scroll, Holy Armour Scroll, 2 x Diamonds, Orb of Healing, Elf Lord Orb, Emerald, Chant of Hasting Scroll, Haste Scroll, Earth Ward Scroll, Skeleton Champion Orb, Healing Scroll, ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY) Potion of Protection, Life Potion, Ruby, Wight Blade, Boots of Speed, Potion of Might, Healing Ointment, SHOPS Name Purmill's Goods (Merchant) Sells

Life Potion x 4, Potion of Protection x 2, Potion of Striking x 2, Titan's Might Potion x 1, Potion of Celerity x 2, Bramble Scroll x 1, Lightning Scroll x 1, Swarm Scroll x 1 The Temple of Hollon (Magic) Chronos (400 Gp), Plague (400 Gp), Ice Pillar (400 Gp), Blizzard (200 Gp), Earth Ward (400 Gp), Water Ward (200 Gp), Holy Armour (600 Gp) Sigglus' Camp (Trainer) --> Train your Units here ! <-Bemrick's Conjuring Stones Lizard Man Talisman x 1, Squire Talisman x 1, (Merchant) Venerable Warrior Talisman x 1, Infernal Knight Talisman x 1, Squire Orb x 1, Venerable Warrior Orb x 1, Infernal Knight Orb x 1, Lizard Man Orb x 1, Treebark Potion x 2, Life Potion x 5, Potion of Vigor x 1, Potion of Striking x 2, Imp Orb x 1, Skeleton Champion Orb x 1, Elder Vampire Orb x 1, Elf Lord Talisman x 1 Mere'ek's Camp (Mercenary) Centaur (Level 1 - 300 Gp), Centaur Lancer (Level 1 - 50 Gp), Forest Elf (Level 1 - 240 Gp) General Supplies (Merchant) Life Potion x 5, Potion of Protection x 2, Potion of Healing x 10, Potion of Striking x 2, Potion of Accuracy x 2, Potion of Speed x 2, Healing Ointment x 2 Blickbit's Shop (Merchant) Potion of Striking x 1, Potion of Accuracy x 1, Potion of Fortune x 1, Potion of Swiftness x 1, Potion of Vigor x 1, Potion of Strength x 3, Potion of Invulnerability x 3, Life Potion x 4, Potion of Restoration x 4, Ice Shield Scroll x 1, Ice Storm Scroll x 1, Summon Verdant Scroll x 1, Blizzard Scroll x 1 Urbress Training Grounds (Trainer) --> Train your Units here ! <-School of the Infernal Plane Menta Minoris (200 Gp), Divis Nocte (600 Gp), (Magic Shop) Paraseus (600 Gp), Sinestra Ignis (800 Gp), Illudere Terra (2,000 Gp), Incantare Avenger (1,000 Gp), Maledicere (900 Gp), Sanctuera (600 Gp), Ignis Carn (400 Gp), Chronos (400 Gp) Tortio Menta (800 Gp) Glemen's Soldiers (Mercenary) Barbarian Chieftain (Level 1 - 1800 Gp), Barbarian Warrior (Level 1 - 850 Gp), Shamaness (Level 1 - 1,020 Gp), Trapper (Level 1 - 920 Gp) Ermus' Alchemy (Merchant) Potion of Air Warding x 3, Potion of Water Warding x 3, Potion of Earth Warding x 1,

Potion of Fire Warding x 1, Potion of Invulnerability x 1, Potion of Protection x 3, Treebark Potion x 6, Iron Skin Potion x 3, Healing Ointment x 4 Ending ============================================================================== ============================================================================== EPILOGUE ============================================================================== When the grand walls of Temperance were brought down, the people of the forests poured into its courtyard. The combined might of the Dwarves and the Humans was unable to withstand the Elven assault and the city was soon lost. King Emry had signalled a retreat - he would not sacrifice more of his people to a hopeless battle. Even after the struggle, new bands of Elves continued to arrive. There was no celebration. The task of burying the fallen was monumental. Wild Elves interred noble Elves with somber respect, while the nobles honoured those lost in battle, including Tora'ach. Fyrwenn inscribed great tales about the fallen leader, who gave his own life to ensure her safety. Illumielle struggled to raise the spirits of her people in such sorrowful times She left the rebuilding of the great city, soon to be the new Elven capital, to her greatest general, Serphis. But what of the simple oracle whose meager voice sparked an entire race to rebel ? Millu sat in the corner of her room, drenched in sweat. As she dug her fingernails into her palms, the presence spoke through her in a forceful whisper. This is only the beginning ... this is only the beginning ... (and THAT, my friends, coupled with a gruesome picture of what I PRESUME to be Gallean after Mortis has finished with him, is the end of the Elven Saga !) ============================================================================== 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 dear friend Lady Miss Twee of the Gweenjelleebeenz. GO GIRL !! :) xXx =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECTION SEVEN =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-============= ======= ======= ============= ==== ==== == ============ ==== ==== ============ ======= =======

