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 Disciples 2

 
   
 
 
Disciples 2

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==============================================================================
¦ The aim of this file is to provide you with ALL information on             ¦
¦ Disciples 2 : Dark Prophecy in a clear and readable format.                ¦
¦ I hope it serves you well !!                           - Mister Sinister   ¦
==============================================================================

                                                (Dedicated to Simon, mon bras)


Table of Contents

      1.     Introduction and Overview of the Game
      2.     Basic Controls
      3.     The Four Races
      4.     Tact & Diplomacy
      5.     Types of Items
      6.     Empire Saga Walkthrough
      7.     Mountain Clans Saga Walkthrough
      8.     Undead Hordes Saga Walkthrough
      9.     Legions of the Damned Saga Walkthrough
     10.     Stats for Units
     11.     Rulers and Leaders
     12.     Comments on Units and Suggested Upgrade Routes
     13.     Tips and Tricks
     14.     Credits

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                                   SECTION ONE                              ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                                      OVERVIEW

Disciples 2 is a turn-based strategy game where the player picks one of four 
major races and battles across either a pre-defined sequence of levels (the 
Sagas), one of a number of set individual missions (the Quests), plays in a 
Custom Saga, or with other human in multi-player mode.

It is a swords and sorcery type game, with a reasonably simple interface and 
gentle learning curve, but which boasts hours and hours of gameplay, and is 
quite honestly ?  HELLISHLY addictive ... I heartily recommend it.

I have written a review for this game which you can read at 
http://www.gamefaqs.com.  I have also written individual in-depth walkthroughs 
for the Sagas for the four main races in the game, all of which are available 
for free viewing at http://www.gamefaqs.com.

Comments, etc., are always welcome, and I can be reached at 
shadowpath@hotmail.com

                                                       - Mister Sinister, 2003

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                                   SECTION TWO                              ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

BASIC CONTROLS

As with any strategy game, troop management skills are FUNDAMENTAL to your 
success.  In order to become a good Disciples 2 player, you will need to learn 
which units function well together, which units complement each other, and 
which units should definitely NEVER be placed together.

For example, sending nothing but Undead Troops to battle Undead Troops doesn't 
SOUND unreasonable until you consider that MOST undead troops are immune to 
death magic, so if YOUR set of troops comprises nothing but Undead Spellcasters
they will do practically NO good whatsoever.

I have sub-divided this section of my FAQ into three parts :-

            A)   The World Map
            B)   Combat
            C)   City Management

================================ THE WORLD MAP ===============================

The World Map is where (not surprisingly) you move all your troops about.  Each
unit is led by one of the creatures in it, and this creature represents the 
entire unit's icon on the map.  For example, a unit led by a werewolf will be 
depicted as a werewolf on the map.

Each unit has a different number of movement points, and these are reduced at 
different speeds depending on which type of terrain you are crossing ... for 
example, you will travel MUCH slower by water than you will through forests ...

... some units can fly, and this helps get about the map a fair bit quicker ...
but if you put flying units with non-flying units, you are once again (by and 
large - there ARE a couple of exceptions) slowing down your troop movement 
again, as the unit must move altogether.

Combat is initiated by moving to a square adjacent to a rival or enemy unit on 
the map, and combat is dealt with in a separate screen.

The world map begins by being totally covered in a fog of war, which disperses 
as you move your units about ... certain terrain cannot be traversed, and you 
will have to find ways around it ... examples include waterfalls, whirlpools 
and mountain ranges.

Obviously not all of the creatures you encounter on the world map will be 
hostile - some will give you sub-quests which you can complete to gain prizes 
should you wish ... others will be territorial, and will either attack you on 
sight or pursue you until you leave their area of the map.

You will encounter cities belonging to other players, as well as neutral 
cities, and various other structures dotted about the map, ALL of which can be 
explored and/or conquered.

BEAR IN MIND AT ALL TIMES that this is a TURN-BASED strategy game.  Therefore, 
whilst you have the luxury of time to think your moves through, as you would in
a chess game, poor troop movement can lead to units becoming isolated at the 
end of a turn, and easy pickings for roaming creatures ...

                                                ... always watch your back ...

Each unit on the map can comprise up to SIX individual characters.  So, taking
our earlier example of the unit being led by the Werewolf, this unit can 
comprise the Werewolf that leads them, and up to FIVE other characters ... if 
the leader dies, the unit will still be able to move, but will do so at a MUCH 
slower rate, and the unit's icon on the map will change.  It will still be the 
Werewolf, but you will see that the leader has died because a little skull 
shield will be displayed at the foot of the icon.  This allows you at a glance 
to see units which have had their leaders slain.

Provided at least ONE character in the unit is still alive, it is possible to 
heal and/or resurrect those characters in the unit which have died.  You can 
either do this via magic, CHEATING (tut tut), or at any of your Cities 
(provided you have constructed a Temple in your Capital City).

Your Capital City (each major race has one) is your seat of Power on the level 
BUT, unlike many OTHER turn-based strategy games where there is a REAL risk of 
losing your Capital, and thus losing the level, in Disciples 2 each player's 
Capital City is occupied by (not only a maximum of 11 "normal" troops but also)
an INCREDIBLY powerful Guardian, who CANNOT leave and who's SOLE purpose is to 
protect the Capital.

Sounds like you might still be vulnerable ?  In all practical reality you won't
be - the Guardians are WELL powerful, and it is EXCEEDINGLY unlikely that you 
will ever lose your Capital ;)

You will ALSO find shops on the world map ... there are several merchants in 
the game who have set up shop on the various levels, and with whom you can 
trade ... even if you can see no use for something you have picked up on a 
level, you can always sell it at a shop to gain extra gold ;)

The currencies of the game are five-fold.  You have gold (obviously), which 
you use to buy upgrades for your cities, to recruit new troops, to bribe the 
other players, and so on.

Then there are the four types of mana.  There is Death Mana, Runestone Mana, 
Life Mana and Infernal Mana.

Both gold AND mana are generated at resources on the map, and these resources 
can be bled off to give (effectively) unlimited resources to your race - I say 
*effectively* unlimited as, whilst there is only a certain amount of each type 
of energy that will be generated by each resource per turn, the supply from 
which this is drawn is infinite - i.e. you will never deplete a gold or mana 
resource on the map (which is KEWL !!)

One last thing.

When you look at the map you will be able to see the terrain that belongs to 
your race by looking at the ground.  Each turn, your race's terrain expands 
from every city in every direction, and whenever it touches an unclaimed 
resource, it seizes it for your race.

Since it would take an eternity to gain control over the ENTIRE map this way, 
the game designers have very kindly provided each race with one type of unit 
that can be recruited who's sole purposes is to "plant rods".  Planting a rod 
is a very simple process which allows you to stake a claim to a very small 
parcel of land which is not already yours.

... I hope that makes sense ... I'll try to explain ...

Say this is the world, and you own the left-hand side of it. :-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
¦                                   ¦                                       ¦
¦                                   ¦                                       ¦
¦                                   ¦                                       ¦
¦                                   ¦                                       ¦
¦                                   ¦                                       ¦
¦    YOUR                           ¦            MY                         ¦
¦                                   ¦                                       ¦
¦           LAND                    ¦                    LAND               ¦
¦                                   ¦                                       ¦
¦                                   ¦                                       ¦
¦                                   ¦                        ¦======¦       ¦
¦                                   ¦                        ¦ GOLD ¦       ¦
¦                                   ¦                        ¦======¦       ¦
¦                                   ¦                                       ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

If you want to take control over the GOLD resource I have labelled in MY land, 
you would either have to expand your terrain on a turn by turn basis until the 
Gold Resource was yours, OR you could send your "rod-planter" (the name for 
the character varies with each race) TO the Gold Resource, and then stake it.

If you plant a rod at the Gold Resource, and thereby stake it as being yours, 
the terrain around the resource changes to become yours.

Rods CAN, however, be destroyed by other rod-planters, and this dispute over 
resources forms a VERY important part of the game, naturally ...

... right !  I've bored you with that - now we can go onwards to the combat 
aspect of the game !!


================================== COMBAT ===================================

As I stated in the previous section, combat occurs when one of your units 
enters a square on the map that is adjacent to a non-friendly unit (or, 
conversely, when a non-friendly unit enters a square that is adjacent to one 
of YOUR troops).

When this happens, the action switches to a 3-dimensional view of the square 
in question, and combat takes place.

Combat in Disciples 2 is a VERY very simple affair.  The unit that is attacking
is highlighted at its feet in yellow, and the units you are presently opting to
attack is highlighted at its feet in red ... just point the mouse at the unit 
you want to attack (or help, depending on your race), and click !

HOW EASY IS THAT BY THE WAY !?!?!

Combat is, however, not as DULL as that sounds.

You recall I mentioned earlier that a unit can comprise a maximum of SIX 
characters ??  Well, each unit is broken up into two RANKS as well.

THIS IS VITALLY IMPORTANT.

Combat basically looks like this :-

              YOUR UNITS                                    THEIR UNITS

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
¦                  ¦                   ¦                   ¦                  ¦
¦    BACK ROW      ¦   FRONT ROW       ¦   FRONT ROW       ¦     BACK ROW     ¦
¦                  ¦                   ¦                   ¦                  ¦
¦        1         ¦        1          ¦        1          ¦         1        ¦
¦                  ¦                   ¦                   ¦                  ¦
==============================================================================
¦                  ¦                   ¦                   ¦                  ¦
¦    BACK ROW      ¦   FRONT ROW       ¦   FRONT ROW       ¦     BACK ROW     ¦
¦                  ¦                   ¦                   ¦                  ¦
¦        2         ¦        2          ¦        2          ¦         2        ¦
¦                  ¦                   ¦                   ¦                  ¦
==============================================================================
¦                  ¦                   ¦                   ¦                  ¦
¦    BACK ROW      ¦   FRONT ROW       ¦   FRONT ROW       ¦     BACK ROW     ¦
¦                  ¦                   ¦                   ¦                  ¦
¦        3         ¦        3          ¦        3          ¦         3        ¦
¦                  ¦                   ¦                   ¦                  ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

... geez ... I hope I haven't made that look more complicated than it needed 
to be.

BASICALLY your six units are on the left, and THEIR six units are on the right.
Melee units should be placed in the FRONT row, as they can only attack adjacent
units ... spellcasters, who are generally weaker, should be placed in the BACK 
row, as they can attack at range ...

... hope that makes sense :">

You will see from the Stats section that each character has its own method of 
attacking.

With VERY rare exceptions, each character only has ONE way of attacking, so it 
really is just a very simple point-and-click routine ... but the variety comes 
in the sheer NUMBER of different creatures you can command and control, and the
fun-factor and beauty of their attack animations :">

The order in which characters attack in the combat screen is determined by 
their initiative roll - each character has an initiative modifier, which swings
initiative in their favour, but there are occasional upsets - as in, where a 
character with a higher initiative is pipped to the post by a character with a 
lower initiative ...

There are a number of different combat OPTIONS ... these include allowing the 
Computer to take over combat for you (although certainly on the easier 
difficulties it doesn't always attack the units you probably would).

There is also the option to end combat immediately (i.e. automatically resolve 
who wins and who loses) - good for those "AAAAAAAAAAARGH I can't be @rsed to 
fight you - let's just see who WINS" moments (which you WILL have).

Further options include retreat, where you really wanna get out with your life 
(but all attacking units get a free hit on units that are running away, so if 
you DO run you'd better do it en masse), and Defend - an instruction to a 
particular character to brace itself for an incoming attack.

The variety of options on the combat screen, coupled with the variety of units 
and attacks they have IN TOTAL, makes for a lot of strategy in the combat 
screen AS YOU WILL SEE ;)

Combat ends when either all six characters in your opponents unit are dead or 
have fled.

... there ... we've pretty much exhausted that section ... ONWARD !! =D

=============================== CITY MANAGEMENT ==============================

This is VITAL to your success in Disciples 2.

Basically, when a creature levels up, it GENERALLY (although not always) 
changes its appearance to become tougher ... harder ... MORE kick@ss ...

What your creature becomes when it levels up will depend on the buildings you 
have erected in your Capital City.

For example, if you are playing the Undead Hordes, your bog-standard melee 
fighter is the "Fighter" character.  In your Capital you can build one of two 
different buildings that will alter the Fighter's Upgrade Route.  If you 
construct Unholy Ground, your Fighter will become a Zombie when he levels up ...
if you choose instead to construct an Evil Monastery, your Fighter will become 
a Templar.

Both routes are mutually exclusive - this means that you cannot allow some of 
your Fighters to become Zombies, and some to become Templars - it's all or 
nothing ...

Fortunately, however, once you have completed a level, all the buildings in 
your Capital City are wiped out, so on the start of the NEXT level you can 
change the upgrade paths and, consequently, your units, should you wish.

Certain buildings do not affect the upgrade path of units ... these are the 
Mage Tower (which is necessary in order for you to research spells), the 
Thieves' Guild (which is required before you can recruit thieves, who can spy 
on enemy players to reveal the characters garrisoned in Cities, etc.), and the 
Temple (which you need before you can heal and/or resurrect creatures).

You can also conduct spell research in your capital, provided you have enough 
mana to learn the spell in question, and it is picked from your list of 
available spells.

PLEASE NOTE THAT YOU CAN ONLY RESEARCH ONE SPELL, AND BUILD ONE BUILDING PER 
TURN.

You will also take over other cities, naturally ... these cities are NOT your 
capital, however, and whilst the majority of the rules apply, there are 
certain changes.  FOR EXAMPLE, you cannot build buildings in your other cities 
- this is because you only NEED one set, and for ease of administration those 
are all located in the Capital.  For example, once a Temple has been built in 
your Capital, you can heal and resurrect characters in ALL your cities.

Each NON-CAPITAL city can "grow" as well ... there are five levels of growth, 
and these affect the number of characters that can be housed in a city, the 
rate at which your terrain sprouts forth from the city, the speed with which 
characters that are in the city recover their Hit Points, and so on.

Each city can only grow ONCE per turn.

Finally, each city can house troops and hold items.  On the party screen, you 
will see two units of troops.  On the left is a list of troops that are just 
healing, etc., in the city.

To the right is a list of the troops which are garrisoned in the city ...

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                                 SECTION THREE                              ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

THE FOUR RACES

The four races you can pick from are as follows :-

                  1)  The Empire
                  2)  The Mountain Clans
                  3)  The Legions of the Damned
                  4)  The Undead Hordes

THE EMPIRE, led by Emperor Demosthene, are portrayed at least at the OUTSET as 
your bog-standard hero types, their units including Knights, Priests, Paladins,
Holy Avengers, and so on.  As they mature, you realise that there is trouble 
in Paradise, however ... and evildoers in the Empire plot its downfall from 
the shadows.  In spite of this, the Empire remain one of the most basic and 
steadfast races in the game ... their main bonus is that they boast more 
healing units than any other race, and this helps prolong their lives during 
combat and otherwise ....

THE MOUNTAIN CLANS, ruled by the High King Morok Cloudkeeper, and later Queen 
Yataa'Halli, are basically made up of Dwarves and Giants.  Their units include 
Warriors, Veterans, Hill Giants, Sons of Ymir, Flame Casters, and other wee 
ones ... they are strong and sturdy, but suffer from VERY poor initiative 
ratings, which means that they generally take damage in combat before they are 
able to dish it out.  To make up for this, the Mountain Clans are about the 
only race in the game who's upgrade paths cross-over ... what I mean by this is
that melee fighters can become multi-hitting spellcasters and vice-versa, 
depending on the upgrade path chosen.

THE LEGIONS OF THE DAMNED, under the control of their God Bethrezen, comprise 
NOT surprisingly Devils, Demons, Succubus', Incubus', basically anything 
winged and horny (pardon the pun).  They are OBSESSED with fire, and boast the 
most heavy-hitters in the game ... they have several Giant-type units (moreso 
than the Mountain Clans I believe), and are quick and strong.

- and finally -

THE UNDEAD HORDES, guided by their Dark Goddess Mortis, comprise Zombies, 
Skeleton Warriors, Liches, Wyverns, Vampires, Wraiths and loads of other nasty 
beasties ... the main thing that the Undead Hordes have going for them is 
their ability to paralyse their foes ... they have three units whose only 
attacks are to paralyse, and this can REALLY knock the stuffing out of an 
otherwise healthy unit of opponents ... we lurve the Undead Hordes :">

There are, of course, other "mini" races in the game, but you cannot play as 
these ... they include the Marshdwellers, the Greenskins, the Barbarian Tribes 
and the Shadow Wolves.  They help add variety and spice to the game, and to 
generally keep it interesting =)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                                  SECTION FOUR                              ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

TACT & DIPLOMACY

Although not of PARAMOUNT importance - at least not on the easier difficulty 
settings, is the notion of tact and diplomacy.  You play against other races 
... those races have rulers ... those rulers can be spoken to, and negotiated 
with ...

The Disciples 2 Diplomacy interface is kinda limited ... but it's very much a 
secondary aspect of the game anyway, so it doesn't really DETRACT from it or 
anything ... basically you have options for Diplomacy ... you can offer gold 
to another player, you can offer to sell them a magic spell, you can propose 
an alliance with them, or you can even break an existing alliance with them 
and go to war with them ...

You will find that, as you attack another player's enemies, your popularity 
with that player will naturally increase and, over time, the other players may 
well offer to ally with you.

Alliances are NOT set in stone, however, so always make sure to watch your back
at all times ;)

When you are allied with another race you cannot attack their troops or cities,
or steal their resources unless the treaty is broken ... the treaty can be 
broken at any time, but whilst it is in place, you too can feel reasonably 
safe from attacks by that race ...

Similarly, you will find that your allies will, from time to time, attempt to 
sell YOU spells and other niceities, and they will frown upon you if you do not
take them ... even though 99.9% of the time they inflate the price ;)


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                                  SECTION FIVE                              ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

TYPES OF ITEMS

There are LOADS of different types of items that you can pick up ... these 
include :-

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

                        (I am sure there are more, but you can take these as a 
                         smattering)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                                 SECTION SIX                                 ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

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

           (Dedicated to Lord Ian, Prince Heath and Billium the Ever So Humble)


THE EMPIRE SAGA WALKTHROUGH

==============================================================================
¦   This walkthrough is copyrighted to Mister Sinister (2004)                ¦
¦   I don't mind it being lifted in its entirity, but if you do so,          ¦
¦   please make sure you give credit to the author (me) and DON'T pass it    ¦
¦   off as your own.  Thanks !                                               ¦
==============================================================================

THE SEVEN MISSIONS OF THE EMPIRE SAGA :-

1)	The Necromancers Spirit
2)	The Alliance
3)	Antagonists
4)	Uther's Crusade
5)	Slander and Barbarism
6)	The Celebration
7)	Binding Forces

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

BRIEF NOTES BEFORE WE GET STARTED

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

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

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

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

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

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

Thanks for reading this !!

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

1)	The Necromancer's Spirit

BRIEFING AND COMMENTS

Demosthene mourns the passing of his Queen and the loss of his son Uther.
Hubert de Layle, the reputed power behind the Throne, plays skillfully upon 
poor Emperor's emotional strings to manipulate him into running the Empire as 
de Layle sees fit.

Thus empowered, Hubert de Layle squanders the vast resources of the Empire 
through senseless feasts and utter debauches (we LIKE that word !!) which in 
turn leads to a rise in the power of several up and coming figures, including 
Erhog the Dark.

Leader of a death cult, Erhog has taken over the barony of Ammennir.  If she is 
not stopped, her influence will continue to grow, and it could ultimately mean 
the end of the Empire and the Highfather.

Your objective is to kill Erhog the Dark and thus prevent her becoming a major 
pain in the butt.  As you are working your way through the level towards her 
Temple (which is in the south-eastern corner of the map), you will learn that 
she has sent corrupt nobles to assassinate Emperor Demosthene in the Capital 
(they fail, but succeed in poisoning the poor bloke)

You may find a Stone Ring, being guarded by an Ogre (just to the north of 
Gunner's Shop) - if you do, take it to the statue in the north-east of the map 
behind Athlok's Keep to receive a Tome of Fire.  Liberate the town of Tanscroul
to gain the assistance of Wolfgar, a Ranger who is willing to fight on your 
side.

When you reach Erhog's Temple, be careful - she is warded against fire, earth, 
air and water, and has a life draining attack, which replenishes her own health,
and thereby prolongs her chances of drawing out combat.  Concentrate your 
attacks on her as she is by far the most deadly unit in her Temple (as you 
would expect).  She has reasonably low hit points, so she should fall quickly 
enough.  Once you have defeated Erhog you will find the antidote to the poison 
that was used in the attempt on Emperor Demosthene's life, and this will be 
transported back to the Capital and administered to him automatically.

OPPONENTS	Legions of the Damned, Erhog the Dark.