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============================================================================== 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 A ADJ Ai AR ATT Br Brth CHIEFTN Cur D DAM De De. Dm Drn E Ea Elem F Fi Frstbt HP IMM In-B INIT Li Low Lvl Lwr M Mi Overflw P'lyse Para Pet Po = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Percentage Chance to Hit Air Adjacent only Air Armour Rating Attacks (methods of attacking) Breath (usually of Dragon's) Breath (usually of Dragon's) Chieftain [Barbarian Chieftn = Barbarian Chieftain] Cure Death Damage inflicted Death Death (usually "Death Touch") Damage Drain Earth Earth Elemental Fire Fire Frostbite Hit Points Immunities Infernal Blade Initiative Life Lower [Low Init = Lower Initiative] Level Lower [Lwr Dam = Lower Damage] Mind Mind Overflow (as in, Drain Life Overflow) ;) Paralyse Paralyse Petrify Poison

Poi REA Shr Sp SRC Swd TAR Tch Un. W Wa Wat War WARD We

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

Poison Reach Shower (as in, Ice Shower) ;) Swipe, when used with Tree - i.e. Tree Sp = Tree Swipe Source of the Attack(s) Sword Targets Touch (e.g. De. Tch = Death's Touch) Undead [usually "Undead Blade" (Un.Blade)] Water Water Water Ward Warded Against 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 MYZRAEL PEGASUS KNIGHT RANGER ARCHMAGE ARCHANGEL THIEF 900 50+40 150 90 65 100 100 0 0 0 0 0 ATT Holy Wrath Long Sword Falcon Arrow Lightning Healing Daggers % HIT DAM SRC INIT REA TAR 95 250 80 80 80 100 80 50 40 30 40 30 Life 90 Any 6 Wea Wea Air Life Wea 50 60 40 10 60 Adj Any Any Any Adj 1 1 6 1 1

SUBORDINATE UNITS (Group Members, etc.) HP AR IMM WARD ACOLYTE ANGEL APPRENTICE ARCHER CLERIC DEFENDER OF FAITH 50 225 35 45 75 0 0 0 0 0 ATT Heal Holy Lance Lightning Arrow Healing Sword % HIT DAM SRC INIT REA TAR 100 20 80 125 80 15 80 25 100 20 80 125 Life Wea Air Wea Life Wea 10 50 40 60 10 Any Adj Any Any Any 1 1 6 1 6

225 30

70 Adj 1

ELEMENTALIST GRAND INQUISITOR HIEROPHANT HOLY AVENGER IMPERIAL ASSASSIN IMPERIAL KNIGHT IMPERIAL PRIEST INQUISITOR KNIGHT MAGE MARKSMAN MATRIARCH PALADIN PRIEST PROPHETESS SQUIRE TITAN WHITE WIZARD WITCH-HUNTER WIZARD

95 0

Air Summon

100

Air

40 Any 1

210 0 Mind 125 0 250 0 135 0 200 0 100 180 150 65 90 100 175 75 125 100 250 125 140 95 -

Fire Holy Mace 80 100 Heal/Revive 100/100 120 2 x Long Sword 80 75 Dagger/Poison 85/75 60 Lance Healing Mace Sword Lightning Arrow Heal/Cure Long Sword Healing Heal/Cure Sword Smash Lightning Sword Lightning 80 75

Wea 50 Adj 1 Li/Li 10 Any 1 Wea 50 Adj 1 We/De 60 Any 1 Wea Life Wea Wea Air Wea Li/Li Wea Life Li/Li Wea Wea Air Wea Air 50 Adj 1 10 50 50 40 60 10 50 10 10 50 50 40 50 40 Any Adj Adj Any Any Any Adj Any Any Adj Adj Any Adj Any 1 1 1 6 1 6 1 1 6 1 1 6 1 6