CITIES

NEUTRAL CITIES

Name              Inhabitants

Milonia           2 Goblins and a Goblin Archer
Argreban          Squire, Spearman, Archer
Tanscroul         Master Thug, Spearman, Thug
Jaignes Port      2 Peasants
                  (It is quite possible that the Legions will have taken 
                   Jaignes Port by the time you reach it)
Temple of Erhog   Demon, Erhog the Dark, Ghost, Zombie

BUILDINGS

Name              Inhabitants                   Gain anything from taking it ?

Ruined Tower      Fighter, Zombie, Ghost        200 Gp, Zombie Orb
Old Fort          2 Imps                        50 Gp, Bronze Ring (valuable)
Athlok's Keep     2 Devils, Cultist             300 Gp, Boots of Speed
Crumbled Temple   Hill Giant                    150 Gp, Orb of Thunder

EVENTS

Event             Notes

Orc Trap          Orc and 2 Goblins to the south of Milonia
Ogre Lair         To the north of Gunner's Shop

ITEMS LYING ON THE GROUND
Treebark Potion, Potion of Speed, Life Potion, Silver Ring (valuable), 
Lightning Scroll, Potion of Vigor, Emerald, Potion of Healing.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
Strength Scroll, Orb of Restoration, Potion of Accuracy, Runestone, Banner of 
Protection.

SHOPS

Name                          Sells

Gunner's Tower (Magic Shop)   Summon Roc (200 Gp), Blizzard (200 Gp)
Thurin's Shop (Merchant)      Life Potion x 4, Potion of Healing x 10, Potion 
                              of Restoration x 10

ENDING

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

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

2)	The Alliance

BRIEFING AND COMMENTS

During the campaign against Erhog, corrupt nobles loot the Empire's treasury, 
leaving the Empire all but penniless.  Soon thereafter, many peasants (as a 
result of the real fear of starvation) leave them Empire and follow would-be 
pretenders to the throne.  Nevendaar is on the brink of revolution as Hubert de 
Layle steps into the fray and offers to replenish the treasury from his own 
personal funds, if he is crowned King of the Empire.

Many nobles support de Layle, fearing that the lack of funding may jeopardise 
their own statuses, and the Empire splits as a result.  Those loyal to the 
Emperor turn to their old allies the Mountain Clans for help, and Empire 
emissaries are despatched to find Slookarijj Darkstone, a member of the Clans 
Council, and friend to the Dwarven King Morok Cloudkeeper.

As soon as you begin the level you are told by one of your troops that 
Slookarijj Darkstone has been captured en route to meet you by the Legions of 
the Damned.  BUMMER !!  Naturally, you set out to release him from his 
imprisonment.

Once you have taken the City of Pudivilimus I would strongly suggest fortifying 
it as the Legions' Capital is RIGHT next door, and there's a valley through 
which they WILL explore frequently.

As you explore the map to the north, you will be advised by one of your Rangers 
that you should follow the river to the north, and that this will lead you to 
the City Thrugre'sh ... your spies have indicated that this is where Slookarijj 
has been imprisoned.

A little while later you will be told (again, by one of your Rangers) that word 
has been received from the Mountain Clans that Uther (the lost son of Emperor 
Demosthene) has been found, deep in Mountain Clan Territory !!  (Gets about a 
bit, doesn't he !!)

Whilst pootling about the map you will encounter (just south-east of Gunner's 
Tower) an insane loremaster, who starts babbling on about how he knows what 
you're looking for, and he'll never let "her" go ... he's referring to gaining 
immortality by drinking the blood of an Arch-angel that he's captured (she's 
imprisoned in a mountain range to the north).  If you kill him and the two 
Yeti's he's travelling with you'll free and then gain control over the 
archangel (who is quite chuffed to have been released) :)

If I were you I would AVOID taking on King Agraak (the Orc King who resides in 
Hundtoll) until the very end of the level ... he is WELL hacked off about you 
killing his Greenskin subjects, and as he won't leave his city (and therefore 
benefits from the defence bonus it offers) he's QUITE difficult to kill.  
Definitely kill him before you leave the level, however, as he gives good XP ;)

A bit later on, one of your Clerics will prompt you to ally with the Mountain 
Clans in order to retrieve Uther, whom she believes can bring balance and 
harmony back to the Empire.

Just to the south-east of Redden's shop you will find Wizard Horek being 
forcibly imprisoned by a group of nasties (thugs, master thugs and an imperial 
assassin for the mostpart) ... if you free him, he will ask you to escort him 
to his brother, Wizard Tiorek, who is right up there in the northwestern corner 
of the map.  If you do this you will be rewarded with a Quicksilver Potion, 
which will be automatically teleported to your Capital.  A WORD OF WARNING.  Do 
NOT send your most powerful units in the same party as Wizard Horek as, once 
he's been reunited with Wizard Tiorek, they BOTH disappear and your units will 
go with them !! (The CHEEK !!!!!).

When (or should I say IF) you take the City of Malharon, you will be told by 
one of your Rangers that Slookarijj is held east of the City (which is true - 
Thrugre'sh is in the northeasternmost corner of the map).

As you approach Thrugre'sh you will be ambushed by two units of Undead Troops, 
each containing THREE Werewolves.  Werewolves CANNOT be harmed by physical 
weapons, so you will have to have some pretty kick@ss magic to beat on these 
guys ;)

[Interesting thing : It was a poor ickle Arch-angel of mine that stumbled upon 
the werewolf ambush, and naturally I figured she was dead meat ... but to my 
surprise, the werewolves totally ignored her, and tore off across the other 
side of the map to pick a fight with my MOST POWERFUL TEAM of heroes !!  What a 
bunch of dummies !!]

Another quirk on this level is that if you leave it long enough (as in, if you 
go all over the level killing everything and avoid the most direct route to 
your target), the heavy hitters (ogres, etc.) will begin moving around the map 
and attacking cities, troops who are just standing around, etc., etc., so 
beware ;)

Once you have taken the City of Thrugre'sh, Slookarijj Darkstone is released 
and the level ends.

OPPONENTS	Legions of the Damned, Mountain Clans

CITIES

NEUTRAL CITIES

Name              Inhabitants

Alinadan          3 Goblins, 3 Goblin Archers
Hundtoll          Orc Champion, 3 Goblin Archers
                  [Ogre, Orc King, Orc Champion]
Pudivilimus       Orc, Goblin, 3 Goblin Archers
Hoolbarr          Barbarian Warrior, Barbarian Chieftain
Garken            2 Barbarian Warriors, Barbarian Chieftain
Thrugre'sh        Ghoul, 2 Templars, Necromancer, Specter
Malharon          Master Thug, 2 Man at Arms, 3 Thugs
                  (It is quite possible that the Dwarves will have taken 
                   Malharon by the time you reach it)

BUILDINGS

Name                   Inhabitants                   Gain anything from it ?

Lost Temple (Capital)  Master thug, 2 Thugs          100 Gp, Elven Boots
Lost Temple (Tiorek)   2 Barbarian Chieftains        250 Gp
Ruined Tower           Orc Champion, Goblin, 2       150 Gp, Potion of 
                       Goblin Archers                                Protection
Abandoned Tower        3 Barbarian Warriors          500 Gp, Orc Orb
Big Mouth Lair         Orc, Ogre, Goblin Archer      200 Gp
Antique Temple         Ogre                          100 Gp, Silver Ring
Ancient Tower          LOOTED FROM THE OUTSET (Beside Wizard Tiorek)
Perthin                Skeleton Champion, 
                       2 Skeleton Warriors           200 Gp, Emerald

EVENTS

Event             Comments

Insane Loremaster (Just south-east of Gunner's Tower) - babbles about "her" and 
                  how he'll never let her go.
Hill Giant        (Just east of the Insane Loremaster) - tells you you must 
                  leave.
Cemetery          (Just south-east of Wizard Tiorek) - tells you this is holy 
                  ground; the burial site of one of the heroes who fought 
                  during the First Great Wars, and that his spirit will aid you
                  (quite WHAT that does for you is beyond me ...)
Ambush            (Just outside the city of Thrugre'sh) - ambushed by 2 sets of 
                  3 werewolves.

ITEMS LYING ON THE GROUND
Potion of Striking, Life Potion, Bronze Ring (valuable), Ice Shield Scroll, 
Weakness Scroll, Potion of Healing, Staff of Travelling, Potion of Restoration, 
Strength Scroll, Air Ward Scroll, Gold Ring (valuable), Potion of Vigor, 
Incantare Hellhound, Emerald, Tome of Water (behind the Legions' Capital City, 
protected by an Ogre), Ruby, Summon Living Armour Scroll

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
Life Potion, 2 x Potion of Restoration, Unholy Chalice (artifact), Bronze Ring 
(valuable), Potion of Air Warding, 2 x Potion of Protection, Treebark Potion, 
Potion of Accuracy, Potion of Strength, Sapphire, Imp Orb, Dwarven Bracer 
(artifact - being protected by the Kraken to the southeast of Wizard Tiorek)

SHOPS

Name                          Sells

Gunner's Tower (Magic Shop)   Ignis Carn (400 Gp), Incantare Hellhound (200 Gp),
                              Chronos (400 Gp)
Furren's Shop (Merchant)      Life Potion x 5, Potion of Protection x 4, Potion 
                              of Restoration x 10, Potion of Healing x 15, 
                              Potion of Fire Warding x 1, Iron Skin Potion x 1, 
                              Banner of Speed x 1.
Redden's Shop (Merchant)      Life Potion x 9, Potion of Protection x 4, 
                              Treebark Potion x 4, Potion of Healing x 16, 
                              Potion of Accuracy x 3, Potion of Vigor x 6, 
                              Potion of Invulnerability x 1.
Allar's Shop (Merchant)       Talisman of Restoration, Goblin Talisman

ENDING

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

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

3)	Antagonists

BRIEFING AND COMMENTS

Hubert de Layle, now having put together a reasonably-sized army, has begun his 
march to the north, occupying all cities en route, and razing those that 
challenge his rule.  The heads of all those who stand against him are displayed 
on pikes throughout his corrupt Empire.

News spreads throughout the Empire of Uther's return, and rumour has it he is 
leading a group of Mountain Clan warriors down from Griffin Heights to purge 
the Empire of those disloyal to his father.  Emperor Demosthene takes his court 
northwards ahead of Hubert de Layle's army to the City of Fhindar - a heavily 
fortified city, and home of Inquisitor Phillip d'Agincourt, whom the Emperor 
hopes will be able to ensure his safety.

Your primary objective on this level is to UTTERLY annihilate Hubert de 
Layle ... which is cool, 'coz the little MAGGOT has been causing you a lot of 
hassle so far ... so on with the mayhem !!

As soon as the level starts you are greeted by an Imperial Assassin called 
Nobar the Traveller.  Nobar tells you that Phillip d'Agincourt is awaiting your 
arrival in the city of Fhindar, and that he will lead you there (this isn't 
STRICTLY 100% accurate, as Nobar and his two archers then becomes yours to 
control, so he doesn't really lead you anywhere), but the Imperial Assassin is 
a cool unit, and quite handy to have about the place.

Just to the north of your capital is the city of Khazan Keep - I would suggest 
taking this city early on in the level as it's so close to your capital.  If 
your troops are having a hard time beating the forces in the city, just return 
them to your capital to heal and then try again ... and again if need's be :)

Nobar soon warns you of the dangers of remaining in the water, saying that the 
rivers are inhabited by Sea-Witches, and so you should watch your step ... in 
reality there aren't THAT many Sea Creatures to worry about, but you should 
keep your eyes open nonetheless ...

... a couple of turns later, Nobar will advise you that Phillip d'Agincourt has 
blocked all the passages leading to Fhindar, just to be on the safe side ... 
let's hope you can get through eh !!

After a few more turns one of your Rangers reports seeing smoke rising from 
Silk Forest (a fair ways to the east of your capital city).  It seems someone 
or something has set the forest ablaze and driven the spiders that inhabit it 
out ... but who could that be ... hmmmmmmmmmmmmmmmmmmm ...

... next turn, sure enough, the Spiders begin pouring out of the valley to the 
north-east of the city of Silveria.  There are LOADS of spiders (which is both 
a good and a bad thing - they are tough, but give oodles of yummy XP).

The SOURCE of the fire in Silk Forest is, surprise surprise, Hubert de Layle.  
He and his band of MUPPETS have scared out the spiders, and are about to begin 
their march to Fhindar ... [HINT : If you want to delay imposing what amounts 
to a time-limit on this level, DON'T GO INTO THE SILK FOREST after you've 
killed the Spiders - instead, just wipe out the spiders that come out (which 
are ... ooh ... about four Giant Black Spiders and one Giant Spider if my 
memory serves) ... and then continue exploring the rest of the map - this will 
give you a little more time before de Layle makes his exit from the Forest].

As you step onto the little ramp leading from the northeastern section of the 
level (where the Legions' Capital is located) up to Perthin, you are greeted by 
(fanfare) Uther !  AT LAST !!  I was wondering when he was gonna show up ... he 
asks you ... no ... he TELLS you basically to rally with him to cleanse the 
Empire of its corruption (a bit arrogant, but sounds like a plan, non ?) and 
you are then given command of THREE more units of troops - (1) Uther, a Hill 
Giant and a Warrior (2 and 3) 2 Warriors, Crossbowman, Axe Thrower.  Your 
objectives also now change to become "Destroy Hubert de Layle.  Uther must not 
die".

I personally would suggest NOT taking Uther into combat, as his survival is key 
to the completion of the level ... find a shady spot for the boy, and leave one 
of his 2 Warrior, Crossbowman, Axe Thrower units to protect him (not that he 
really NEEDS it, but it's better to be safe than sorry), and then march the 
other unit out to kick some @ss !!

If you've picked it up and not yet used it, you COULD always cast that Divis 
Nocte spell to give Uther a bit more shade (and thereby protect him from spells 
for a while) - juuuuuuuuuust a thought ;)

Anyhow ... a few turns after you have gained control of Uther, you will be made 
aware of the presence of Hubert de Layle in Silk Forest (in the game - as in, 
if you'd NOT been reading this FAQ !) ... yeah ... anyway ... he and his band 
of merry men tell you that you're a fool for not joining them, and embark upon 
their march to take the city of Fhindar.  Your objectives change once again to 
become : Destroy Hubert de Layle BEFORE he captures the City of Fhindar.  Uther 
must not die.

Nobar also shows up (bless) to tell you that Phillip d'Agincourt has led you 
into a trap, and that you need to be careful (DUH)

For your information, Hubert is VERY well guarded - he travels with the 
following units :-

Name of Group           Units in Group

Hubert de Layle         Hubert de Layle, Elementalist, Inquisitor, Hierophant, 
                        Imperial Assassin
Hubert's Guards         2 Archers, 2 Spearmen, Hubert's Guards (aka ONE 
                        Imperial Assassin)
Hubert's Scout          2 Archers, Imperial Knight, Hubert's Scout (aka ONE 
                        Ranger)
Hubert's Guards         2 Archers, 2 Spearmen, Hubert's Guards (aka ONE 
                        Imperial Assassin)

(No, I've not got the shakes - there are two units called Hubert's Guards).

You now have THREE major ways of dealing with the situation (you'll probably 
use elements of all three) :-

1)  TAKE HUBERT WHERE HE IS.  Since his troops are all closely huddled, you can 
    barracade the exit to Silk Forest with your troops and take him whilst he's 
    still IN the forest.
2)  PICK OFF HIS TROOPS PIECEMEAL.  As he is marching along the map, he and his 
    troops are VERY vulnerable to spells, so if you're playing as a Mage Lord 
    you can literally BOMBARD them with combat spells as they are marching to 
    Fhindar - you should be able to dramatically weaken (even kill) most of 
    them before they get there ... similarly, as his units move at different 
    speeds, they can be taken one by one (ish) and that SHOULD allow you time 
    to hit and run ;)
3)  BEAT HIM TO IT.  Take Fhindar yourself !!  Why not !?!?!  Keeping Fhindar 
    under the control of a Neutral Power is NOT one of your objectives on this 
    level, so you can take Fhindar before him and build it up from the Level 2 
    City it is at the minute to a Level 5, stock it with all your troops 
    (including Uther, because if either he dies OR Fhindar falls, you lose) and 
    then wait for him to come to you.

The choice is entirely yours, but MAKE THAT SCUMBAG PAY !! =D

Once Hubert dies, the level ends.

[HINT: IF at all possible, take the Den IN the Silk Forest as well, as it 
contains a Soul Crystal - a VERY useful artifact for the levels ahead]

==============================================================================
                  ADDITIONAL HELP CONTRIBUTED BY MICHAEL CHANDRA
==============================================================================

Antagonists Event Info
- At the start of turn 20, you get the message about the Spiders being smoked 
  out of the forest.
- At the start of turn 30, Hubert's backup shows up and he threatens you. He'll 
  start moving after you end your turn.

Another interesting thing from Michael :-

Air Elementals give experience. I killed off all but the Elementalist and 
pulled back all my units. My leader had 110 damage thanks to spell and potion, 
and 100% hit chance, 85% natural with a Potion of Striking, so from that point 
on, I killed off over 60 Air Elementals before taking down the Elementalist.
The result was that from less than 150 experience at level 6, my leader went 
to level 7, next mission I got to pick my level-up.

==============================================================================
Thanks Michael, for those little gems !! =)

Here endeth the guide for this level.

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

OPPONENTS	Hubert de Layle, Legions of the Damned.

CITIES

NEUTRAL CITIES

Name              Inhabitants

Khazan Keep       2 Spearmen, Man at Arms, Archer
Silveria          2 Man at Arms, Spearman, Marksman
Runia             Orc, 2 Goblins
Fhindar           2 Man at Arms, Spearman

BUILDINGS

Name              Inhabitants                         Gain anything from it ?

Ruined Keep       Orc, Goblin, 2 Goblin Archers       300 Gp, Sapphire
Abandoned Temple  Ogre, 2 Goblins                     100 Gp
Den               Giant Spider, Ogre, Goblin Archer   500 Gp, Soul Crystal
Perthin           Rock Giant, Druidess, Crossbowman   400 Gp
Lost Mastaba      Ice Giant, Mountaineer              300 Gp, Talisman of 
                                                                     Freezing

EVENTS

Event                   Information

Nobar the Traveller     Introduces himself at start of level and proves quite 
                        useful throughout as a source of information
Startled Spiders        Hubert de Layle forces Spiders to flee Silk Forest, 
                        east of your Capital
Hubert's March          Hubert and his forces march to Fhindar to slay Emperor 
                        Demosthene
d'Agincourt's Betrayal  That PUNK !! =O

ITEMS LYING ON THE GROUND
Potion of Striking, Life Potion, Wotan's Blessing Scroll, Potion of Restoration,
Potion of Water Warding, Orb of Regeneration, Gold Ring, Orb of Nosferat, 
Potion of Fortune (just to the north-west of Perthin)

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
2 x Potion of Strength, 2 x Life Potion, Call Decay Dragon Scroll, Emerald, 
Banner of Battle (carried by one of the spiders that flees the Silk Forest), 
Wotan's Blessing Scroll (no, it's not the same one I listed above - there are 
DEFINITELY at least 2 on this level), Divis Nocte Scroll, Banner of Protection

SHOPS

Name                          Sells

Under's Shop (Merchant)       Life Potion x 5, Potion of Protection x 2, Potion 
                              of Healing x 10, Potion of Restoration x 10, 
                              Potion of Vigor x 2, Healing Ointment x 3
Thurania's Shop (Magic Shop)  Chronos (400 Gp), Cursa demoneus (400 Gp)
Malavien's Tower (Magic Shop) Chant of Arms (600 Gp), Vithar's Might (200 Gp), 
                              Tempest (600 Gp)
Tralar's Shop (Merchant)      Life Potion x 5, Potion of Healing x 9, Potion of 
                              Restoration x 10, Healing Ointment x 3, Ring of 
                              Strength (artifact) x 1

ENDING

Uther (UTHER !?!?!  WE did that !!) defeats Hubert de Layle, and returns home 
to Nevendaar. Emperor Demosthene's illness miraculously heals and, feeling 
overjoyed and renewed at the safe return of his son to his house, sets about 
rebuilding the crippled and corrupted Empire.

[Hint:  If you take the Soul Crystal from this level with you, you'll have a 
MUCH easier time on the next level.]

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

4)	Uther's Crusade

BRIEFING AND COMMENTS

Even though Hubert de Layle is now defeated, his legacy remains ... many petty 
nobles have arisen from the ashes of his demise, to lay their own claims to the 
Throne of the Empire. Demosthene awakens from a nightmare he was having about 
bad fruit (as you do) and, realising that this dream was an Omen (and that he, 
as he is still weak, cannot yet reclaim his Empire) sends Uther to quell the 
uprisings.

Kewl !!  So we get to kick BUTT (again).  Hokay boys and girls, buckle up ...