0 0 Mind 0 0 0 0 30 0 0 0 0 0 0 Mind 0 -

100 80 80 75 80 50 80 30 85 40 100/100 40 80 100 100 40 100/100 70 80 25 80 60 80 60 80 50 80 45

============================================================================== === === ====== ====== === === ======== ==== ==== ======== ======== ===== \ \ \ \ \ \ \ \ === === =======\ \ \ / / =======/ ======== === == == === ======== ======== ==== ==== ===== ===== ========

============================================================================== THE UNITS OF THE UNDEAD HORDES LEADER UNITS (Party Leaders, etc.) HP AR IMM WARD ASHGAN DEATH KNIGHT NOSFERAT LICH QUEEN BANSHEE THIEF 150 90 65 100 100 0 0 0 0 0 Death Death Death Death ATT Undead Blade Drain Life Fire Storm Paralyze Daggers % HIT DAM SRC INIT REA TAR 80 80 80 70 80 50 10 30 0 30 Wea Dea Fire Mind Wea 50 50 40 20 60 Adj Any Any Any Adj 1 6 6 1 1

SUBORDINATE UNITS (Group Members, etc.) HP AR IMM WARD ARCHLICH DARK LORD ATT % HIT DAM SRC INIT REA TAR 80 80 90 75 Dea Wea 40 Any 6 50 Adj 1

170 0 Death Plague 200 0 - F,W,A,E Undead Blade

DEATH DEATHDRAGON DOOMDRAKE DRACOLICH DREADWYRM ELDER VAMP FIGHTER GHOST INITIATE LICH NECROMANCER PHANTOM WARR SHADE SKELETON CHAMPION SKELETON WARRIOR SPECTER TEMPLAR VAMPIRE WARLOCK WEREWOLF WIGHT WRAITH WYVERN ZOMBIE

125 375 300 525 450 210 120 45 45 140 105 320 135

0 0 0 0 0 0 0 0 0 0 0 0 0

Wea,De Death Death Death Death Death Death - Death Death Death -

Death Touch/Poi 80/50 Breath 80 Breath 80 Pestilence Br 80 Plague Br/Poi 80/40 Drain Li Overflw 80 Sword 80 Paralyze 65 Pestilence 80 Plague 80 Pestilence 80 Un.Blade/Para 80/50 Paralyse 50 Long Sword 80

100 55 40 75 65 60 25 0 15 70 45 125 0

De/De Dea Dea Dea De/De Dea Wea Mind Dea Dea Dea We,Mn Mind

60 35 35 35 35 40 50 20 40 40 40 50 20

Any Any Any Any Any Any Adj Any Any Any Any Adj Any

1 6 6 6 6 6 1 1 6 6 6 1 6

270 0 Death 220 90 160 185 75 100 105 75 225 170 0 0 0 0 0 0 0 0 0 0

100 Wea Wea Mind Wea Dea Dea Wea De/De Dea Dea Wea

50 Adj 1 50 20 50 40 40 50 50 60 35 50 Adj Any Adj Any Any Adj Any Any Any Adj 1 1 1 6 6 1 1 1 6 1

Death Death - F,W,A,E Death Weapon We,De We,De Death -

Long Sword 80 75 Paralyse 70 0 Lance 80 50 Drain Life 80 50 Pestilence 80 30 Slash 80 40 De.Tch/Drn Lvl 80/80 75 Pestilence 80 60 Breath 80 25 Slash 80 50

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============================================================================== THE UNITS OF THE LEGIONS OF THE DAMNED LEADER UNITS (Party Leaders, etc.) HP AR IMM WARD ASHKAEL DUKE COUNSELOR ARCH-DEVIL BARONESS THIEF 150 90 65 100 100 0 0 0 0 0 ATT Infernal Sword Crossbow Flame Burst Fear Daggers % HIT DAM SRC INIT REA TAR 80 80 80 80 80 50 40 30 0 30 Wea Wea Fire Mind Wea 50 60 40 20 60 Adj Any Any Any Adj 1 1 6 1 1

SUBORDINATE UNITS (Group Members, etc.) HP AR IMM WARD ATT % HIT DAM SRC INIT REA TAR

ANTI-PALADIN ABYSSAL DEMON BEAST BERZERKER CULTIST DEMON DEMONOLOGIST DEMON LORD DEVIL DOPPLEGANGER FIEND GARGOYLE HAG INCUBUS INFERNAL KNIGHT MARBLE GARGOYLE MODEUS MOLOCH ONYX GARGOYLE OVERLORD PANDEMONEUS POSSESSED SORCEROR SUCCUBUS TIAMATH WITCH

220 0 600 420 170 45 270 105 470 170 120 250 90 115 135

Battle Axe In-B/Pet Slash Battle Axe Fire Rain Slash Fire Rain Axe Slash Morph/Slash Slash/Poison Rock Shards Polymorph Petrify Infernal Sword

80 80/40 80 80 80 80 80 80 80 80 80/40 80 80 65

75 140 70 50 15 80 45 140 50 30 60 40 0 0

Wea We/Mn Wea Wea Fire Wea Fire Wea Wea Wea We/De Wea Mind Earth Wea

50 Adj 1 40 20 50 40 35 40 40 35 80 50 60 20 20 Adj Any Adj Any Adj Any Adj Adj Adj Adj Any Any Any 1 6 1 6 1 6 1 1 1 1 1 1 6

0 0 0 0 0 0 0 0 0 0 40 Poison Mind 0 0 -

270 0

80 100 80 65 80 75 80 110 85 170 60 25 30 0 100 0

50 Adj 1

150 60 Poison Mind Rock Shards 170 0 Fire Fire Storm 370 0 Slash 170 570 135 120 75 145 495 75 65 Poison Mind 0 0 0 0 0 0 0 -

Wea 60 Any 1 Fire 40 Any 6 Wea 35 Adj 1 Wea Wea Fire Wea Fire Mind We/Mn Mind 60 40 40 50 40 20 20 20 Any Adj Any Adj Any Any Any Any 1 1 6 1 6 6 6 1

Onyx Shards 80 Infernal Blade 80 Fire Storm 80 Short Sword 80 Fire Rain 80 Polymorph 40 Slash/Lwr Dam 80/80 Polymorph 80

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============================================================================== THE UNITS OF THE MOUNTAIN CLANS LEADER UNITS (Party Leaders, etc.) HP AR IMM WARD VITHAR KING'S GUARD ENGINEER LOREMASTER DWARF CHAMPION 900 225 135 95 50+40 0 0 0 ATT % HIT DAM SRC INIT REA TAR 95 250 80 60 80 40 80 30 80 40 Life Wea Wea Earth Wea 90 40 50 30 Any Adj Any Any 6 1 1 6

Vithar's Thunder Battle Axe Crossbow Earth Fall Axe

150 0

30 Adj 1

THIEF

150 0

Daggers

80

40

Wea

50 Adj 1

SUBORDINATE UNITS (Group Members, etc.) HP AR IMM WARD ALCHEMIST ARCHDRUIDESS AXE THROWER CROSSBOWMAN DRUIDESS DWARF DWARF KING ELDER ONE FLAME CASTER FORGE GUARDIAN HERMIT HILL GIANT ICE GIANT MOUNTAINEER NOVICE ROCK GIANT RUNE MASTER SON OF YMIR TEMPEST GIANT TENDERFOOT VENERABLE WARRIOR VETERAN WARRIOR WOLF LORD YETI 120 150 65 110 120 150 250 400 130 155 250 210 400 225 90 310 300 500 0 0 0 0 0 0 30 0 0 Mi,Wa Fire ATT % HIT DAM SRC INIT REA TAR Life Li/Li Wea Wea Li/Li Wea Wea Air Fire Wea Wa/Wa Earth Water Water Life Earth Wea Wa/Wa 10 70 40 40 70 40 20 20 40 40 40 30 30 40 70 30 40 50 Any Any Any Any Any Adj Adj Any Any Any Any Adj Adj Any Any Adj Adj Adj 1 1 1 1 1 1 1 6 6 1 6 1 1 6 1 1 1 1