Your objective in this level is to re-capture the Cities of Avonia Castle, Rock 
Castle and North Keep.  Oh ... and Uther must not die.

Since this is another one of those Uther (precious) HAS to keep breathing 
levels, I would strongly suggest not sending him into any BIG battles ... use 
him to mop up weaker troops around the map if it pleases you, but save the MEGA 
fights for your bestest leader and his troops, and leave Uther garrisoned in 
one of your Cities ... your capital is obviously safest ...

Also, as there are plenty of heavy hitters in the Greenskin mob out there (i.e. 
Trolls), bringing the Soul Crystal from the previous mission would have been a 
GREAT move, as it can be used to paralyse opponents and thereby prolong your 
chances of not getting your butt kicked too early on ;)

As you begin the level, Uther runs out of the capital (impetuous child) to tell 
you that the cities you need to capture lie to the south.  Yes Uther.  Right.  
NOW GET BACK INDOORS BEFORE YOU CATCH A COLD YOU SILLY SOD !!

Soon after starting, a very nice Drawf by the name of Dagarik Stormcaller shows 
up to advise you of the presence of the Mountain Clans on this level, and to 
confirm that they will aid you in your mission and respect the boundaries of 
your lands as per the Alliance between your two peoples.

... bless ...

So off you go !  As you get close to Malavien's Tower (a magic shop just to the 
southeast of the City of Kenoshann), one of your Rangers will pop up to give 
you a health warning about Trolls ... they are M-E-A-N (as if you NEEDED to be 
told that !!) ... sigh ...

As the level progresses, you will start to see Uther becoming ... well ... a 
bit more tyrannical basically !  He doesn't just want to protect the Empire 
from its would-be destroyers ... he wants to wipe them out ENTIRELY ...

To make matters slightly worse, one of your Rangers pops up a bit later on to 
tell you that Avonia Castle has fallen to the Greenskins, and that the populace 
has been decimated ... that's SURE to nark Uther even more, non ??

More plodding, more exploring, more looting and pillaging under the guise of a 
holy crusade ... ah, we love the Empire :)

[Note ... A little while after learning that Avonia Castle has been nabbed by 
our green-skinned friends, E-V-I-L little SCUMS that they are, the Mountain 
Clans break their treaty with me !!  In my experience of playing this game, 
treaties are frequently broken by the computer at different times, so this 
might not happen at this point during your level, but EXPECT it to be happening 
soon ... always got their eye on a better deal those crafty dwarves ... well
I'll show THEM !!]

Shortly after the Mountain Clans break the Treaty, one of your Mages reports 
that they have severed ALL Diplomatic Communications with the Empire, and are 
amassing troops near their capital ...

As you bear down on North Keep, the inhabitants come out to face you (NOT a 
smart move on their part) ... they are outraged that you have come to "liberate"
their City in the name of the Empire, claiming that they have had to defend 
against Orcs, Goblins, and Trolls and have had NO help from the Empire in spite 
of their pleas.  Once you have despatched their warriors and occupied the city, 
Uther (in response to their constant complaints about the inequities of the 
Empire) has them all put to death !!!!! =O

((( whips out a copy of the Dictionary )))

Saviour : "A person who rescues another from harm, danger, or loss."

Hmmm ... I wonder if Uther knows about this ... =./

Oh well ... there's always more cities ... ONWARD !!!!!

A little while later a Vampire pops up to threaten Uther - who responds with 
his usual "I'ma gonna kick yo' @ss you scrawny lil' punk" rubbish ... yeah yeah 
little man, dream on ....................................... oh ... wait a 
minute - that's us !!  GO UTHER !! =D

In the next few turns, the Vampire that made the threat (who is in a unit with 
2 Templars and a Warlock) and a Zombie group (comprising a Zombie, 2 Ghouls and 
a Warlock) make towards the Capital to beat on Uther.  The Legions also pop up 
to insult the Empire for sending a mere boy to assault them, and Uther responds 
with something interesting ... he says "Laugh all you want ... prepare to meet 
your new master" ... hmmmmmm =./

After those two groups have been despatched, one of your Mages advises you that 
you have received a message from the Mountain Clans - they've declared war on 
you !  It's from Dagarik Stormcaller ... our friend from earlier !  Here's a 
brief transcript of their conversation :-

[Begin transcript]

Dagarik     (clears throat) : "Um ... I'm TERRIBLY sorry sonny, but my master 
            has told me to whup yo @ss"
Uther       "Say WHAT !?!?!  Little man I'm SO gunna put my boot up yours"
Dagarik     "It's not MY fault dude - he's been really cut up since his son 
            passed away in that tragic skiing accident"
Uther       "BOO HOO"
Dagarik     "Omigod !  How MEAN are you !?!?!  I'm gonna rip your head off you 
            KRAZY man !!"

[End transcript]

So the upshot is that Dagarik Stormcaller says he's REALLY sorry, but he has no 
choice, and that Morok Cloudkeeper has COMMANDED his subjects to destroy 
Uther ... OH WELL THAT'S ALRIGHT THEN INNIT !!  SHEESH !! =O

Dagarik leaves under a cloud, and vows to seek vengeance when he meets you on 
the battlefield.

Dagaric (notice the difference ?  I reckon the programmers were having an 
oojie) Stormcaller then leaves the Capital city of the Mountain Clans and move 
south across the map ... you really SHOULD stop him as, even though he's a TOP 
bloke, he's carrying some natty items including a Life Potion, some Potions of 
Restoration AND a Runic Blade (artifact) ... once you've slain him, he says his 
bit and pops his clogs ... it's quite emotional really (wipes a tear from his 
eye).

If at any point on this level you move towards the Crumbled Castle, a terrified 
peasant named Emand comes running up to to ask you to help him and save his 
children from the Trolls that have raided his farm and forced him to flee.  You 
then gain control of Peasant Emand for a little while.  I know what you're 
thinking ... "What the HECK am I supposed to do with a PEASANT, right ?"  Well 
check out his LEADERSHIP dude !  Zat's right !!  Peasant Emand has FIVE 
leadership points !  Put him in the back row and outfit him with some KILLER 
troops if  you fancy ... why not !!  Just remember same rules apply as with 
Wizard Horek in the previous level - once you've finished with Peasant Emand, 
he'll leave and take whoever was with him with him, so don't say you've not 
been forewarned.

You will see that as soon as you've gained control of Peasant Emand, a troll 
walks up to just south of the unit that found him ... this is the troll Emand 
was speaking about ... as soon as you have killed this unit, you will lose 
Emand ... so in all PRACTICAL reality you won't have Emand long enough to enjoy 
him ... but you COULD do if you really wanted to (just don't kill the troll !!)

As soon as you have destroyed the troll that was hassling Peasant Emand, he 
thanks you and reveals his family secret to you - apparently one of his 
ancestors was a great warrior, who recorded all his secrets in a tome ... this 
tome is located in his house, which is beyond a mountain range to the south of 
your present location - Emand opens the secret passageway there for you as a 
token of his gratitude.

Outside Rock Castle a wayward band of Spearmen offer to ally with you as soon 
as you draw close - it appears they are afraid of the UTTER buttkicking you 
would otherwise give them ... smart kids !! :)

So you gain the following in one unit :-  Spearman, 2 Men at Arms, 2 Archers 
(handy !!)

Once all three cities are under your control, you will automatically complete 
the level.  With the cities uprisings quelled, Demosthene returns to the 
Capital, to rest ...

==============================================================================
                  ADDITIONAL HELP CONTRIBUTED BY MICHAEL CHANDRA
==============================================================================

Crusade Event Info
- At the start of turn 15, you are told the dwarves have cut all ties with you.
- At the start of turn 20, the dwarves declare war. If you kill Dagaric before 
  that happens, he says nothing, if you don't, he apologizes, then Uther is 
  rude, so Dagaric gets pissed.

==============================================================================
Thanks for the head's up Michael !! :)

Here ends our guide for THIS level

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

OPPONENTS	Legions of the Damned, Rebels and Greenskins holding the Three 
                Cities in question

ALLIES	Mountain Clans (at least at the outset)

CITIES

NEUTRAL CITIES

Name              Inhabitants

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

MOUNTAIN CLANS CITIES

Name              Inhabitants

March Fort        Crossbowman, Rock Giant, Loremaster

BUILDINGS

Name              Inhabitants                   Gain anything from taking it ?

Tower             4 Goblin Archers              150 Gp, Orb of Vigor
Crumbled Castle   Werewolf, 2 Wolves            100 Gp, Staff of Paralyzing
Haunted Halls     Shade, Deathdragon, Ghost     750 Gp, Banner of Resistance
Old Tumulus       Orc Champion, Troll, Ogre     1,000 Gp, Tome of War
Ancient Temple    2 Goblins                     30 Gp, Rust Scroll
Ruined Outpost    Orc, 2 Goblin Archers         300 Gp
Abandoned Farm    Devil, Cultist                200 Gp, Orb of Venom
Kassel            2 Peasants, Apprentice        100 Gp, Orb of Fear
Lost Mastaba      Polar Bear                    200 Gp

EVENTS

Event                   Information

Dagarik Stormcaller     Introduction - Dagarik Stormcaller advises you of the 
                        Alliance between the Empire and the Clans
Ranger                  Warns you about how MEAN Trolls are as you approach 
                        Malavien's Tower
Dwarven Betrayal        HAVE WE NO FRIENDS AT ALL !?!?!?!?!??!!
Vampire Assault         Vampire, Zombie, Ghouls, etc., attempt to assassinate 
                        Uther
Dwarven War (!!)        Dwarves declare WAR on the Empire
Peasant Emand           Peasant Emand asks to be liberated from his Troll 
                        Troubles

(Note that you might not do the above in that order - I would expect you can do 
Emand a LOT earlier in the level - I just went a different route !!)

ITEMS LYING ON THE GROUND
2 x Potion of Healing, Potion of Air Warding, Runestone (artifact - just east 
of Malavien's Tower), Potion of Vigor, Healing Ointment, 2 x Life Potion, Ice 
Shield Scroll, Potion of Accuracy, True Sight Scroll, Silver Ring (valuable), 
Orb of Fire, Ruby, Lizard Man Orb, Talisman of Life (just to the west of North 
Keep (it's floating in the water)), Gold Ring (valuable), Iron Skin Potion (on 
the floor beside the Crumbled Castle), Titan's Might Potion (on thefloor beside 
the Crumbled Castle), Diamond, Orb of Regeneration, Potion of Striking

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

SHOPS

Name                          Sells

Ebhon's Shop (Merchant)       Angel Orb x 1, Zombie Orb x 1, Orc Orb x 1, 
                              Lizard Man Talisman x 1
Malavien's Tower (Magic Shop) Weakness (200 Gp), Fog of Death (600 Gp), Summon 
                              I: Skeleton (200 Gp)
Thurin's Shop (Merchant)      Life Potion x 5, Potion of Healing x 10, Potion 
                              of Restoration x 10, Potion of Striking x 5, 
                              Potion of Vigor x 5, Healing Ointment x 3, Potion 
                              of Might x 2
Yggar's Shop (Merchant)       Life Potion x 5, Potion of Protection x 5, Potion 
                              of Healing x 10, Potion of Restoration x 10
Xennon's Camp (Mercenary)     Man at Arms (50 Gp), Spearman (300 Gp)

ENDING

With the three cities retaken, Emperor Demosthene can finally make his way back 
to the Capital to rest ...

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

5)	Slander and Barbarism

BRIEFING AND COMMENTS

As Demosthene was returning home, he received word from the East that an army of
undead warriors was staging a relentless assault on the Elven Lands.  Should 
they be victorious, they would have an unobstructed path through High Annulia 
and thereafter to Nevendaar.

Nobody knew why Mortis had returned, but it certainly wasn't a good sign ... 
and even though the Elves had not requested the aid of the Empire, Emperor 
Demosthene, realising the severity of the situation, arranges for a small group 
of warriors to rush to their assistance in what could be a MOST important 
battle to ensure the future safety of Nevendaar.

Your objective on this level is to destroy Dark Elf Lyf before he can kill the 
Elves. Sounds quite simple ?  This guy is BAD news I'm tellin' ya.

Upon your arrival, one of your Marksmen tells you that the Elven City is to the 
west of your Capital, and that you must be quick, as they are under attack.

As you explore the level you will find that, perhaps a bit disturbingly, the 
Legions do not seem that fussed about losing to you - they babble incessantly 
about the rebirth of their God Bethrezen, and how this will mean your suffering
"a millennia of pain", and other such pleasantries.  Don't these people know 
how to say Hello ??  Sheesh !!

A little while into the level, you are approached by a Forest Elf who tells you 
of the plight of his people - it appears that their city is under attack by the 
undead (tell us something we DON'T already know will ya !), and he offers to 
lead you to his Lord Hyllia, as "humans cannot enter Elven Lands" (we'll see 
about THAT !!).

Once again, he doesn't actually LEAD you anywhere - you simply gain control of 
his unit (the Forest Elf, who (at least in my level) is quite badly wounded, 
and two Elf Rangers), so I would heal the Forest Elf if he needs it, and then 
use this party as cannon fodder OR (even better) to explore the map and 
(ideally) find the Elves ... whom we know are to the west of your capital.

If you're not moving quick enough, you will find that the Forest Elf attempts 
to chivvy you along by saying that he's not sure how much longer his forces can 
hold off against the Undead Hordes (and technically he's right - the Undead ARE 
on their way to beat the living PLOP out of the Elves) ;)

Time to get your skates on kid !!

To the south-east of Werric's Shop, you will encounter a Mermaid and a Kraken, 
and the Mermaid will introduce herself to you and tell you that she is a friend 
of the elves, and has been sent to protect you whilst you are en route to their 
island in Ullguth's Lake, which is west of your present location.

Once AGAIN (really REALLY unhelpfully) she doesn't show you the way - she just 
joins your team ... nevermind ... to get to where you're going just follow the 
river to the west of your present location (as in, up alongside Werric's shop 
and upwards), and then to the south (i.e. left) when you reach the corner of 
the island, so to speak.  Undead are pouring from the north to the south on 
this map, so you basically have two options - either stop the flow of Undead by 
moving north and taking out the Lost Mastaba (your ultimate target), or protect 
the Elves from their existing attackers, by going south to their island.

The choice, as they say, is entirely yours ...

[HINT:  Do NOT select the Mermaid unit too many times, or the sound of her 
going UH-HAW will become SOOOOO annoying you'll probably never wanna play 
through the rest of the game ... T-R-U-S-T   M-E   ! ! !]

Dark Elf Lyf appears a bit later to ask you what the heck you think you're 
doing, and to GO AWAY ... yuh RIGHT buddy ... ONWARD !!

I would suggest moving to the north, to take out the mainstay of the Undead 
Army before it floods the map ...

If you DO decide to go to the north, one of your troops pops up to warn you 
that the land appears strange - nothing is growing, and he feels concerned that 
"weird things" could pop up at any moment ... to which Dark Elf Lyf responds by 
saying that it's too late - caution is a good thing, but the "weird things" are 
comin' atcha !!

BRACE FOR AN ATTACK !!

Assuming you survive, you should make your way deeper and deeper into the north 
until you secure the City of Groshhenn, which you should STRONGLY fortify so as 
to defend against further undead passers-by.  A seemingly ENDLESS supply of 
Undead Warriors pour from the Lost Mastaba down to the other areas of the map, 
and quelling this onslaught is a great ... no ... make that a GREAT ... idea ...

I would suggest sending the Mermaid and her Kraken friend to the island she 
spoke of WHILST sending your best units into the north to take Groshhenn, to 
give you a 2-pronged attack.

[HINT: NOT all the elves you encounter are your allies (obviously Dark Elf Lyf 
isn't, but also some of the elves in the waters around their home island are ...
let's say ... unwilling ... to let you pass) - you have been forewarned !!]

When you reach the Elven Island, you will find that the Elf Lord Hyllia rushes 
out to greet you ... he thanks you for your aid, and tells you a bit more about 
Dark Elf Lyf ... it appears that Mortis HERSELF directly intervened to bend Dark
Elf Lyf to her will, and how he is her willing pawn ... you will then gain 
control of 2 or 3 parties (depending on how many have fallen to the Undead by 
the time you get here - it will most likely be just two).  These comprise :-

1)    2 Elf Rangers, 2 Centaurs and Elf Lord Hyllia.
2)    Centaur Lancer, 2 Elf Rangers.

Your objectives will ALSO change at this point to include a new one - Elf Lord 
Hyllia must not die.

((( You know what this means )))

Time to wrap him up in cotton wool then, eh ... hokay ... since he (and every 
other elf on the map it seems) has stipulated that humans are not allowed into 
the Elven Island, I would use your Elvish troops to defend the Elven Island and 
press north with your best warriors to secure the Lost Mastaba ... meanwhile 
you can send Elf Lord Hyllia to explore the Elven Island and nab all the 
goodies there for you ...

Depending on how long it takes you to battle northwards to challenge Dark Elf 
Lyf in his Fortress (Lost Mastaba), the Elves WILL keep sending you messengers 
and others to tell you how badly they are fairing (I thought the elves were 
supposed to be STRONG !!), and Undead Hordes will continue to pour forth from 
the Lost Mastaba and head southwards ...

Once you have conquered the Lost Mastaba in the North-west of the Map, the level
ends and disaster is averted.

[INTERESTING THING : If you re-take Fox City you get a little spiel (as you're 
no doubt accustomed to by now), but this one actually comes from an Undead 
Fighter Unit (but he speaks as if he were one of your own troops !!) he says 
that the streets have all been swept clean of living things by pestilence winds 
Mortis' minions must have assailed the City with ... O-U-C-H !!]

[INTERESTING THING : If you re-take Avonia Castle, one of your Mages pops up to 
tell you that there are carvings on the wall depicting Lyf the Elf BEFORE he was
turned by Mortis, and how the Elves had no choice but to abandon the city after 
Lyf's transformation to Dark Elf Lyf ...]

[HINT:  Obviously focus your attacks on Dark Elf Lyf when you finally DO fight 
him, as he is a powerful summoner, and will fill any and all empty spaces in his
party of six every turn he gets a chance ... but as with all summoners, if he is
slain, all his summoned creatures will instantly die too :">]

==============================================================================
                  ADDITIONAL HELP CONTRIBUTED BY MICHAEL CHANDRA
==============================================================================

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

2 groups spawn.
Group 1 exists of: 2x Dracolych, 1x Vampire.
Group 2 exists of: 2x Werewolf, 1x Wraith, 1x Vampire, 1x Warlock.

Slander Enemy Info
- At the start, a group with 2 Zombies and a group with 2 Zombies and a Specter 
  already exist. The second will reach the elves first and weaken the Centaur 
  Lancer, the first will break through the next turn and get killed by Greenlief
- Every 10 turns, during the start of everyone's turn, including the Neutral, a 
  pair of groups will spawn, being a Specter with 1 Doomdrake, and a Zombie with
  another Zombie and 1 Specter. In total, 8 monster parties will spawn.
- Every 25 turns, during the start of everyone's turn, including the Neutral, a 
  pair of groups will spawn, being a Necromancer with 1 Death and 1 Werewolf, 
  and a Skeleton Champion with 2 Zombies and 1 Specter.
- In turn 45, 2 groups spawn:
* 2x Dracolych, 1x Vampire
* 2x Werewolf, 1x Wraith, 1x Vampire, 1x Warlock
- Lollena Greenlief is a level 5 Centaur Lancer, the rest of the group is level 
  1. Elves now under your control, are indeed the only ones allowed in the Elven
  Lands. Because they used to be from the race Elves, they can walk past Elves 
  without being attacked. You, on the other hand, cannot. And Greenlief can be 
  a tiny bit painful. Go ahead and wipe out the elves if you want, though. 
  Hyllia can use some exp, and he's the only Elf that has to stay alive.
- The city of Grosshenn has a Doomdrake and a Dracolych in it. Those can do 125
  maximal damage in a turn, no real biggies, but since enemies gain 4% exp per 
  turn, you want to take them before turn 26, otherwise they're on 137 maximal 
  damage.

Slander Tactics
  First of all, this mission has strong units that attack everyone, and 2 
  capitals. In other words, whether you have or do not have the Soul Crystal, 
  you're going for female healers. 
  Second, you need 2 healers. If you don't have 2 Prophetesses, you're in for a 
  whole lot of trouble. My standard group has 2, so I wouldn't know how painful 
  being without them is, but I can imagine. For the Necromancer spawns, you do 
  not REALLY need them, but for turn 45 and the capitals, you DO.
  Third, you need a magic user, to take out the Werewolfs, Wraiths and Deaths 
  with. Remember that Lyf can summon Wraiths, so no matter what, you NEED magic.
  Now, there's 4 options, to who takes out the Necromancer groups. Hyllia, a 
  Ranger, a Pegasus Knight or an Archmage. I assume your main leader is at level
  9. If he's lower, then you need practice.
  The Archmage will do 70 damage and have 145 HP, the Pegasus Knight will do 
  130 and have 270 HP, the Ranger will do 80 damage and have 170 HP. Hyllia is 
  tough and does 70 damage if you haven't levelled him. I sure did.
  This means that all four will NOT be targetted by the Death. Unless the Death 
  can kill a unit in 1 hit, it will ALWAYS go for the Prophetess in the top, 
  even if she's defending. All ranged units do that, the moment your healers 
  hit level 2.