Give Attack 100 0 Boost Dmg/Cur 100/100 +100 Throwing Axe 80 25 Crossbow 80 40 Boost Dmg/Cur 100/100 +75 Warhammer 80 30 Great Mace 80 100 Lightning 80 80 Flame Burst 80 35 Crossbow 80 70 Ice Shr/Lw Int 80/33 55 Tree Sp 80 60 Ice Shard 80 120 Ice Shards 80 30 Boost Damage 100 +50 Punch 80 90 2 x Axe 80 65 Ice Swd/Frstbt 80/85 150 Call Lightning 80 Boost Damage 100

0 0 0 0 Water 0 0 0 0 0 Water Water

350 0 60 0 275 250 200 225 230 0 0 0 0 0

50 Air 20 Any 6 +25 Life 70 Any 1 Wea Wea Wean Water Water 40 40 40 40 40 Adj Adj Adj Any Any 1 1 1 6 6

Great Axe 80 100 Warhammer 80 80 Warhammer 80 55 Morph/Frost Brth 80 40 Ice Breath 80 30

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============================================================================== THE UNITS OF THE ELVES LEADER UNITS (Party Leaders, etc.) HP AR IMM WARD ATT % HIT DAM 95 250 80 50 80 40 SRC INIT REA TAR Life 90 Any 6 Wea 55 Adj 1 Wea 50 Any 1

ILLUMIELLE 900 50+40 Shatter - Dragon Blade FOREST LIEGE 135 0 Swords GUARDIAN 135 0 Longbow

DRYAD SAGE THIEF

55 0 80 0 90 0

Chain Lightning 80 35 Summon Ent Minor 100 0 Daggers 80 30

Air 45 Any 6 Life 40 Any 1 Wea 65 Adj 1

SUBORDINATE UNITS (Group Members, etc.) HP AR IMM WARD Adept Archon Bandit Brigand Centaur Charger Centaur Lancer Centaur Savage Centaur Strider Channeler Firedancer 35 85 115 155 0 0 0 0 Wa Fi ATT Shock Tempest (2x) Arrows (2x) Arrows Lance Lance Club/Crit. Hit % HIT DAM 80 80 80 80 80 80 15 50 30 55 50 30 SRC INIT REA TAR Air Air Wea Wea Wea Wea Wea Wea Air Life Life Wea Life Life Wea Wea Life Wea Wa Wa Wea Life We/De Life Life Air Air Fire Fire Air 45 45 60 60 Any Any Any Any 6 6 1 1

175 20 150 0 210 0 175 0 60 0 115 0

40 Adj 1 40 Adj 1 35 Adj 1 40 45 10 10 50 10 10 60 60 10 65 70 70 50 10 60 10 10 45 45 70 70 65 Adj Any Any Any Adj Any Any Any Any Any Any Any Any Adj Any Any Any Any Any Any Any Any Any 1 6 6 6 1 1 1 1 1 1 1 1 1 1 1 1 6 6 6 6 1 1 1

80 100 65 30 50 50 65 50 50 45 70 40 30 55 20 100 25 65/15 55 55 40 40 60 15 40

Griffin 200 0 Grovemaiden 85 0 Hunter Marauder Oracle Scout Sentry Skylord Spiritess Stinger Sylph Theurgist Warden Watchman 85 170 60 45 120 300 45 125 95 0 0 0 0 0 0 0 0 0

95 0 120 0 75 0

Poleaxe 80 Lightning Blast 80 Bestow Fire War 100 Heal 100 Claws 80 Bestow Elem War 100 Heal 100 Arrows 80 (2x) Arrows 80 Heal 100 Arrows 80 Ice Arrow 85 Frostbite 70 Bite 80 Heal 100 Arrows/Poison 80/90 Bestow Wat War 100 Heal 100 Lightning Storm 80 Shatter 80 Flame Arrow 85 Blister 70 Lightning Bolt 85