  The problem lies in the fact a Death does 100 damage and poisons, and the 
  Necromancer also does 45 damage. Which means a healer can get 185 damage in a 
  turn. Since you'll need all the potions for capturing the Capital, you're in 
  for a little trouble. Either you kill the Necromancer before he can strike, 
  you paralyze him with the Talisman, or you make sure you can survive the hits.
  With the banner that gives 15% armor, which you of course were smart enough 
  to take with you after Antagonists, and with the spell Holy Armour, the 
  maximal damage is 122. Go for that, and each of your three leaders can take 
  the group out. 

  Without magic:
  Hyllia wouldn't be so lucky, since he can't carry the banner. He's fast, 
  though, so with either a White Wizard and Celerity, a normal Wizard could get 
  killed, or with an Imperial Assassin, and you DO have a Marksman you can level
  up with the weaker spawns, he can kill the Necromancer. In fact, if you cast 
  Holy Armour, the Marksman is enough.
  A Ranger, boosted with Might and his 25% damage Artifact, can take out the 
  Necromancer himself.  He just needs a White Wizard to take out the Death and 
  Werewolf.
  The Archmage will have an initiative bonus, since you used all the permanent 
  items on your main leader, right? With Might and the Artifact, he too can 
  take out the Necromancer in one hit. He doesn't even need another magic unit 
  to support him. 
  A Pegasus Knight, well, he's screwed. He can't paralyze the Necromancer, hell,
  he can't even HIT him. So if he wants to take out the Necromancer in turn 1, 
  he needs 2 Imperial Assassins. That, or an Assassin boosted so high that he 
  can do it by himself, but if your mana pool can afford that, you can also 
  afford Holy Armour, dumbass. With just potions, it's not enough, because he 
  can't poison in turn 1.

  Against the Dracolych group from turn 45, you need to paralyze a unit, 
  because even with Holy Armor and the Banner, these guys can do 140 damage. 
  Even if your healers levelled up, they can be killed by a maximal hit, though 
  with level 5 Prophetesses, I'd take my chances.
  If you attack these guys with Hyllia, then there's a scroll somewhere that 
  lowers attack with 33%. Combine that with Holy Armour, and he can take them 
  out with level 4 healers.
  The other group can only do 124 damage max, with Holy Armour, so Hyllia can 
  kill them. If you casted Holy Armour on your main leader, Hyllia can take his 
  Prophetesses and fight, since only they need the Armour.

  Since your main leader takes out the capitals, he can easily hit level 11 
  without spawn fighting. So you can let Hyllia train on the weaker spawns, 
  starting with the Specter groups. I gave him the Kraken as extra unit, you 
  can also go for Wolves or Empire units. I took the Kraken.

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

Thanks again for the input mon ami !! :)

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

OPPONENTS	Dark Elf Lyf and his army, Legions of the Damned, Undead Hordes.

CITIES

NEUTRAL CITIES

Name              Inhabitants

Ugghekk           Giant Black Spider, Goblin Archer
Fox City          [Fighter, Ghost]
Brisburg          [2 Fighters]
Avonia Castle     3 Lizard Men, Medusa
Grosshenn         [Doomdrake, Dracolich]
Suldon            Cultist, 3 Imps
Gromdam           [Demon, Demonologist]

UNDEAD CITIES

Name              Inhabitants               Gain anything from taking it ?

Taura             [Doomdrake, Zombie]       Orb of Fire, Potion of Restoration

BUILDINGS

Name              Inhabitants                      Gain anything from it ?

(NOTE: in the list below, se = south-east, and nw = north-west.  Ta !)

Abandoned Castle  Wraith, 2 Initiates              200 Gp, Staff of Necromancy
Perthin           2 Goblin Archers                 100 Gp, Celerity Scroll
Lost Mastaba (se) Dark Lord, Warlock, 2 Specters   500 Gp, Summon II : Golem 
                                                   Scroll
Lost Mastaba (nw) Dark Elf Lyf, Deathdragon, 
                  Lyf's Summons                    1,000 Gp
Ruined Keep       Imperial Assassin, 2 Master 
                  Thugs, Peasant                   300 Gp
Old Temple        2 Lizardmen                      300 Gp, Ice Spirits Scroll
Crumbled Temple   2 Ghouls                         200 Gp, Orb of Nosferat

EVENTS

Event                         Information

Notice of Elves under Siege   Marksman tells you to haul @ss to the west
Forest Elf visits the Capital Tells you that you need to haul @ss to the west 
                              to help his people
Mermaid assists you           Tells you to haul @ss to the west (starting to 
                              see a pattern here ?)
[When you arrive in the West]
Elf Lord Hyllia               Greets you and offers to help you fight Dark Elf 
                              Lyf
Dark Elf Lyf                  Tells you to buzz off and then tries to kill you !
                              Can't we all just git along ?!?!?!?!

ITEMS LYING ON THE GROUND
Orb of Vigor, Seafaring Scroll, 2 x Life Potion, Rot Scroll, 2 x Potion of 
Restoration, Boots of Travelling, Tome of Arcanum, Potion of Healing, Stone 
Rain Scroll, Potion of Protection, Tortio Menta Scroll, Ignis Carn Scroll, 
Tormentio Scroll, Orb of Regeneration, Ruby, Tiara of Purity (artifact - from 
the mountainous cave to the south-east of the Undead Capital), Orb of Poison

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
4 x Life Potion, Potion of Invulnerability, Incubus Talisman, 2 Healing 
Ointment, Orb of Fire, 2 x Potion of Restoration, Zombie Talisman, Potion of 
Healing, Potion of Restoration, Dwarven Bracer (artifact), Potion of Might, 
Weakness Scroll, Gold Ring (valuable)

SHOPS

Name                                Sells

Kilgen's Shop (Merchant)            Healing Ointment x 3, Life Potion x 5, 
                                    Potion of Restoration x 10, Potion of 
                                    Healing x 10, Treebark Potion x 5, Potion 
                                    of Water Warding x 1, Potion of Fire Warding
                                    x 1, Potion of Striking x 5
Purthen's Camp (Mercenary)          Wolf (300 Gp)
Mathemor's Tower (Magic Shop)       Ignis Mare (200 Gp), Chronos (400 Gp), 
                                    Paraseus (600 Gp)
Furren's Shop (Merchant)            Life Potion x 5, Potion of Swiftness x 5, 
                                    Potion of Restoration x 10, Potion of 
                                    Healing x 10, Highfather's Potion x 1, 
                                    Potion of Striking x 3, Potion of Strength 
                                    x 3
Werric's Shop (Merchant)            Life Potion x 3, Potion of Restoration x 10,
                                    Potion of Healing x 10, Potion of Accuracy 
                                    x 3, Potion of Protection x 3

ENDING

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

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

6)	The Celebration

BRIEFING AND COMMENTS

As is apparently the custom in Nevendaar, Demosthene as Emperor prepares to 
crown his son Uther whilst he is still alive (that's Demosthene - not Uther).  
News of this momentous occasion spreads throughout the kingdom, and all attend 
the great banquet in the Capital (even in a GAME nobody can resist a free meal 
it seems).  Still nobody knew what had happened to Uther during the ten years 
he had been stolen away from Nevendaar, but all were certain of the strength he 
wielded, and that the burden of being the Emperor at such a young age did not 
seem to phase him at all ...

Your objective at the outset of this mission is a simple one - ensure that 
Uther is crowned Emperor ... to do this, you just need to watch the events 
unfold.

Demosthene is all set to begin the ceremony, when Uther turns his banner to the 
Legions and utterly ANNIHILATES his dad !!  THAT LITTLE BUGGERHEAD !!!!!  As if 
that wasn't enough, Uther then flees the capital and several (3) units of demons
teleport in to start laying waste to Nevendaar.

Great.  Juuuuuuuuuuuuust great.  I leave you alone for TWO little minutes and 
just LOOK at the mess you make !! =O

Hokay.  We're off.

As this is THE CAPITAL of the Empire, you would expect that it would be REPLETE
with people loyal to the Empire, yeah ?  Well ... kinda ... you DO get a load 
of extra units to start off with, which are as follows :-

1)    Peasant (like, WOW)
2)    Spearman and Archer
3)    Spearman
4)    Spearman
5)    Spearman and Man at Arms
6)    Spearman and Man at Arms
7)    Spearman

... so THIS is the mightiest Nevendaar can muster ... Mercenaries, basically.  
Pathetic. Well, we'd best make do, 'coz it ain't gonna get any easier ;)

You ALSO gain control of, not only your capital (which you would naturally 
expect), but also a city just outside Nevendaar, called Gilgam City ... it 
starts out as a very humble level 1 City with nobody in it, so I would move the 
Spearman just outside it indoors and build it up to serve as a gatehouse for 
Nevendaar.

Naturally your objectives have now changed ... your new primary goal is to 
avenge the death of Emperor Demosthene by KILLING Uther ........... COOL !! =D

[INTERESTING POINT : The units you are so graciously "given" have really 
RUBBISH leadership scores ... usually no greater than the number of units they 
have with them to begin with (in some cases 0 !!) so they are about as much use 
as a chocolate fireguard really ...]

So ... your first step should be to despatch the Demon GOONS in Nevendaar ... 
this SHOULDN'T prove to be too much hassle, but I would concentrate on doing so 
with your BEST troops, and thereby focus on minimising the casualties to your 
new troops.

A short while after the disaster in Nevendaar has at least been contained, you 
receive a messenger from the Elven Lands to the East.  He voices the sorrow of 
the Elven People at not having been able to help you prevent the tragic death 
of Emperor Demosthene, and says that they are unable to help you in your present
plight either, as they are handling an internal matter in their lands to the 
east.  You are asked NOT to intrude on their lands ...

... What ?  After ALL we did to help them last time out ?  How RUDE !! =(

If you take Indrus Keep, an Initiate says to you "Why don't we ally - Mortis 
had ordered us to kill Uther as well ?" - this sounds like a dodgy idea ... you 
really wanna trust a corpse ?  Doesn't matter 'coz he doesn't actually offer you
an alliance - it seems to be just a suggestion ... hmmm ... =./

Uther is, for your information, in the south-western corner of the map, behind 
the Legions' Capital City.  Whilst this means that the Mountain Clans (being in 
the northwest) are geographically out of your way (at least a bit), neither they
NOR the elves should be ignored ;)

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

A brief interlude courtesy of Timelord, who says :-

You get a valuable artifact - Talisman of Fear. With your hero appropriately 
leveled up and with armor-increasing enchantments on him, he can lead a good 
party to victory at the enemy's Capital also!!! Coz the Guardians are not 
immune to mind-based attacks.

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

After a few more turns have passed (during which you will almost definitely 
still be making your way towards the Legions in the corner), you receive (at 
your Capital) an Elven Messenger, who says that the Elves offer to help you, 
provided you do them "a small service" and destroy the living dead to the south 
of their realm.  Obviously this represents a deviation from your intended 
course, but if you choose to help them out, you need to clear out all the 
undead to the south and south-east of your Capital City ... if you do this an 
Elf Centaur will appear, thank you, and give you a gift - the Horn of Awareness
(artifact).

However, EVEN AFTER doing this the elves do not seem to want to let you into 
their lands ... you will be met with distinct resistance when you go there ... 
ESPECIALLY if you try and take the city in their lands ...

If you conquer the city of Haven to the north, the Dwarves respond much as the 
Initiate did ... they question why you have attacked them instead of allying to 
defeat your mutual enemy ... (LOOK WHO'S TALKING !!  Any time Clan troops have 
encountered the Empire on this level so far, they've tried to kill you !!)

Once you have found Uther, he casts a spell on you which reduces your unit's 
chances to hit, and then he sends a unit to attack you ...

... since the spell only lasts for one round, I would strongly suggest that as 
soon as you have battled off the first assault from Uther's troops, you end the 
turn and wait until next turn before pressing on ... Uther and his other bods 
SHOULDN'T attack you ... you will need to take the fight to them.

Once Uther has been felled, he laughs at you, telling you that now that you 
have spilled the blood of your ruler, he can assume his "true" form ..........
D-E-M-O-N  U-T-H-E-R !!!!!

OPPONENTS	Uther, Legions of the Damned, Mountain Clans, Elves (if you 
                push them)

CITIES

EMPIRE CITIES

Name              Inhabitants

Gilgam City       [Empty at the start, so I would strongly advise stocking it 
                   ASAP]

NEUTRAL CITIES

Name              Inhabitants

Nimoria           2 Cultists, Thug, Possessed
Haven             2 Axe Throwers, Dwarf
Rotturdam         2 Centaur Lancers, Oracle Elf, Elf Lord, Elf Ranger
Indrus Keep       Initiate, Doomdrake, Ghost
North Keep        2 Titans, Spearman
Western Fort      Demon, Marble Gargoyle
Kenoshann         2 Goblins, Orc

BUILDINGS

Name              Inhabitants                         Gain anything from it ?

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

EVENTS

Event                               Information

Demosthene Dies by Uther's Hand     That unappreciative little bugger !  I'll 
                                    take the crown !!
Uther flees the Capital             Scoundrel ... HUNT HIM DOWN !!
Hunt for Uther begins               ((( yey )))
Elves ask for help to kill Undead   Ya wot ?  We've already saved you guys 
                                    once ... can't you do anything !!
Uther is slain by heroes            Yeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeha
Uther becomes Demon Uther           ... oh ... dear ...

ITEMS LYING ON THE GROUND
2 x Potion of Restoration, Talisman of Fear, 3 x Potion of Healing, Winds of 
Travel Scroll, Ignis Potens Scroll, Orb of Vigor, Silver Ring (valuable), 
Treebark Potion, Banner of Strength, Silver Ring (valuable), Orb of Restoration,
Potion of Swiftness, Gold Ring (valuable), 2 x Life Potion, Stone Rain Scroll, 
Tome of Air, Potion of Strength, Strength Scroll, Healing Ointment, Diamond, 
Potion of Earth Warding, Ancient Relic (valuable), Potion of Fire Warding, Orb 
of Earth, 2 x Emerald, Sapphire, Bronze Ring (valuable), Lightning Scroll, Orb 
of Life, Orb of Water, Orb of Vampire, Potion of Striking

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
5 x Potion of Restoration, 6 x Life Potion, Potion of Healing, Treebark Potion, 
Potion of Invulnerability, 2 x Healing Ointment, Banner of Striking, Unholy 
Dagger (artifact)

SHOPS

Name                          Sells

Furren's Shop (Merchant)      Squire Orb x 1, Angel Orb x 1, Orb of Restoration 
                              x 2, Orb of Strength x 1, Orb of Fire x 3, Orb of 
                              Inferno x 1, Orb of Thunder x 1, Orb of Lightning 
                              x 1
Sallat's Shop (Merchant)      Summon I: Roc Scroll x 2, Rust Scroll x 1, 
                              Healing Scroll x 1, Chant of Arms Scroll x 3
Thurania's Tower (Magic Shop) Ice Shield (200 Gp), Blizzard (200 Gp), Seafaring 
                              (400 Gp), Chant of Arms (600 Gp)
Turian's Camp (Mercenary)     Man at Arms (50 Gp), Peasant (30 Gp), Spearman 
                              (300 Gp)
Yggar's Shop (Merchant)       Ice Shield Scroll x 1, Ice Storm Scroll x 1, 
                              Blizzard Scroll x 1, Water Ward Scroll x 1, 
                              Vithar's Might Scroll x 1
Othon's Tower (Magic Shop)    Summon I: Roc (200 Gp), Summon II: Valkyrie (600 
                              Gp), Tempest (600 Gp)
Werric's Shop (Merchant)      Talisman of Vigor x 1, Talisman of Poison x 1, 
                              Talisman of Fire x 1, Talisman of Regeneration x 1
Elihar's Shop (Merchant)      Life Potion x 6, Potion of Protection x 5, Potion 
                              of Restoration x 10, Potion of Healing x 10, 
                              Healing Ointment x 5

ENDING

Uther's demise at the hands of your intrepid heroes leads him to transform into 
Demon Uther ... you rally your troops for one last push to overthrow this 
tyrant ... let's hope you've got what it takes !!!!!

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

7)	Binding Forces

BRIEFING AND COMMENTS

Crunch time ... Uther has become Demon Uther, and threatens to not only destroy 
the Empire, but to plunge the entire WORLD into chaos.  In a last-ditch effort 
to defeat this maniac, emissaries are despatched throughout the kingdom.  5 
messengers are sent to enlist the aid of the Elves; 3 travel up through Griffin 
Heights to impress the urgency of the matter upon the Mountain Clans, and 8 more
messengers travel around the Empire, rallying warriors and mages alike to the 
final battle.  (Can you say Lord of the Rings MUCH ??)

Right ... this is the level you've been waiting for !  The chance to flex the 
muscle of your most powerful units against the greatest adversary you (CAN 
basically) encounter as the Empire ... DEMON UTHER.

This boy is BAAAAAAAAAAAAAAAAAAAAAAAAAAAAD man ... he's REALLY really tough, 
and is well protected by his underlings ...

... so you ready ?? :)

Right ... FIRST OFF I would play this final level more like a level of Command 
and Conquer than anything else ... Demon Uther is on this map (he's in the 
north-western corner) and, contrary to what I had originally believed (which 
was that he wouldn't leave, and you could just take your time getting to him, 
Michal Zajíc has informed me that if you haven't got to him by about the 75th 
turn, he WILL start making a move towards your Capital) ... BUMMER !!!

Since you have three opponents (Legions, Undead AND Clans) to worry about on 
this level, attacks will be rife and you should therefore look to not only take 
as much ground as possibly as quickly as possible, but to HOLD that ground as 
well.  I would strongly suggest that you not only fill all your cities with 
troops IN the city, but also leave a FULL unit of troops garrisoned within the 
city walls as well, so that anybody wanting to take over one of your cities has 
to have TWO fights to get through (which should ideally give you a bit of time 
to balance out your forces if one or more cities is/are under attack).

So ... that being said, we begin !

I would start off by securing the south-eastern corner of the map ... kill off 
the Greenskins that are trolling (no pun intended) around down there ... I 
would look to take the City of Indrus Keep quite early on in the game as 
well ... it's quite a handly little staging ground for raids on the 
south-eastern corner of the map ...

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

Two more handy hints at this point from Timelord :-

1)  In the last scenario, Binding Forces, the dwarves will ally sooner if you 
    attack the undead and do not attack the dwarves.

2)  In the last scneario, it is possible that the stupid dwarves will kill the 
    Forest Elf present in the southwestern corner. This happened when I was 
    playing so I didn't get any message about elven support arriving.

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

... If you approach the city of Western Fort (which is to the west of your 
Capital City) then you will see a unit comprising a Spearman and 2 Peasants 
guarding the city (to its eastern side).  Approach these and they will change 
their allegiance to your side.  If you TAKE the City of Western Fort, the 
populace actually THANKS you !!  WOOHOO !! =D

Taking the City of Khazan will call up a brief dialogue between an Apprentice 
and an Imperial Priest where the fate of the Empire is discussed ... basically 
the Apprentice is balling his little eyes out, and the Imperial Priest tells 
him to look to the Highfather who is sure to aid them in such dark times ... 
hmmmmmmmmmmmmmmmmmmmmmm =./

For your information, the Dwarves are SUBSTANTIALLY unimpressed with you if you 
invade their city of Aragonia ... but so be it I say !!

If you decide to take it, you will find that the city of Runia has had all its 
populace put to the sword by the Undead Hordes (oh dear !!) ... tum tee tum ... 
let's move on ... :">

There's a GREAT XP opportunity at the Ruined Outpost (Black Dragon AND 2 
Wyverns - KILLER !!) and if you proceed to take the city of Rengur, one of your 
Knights pops up to tell you that there is the stench of sulphur in the town, 
which signifies that the Legions have DEFINITELY been there ...

A bit later on one of the Clan Lords will pop up and grill you for information 
concerning Demosthene's death.  The Imperial Priest he speaks to tells him the 
truth, and suggests an alliance ... the Clan Lord departs, telling you that he 
will bring the matter before the Council, but as it stands, with Demosthene 
dead, your treaty with the Mountain Clans is O-V-E-R (oh plop).

As you approach the Ruined Farm, one of your Rangers shows up to forewarn you 
of the presence of (drum roll) Cultists (!!!) on the land beyond.