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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 AIR ELEMENTL 100 BARBARIAN CHIEFTN 275 BARBARIAN WARRIOR 250 BLACK DRAGON 800 BLUE DRAGON 700 BROWN BEAR 270 CENTAUR 140 CENTAUR LANCER 225 ELF LORD 195 ELF RANGER 45 FAT IMP 100 FOREST ELF 100 GIANT BLACK SPIDER 370 GIANT SPIDER 420 GOBLIN 50 GOBLIN ARCHER 40 GOLEM 150 GREEN DRAGON 600 IMP 50 KRAKEN 350 LIVING ARMOUR 175 LIZARD MAN 200 MAN AT ARMS 95 MASTER THUG 110 MEDUSA 115 MERMAID 75 MERMAN 140 OCCULTIST 75 OGRE 300 ORACLE ELF 125 ORC 200 ORC CHAMPION 220 ORC KING 295 PEASANT 40 POLAR BEAR 300 PRIMITIVE GIANT 310 RED DRAGON 800 SEA SERPENT 400 SKELETON 100 SPEARMAN 140 SPIRIT WOLF 200 THUG 65 TROLL 350 VALKYRIE 250 WHITE DRAGON 700 0 Air 0 ATT Slash Great Claws Axe Acid Breath Steam Breath Claw Arrow Lance Lightning Arrow Slash Spear Pincer/Paralyse Pincer/Paralyse Spear Arrow Earthquake Fire Breath Tail Whip Tentacle % HIT DAM SRC INIT REA TAR 80 80 80 75 75 80 80 84 80 80 70 80 80/90 80/80 80 80 80 75 80 80 30 Air 100 Wea 80 125 100 60 40 89 50 25 30 40 120 130 15 15 70 60 20 120 65 75 25 35 0 20 40 0 130 60 55 80 115 15 80 100 125 125 40 50 50 25 120 55 100 Wea Death Water Wea Wea Wea Air Wea Wea Wea We/De We/Mi Wea Wea Earth Fire Wea Wea Wea Wea Wea We/De Earth Wa/Mi Wea Death Wea Life Wea Wea Wea Wea Wea Wea Fire Wea Wea Wea Air Wea Wea Water Air 40 Any 1 40 Adj 1 40 40 40 65 60 55 50 65 50 65 35 35 30 50 70 40 30 40 55 50 50 75 20 20 50 40 20 10 40 40 55 30 70 30 40 70 60 50 40 65 40 60 40 Adj Any Any Adj Any Adj Any Any Adj Adj Adj Adj Adj Any Any Any Adj Adj Adj Adj Adj Adj Any Any Adj Any Adj Any Adj Adj Adj Adj Adj Adj Any Adj Adj Adj Any Adj Adj Any Any 1 6 6 1 1 1 6 1 1 1 1 1 1 1 6 6 1 1 1 1 1 1 6 6 1 1 1 6 1 1 1 1 1 1 6 1 1 1 6 1 1 6 6

0 0 Death 0 Water 0 0 0 0 0 0 0 Air -

0 0 0 0 50 Ea,Po 0 Fire 0 0 0 Mi,Po 0 0 0 0 0 0 0 0 0 Air 0 20 30 0 0 - Water 0 0 Fire 0 0 Death 0 0 0 0 0 0 Air -

Great Sword 80 Swords 80 Axe 80 Shrt Sw/P'lyse 80/80 Petrify 60 Maelstrm,P'lyse 60/50 Trident 80 Summon 100 Giant Club 80 Healing 100 Axe 80 Flail 80 Mace 80 Pitchfork 75 Claw 80 Giant Mace Fire Breath Bite Bone Spear Spirit Howl Daggers Slash Ice Storm Vapor Breath 80 75 80 80 80 90 80 80 80 75

WOLF

180 0

Bite

80

55 Wea

50 Adj 1

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============================================================================== UNIQUE UNITS HP AR Absenn 100 Bleag 310 Dargermiel 180 Darog 135 De'elkil 100 Empire Fleet Tender 225 Gaud 840 Geintel 337 Gelliwyn 80 Golben 255 Gradrei 310 Gramel 165 Grizzlespit 205 Gumtik 1100 Bledwater I Gumtik 1584 Bledwater II Haegr 225 Hoarfang 910 Menelles 80 Millu 60 Murgres 414 Orummell 195 Sir Allemon 1152 Taironn Gull Thuume Vey Wells Yataa'Halli 1152 100 100 110 103 0 0 0 0 0 30 0 10 0 0 0 0 0 0 20 0 0 0 0 0 0 40 10 0 0 0 20 IMM WARD Dea Dea ATT Choking Fog Punch Cleavers Crossbow Spear Sword Lightning Pole axe Smn Minor Ent Battle Axe Punch Earth Fall Crossbow Catapult Blister Catapult Blister Battle Axe Vapor Breath Smn Minor Ent Heal Cleavers Lightning Blessed Sword Shatter Fire Breath Lightning Choking Fog Falcon Arrow Runic Axe % HIT DAM SRC INIT REA TAR 80 80 80 80 80 80 89 89 100 82 80 87 87 80 50 80 50 80 78 100 100 89 80 80 50 75 80 80 82 80 40 90 105 40 40 125 112 128 0 80 90 65 75 110 15 176 15 60 130 0 40 252 50 300 0 125 60 40 50 80 Air Ea Wea Wea Wea Wea Air Wea Life Wea Ea Ea Wea Wea Fire Wea Fire Wea Air Life Life Wea Air Wea Wea Fire Air Air Wea Wea 40 30 40 50 65 70 20 44 40 40 30 30 50 40 40 40 40 40 40 40 10 40 50 60 60 40 40 40 60 40 Any Adj Adj Any Adj Adj Any Adj Any Adj Adj Any Adj Any Any Any Any Adj Any Any Any Adj Any Adj Adj Any Any Any Any Adj 6 1 1 1 1 1 6 1 1 1 1 6 1 6 6 6 6 1 6 1 1 1 6 1 1 6 6 6 1 1