... like ... wow ... I'm TOTALLY quaking in my little booties ...

If you take the City of Otzwall you have the dubious pleasure of being insulted 
by a goblin ... (lovely).

Whilst you're in this neck of the woods if you go all the way to the 
south-western corner of the map, you will find one lonely unit of elves ... 
if you approach them they will tell you not to fear, for the elves are on the 
way ...

((( ... you CAN attack this unit of elves if you like )))

[INTERESTING NOTE : I wonder whether this unit of Elves would be here if you 
HADN'T cleaned out the undead in the previous level ... hmmmmmmm ...]

A trap awaits you as you approach the City of Gruu'kheml ... there is a Tiamath 
and two Gargoyles protecting the city ANYWAY, but as you approach MORE units 
teleport in behind you and the Tiamath looms towards you ... prepare for a 
fight !!

As you approach the Abyssal Demon just south of the Legions' Capital, one of 
your Wizards tells you of a Great Fog that is descending on you ... and how it 
must be the Legions doing ...

... sure enough, the Legions are casting a Nightfall spell ... those RATS !!  
Basically this means that the fog of war is totally replenished aside from the 
areas around the cities you already control.  AAAAAAAAAAAAAAAAAAARGH !!

Also, FOUR UNITS of Abyssal Demons and some of their mates teleport onto the 
western and southern borders of the map ...

If you kill the Abyssal Demon you were originally approaching, Demon Uther 
speaks (at last) to tell you how you're going to die ... lurvely ...

Just when it all looks like it's going a bit pear-shaped ... with the Abyssal 
Demons coming from all sides to retake cities and the like, WOOHOO !!  The 
cavalry (literally) arrives ... the Dwarves offer (or at least they did in my 
game) to ally with you, and in the south- easternmost corner of the map, the 
following units appear and offer their allegiance to you :-

[IMPORTANT NOTE - I believe this will only happen if you are at least 
REASONABLY good to the Elves during the previous levels]

1)    Centaur Lancer, Oracle Elf, 2 Elf Rangers
2)    Forest Elf, 2 Centaur Lancers
3)    Forest Elf, 2 Centaur Lancers

Use them wisely - you probably won't get any more ;)

When you have waded your way through the level and are finally (!!) ready to 
fight Demon Uther, please bear the following bits of information in mind :-

1)    He doesn't fight alone.  His "unit" comprises himself, a Modeus, 2 
      Infernal Knights AND a Hag !!
2)    He has 1,500 Hit Points !!
3)    He is immune to fire and mind, and warded against death, earth, air and 
      water.
4)    He attacks once per round, but his attack is two-fold ... a 150 point 
      Inferno Spell and a chance of paralysis, both of which can hit and affect 
      EVERY unit in your group !!!!!

Basically this guy is the Boss for a GOOD reason ... be exceedingly careful and 
DEFINITELY save before you take him on !!

Cast ALL your spells on him beforehand, use ALL your scrolls ... just throw 
everything you've got at him !! :)

BEST OF LUCK (pats you on the shoulder and salutes you)

If you beat him ?  This saga is OVER :)

OPPONENTS	Demon Uther, Legions of the Damned, Undead Hordes, Mountain 
                Clans

CITIES

NEUTRAL CITIES

Name              Inhabitants

Indrus Keep       2 Ghouls, Werewolf, Cultist, Ghost
Gilgam City       [Doomdrake, Warlock]
Gromdam           2 Spearmen, Titan, Marksman
Otzwall           2 Trolls, Goblin Archer
Khazan            2 Apprentices, 2 Spearmen, Man at Arms
Runia             Death, Dark Lord, Specter
Rengur            3 Werewolves, Ghost
Western Fort      2 Man at Arms, Spearman

LEGIONS OF THE DAMNED CITIES

Name              Inhabitants

Bhaagruz          [Marble Gargoyle, Demonologist, Witch]
Gruu'kheml        [2 Onyx Gargoyles, Succubus]
Thuggr'hesh       [Demonologist, Onyx Gargoyle, Pandemoneus]
Nepheris          2 Gargoyles, Cultist, Possessed
                  [2 Possessed, Sorceror]

MOUNTAIN CLANS CITIES

Name              Inhabitants

Aragonia          Rock Giant, Archdruidess

BUILDINGS

Name              Inhabitants                   Gain anything from taking it ?

Abandoned Keep    4 Goblin Archers, Goblin      150 Gp, Sapphire
Crumbled Temple   2 Orcs                        200 Gp, Stone Rain Scroll
(The first Crumbled Temple is to the east of your Capital City)
Crumbled Temple   2 Trolls, Goblin Archer       500 Gp, Orc Talisman
(The second Crumbled Temple is in the north-easternmost corner of the map)
Haunted Temple    Ghost, 2 Cultists             200 Gp, Imp Orb
Ruined Tower      Orc, Goblin Archer            500 Gp, Potion of Accuracy
Old House         Squire, Apprentice, Titan     400 Gp, Projicere Terra Scroll
Ruined Farm       2 Anti-Paladins, Beast        300 Gp, Lich Orb
Kastel            Imp, 2 Ghouls                 250 Gp, Summon Skeleton Scroll
Densell           Wolf Lord, 2 Wolves           200 Gp, Potion of Might
Ancient Keep      Succubus, Demon, 2 Imps       500 Gp, Potion of 
Perthin           Overlord, Anti-Paladin,                       Invulnerability
                  2 Witches                     800 Gp, Banner of War
Anthrin           2 Goblin Archers, Goblin       50 Gp, Potion of Accuracy
Ancient Library   3 Lizard Men, 2 Medusa        500 Gp, Incorruptible Scroll
Hideout           2 Axe Throwers, Rock Giant    300 Gp, Touch of Mortis Scroll
Ruined Outpost    2 Wyverns, Black Dragon       800 Gp, Banner of Fortitude
Haunted Fort      Death, 2 Vampires, 2 Shades   800 Gp, Vampire Orb

EVENTS

Event                   Description

Gain Troops             Go to Western Fort to gain more troops.
Dwarven Grilling        A Clan Lord asks all about Demosthene and his demise ...
Elven Encounter         Approach the Elves on the south-western shores to enter 
                        into dialogue with them.
It's a Trap !           Go to Gruu'kheml to set off a trap.
Night night :">         Approach the Legions' Capital to set off a Nightfall 
                        trap
The Cavalry !!          Saved (?) by the Dwarves and Elves at the same time !!

ITEMS LYING ON THE GROUND
4 x Life Potion, 6 x Potion of Healing, Potion of Speed, Runestone (artifact), 
Plague Scroll, Treebark Potion, Orb of Bane, 4 x Potion of Restoration, 
Seafaring Scroll, 2 x Emeralds, Call Decay Dragon Scroll, Orb of Freezing, 
Tormentio Scroll, Banner of Speed, 2 x Potion of Protection, Orb of Elder 
Vampires, Boots of the Elements, 2 x Potion of Swiftness, 2 x Diamond, Orb of 
Icefall, Shadow Scroll, Talisman of Strength, Potion of Strength, Potion of Air 
Warding, Orb of Healing, Goblin Orb, Potion of Earth Warding, Potion of Accuracy
Potion of Fortune (just south-west of Gilgam City), Weakness Scroll, Sanctuera 
Scroll, 2 x Incante Beliarh Scroll, Cursa Demoneus Scroll, 2 x Potion of 
Celerity, Healing Ointment, Potion of Vigor, Orb of Restoration, Imperial 
Crown (valuable - beside Thuggr'hesh City), Angel Orb, Potion of Invulnerability
Call to Arms Scroll.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
Sybil's Vision Scroll, Fire Ward Scroll, Vampire Talisman, 7 x Potion of 
Restoration, 3 x Potion of Healing, 7 x Life Potion, Emerald, Treebark Potion, 
Potion of Strength, Goblin Orb, 2 x Healing Ointment, Haste Scroll.

SHOPS

Name                          Sells

Tralar's Shop (Merchant)      Life Potion x 5, Potion of Protection x 3, Potion 
                              of Healing x 10, Potion of Restoration x 10, 
                              Healing Ointment x 5, Potion of Striking x 3, 
                              Treebark Potion x 3, Potion of Might x 1
Guggux's Camp (Mercenary)     Ogre (2,800 Gp), Orc (300 Gp), Orc Champion (850 
                              Gp)
Ebhon's Shop (Merchant)       Life Potion x 4, Highfather's Potion x 1, Potion 
                              of Healing x 5, Potion of Restoration x 5
Ebbon's Camp (Mercenary)      Barbarian Warrior (850 Gp), Man at Arms (50 Gp)
Reggen's Camp (Trainer)       [Train Units Here (!!)]
Gunnerth's Shop (Merchant)    Life Potion x 5, Potion of Healing x 10, Potion 
                              of Restoration x 10, Healing Ointment x 4, Potion 
                              of Air Warding x 1, Potion of Water Warding x 1, 
                              Potion of Earth Warding x 1, Potion of Fire 
                              Warding x 1
Under's Shop (Merchant)       Life Potion x 5, Potion of Invulnerability x 1, 
                              Potion of Healing x 10, Potion of Restoration x 10
                              Potion of Speed x 2, Potion of Swiftness x 2, 
                              Potion of Vigor x 1, Potion of Strength x 1
Gunner's Tower (Magic Shop)   Call Red Dragon (800 Gp), Call Decay Dragon (600 
                              Gp), Stone Rain (400 Gp), Curse of Nygrael (400 
                              Gp)
Shorlakk's Shop (Merchant)    Tome of Earth x 1, Etched Circlet x 1, Banner of 
                              Battle x 1, Staff of Demonology x 1
Malavien's Tower (Magic Shop) Vengeance of Ymir (800 Gp), Chant of Hasting (600 
                              Gp), Chant of Arms (600 Gp), Seafaring (400 Gp)

ENDING

With your allies - the Mountain Clans and the Elves - fighting by your side, 
you are able to defeat the Demon Uther, and at last bring balance to the 
Empire ... but the Empire is still without a leader, and much damage has been 
done ... it will surely take an age to restore the former glory of this 
shattered nation.

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

                                ACKNOWLEDGEMENTS

Thanks and credit go to Michael Chandra for his CONSIDERABLE input into the 
Antagonists, Uther's Crusade and Slander and Barbarism levels, and also to 
Michal Zajíc for his insight into Demon Uther's movements on the Binding Forces 
level ... credit is also given to Timelord for his guidance on the Celebration 
and Binding Forces levels.


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

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

                                  (Dedicated to Simon and his Crafty Dwarfies)


THE MOUNTAIN CLANS SAGA WALKTHROUGH

==============================================================================
¦   This walkthrough is copyrighted to Mister Sinister (2004)                ¦
¦   I don't mind it being lifted in its entirity, but if you do so,          ¦
¦   please make sure you give credit to the author (me) and DON'T pass it    ¦
¦   off as your own.  Thanks !                                               ¦
==============================================================================

THE SEVEN MISSIONS OF THE MOUNTAIN CLANS SAGA :-

1)	Lost Runes
2)	The Charmed Child
3)	War Spirits
4)	New Leadership
5)	The Unholy Siege
6)	The Ceremony
7)	The Days Before Ragnarok

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

For your information, the 12 Runes of the Dwarven Clans are as follows :-

 1)  Skymine                                   2)  Springfrost
 3)  Cloverhorn                                4)  Sevendusk
 5)  Cloudkeeper                               6)  Fogfell
 7)  Cragwell                                  8)  Flinthide
 9)  Greyhelm                                 10)  Grimpeak
11)  Greenflint                               12)  Hillrust

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

And the RUNES (as far as I can discern) are as follows :-

 1) Fregga's Healing Rune                      2) Aurva's Potency Rune
 3) Ymir's Purity Rune                         4) Idun's Prosperity Rune
 5) Fulla's Gold Rune                          6) Braggi's Battle Rune

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

BRIEF NOTES BEFORE WE GET STARTED

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

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

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

Obviously the very nature of this game makes doing an FAQ quite a difficult 
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 Mountain Clans 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)	Lost Runes

BRIEFING AND COMMENTS

10 years ago, the Mountain Clans sealed the God of the Legions of the Damned 
(Bethrezen)'s Infernal Gate using their most powerful runic magic.  Of the 12 
Clans which comprised the Mountain Clans, only 7 survived the first Great 
Wars, many having fallen to the unholy blades of the Undead Hordes.

After the tragic death of Sturmir Thunderhammer, the Clans elected Morok 
Cloudkeeper as their new King.  Whilst Morok was a great warrior, he could 
not bring the 7 remaining Clans into alignment, and some of the Clans 
ultimately departed to seek the shelter of higher mountains.

Wotan - the Dwarven God - had gifted 12 runes to the Mountain Clans during 
the First Great Wars (one to each Clan).  The runes belonging to the five 
destroyed Clans are still missing, and Morok sends out his troops to scour 
the remains of the Clans' Cities, to try and retrieve these lost runes.

Your objective on this first level is to retrieve the lost runes from the 
Dwarven Cities of Springfrost, Cragwell and Skymine.

... and we're off !!

Hokay ... for your information ?  Cragwell is in the south-eastern corner of 
the map, Springfrost is due east of your Capital city and then a little south 
when you reach the end of the map, and Skymine is directly north of your 
Capital city.

Whichever way you go first is entirely up to you, but as this is the first 
level, and the Mountain Clans ARE a more difficult race to play than most 
(owing to their low initiative ratings in combat), I would STRONGLY suggest 
that you polish up the map before taking the three cities in question ...

There are plenty of peasants, thugs and master thugs around your capital for 
you to gain valuable XP from, so I would begin by attacking those ... PLUS of 
course you have the added advantage of being able to fall back to your capital
to heal yourself ;)

As you are making your way down the western side of the map (note, this may 
happen regardless of which side of the map you are on - it might just happen 
when you get to a certain distance down the map), one of your Engineers speeds
towards your Capital City to deliver a message to Morok.  He tells you that 
Gymner Cloudkeeper, Morok's son, has been slain, seemingly whilst en route to 
perform the sacred ritual which would see the runes keeping Bethrezen's 
Infernal Gate locked, strengthened so that (hopefully) Bethrezen would NEVER 
be able to escape the confines of his eternal prison.

Morok is quite obviously gutted, poor bloke.

But wait !  The Engineer has even MORE bad news (lovely).  He tells you that 
the Legions of the Damned have returned to Nevendaar, and that Gymner's body 
was found south of your Capital city, amidst fire and burning rock, clutching 
one of the 12 sacred runes.

            [You then gain Skadi's Liberty Rune, for your little collection]

This does NOT bode well, as this is the rune which Gymner was going to use in 
his ceremony to strengthen the runic seals on Bethrezen's Infernal Gate ...

Morok then sends the Engineer off to scout the terrain a bit more, as he feels
certain the situation is even WORSE than it appears at present.  (The Engineer
then leaves).

As you approach the ruins of Cragwell a Troll pops up to tell you that you 
are not welcome here ... hmmmmmmmmmmmmmm ... BOTHERED ?  You're ALL gonna fall
to my might !!  Bwahahahahaaar

Once you have searched the rubble of Cragwell, one of the King's Guards pops 
up to tell you a bit about Cragwell.  He says that the symbol of the Cragwell 
Clan was that of a Bear, and that they were not only the MOST powerful of the 
Dwarven Clans, but also the first to be attacked by the Undead Hordes during 
the First Great Wars.

You gain Fregga's Healing Rune from the ruins of Cragwell ... that's not bad 
going !  So early into the game and ALREADY we've secured two of the lost 
runes :)  Kewl !!

This Rune is automatically teleported back to the Loremasters at the Capital 
for safe-keeping.

A Tenderfoot starts a dialogue with a Dwarf a little later on, and quizzes 
him as to how it was possible for the runes to have become lost in the first 
place (A GOOD QUESTION).  He tells her that during (and after) the First 
Great Wars, entire Dwarven Cities were set ablaze, and the Clans had no real 
way of protecting the Runes from the onslaught of the Hordes ... but now ... 
now that they are rebuilding their strength and armies, they can once again 
begin to look for them.

If you liberate the City of Fichdaer, one of the Peasants that lives there 
thanks you for so doing, saying that Hubert de Layle (who's name you might 
have heard before - he's a corrupt noble in the Empire) had forbidden the 
inhabitants of the City from initiating contact with the Empire (the end 
result being that they could not call for reinforcements to help liberate 
them ...).  Good job the expansionistic Dwarves were in town, eh !! ;)

Once the City of Fronde has been reclaimed by the Clans, a Peasant thanks you 
for saving them from the rule of the corrupt noble which governed the City 
before (Hubert de Layle, I assume).

Concealed in the remains of what one of your Tenderfoots believe was a Shrine 
in the ruins of Springfrost is Aurva's Rune of Potency, which is instantly 
teleported back to your Capital City once Springfrost has been explored.

According to one of your Dwarves, Aurva's Rune of Potency was used in Clan 
Rituals to "preserve the vigor of the Clans" ... hmmmmmmmmmmmmmmmmmmm ... =./

Two down, one to go !  We march for Skymine !! =D

Just after searching the ruins of Springfrost, one of Wotan's Valkyrie's 
appears to tell you that Wotan himself has sent her to tell you that he is 
pleased that the Dwarves are looking to retrieve his gifts, and that a 
further rune awaits you north of the Capital ...

[Note :  I wonder if she would appear here if we had already taken Skymine ?  
I'm not sure].

If you approach the Cemetery to the east of your Capital a Zombie arises from 
the ground ... and if you approach the two Cultists just to the south of 
Gandor's Tower, they will speak to you, telling you that you are foolish to 
interrupt their experiments, and that if you don't buzz off and leave them be,
then they will summon their 'friends' from the graves across the way (they 
mean the cemetery) to beat you up !!  HOW RUDE !!!!!

KILL THEM ;)

If you choose to visit Elevil, you will find an Occultist and 2 Cultists 
prowling the area. If you despatch these villains, you will get to meet Mage 
Gandor - the owner of the shop nearby (which you may have already visited).  
He tells you that there are many strange creatures in the area, and gives you 
an orb of restoration for having had the courage to fight them ... he then 
departs, leaving you with an invitation to visit his shop ...

After Mage Gandor has left you to the ruins of Elevil, one of your Axethrowers
marvels at the architecture of the structure, saying that it is of "ancient 
and wonderous make".  He says that the heretics have all but destroyed the 
western wing of the structure with their revels (which, here in England, are 
these cute little chocolate sweets ?  I really don't think they have it in 
them to destroy buildings but ah well ... who cares), and also that he has 
found runic etchings on the floor (now this IS disturbing news, as dwarves 
are ... or at least SHOULD be ... the only masters of runic magic on 
Nevendaar).

A Tenderfoot suggests that you move on with all due haste, as if people ARE 
trying to learn the secrets of your Dwarven Runic Magic, that CANNOT be a good 
sign ... fortunately, the etchings you have found in Elevil appear to be 
nothing more than "misguided play", she says.

You also find a Tome of Fire in the ruins.

In the Tower of Samur you will find an Emerald, together with confirmation 
(from another thorough examination of the architecture of the structure) that 
Samur was never a Dwarven Tower, but rather a minor fortification used by the 
Empire in times gone by (which later fell to the Greenskins who occupied it 
when you arrived).

In the north-westernmost corner of the map you will find the City of Sciffer, 
which should fall easily to your might by now ...

Skymine is, in my opinion, the toughest of the three strongholds you need to 
explore on this level.  It is comparatively heavily guarded (as it houses a 
Primitive Giant of all things), and should in MY opinion be the last fort you 
try and take.

Once you have laid the Primitive Giant to rest, one of your Tenderfoots 
comments that there is a statue of your God, Wotan, smashed to pieces in the 
rubble of what used to be Skymine.  Ymir's Purity Rune is also there, and this
is teleported to the Capital as with the other runes.

... after the three Dwarven ruins have been explored, the level ends ...

OPPONENTS	The Inhabitants of the three fallen Cities, Legions of the 
                Damned

CITIES

NEUTRAL CITIES

Name              Inhabitants

Fichdaer          Squire, 2 Man at Arms, Peasant
Fronde            4 Peasants, 2 Man at Arms
Sciffer           Orc, 2 Goblins, Goblin Archer

BUILDINGS

Name         Inhabitants                  Gain anything from taking it ?

Samur        Orc, Goblin Archer, 2 Imps   100 Gp, Ice Shield Scroll, Emerald
Cragwell     Orc Champion, Goblin, Orc    100 Gp, Fregga's Healing Rune
Springfrost  2 Zombies, Ghoul             100 Gp, Aurva's Potency Rune
Elevil       Occultist, 2 Cultists        265 Gp, Emerald, Orb of Restoration,
                                          Tome of Fire
Skymine      Primitive Giant              100 Gp, Ymir's Purity Rune

EVENTS

Event             Notes

Engineer's Peril  An Engineer arrives at the capital to tell you of the demise 
                  of your son, Gymner Cloudkeeper AND the return of the 
                  Legions of the Damned to Nevendaar
Wotan's Valkyrie  One of Wotan's Valkyries arrives to tell you that Wotan is 
                  watching you and is pleased with your progress and chosen 
                  path
Weird Experiment  Two Cultists seem to be conducting experiments involving the
                  reincarnation of the dead at the Cemetery to the east of the
                  Capital
Mage Gandor       Mage Gandor has been watching events unfold in Elevil and is
                  grateful for your intervention
Troubling News    It appears someone, or someTHING, is attempting to learn the
                  art of runic magic, if the scrawlings in Elevil are anything
                  to go by ...

ITEMS LYING ON THE GROUND
Potion of Healing, Silver Ring (valuable), Potion of Striking, Weakness 
Scroll, Tome of Earth, Banner of Protection, 2 x Life Potions, Bronze Ring 
(valuable), Potion of Swiftness, Potion of Protection, Dwarven Bracer 
(artifact) - in a clearing to the north of Thurin's Shop, Potion of Fire 
Warding, Orb of Healing, Fire Ward Scroll.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
Potion of Restoration, Potion of Vigor, Life Potion.

SHOPS

Name                          Sells

Thurin's Shop (Merchant)      Life Potion x 5, Potion of Healing x 10, Potion 
                              of Restoration x 10, Potion of Protection x 16, 
                              Potion of Striking x 3, Potion of Swiftness x 3,
                              Potion of Vigor x 3, Potion of Invulnerability x
                              3, Boots of Travelling x 1, Orb of Vigor x 1
Gandor's Tower (Magic Shop)   Strength (200 Gp), Ignis Mare (200 Gp), 
                              Tormentio (200 Gp)

ENDING

Morok is pleased that the runes belonging to the former clans of Cragwell, 
Springfrost and Skymine are once again in the safe hands of the Dwarves, and 
says that he will turn them over to the Loremasters for further study and 
protection.

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

2)	The Charmed Child

BRIEFING AND COMMENTS

Gymner's Death torments High King Morok Cloudkeeper.  Nobody knows who or 
WHAT could have slain Gymner or left his body in the state it was retrieved 
(i.e. savaged beyond all recognition), but Morok will not rest until he knew 
what had happened.

Demosthene sends a messenger to plead for the aid of the Clans in despatching 
a group of unruly nobles who are threatening his rule in the Empire, and Morok
responds by sending a small army to his aid.  Morok's forces have to travel 
through the Devil Mountain Range to reach Demosthene's Empire, and none of 
his troops relish this task, as the Devil Mountain Range is rumoured to be 
inhabited by Demons and Devils, and no known race has ever been able to settle
within 5 leagues of the Mountains.

In spite of the warnings of his Loremasters, Morok directs his army to go to 
the aid of the Empire, truly believing that their strength would see them 
through.

Your objective here is to re-capture three rebel cities on behalf of Emperor 
Demosthene ... (the number 3 seems quite a feature in this Saga so far 
dunnit !!).

The Empire's Messenger greets you as soon as you start the level to tell you 
that Hubert de Layle has taken control of the Empire and that the Palace is 
now crowded with de Layle's mob.

The King's Guard responds by confirming that the Dwarven Armies will take and 
occupy the rebel cities of Frelan, Hasser's Keep and Kalen's Palace and wait 
until they are relieved by the armies of Emperor Demosthene.

The Messenger gratefully departs.

AAAAAAAAAAAAAAAAAND we're off ... your Capital is located in the north-eastern
corner of the map.  The three rebel cities you have agreed to re-capture on 
Demosthene's behalf are in the north-western corner (Hasser's Keep), the 
western side (in the middle - Kalen's Palace), and the south-western corner 
(Frelan).  Interestingly, both Freland and Kalen's Palace are inhabited by 
people of the same name ... freland (with a small f) the Imperial Assassin, 
and  Kalen the Wizard ... but in all likelihood they will have died by the 
time you get there ...

If you take the Abandoned Brewhouse which is right beside (just to the west 
of) your Capital, one of your Dwarves asks whether it would be alright to 
stop there for a while, just to help see of the last of the kegs of aged malt 
liquor that are stocked there.

The Loremaster who he is speaking to is QUITE unimpressed ;)

As you come to the end of the road beside the City of Odzark, a Dwarf amongst 
your ranks comments that the wind in this channel appears to blow stronger 
than elsewhere ... so strong in fact that it howls about his ears, and 
carries with it the sound of men "revelling" to the north ...

WHAT IS THIS DWARVEN OBSSESSION WITH REVELS !?!?!?!?!?!?!?!?!?!?!?!!?!?! =O

BE EXCEEDINGLY CAREFUL as the channel leading from your present location to 
the southern end of the map is LITTERED with Giants of one description or 
another ... and MOST of them are not interested in chit-chat with you ;)

As you approach the city of Fogfell two things happen.  Firstly, a Rock Giant 
calls out to you that you are not welcome in these parts (and then attacks 
you unless you have taken him out first), and Secondly (and FAR far 
FAAAAAAAAAAR more importantly) a young boy appears before you.  He tells you 
that he was in the area seeking shelter, and the Giant that inhabits Fogfell 
(a Primitive Giant) has treated him kindly.  He also tells you that Fogfell 
was once ruled by your King, but has been independent since the end of the 
First Great Wars ... and to top it all, he offers to help you to reunite your 
Clans.  How charming !

Whilst you are debating his words, the Primitive Giant of Fogfell comes 
strolling out of the City to speak with you ... he tells you that he is the 
Last Clan Giant living in the Valley, and that he is outnumbered by the other 
Giants in the Valley.  He also tells you that the boy tells the truth, in 
that NONE of the Dwarves survived the First Great Wars, and that the only 
reason he survived is because he is "hardier" (hmmmmmmm =./) and made his 
home in the City of Fogfell, which he is now ready to relinquish to your 
command !!

KILLER !! =D

The Primitive Giant (bless) also tells you that he will defend you against 
the other Giants in the Valley.

When you take the City of Fogfell (which now has no defences and is yours by 
default), the Primitive Giant (hasn't he done enough already ?) tells you 
that he has learned of your Quest to reunite the Clans and to restore their 
Sacred Runes, and offers you Idun's Prosperity Rune, which he was looking 
after for you in the City of Fogfell.

Idun's Prosperity Rune is then automatically teleported back to the Capital, 
to be held with the three runes from the first Mission.

As you begin moving further down the map, the boy pops up again to tell you 
that he is (queue fanfare) Uther - son of Emperor Demosthene (!!!) - he says 
that, whilst he has no recollection or memory of his father, he knows that 
one day he is to be crowned King, and asks you if you can point him towards 
his father's lands.

One of your King's Guards responds by telling him that you have heard of his 
disappearance, but that was a LOOOOOOONG time ago ... and that he should 
follow you and allow you to look after him until you can get him back to his 
homeland.

Uther is yours to command.

Whilst Uther is quite strong (300 HP, Strong Sword attack which can paralyse),
I do not believe it would be TOO good an idea to get him too heavily involved 
in combat ... since he is the future heir to the throne of the Empire, surely 
his survival should be ensured ?? ;)

Once you have taken the City of Akar, you will gain an Orc Orb (which one of 
your Tenderfoots tells you exudes "a strange vibration").

There is a Training Camp to the west of the city of Akar, and if you have any 
GP's to spare, I would strongly suggest that you give over some Gold to the 
Training Camp to gain XP for your leader ... why not ?? :)

Once you recapture the City of Frelan, Frelan appears to tell you that they 
would rather govern themselves than be ruled by the Empire, and that 
Demosthene's grieving for the loss of his wife and child does them no good at 
all.

He is put sharply in his place by an angry King's Guard who tells him that 
all he has done is turn his back on the King, and that there is no honour 
there ... he then calls for a messenger to be sent to to Demosthene to let 
the Empire know that the Mountain Clans have taken Frelan, and are holding 
it until he arrives to relieve them.

When you take Balleen, a peasant asks you why you are harrassing him and his 
family, telling you that they seek only to escape Kalen's Wrath.

When you take Kalen's Palace, a Dwarf pops up (with the name Kalen - weird !!)
to tell you that "the Evil Fiends are helping the Empire" (zoinks !!  LIKE WE 
HADN'T FIGURED THAT ONE OUT ALREADY !!!!!!!!!!!!!!!)

There isn't much else to tell you about this level, except that once you have 
taken the City of Hasser's Keep, one of your Novices' presents you with a 
Staff of Travelling, which is an OK Staff to have, but given that the Clans 
can research the Chant of Hasting Spell, its use is kinda limited ... =./

Demosthene pops up after the third city has fallen to say that it is a joyous 
day for all, as not only have you fulfilled your end of the arrangement, but 
you have also reclaimed the City of Fogfell.  He is overjoyed to see Uther 
alive and well, and gives your army a Talisman of Regeneration with a request 
that it be given to King Morok as a gesture of friendship from the grateful 
Empire.

OPPONENTS	The Empire (led by Hubert de Layle) - the PROPER Empire is 
                actually your ally !!

CITIES

NEUTRAL CITIES

Name              Inhabitants

Odzark            Barbarian Chieftain, [Barbarian Warrior]
Fogfell           Primitive Giant
Akar              keleggh, 2 Imps
Hasser's Keep     Modeus, Anti-Paladin, Holy Avenger
Kalen's Palace    Kalen, [Beast, 2 Cultists]
Freland           frelan, [Knight, Squire, White Wizard]

BUILDINGS

Name                 Inhabitants                     Gain anything from it ?

Abandoned Brewhouse  2 Barbarians                    195 Gp, Boots of 
                                                                    Travelling
Doneggan             Tempest Giant, Primitive Giant  23 Gp, Ruby
Balleen              3 Peasants                      56 Gp, Silver Ring
Kassaer              Barbarian Chieftain, and
                     2 Barbarian Warriors            248 Gp, Tome of Air

EVENTS

Event             Notes

Empire Messenger  Visits the Capital to verify the arrangement between the 
                  Empire and the Mountain Clans and, satisfied, leaves.
Dwarven Ears (!!) A Dwarf hears men "revelling" (!!!) to the north of the 
                  large valley on this level.
Uther returns     Uther materialises out of thin air and joins your ranks.
Fogfell falls     The city of Fogfell is handed over to you by the Giant that 
                  lives there.

ITEMS LYING ON THE GROUND
3 x Potion of Restoration, 3 x Potion of Healing, 4 x Life Potion, Sapphire, 
Air Ward Scroll, Illudere Terra Scroll, Potion of Protection, Celerity Scroll,
Blizzard Scroll, Treebark Potion, Potion of Vigor, Lightning Scroll, Potion of
Accuracy, Titan's Might Potion (in the woods just under the mountain to the 
south of Kalen's Palace), Holy Chalice (artifact - to the east of Kalen's 
Palace), Summon I: Roc Scroll.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
3 x Potion of Restoration, Life Potion.

SHOPS

Name                          Sells

Tralar's Shop (Merchant)      Life Potion x 10, Potion of Healing x 9, Potion 
                              of Restoration x 6, Seafaring Scroll x 1, Potion
                              of Protection x 3, Potion of Swiftness x 2, Ice 
                              Storm Scroll x 1, Ice Shield Scroll x 1
Reggen's Camp (Trainer)       [Train Troops Here !!]
Lergem's Shop (Merchant)      Life Potion x 10, Potion of Swiftness x 1, 
                              Treebark Potion x 1, Potion of Healing x 10, 
                              Potion of Restoration x 10, Potion of Water 
                              Warding x 1, Angel Orb x 1

ENDING

You have successfully defeated the Demonic Hordes and the rebels of the Empire,
and reunited Demosthene with his long lost son Uther.  Well done !!

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

3)	War Spirits

BRIEFING AND COMMENTS

Morok's heart skipped a beat when he learned that his troops were returning 
with the Fourth lost Rune - Fregga's Healing Rune - as this Rune had the power
to restore life after death.  Traditionally Dwarves worthy of a position at 
Wotan's Feast Table would have been granted the honour of a funeral pire upon 
their deaths, but Morok had broken with tradition and kept Gymner's remains in
a cold dungeon below his keep, hoping against hope that with the aid of 
Fregga's Healing Rune, he could bring Gymner back to life.

The Loremasters advised Morok of the foolishness of his chosen path, but he 
was resolute, and decided to perform the sacred rites to revive Gymner himself.

Convinced that they would be unable to stop him, the Loremasters obeyed their 
King's commands, hoping that Wotan would not be angry with them at their 
chosen course of action.

When the level begins, Morok appears to command you to find the ceremonial 
grounds where he can enact the ritual to bring back Gymner.

The Loremasters once again voice their opposition to this course of action, 
saying that Fregga's Teachings prohibit this, allowing only for the 
resurrection of warriors which are going into battle to defend the Clans - 
not just because they are favoured by the King.

                                        (Brave words !!)

One of the King's Guards silences him by asking whether he considers himself 
fit to question the decision of their King, Morok, who had led them to battle 
in the First Great Wars.

Thus sated, the Loremaster resigns himself to helping Morok.

Here begins the level !! :)

Your objective is to take Fregga's Healing Rune to the Sacred Ceremonial 
Grounds so that the ritual to revive Gymner's corpse may begin.  As you may 
have guessed, it would be fair to say that not ALL the members of the Mountain
Clans are 100% behind Morok on this one ... but who are we to judge eh !  On 
we go ...

At the end of your first turn on this level, the Empire will offer to ally 
with you ... seems like what goes around comes around, and they remember your 
deeds in the previous missions ... woohoo !!  This should be a piece o' cake !!

One of your Engineers returns to the Capital to confirm that your king Morok 
is meeting with Uther, Demosthene's Son, with a view to forging a permanent 
alliance between the Clans and the Empire.  Wouldn't THAT be special !! :)

Once you take the City of Kagh, a Barbarian Warriors tells you that you 
wouldn't have had a chance of beating them had they not despatched the 
mainstay of their forces to conquer Sumerec.

HOW STUPID IS HE BY THE WAY !?!?!

"Oh ... it's a good job you don't know about my SECRET HIDDEN WEAKNESS Batman 
or I'd be REALLY stuffed !!"

(bangs head against a brick wall and then chuckles to himself).

Once Ochsunder has fallen to your might a Master Thug pops up to tell you that
they have allies everywhere, and that you should beware ... hmmmmmmmmmmmm =./

If I were you I wouldn't waste my time going to Sallat's Shop - he doesn't 
seem to have anything to sell (unless you have stuff to convert to GP's, of 
course) ;)

Taking the City of Galian is a VERY worthwhile exercise as, once it's fallen,
a Man at Arms comes out to tell you that he and his band were holding the Fort
for Squire Grandier for a long time, and that they were well paid, but that 
they are willing to work for you (for a price) - note that this is a lie - as 
soon as you cancel this dialogue, a unit comprising 1 Spearman and 2 Man at 
Arms appears outside the City and switches its allegiance to the Clans 
immediately ... not bad eh !! :)

As you get just past Underik's Tower one of your Novice's pops up (strange 
that you are shown the portrait of a Lizard Man for this dialogue - it's 
DEFINITELY a Novice talking) to tell you that he can sense the presence of 
Lizard Men in the Valley beyond, and can see them easily slithering over the 
top of the high wall that blocks your passage southwards. He asks whether 
there is perhaps another route you can take ?

(( The answer to that question ... is ............................ NO !! ))

Continuing along the high wall, you must clear this section of the Valley of 
Lizard Men.

As you approach the last unit of Lizard Men in the Valley, they jeer at you, 
telling you that whilst you are brave to have gotten as far as you have, it's 
all in vain as you have no way of penetrating their defences.

WRONG BUDDY.  This Lizard Man is holding a key to a hidden section of the wall.

Once you have felled the City of Spane, a Lizard Man shows up to ask you what 
the heck you think you're doing in their City ... he doesn't actually wait for
an answer, satisfied that his allies will "descend upon you without delay" ...
hmmmmmmmmmmmmm ... =./

You may now commence your final assault to reach Talder's Alter ... as you 
approach the Lizard Man guarding the entrance to the ceremonial grounds, he 
quizzes you as to how you think you are going to defeat the Marsh Dwellers, 
when they quite obviously OWN these lands ... ignore him and kick the cr@p 
outta him.

Once he is dead the gateway behind him opens, and you may proceed.

As you take a couple more steps into the area, your path becomes blocked by 
three units of six ickle gobliny peeps ... BASH THEM TO BITS in response to 
the Loremaster's comments that they have desecreated the sacred ceremonial 
grounds ..................... scums :">

As you approach the altar, one of your Loremasters begins instructing your 
troops in the protocol of the Ceremony.  He tells you that the altar must be 
cleared for the ceremony, Gymner is laid upon it, and then he directs Novice 
Sevendusk to place Fregga's Healing Rune in a certain location on the altar ...

... all appears to be working, as Gymner's corpse stirs ...

...... but wait !

......... what the HELL is this !?!?!

............ oh dear ... in what can only be alikened to my first experiment 
to build a sandcastle, Gymner is revived .................. sorta ... he 
comes back as a ZOMBIE.

GOOD CALL BOYS !!

He speaks ... NOT surprisingly he says "hrr ghang.  klill meeeen."

NOW your Loremaster has a dilemma.  Does he leave this poor wretched 
half-Gymner to be eaten by the Goblins that are still in the area ?  Or do 
you finish him yourselves ?  He prays for Wotan's guidance.

Just then, one of Wotan's Valkyrie's appears ... she tells you that SHE will 
take Gymner ... that the Power of the Runes is still too weak to bring him 
back fully, and that this will remain the case until the Clans stop ABUSING 
their power ... she gives you back Fregga's Healing Rune and departs with the 
words "The next time you use it, be just!"

Thus scolded, you take Fregga's Healing Rune and are hastened (by one of your 
King's Guards) back to the Capital to pay your regrets to Morok on the passing
of his son.

Your new objective is to take the Healing Rune BACK to the Capital.

This is where the mission starts to get really interesting.

You could a) return back to the capital - or - b) finish exploring the rest 
of the map and THEN return to the capital (the choice is yours).

I'm going to finish exploring the map before returning to the Capital ...

At ROUGHLY this point on the level (it might happen before for you, or after -
it depends on how quickly you progress through the level), Morok pops up to 
state that the Clans have been fooled by Uther, and that it is the Empire they
should be attacking (!!).

One of your Loremasters openly questions Morok (as you'd expect), saying that 
the Clans cannot declare open war on another race simply because their ruler 
distrusts the other race, and that they need proof.  In these troubled times, 
and with both the Legions AND the Undead bearing down on both the Empire AND 
the Clans, it is sheer madness to turn away potential allies ...

Morok responds by saying that Uther craves power for himself and himself 
ALONE, and that he was asking all sorts of questions during their negotiations.
Questions which a purely strategic ally has NO business knowing ...

He goes on to say that Uther has been banished from the Kingdom of the 
Mountain Clans, and that if any of the Empire's Troops are spotted on Clan 
Territory, they are to be slain immediately and without question.  He says he 
is convinced that the Empire plots against the Clans, and that it is 
invariably better to be the aggressor in such situations.

==========> THE MOUNTAIN CLANS ARE NOW AT WAR WITH EVERYBODY !!!!! <==========

                                               ... sigh ...

The next turn a Messenger (a Ranger) from the Empire arrives with a message 
from Emperor Demosthene.  Morok says that he has no time for Demosthene's 
"honey-dipped entreaties". (Sharp words !!)

He then has his guards seize the Messenger and punish him for his 
impertinence (obviously Morok has never heard the saying "don't shoot the 
messenger") ;)

... MOVING ON !!

When you take the City of Margylla, a Lizard Man tells you that you can take 
their cities, but they are much stronger than you can possibly imagine ...

As you venture (eventually - MAN did I take a long way to get around this 
map !!) near the territory of the Undead Hordes, two of your units pop up and 
engage in dialogue (they are a King's Guard and an Engineer if my memory 
serves) as to how Mortis has returned, but still nobody knows why OR whom she 
is stalking this time ... it's all a bit of a puzzle =./

If you take the Greenskin inhabited City of Delos in the south-westernmost 
corner of the map, a Goblin pops up to tell you that whilst you may have 
killed his masters, he will NEVER be your slave.  (How courageous !!)  KILL 
THEM ALL !! =D

If you take the City of adrok, the Orc ruling it tells you that he is going to 
direct all his people to hunt you down ... (( HOPEFULLY by this stage his words 
will fall on deaf ears, as you should be powerful enough, and he should have 
few enough troops to make it a valid concern. ))

There IS an Orc King in the vicinity of the City of adrok, however, so BE 
CAREFUL as they are MEAN ;)

[HINT:  MAKE SURE ALL YOUR UNITS ARE FULLY HEALED BEFORE RETURNING TO THE 
CAPITAL]

Once you have finally conquered as much of the map as you feel like conquering, 
and return to the Capital, several units appear on the map at the gate to the 
Capital.  They are :-

     1)  Morok Cloudkeeper
     2)  Princess Yataa'Halli
     3)  Loremaster Sevendusk

Morok begins the comparatively lengthy dialogue which ensues.  Firstly he 
blames the RUNES for his son's botched reincarnation ... not his failure to 
read the instructions - now it's the RUNES fault ... ja ... right ...