- MDFWAE Mind Fi,Ea Mind FAE Air - MDFWAE Mi, De Air Mind DFWAE Fire Dea -

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECTION EIGHT =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=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). ALSO bear in mind that you can only take ONE leader with you to the next level, so I would *STRONGLY* suggest that you focus on building on just ONE leader ... just use the others as cannon-fodder and scouts basically ;) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECTION NINE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=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 ELVES F I G H T E R UPGRADE ROUTE Centaur Stables Centaur Charger Centaur Chargers I LOVE simply because :- a) they have armour, b) they LOOK so mean, and c) they level up SOOOOOOOOOOOO quickly ;) M A G E U N I T S U N I T S

Cupola Channeler

--> Elementarium --> Theurgist

I really like the Theurgist ... those speedy little balls he CHUCKS at his opponents are BOSS, PLUS he has the SHATTER ability, which is KICK@SS !! :) :) R A N G E A T T A C K U N I T S

Skinner's Hutch --> Hovel --> Hideout --> Harborage Hunter --> Bandit --> Brigand --> Marauder THIS route I like because the later units can shoot two arrows per combat round. They can target units individually, thus helping you to even the odds, so-tospeak ;) S U P P O R T U N I T S

Spriggan's Circle --> Thicket --> Gallean's Altar Oracle --> Grovemaiden --> Sylph This was GENUINELY a tough call ... a total toss-up between the Firedancer, who has a REALLY purdee animation, and the Sylph, who wins out simply because a) you fight more AIR attacking units than FIRE attacking units in this game in my humble opinion, and b) SHE HAS BLUE SKIN JUST LIKE THAT CHICK FROM STAR WARS! Lol. MY BEST UNDEAD HORDES UNIT COMPRISES :Dryad, Theurgist, Marauder, 3 Centaur Chargers =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECTION TEN =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=TIPS AND TRICKS Here are a couple of tricks that I have picked up ... I don't feel the need to give credit to anybody for these, as I honestly came up with them myself !! It MAY be that they are printed elsewhere - I really don't know ... (God how bolschy eh !!) HEAL YOUR TROOPS If you are playing as the Empire, and you have destroyed all but one unit in your opponent's army ... IF that unit does less damage when it attacks than your healer would do when he/she heals, then have all your units EXCEPT the healer defend, and tend to their wounds during combat ... then slay the remaining unit when all your characters are back to 100% health !! This trick works ESPECIALLY well if you are using a six-hithealer ;) MAKE THE COMPUTER FLUFF UP ITS CHANCE OF HITTING YOU ? Whilst I have been reasonably criticised for mentioning this before, I HONESTLY believe that, if you click the mouse at a certain point during the computer opponent's attacking animation, you can increase their chances of missing you. I might be talking UTTER cack, but I'll settle

for that ... if I'm onto something it would be remiss of me not to mention it :"> =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECTION ELEVEN =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=CREDITS I dedicate this guide to my mum and dad, who have always had, and WILL always have, my utmost love and respect xx I also dedicate it to General Mayhem, for having made my day by getting in touch with me to encourage me to keep on writing ... cheers mate :) - Mister Sinister, 2005 ============================================================================== Copyright David Booth, 2005 ==============================================================================

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