Princess Yataa'Halli responds by saying that he's talking a load of bunkum (GO 
GIRL !!), and that his misuse of the Runes and declaration of open war on the 
Empire is TOTALLY unacceptable, and he is no longer fit to rule the Mountain 
Clans.

In response to this, rather predictably, Morok goes nuts.  His banner changes 
to become neutral, and he goes into a frenzy.

Your objectives now change to become "Kill Morok Cloudkeeper", basically ... 
and you don't have time to really prepare, as HE attacks you first !!

Once you have slain Morok, Princess Yataa'Halli mourns not only his passing, 
but also the loss of Loremaster Sevendusk AND what looks like the only REAL 
hope for the Clans.

(Nothing like good news eh !!) :(

OPPONENTS	Undead Hordes, the Empire (who start out as your ally).

CITIES

NEUTRAL CITIES

Name              Inhabitants

kagh              Barbarian Chieftain, Barbarian Warrior
Ochsunder         2 Master Thugs, Man at Arms
Galian            Imperial Assassin, 2 Man at Arms, Spearman
Spane             3 x Lizard Men
Margylla          2 x Lizard Men, Medusa
defe              Barbarian Chieftain, Barbarian Warrior
adrok             Orc Champion, Orc, Goblin, Goblin Archer
Delos             2 Orc Champions, 3 Goblin Archers

BUILDINGS

Name              Inhabitants                   Gain anything from taking it ?

Ginfield Hall     Fat Imp, 2 Imps               135 Gp, True Sight Scroll
Rredoc            3 Lizard Men                  Treebark Potion
Daand             2 Master Thugs, 2 Thugs       354 Gp, Potion of Speed
Ankor             2 Goblins                     100 Gp, Talisman of Life
Anderov           2 Ghouls                      100 Gp, Elf Lord Orb
Shrech            Orc, Orc Champion, 3 Imps,
                                 Goblin Archer  123 Gp, Water Ward Scroll

EVENTS

Event             Notes

Allies AT LAST !  The Empire offers to ally with you VERY early on in the level.
Promising stuff   Morok meets Uther to discuss a permanent alliance.
The Experiment    Gymner is reincarnated as a cheap, plastic imitation version 
                  of his former self, and forced to live out the rest of his 
                  life in an eternal war with barbie for homecoming queen prize 
                  (ok ok not exactly)
Spanking          Wotan's Valkyrie administers slaps on the wrist of all 
                  Dwarves and sends you packing with Fregga's Healing Rune
TO WAR !!!        Morok declares war on the Empire as he dislikes Uther's hair 
                  gel Defeat Morok (!!) Morok goes COMPLETELY ballistic, and 
                  his daughter, the Princess Yataa' Halli commands you to 
                  destroy him.

ITEMS LYING ON THE GROUND
4 x Life Potion, Potion of Striking, Lizard Man Orb, Potion of Restoration, 4 x 
Potion of Healing, Weakness Scroll, Banner of Speed, Potion of Accuracy, Haste 
Scroll, Forestwalk Scroll, Zombie Orb, Banner of Strength, Staff of Light, 
Menta Minoris Scroll, Iron Skin Potion (just to the north-west of the Hordes' 
Capital), Boots of the Elements, Curse of Nygrael Scroll, Diamond, Orb of 
Restoration, Summon I: Skeleton Scroll.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
Potion of Restoration, 2 x Life Potion.

SHOPS

Name                          Sells

Sallat's Shop (Merchant)      Has nothing for sale !!  But is MORE than happy 
                              to buy ;)
Underik's Tower (Magic Shop)  Pestilence (200 Gp), Summon I: Skeleton (200 Gp),
                              Strength (200 Gp), Chant of Hasting (600 Gp)
Turien's Camp (Mercenary)     Barbarian Warrior (850 Gp), Goblin Archer (50 Gp),
                              Orc Champion (850 Gp)
Redden's Shop (Merchant)      Life Potion x 9, Potion of Protection x 3, 
                              Healing Ointment x 3, Potion of Restoration x 10, 
                              Potion of Healing x 10, Potion of Vigor x 2, Imp 
                              Orb x 1 Furren's Camp (Merchant) Life Potion x 3, 
                              Potion of Protection x 2, Potion of Restoration x 
                              10, Potion of Healing x 10, Summon II: Evil Ent 
                              Scroll x 1, Summon I: Living Armor Scroll x 2, 
                              Call Decay Dragon Scroll x 1, Pestilence Scroll 
                              x 1, Rust Scroll x 1, Air Ward Scroll x 1, 
                              Healing Scroll x 1
Nibor's Tower (Magic Shop)    True Sight (400 Gp), Summon I: Living Armor (400 
                              Gp), Ice Spirits (1,200 Gp), Stone Rain (400 Gp),
Reggen's Camp (Trainer)       [Train your Units Here !!]

ENDING

When Morok saw what his personal desires to revive Gymner had done, he spun 
into madness.  He lashed out at everybody that got in his way - even his own 
people and, whilst slaying him was by no means an easy task, it had to be done, 
as failure to put him to rest would surely mean the downfall of the Mountain 
Clans.

[NOTE:  Whilst I'm not at ALL sure whether it has ANY bearing on later missions,
you CAN take Fregga's Healing Rune with you onto the next mission, and my gut 
tells me that is a pretty sure-fire bet that it has SOME importance] ;)

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

4)	New Leadership

BRIEFING AND COMMENTS

With Morok's demise, the Regency of the Mountain Clans passed to his daughter, 
Yataa'Halli. With the trumpeting of the Horn of Taymaryl, her place as leader 
of the Clans was cemented, and in spite of the skepticism of the Loremasters 
and many others in the Clans, she prepared to rally her troops and try to 
rekindle the spirit of unity in the Clans.

Of the 12 Clans that comprised the Mountain Clans, only 5 sat in the Council at 
present.  Some of the tribes to have left did so of their own accord, and were 
still in existence somewhere in Nevendaar, so Yataa'Halli's first calling was 
for scouts to be sent out to locate these vagabond tribes, and to remind them 
of their duty to the Clans.

She had the support of the Loremasters in this, but they urged her to move as 
swiftly as possible, as they foresaw the returns of the Legions and the Undead 
as signs that the dreaded Ragnarok was approaching.

Day 1 Begins !!

Clan Council Members appear to show their allegiance to the new Queen of the 
Clans, and to point out that, as Counsellors to Emperor Demosthene, they have 
come to learn how the realm (I THINK that this is a typo, and that they means 
to say as Counsellors to your father, King Cloudkeeper) is run.

Queen Yataa'Halli says that she knows this, but that she has also been a 
powerful figure behind the Throne, and knows that their numbers are few, and 
that they have lost even the protection of their God Wotan through their misuse 
and losing of the sacred Runes of the Clans ... but she WILL not let the Clans 
go out like that (sorry - I'm just listening to Cypress Hill at the mo and I 
couldn't resist).

The Loremaster responds by saying that not only are the runes lost, but they 
are weakened as well !  Whilst he does not know WHY this is so, he knows that 
you must find the other Runes and then seek Communion with Wotan to establish 
exactly what da FUNK is goin' on !!

Queen Yataa'Halli says that she will continue and complete her late Father's 
work - she commands that a messenger be sent to the Dwarven Clan of Greyhelm to 
re-establish contact and bring them back into the fold with the rest of the 
Clans.  She says that Greyhelm has not been heard of since the First Great Wars.

She also says that the recent declaration of war on the Empire was a STUPID 
move on her father's part, that it is based on fear and mistrust rather than 
substance, and that she is going to despatch a peace envoy to the Empire to ask 
for a re-establishment of their former alliance ...

... well she DEFINITELY seems to know what she's doing I'll give her that !! :)

Hokay.  We all set ?  Let's kick off !

First thing I should point out ?  Comparatively this map is TINY.  But DON'T be
thinking for one SECOND that this level will be a piece of cake ;)

Let's go kick some BUTT =D

The City of Greyhelm lies due south-east of your Capital city, but to reach it 
you must first travel east, and then south ;)

But first I think I'll explore the lands a bit ...

Taking the City of Khazan Keep is quite a good idea, if only to give you a 
staging ground for incursions into that area of the map ... but BE CAREFUL as 
not only is this area quite dangerous, but there is also an Orc King just 
outside Vidal's Tower ... take it slow and be careful ;)

If you take the building called Aragnoc, one of your Dwarves says that the area
is dank and difficult to breathe in - perfect for Greenskins ... and that 
whilst they do not keep much in the way of treasure, maybe this scroll with 
"evil-looking" writing on it may be of some use (bless !!)

When you take the City of Asmara one of your Dwarves pops up to tell you that 
the bad bad peeps that were inhabiting the City have been pillaging the 
surrounding countryside for DECADES ... so it's about time you guys did 
something about it !! :)

If you take the Thieves' Hideout to the East of the City of Asmara, one of your 
King's Guards shows up to remark that you found quite a loot there, and that 
the thieves must have waylayed many travellers to get it ... ((( dude, it's 
JUST a diamond, y'know ? )))

If you enter the watery creek to the east of your Capital City, you will be 
warned by one of your Engineers that the bones of much larger-bodied creatures 
than dwarves litter the waters, and that caution is advised ... (this is a good 
idea as there are SEVERAL Krakens in this area).  In true Dwarven fashion, one 
of your Dwarves responds by saying 'Ah yes, but there are also great treasures 
in these waters' (or something quite similar).

The structure called Bellia is HEAVILY protected (as in, protected by TWO Green 
Dragons), and in all honesty I can't REALLY see why - behind one of them is a 
Daylight scroll which is quite handy, but Bellia itself has ... well ... see my 
notes below ... do YOU think that justifies the risk of taking on a pair of 
dragons ??

I did it for the XP ... but I'm nuts like that :">

As you clear out the surrounding waters you are finally able to bear down on the
City of Greyhelm ... as you approach, a Dwarven Engineer named Alderic comes 
barrelling out of the City towards you ... he is REALLY happy to see you, 
saying that they have not been able to make contact with the King since the 
Great Wars, as an avalanche blocked their passage to the Capital City, and that 
many of their men died trying to make it over the Mountains to reach the Capital
... he says they have been working for years to clear a path, but you have 
managed to reach them first ...

One of your Dwarves responds by saying that he can hear the sounds of war, and 
asks Alderic what da Heeeeeeeeeeeeeeeeelllll is going on ...

Alderic says they need your help - that an army is assaulting Greyhelm with 
powerful magic, and that they are not sure how much longer they can withstand 
the attack !

He turns over control of Greyhelm's armies to you, and you gain the following 
units :-

1) Alderic (Engineer)
2) Eraric (Loremaster), Veteran, Mountaineer, Dwarf
3) Balderic (Engineer), Dwarf, Rock Giant
4) Segeric (King's Guard), Druidess, Axe Thrower, Warrior

Also, as Alderic was the only unit IN Greyhelm, that city is now free for you 
to take as well, and that's a GOOD thing as your objectives change to 
(fanfare) :-

"Purge the enemies from the ruins north of Greyhelm"

FINALLY we get to administer some good ol' fashioned @ss whuppin' Dwarven 
stylee ;)

Hokay.

Firstly I would make Greyhelm a military outpost - use it to churn out assaul 
troops.  I'd also suggest that all spells you research from this point on are 
either damage enhancing, summons or damaging ... you'll need them to help get 
rid of these maggots ;)

When you actually take control of Greyhelm you get (tada !!) ANOTHER rune !!  
Fulla's Gold Rune which, for SOME reason, is NOT automatically teleported back 
to your Capital ... best keep an eye on who's got it methinks ;)

As you get to the bottom of the Valley one of your Alchemists asks where this 
magic wind is coming from ... he (HE ??  I thought Alchemists were girls !!  
OOPS !!!) gets a snappy response from one of the Loremasters that it's not any 
normal wind - it's the result of CLAN Magic spells ... but who would be casting 
those AGAINST the Clans ??  Hmmmm =./

[HINT:  Make sure you take some healing potions/scrolls/artifacts/talismans 
with you.]

There are several units which you must defeat in order to secure this level, 
being :-

1) 2 Man at Arms, Spearman, Marksman, Archer
2) 2 Man at Arms, Spearman, Marksman, Hierophant, Elementalist
3) 2 Spearmen, Man at Arms, Marksman, Cleric, Apprentice
4) 3 Spearmen, 3 Archers
5) Wizard, Titan, Paladin, Matriarch
6) Man at Arms, Spearman, Knight, Cleric
7) Imperial Assassin, Spearman, Marksman, Archer
8) Spearman, 2 Marksmen, Man at Arms, Squire, Apprentice

After you have defeated the first 3 units (nos 1, 2 and 3) a King's Guard turns 
to Alderic and asks him WHY these people are attacking Greyhelm, and whether 
Greyhelm threatened them at all.

Alderic responds by saying that they do not know the reason for the siege, and 
that it just started three days ago at dawn without warning or a chance for 
negotiation.  Enemies began pouring through the ruins to the north, and they 
have attacked unendingly since then ...

Once you have killed the 4th unit and begin to move through the valley towards 
the Wizard, you start being hit by Blizzard spells EVERY STEP you take ... 
that's 15 points of damage PER STEP on the map ...

Just as you are about to THUMP the Wizard, he tells you that they have not yet 
finished their 'work' in the area, and that you cannot evade spells as powerful 
as this (and then he casts a Tempest spell on you), Unit 5 (the Wizard) then 
moves to the back of the army, and unit 7 moves in to attack you.

Once you have killed unit 7 you are left with units 6, 8 and 5 to deal with ...

[HINT:  If you have sustained damage, I would keep your troops THERE and either 
a) send them supplies, or b) heal them with spells, as if you go BACK to 
Greyhelm, you will take another barrage of 15 point Blizzard spells to get 
there ... the canyon must be warded or something ... and only the slaying of 
Unit 5 will the wards be removed.]

Once you have slain the army, I would heal all your troops and brace for the 
final assault on this level - that on Sevendusk.

Sevendusk is VERY heavily guarded (see my notes below), but it MUST fall in 
order to complete the level ... Braggi's Battle Rune is located there, and you 
take it into your care.

It appears that the warriors mounting the siege on Greyhelm were trying to 
decipher the runes written on Braggi's Battle Rune ... fortunately they did not 
have the time to crack the runes, and only managed to master a few basic spells 
(but it was close !!).  One of your Alchemists reminds you that the Cult at 
Elevil was also trying to decipher your runes.

Not that it would seem to matter now, as you have the full set of runes once 
more !! :)

[Not entirely sure whether he will say this if you didn't bring Fregga's 
Healing Rune from the last mission] ;)

One of your King's Guards sends an Engineer to the Capital with the Runes and 
the joyous news for Queen Yataa'Halli, saying that her armies will return to 
her after Greyhelm has been rebuilt.

He also remarks as to Greyhelm's would-be assailants ... who were they ?  Did 
the Empire send them ?  Perhaps Morok was right after all !

Back at the Capital, Queen Yataa'Halli appears with one of the Loremasters for 
another quick conversation.  She say that now, at last, after 10 long years, 
the Clans are finally reunited ... surely this must mark the beginning of a new 
and more prosperous age for your kin.

The Loremaster adds that, now that all 12 runes are back in your mits, you can 
enact a ceremony to honour Wotan and ask his foregiveness for your past 
foolishness and lack of respect for his gifts.

Yataa'Halli concurs, and a mass celebration begins ...


OPPONENTS	Legions of the Damned, Bizarre Cult working at Sevendusk.

CITIES

NEUTRAL CITIES

Name              Inhabitants

Asmara            2 Titans, Master Thug
Khazan Keep       2 Orc Champions, Orc, 3 Goblin Archers
Greyhelm          Alderic (Engineer)

BUILDINGS

Name              Inhabitants                   Gain anything from taking it ?

Bellia            2 Orc Champions, Orc, 2 Imps  108 Gp, Skull Bracers
Thieves Hideout   3 Master Thugs                223 Gp, Diamond
Aragnoc           Orc Champion, 2 Imps, and     12 Gp, Incantare Hellhound 
                              3 Goblin Archers                          Scroll
Sevendusk         Defender of Faith, Wizard,
                    Grand Inquisitor, Mage, and
                      Elementalist              379 Gp, Braggi's Battle Rune

EVENTS

Event                Notes

Yataa'Halli's Word   Yataa'Halli directs you to go find the city of Greyhelm, 
                     and to rally them to the Dwarven cause.
Craaaazy Creek       Engineer and Dwarf debate the likelihood of surviving 
                     Kraken Central.
Greyhelm Troubles    Alderic calls for aid from the Clans ...
Takin' it to 'em     You must defeat the Army descending from Sevendusk to 
                     protect Greyhelm.

ITEMS LYING ON THE GROUND
Plague Scroll, 4 x Potion of Healing, Talisman of Restoration (in the 
north-westernmost corner of the map), Healing Scroll, Talisman of Vigor, 3 x 
Life Potion, Talisman of Regeneration, Daylight Scroll, Potion of Protection, 
Staff of Protection, Air Ward Scroll, Venerable Warrior Talisman.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
2 x Potion of Restoration, Life Potion.

SHOPS

Name                          Sells

Vidal's Tower (Magic Shop)    Incantare Belliarh (400 Gp), Haste (400 Gp), 
                              Strength (200 Gp).
Furren's Shop (Merchant)      Life Potion x 10, Potion of Protection x 3, Iron 
                              Skin Potion x 1, Potion of Healing x 10, Potion 
                              of Restoration x 10, Healing Ointment x 3, 
                              Venerable Warrior Talisman x 1

ENDING

With the Circle of Wisdom once again complete, the three last runes are taken 
to Queen Yataa'Halli's Fortress where they are secured.  The Clans attention 
now shifted to the impending Ragnarok.

[INTERESTING NOTE :  I'm not sure why, but once AGAIN you can take Fregga's 
Healing Rune with you onto the next level ... as before, my gut tells me that 
there MUST be a reason for this ...]

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

5)	The Unholy Siege

BRIEFING AND COMMENTS

With the bringing of their house into order complete, the unified Dwarven Clans 
could now shift their attention to matters OUTSIDE their borders.  Whilst they 
had been rune-hunting, the Legions had encroached onto their territory to the 
West, and the Undead had begun expanding to such an extent that they were now 
dangerously close to the Clans' Northern Frontier ...

Queen Yataa'Halli rallied her troops to war, and the Dwarves proudly obeyed her,
marching under their unified flag fearlessly towards impending battle.

Alrighty then ... your OBJECTIVE on this level is to transform 70% of the level 
back into Clans Land ... sounds simple ?  NOPE.

To do this you must basically expand your territory to incorporate both Legions 
AND Undead cities, and resources ... and wait until these expand to cover 70% 
of the map ...

Off we go !

The level kicks off with Yataa'Halli saying that her scouts have advised her 
that Legions approach from the South and the Undead from the North, but that 
the Dwarves must not fear, as Wotan is once again on their side ... (phew !)

A King's Guard replies, saying that to make matters worse, the Mountains are 
infested with packs of wild roaming wolves and that great caution is advised ...

... and now it's over to us !! =)

As soon as your first unit leaves the safety of the Capital, an Engineer 
appears on the southern end of the maps and LEGS IT to your Capital, where he 
tells you that he had no choice but to flee ... saying "There was the clatter 
of hooves on cobblestones ... a vision ... the Valkyrie came ..."

A King's Guard attempts to calm him, saying that he is trembling and needs to 
make SENSE when he talks (always good advice).

The Engineer steadies himself a bit and goes on ... saying that he fled, but 
that you need to go to the south, and to find the Statue of Ymir ... he says 
that THAT is where the vision came to him, and that whilst he cannot go back 
there, the Valkyrie's gift is waiting for you there.

Your Capital City is located just south of the center of the map - Undead are 
stationed in the north-east, and Legions in the south-west.

The map is LARGE, so taking 70% of it WILL take quite some time ...

Hokay ... first off I would send a troop southwards to find out what the HELL 
that Engineer was talking about when he said that that there was a Clans Statue 
waiting for you with a pressie ...

The statue he is talking about is located at the southern edge of the map - 
just follow the trail from your Capital City southwards, past Under's Shop, and 
you'll find it ;)

The Statue contains Wotan's Scroll - a scroll written by the God himself in 
pure gold.  It says :-

"Wotan cannot rule if no one listens, Hear the portent which by twilight 
glistens.  When dwarves no longer honour Wotan's runes, and beasts exploit 
ancestral boons.  Hark!  Lands besieged by heretic's curse, Dead walk again, 
fiends escape the earth!  God cannot act; his reign forgot.  In oblivion Wotan 
watches Ragnarok."

Not EXACTLY a lullaby, non ?

One of your Loremasters attempts to puzzle this out.  He concludes that he MUST 
show this to the Queen for her endorsement of their spiritual duties, and with 
that he buzzes off.

At some point one of your Loremasters will pop up at the beginning of a turn to
tell Queen Yataa'Halli that she needs to help them make plans to honour Wotan, 
as the Dwarves total 10 year neglect of the runes has to be put to rights.  He 
says it is not through war but the rites that they can secure their position in 
the realm.

She responds by saying that the Clans are presently occupied by earthly 
concerns (meaning the war effort), and that she will not send her troops to 
prepare for the ceremony until the surrounding enemies have been tamed and the 
safety of her troops can be guaranteed.  His request is denied at this time 
(bummer !!  Hasn't she even HEARD of the Ragnarok ???!!!???)

A peasant will thank you for ousting the evil powers that control the City of 
Zigur, once you have killed the undead within ...

A little later on, the Loremaster is back at it again ... only this time he 
tells the Queen of the scroll you found at the statue - Wotan's Scroll ?  He 
says it confirms that the Ragnarok is near, and that Wotan needs the strength 
of the dwarves ...

She responds by saying that she does not see how mortals can help the Gods as 
it is the Gods that give power and life to the mortals (fair point).

The Loremaster responds by saying that Wotan's relationship with the Dwarves is 
not that easy to understand.  He says that there are still many questions to be 
asked, but one thing is clear to him and that is that Wotan needs the support of
the Dwarves through their renewed belief in the runes.

Once you have caused the fall of Odil, one of your Crossbowman shows up to tell 
you that Mortis' evil minions have taken root in the area, and you need to beat 
them back to reclaim the Dwarven hold of this section of the land.

Once you have taken the Old House (behind the Undead Capital), one of your 
dwarves relates a story from his childhood to you, saying that as a young boy 
he heard tales of vampires (there is a vampire in the old house for your 
information), but he had never believed they truly existed until Mortis' armies 
made their attack in the Great Wars.

Once Gyzar has fallen one of your Engineers bids you "leave this cursed place", 
as he didn't think you would make it out of there in one piece.

... um ... dude ?  There were only ... like ... 2 Medusas in there, y'know ??  
Sheesh !!

As you approach Kiran Castle a Spearman asks for your help against spiders which
the Undead have called forth to fight on their side - he says they threaten the 
security of not only their city, but yours as well ...

... hmmmmmmmmmmmmmm =./

I get the distinct impression that you're NOT supposed to loot Kiran Castle, as 
if you DO so, one of your Dwarves kinda tells you off, saying that he got the 
impression that the humans that dwelled there could have aided you, given that 
you were both opposing the armies of Mortis.

HOWEVER, having said that even when I'd killed the first spider and left it a 
few turns until another one teleported onto the map and killed that one too, 
they STILL didn't thank me ... so I just kicked their @sses and took their city 
;)

When you liberate the City of Adzurat a Squire comes out to tell you that his 
city has been pillaged and his people gone - most likely fled ... but he is 
grateful that Mortis has no interest in human culture as his artwork and 
tapestries from foreign lands have been untouched ... as a token of his 
gratitude he gives you a Potion of Rejuvination

Periodically on this level, enemies will begin teleporting onto the map ... they
appear here and there, and are usually barbarian warriors, barbarian chieftains,
and wolves ...

Queen Yataa'Halli comes up at one point to tell you that you are making good 
progress, and that you need to press the Dwarven Invasion so that the way is 
clear for you to FINALLY pay homage to Wotan.

When Grech has fallen to your armies, one of your King's Guards suggests that 
you use it to tend to your wounded - you could do - it's up to you, non ?

Who does he think he is telling you what to do ;)

In the Antique Temple you will find a Summon III: Nightmare Scroll which a 
Dwarf will hand to a Loremaster for his examination.  The Loremaster says that 
with the aid of the scroll you can turn the Demons' magic against them - how 
neat is that !! =)

As you approach the Legions' Capital a Crossbowman and an Alchemist engage in 
conversation. The Crossbowman remarks that Gymner was slain whilst trying to 
hold back the Legions, and that Bethrezen managed to escape anyway ...

The Alchemist responds saying that it appears Yataa'Halli has inherited her 
brother's courage (he's right of course !!)

In the City of Xraelle you will find a Wizard who begs you to unpin him - he 
seems caught on something.  Once you have released him he says that his comrades
fell, but he survived by concealing himself using magic.  He is so grateful that
he offers to help you out, and you gain control of him.

He's just a Wizard, but he DOES have a leadership skill of 5 which is HYPER cool
as his magic skills could be put to good use defending Xraelle and building it 
up - it is RIGHT next to the Legions Capital after all ;)

One of your Alchemists will find an Ancient Relic in the ruins of Rygelle if 
you opt to take it ...

Baccur is TOTALLY devoid of life - your Novice comments that everything has 
been burnt to a cinder - and heat is still rising from the stone floor !!

After taking the Old Tower one of your King's Guards tells you that it was once 
used to allow armies to survey the land from the top, but that the wind is 
fierce there ...

Fort Freiden is WELL worth taking - an Axe Thrower comments as to the sheer 
SIZE of the city after you have seized it ...

In Rigoste the ground is littered with broken glass - so much so that one of 
your Dwarves actually pops up to warn you to be careful (bless !!).  He says 
there's at least one vial that hasn't been shattered tho (and then gives you 
the Life Potion you find there).

Again, periodically, your troops will pop up to rally you on ... this time a 
King's Guard shows up to tell you that you're doing great, and that you just 
need to keep on pushing basically !! :)

Taking the City of Ghatt pleases your Engineer no end, and he confirms that the 
enemy stronghold (meaning the Undead) are now within your reach :)

A Loremaster takes a critical look at the Ruined Shrine after it has fallen, 
saying that it appears to be a monument dedicated to the worship of a forgotten 
God.  He ponders whether this will some day be the fate of the Dwarves ...

Queen Yataa'Halli pops up to give you your THIRD bout of encouragement to kick 
butt (by now I'm preeeeeeeeeeetty sure you're into the swing of it tho, right ?)

A history lesson ensues a few turns later where one of your Dwarves comes along 
to tell you that the last time Mortis awoke the dead it was to slay King 
Sturmir.  She was seeking revenge for the death of her mate Gallean at the hands
of Wotan ... but they STILL have no idea why she has returned this time ...

Once your 70% Land Reclamation target has been met, you can relax as the level 
is completed !

Queen Yataa'Halli is most impressed with your talents, but commands that her 
scouts remain vigilent, as the quelling of these armies is only a temporary 
state ... (isn't it always ?)

OPPONENTS	Legions of the Damned, Undead Hordes

CITIES

NEUTRAL CITIES

Name              Inhabitants

Grech             2 Orcs, Goblin, Goblin Archer
Gardor            Ogre, 2 Orcs [Orc Champion]
Ghatt             Troll, Orc Champion, Orc, 2 Goblin Archers [Orc King]
Fort Freiden      Defender of Faith, 2 Spearmen, 3 Archers [5 Man at Arms]
Whitby            5 Spearman, Squire [Spearman]
Kiran Castle      3 Spearmen, Wizard [3 Spearmen, 2 Man at Arms]

LEGIONS CITIES

Name              Inhabitants

Baccur            Modeus
Xraelle           Infernal Knight

UNDEAD CITIES

Name              Inhabitants

Zigur             Phantom Warrior
Adzurat           Archlich

BUILDINGS

Name              Inhabitants                   Gain anything from taking it ?

Odil              Dark Lord                     184 Gp, Vampire Orb
Old House         Vampire, Templar              89 Gp, Celerity Scroll
Old Tower         2 Brown Bears                 45 Gp, Staff of Thunder
Ruined Shrine     Orc, 2 Orc Champions          278 Gp, Orb of Restoration
Gyzar             2 Medusas                     10 Gp, Life Potion
Rigoste           Orc, 2 Goblins, 2 Goblin
                                       Archers  39 Gp, Life Potion
Antique Temple    Hag, 5 Imps                   Summon III: Nightmare Scroll
Rygelle           2 Fat Imps, Orc Champion      Ancient Relic (valuable)

EVENTS

Event             Notes

Errand Boy        Engineer PEGS IT to the Capital, cacks himself and runs away.
Wotan's Scroll    You find Wotan's Scroll at the Clans Statue.
Encouragement     You get intermittent encouragement from Yataa'Halli and the 
                  King's Guard.
Humans Need Aid!  You are asked to help a bunch of humans defend against the 
                  Undead's Spiders.
KICK@SS !!!!!     You drive the buggerheads back to where they came and take 
                  70% =D

ITEMS LYING ON THE GROUND
4 x Life Potion, 7 x Potion of Healing, Orb of Venom, Potion of Accuracy, 
Summon I: Skeleton Scroll, Potion of Invulnerability, Sinestra Ignis Scroll, 2 
x Death Ward Scroll, Potion of Restoration, Orb of Witches, Banner of Protection
Orb of Fire, Quicksilver Potion (just south-west of Adzurat), Diamond, Healing 
Scroll, Mind Ward Scroll, Lizard Man Orb, Potion of Protection, Gold Ring, 
Potion of Might, Unholy Dagger (artifact), Bronze Ring, Sapphire, Stone Rain 
Scroll.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
3 x Potion of Restoration.

SHOPS

Name                          Sells

Thurania's Tower (Magic Shop) Rust (200 Gp), Chant of Hasting (600 Gp), 
                              Lightning (200 Gp), Healing (400 Gp)
Under's Shop (Merchant)       Life Potion x 5, Potion of Restoration x 10, 
                              Potion of Healing x 10, Potion of Strength x 3, 
                              Potion of Striking x 3, Potion of Swiftness x 5, 
                              Healing Ointment x 2
Kulder's Camp (Trainer)       [Train your Troops Here !!]

ENDING

The unity of the Dwarven Nation is strenghened by this Victory, the Legions AND 
the Hordes have had their advances put on hold for the time being, and 
preparations may now begin for the Celebratory Feast to Wotan - WELL DONE !! =D

[NOTE:  ONCE AGAIN I'm taking Fregga's Healing Rune with me - surely it has 
SOME further use ?!!??!?!?!??!?!??!!?]

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

6)	The Ceremony

BRIEFING AND COMMENTS

Valkyries come to you to tell you all about a bunch of b@stards who are looking 
to nab runic knowledge off you ... how DARE they !!  The Ceremony to honour 
Wotan continues its preparations, and the Loremasters study the text of Wotan's 
Scroll.  They tried desperately to establish the REASON for his apparent 
weakness, and were both puzzled and in awe of the fact that he should need THEIR
help ...

The Loremasters urge the Queen to press for the Ceremony as quickly as possible,
as the runes have taken ages to gather from all over the realm, and the time it 
right for communion with the Gods.

Your objective on this level is to make it to the sacred burial grounds, and 
there enact the rites to honour Wotan.

The level begins with the Loremaster coming back and TELLING the Queen that now 
that the war is all but over, they MUST press forward with the Ceremony to 
honour Wotan and thereby re-strengthen their bonds with their God, or face the 
impending Ragnarok.

She responds favourably this time, saying that you may proceed !!

WOOHOO !! =D

As soon as you begin the level proper, a section of map to the north-west of 
your Capital is revealed as being the sacred burial grounds that you must reach.

The map is quite large on this level - you begin in what is effectively the 
south-east corner of the map, and must make it to the north-west ...

I would begin by working your way to the south and securing the south-eastern 
corner of the map as, once you have, it SHOULD remain yours for the rest of the 
level ...

Once you have taken the ruined farm (next to Sallat's Shop), a Dwarf 
hypothesises that the Barbarians that inhabited it were PROBABLY planning a 
raid on Sallat's Shop.

When Otzwall falls to your might the same Dwarf shows up to say that the 
Barbarians there must have stolen away MANY great treasures ... and you gain 
(if you look IN the city) a bronze ring, a ruby and an emerald.

Taking Rotturdam causes an Engineer to pipe up, saying that there are still 
factions within the Empire that are not loyal to the Emperor, and that 
Demosthene will surely be grateful that you have re-captured Rotturdam.

If you take Simaloon, one of your Loremasters chastises you for straying from 
your task.  He tells you to make haste to the burial grounds as quickly as 
possible ... DON'T YOU TELL ME WHAT TO DO YOU LITTLE FREAK !!  I'll go wherever 
the hell I wanna go !!!  (Slaps the monitor).

... ahem ...

If you follow the road which leads to the mountains south-east of Avonia Castle 
you will see that the road ends abbruptly and there is no path through the 
mountains.  As you approach the blockage, a Man at Arms (who is portrayed 
graphically as a Knight - odd (!)) appears to tell you that a herd of Centaurs 
came and blocked this route with a magical ceremony ... but they were not 
"normal" Centaurs - they eyes glowed with an evil light, and they held gems 
which glowed with power.

Hmmmmmmmmmmmmmmmmm ... =./

He then tells you that you need to find a way through this passage to reach the 
mage Thorvald.

[NOTE : You CAN free up this passage by journying all the way to the 
north-easternmost corner of the map and assassinating the Centaurs over there, 
OR you can just go AROUND the mountains by travelling down the next valley to 
the east, thereby cutting across the problem] ;)

If you choose to take the City of Aragonia an Imp pops up to tell you that you 
WON'T escape, and an Orc Champion teleports onto the map just to the south of 
the city ... [NOTE:  More units MIGHT appear - I *think* it depends on whether 
you have mopped up all the troops in this area already or not !!]

[NOTE: The following MAY happen, depending on which direction you approach 
Aragonia from]

IF you approach Aragonia from the direction of Spriggan, a Spearman stops you 
in your path to tell you that they are hunting the Dreadwyrm, and that you must 
remain quiet as it is out of its lair at the moment and they mean to kill it.  
A peasant then replies saying that it's too late - their cover has been blown, 
and you all need to flee for your lives !!

You must then defeat the Dreadwyrm - a powerful creature indeed, so be careful 
;)

Once you have slain this beast, the Peasant comes running back to you (and 
miraculously appears on your dialogue box as a Spearman - hmmmmm =./), to say 
that the City of Spriggan offers its thanks to you for killing the monster that 
had been stalking their villagers ... He says it arrives one day last season and
burrowed out a hideous lair in the earth.  Since that time it has persistently 
feasted upon the villagers in the area.  He gives you an Angel Talisman for your
troubles :">

If you explore the Old Tumulus, one of your Loremasters comments that it's 
really weird, but the Orcs seem to have developed a magic system all of their 
own !!

If you take the Greenskin City of Nepheris, a "Proud Dwarf" (a Dwarf Champion 
to be precise) comments that he's never before SEEN a Greenskin city this 
sumptuous, and that this must SURELY be the city from which the Greenskin 
Leader rules his Empire.  You will find a Royal Sceptre in the City.

As you approach the north-easternmost corner of the map (IF you go that way), 
the Centaurs that are stationed there will case Wotan's Chant, which puzzles 
your troops as they still cannot fathom how a non-dwarven race could have such 
mastery over runic magic ...

If you choose to wait there (as I did), thinking that they might not come out 
to attack you and that, from the start of the next round, Wotan's Chant would 
wear off ?  FORGET IT.

They WILL come out for you ;)

Once you've killed all four units you will be rewarded with a Ruby, Emerald AND 
Sapphire !!

WOOHOO !! =D

If you then go back to the Mountain Path which was blocked, then the path is 
cleared and a Man at Arms pops up to tell you that the mountain blockage was 
cleared as quickly as it was created, and that not only is the path now clear 
to the Mage Thorvald, but they are now in your debt, and you receive a Ring of 
Strength

As you attempt to cross the waters leading from the eastern continent on the 
map to the Hordes' Capital, you are assaulted by a Sea Serpent (so be prepared).

To the west of the Hordes' Capital you will find a bunch of DRAGONS (licks 
lips and BIG XP signs roll up in his eyes like dollar bills) ... LET'S GO !! =D

2 Blue Dragons and a Green Dragon are guarding ... 1 Healing Potion and a 
Talisman of Lightning ... not really worth it for those, but WELL worth it for 
the XXXXXXPPPPPPPPP !!

As you approach the sacred burial grounds (just about as you get level with 
Thorvald's Tower), a villain by the name of Mage Hugin zips across from the 
north to bar your path westwards.

He looks like a TOTAL freak biscuit ... kinda like a cross between a Toucan and 
a really ugly bloke ... and he says (clears throat) "Oh no you don't !!!  I have
watched you gather the Runes together, all the while foreseeing the moment when 
their power will be mine.  Now, the time has come for you to fall, and I to 
seize the Runes power!"

After this little TIRADE of abuse, he calls forth the following units to aid 
him in battle :-

1) Centaur Lancer
2) 3 Centaur Lancers, Centaur
3) 3 Centaur Lancers, Centaur

(his unit comprises) Mage Hugin, 2 Centaur Lancers, 2 Centaurs.

TIME TO TAKE HIM OUT METHINKS !!

Hokay.  VERY IMPORTANT NOTE ...

Whenever you do ANYTHING within about 3 squares of Mage Hugin, you are hit by a 
Blizzard Spell ... and I do mean ANYTHING basically ... even if you're adjacent 
to a piece of treasure on the map and you pick it up ?  You'll be hit by that 
BLOODY Blizzard Spell again.

So I would suggest hit and run or wade through, depending on the strength of 
your units and the abundance of healing potions and spell that you have at your 
disposal.  Bear in mind that each Blizzard spell does 15 points of damage, so a 
single Healing Spell can heal 2 Blizzard spells worth of damage.

ALSO bear in mind that, whilst his surrounding units aren't that powerful, Mage 
Hugin has 900 HIT POINTS AND an air attack that hits all your units at the same 
time, so he's TOUGH !!

Brace yourself - this ain't gonna be easy.

Once you've taken out units 1-3 of his posse, you should really heal to the max 
and bombard him with as many offensive spells as you

Once he has fallen, you can go and explore his hideout to the north should you 
wish ... if you do, one of your Loremasters states that, as expected, Mage Hugin
has been gathering knowledge of your sacred runes for some time ...

Mage Hugin holds the following :- Orb of Thunder, Orb of Stone Rain, Orb of 
Icefall.

Once he has been slain, you may progress to the Sacred Ceremonial Grounds to 
enact the rites to honour Wotan.

Once you have fought your way to the Sacred Ceremonial Grounds, your Loremaster 
calls upon Novice Ironhill to produce the Prayers that your Clans have prepared 
for Wotan, in the hopes that collectively they can re-empower your God.

A Valkyrie appears to tell you that you have done extremely well to get this far
 and then a SECOND Valkyrie appears to tell you that the link between your world
and Wotan's has been restored !!  WOOHOO !! =D

... okay ... then a THIRD Valkyrie (ever heard three's a CROWD girls ?) pops up 
to tell you that the future may still be uncertain, but at least you now have 
the aid of Wotan !! =) 

OPPONENTS	Empire, Undead Hordes, Mage Hugin and his band of Centaurs

CITIES

EMPIRE CITIES

Name              Inhabitants

Timoria           Imperial Assassin, Elementalist, White Wizard
Avonia Castle     [Grand Inquisitor, Cleric, Paladin]
Belgrose          [2 Archers, Defender of Faith]


NEUTRAL CITIES

Name              Inhabitants

Spriggan          3 Spearmen, 2 Marksmen, Squire
Otzwall           3 Barbarian Warriors, Barbarian Chieftain
Rotturdam         2 Spearmen, Man at Arms, Titan, Imperial Assassin
Nepheris          2 Orcs, 2 Goblin Archers, Ogre
Aragonia          3 Goblin Archers, 2 Orcs, Goblin

BUILDINGS

Name              Inhabitants                   Gain anything from taking it ?

Ruined Farm       2 Barbarian Warriors          307 Gp, Ancient Relic
Idylan            2 Brown Bears                 Life Potion
Simaloon          2 Master Thugs, 2 Thugs,
                                Peasant, Imp    100 Gp, Forestwalk Scroll
Haunted Halls     2 Barbarian Warriors,
                           Barbarian Chieftain  271 Gp, Staff of Twilight
Old Tumulus       2 Orc Champions               140 Gp, Pestilence Scroll
Juarnat           2 Lizard Men, Medusa          190 Gp, Tormentio Scroll
Hugin's Hideout   2 Centaur Lancers, 2 Centaurs 128 Gp, Wight Blade (artifact)

EVENTS

Event             Notes

Hide and Seek     Burial Grounds Revealed
Blockage :(       Path through the Mountains is blocked !!
Centaur Folly     Kill the Centaurs in the north-easternmost corner of the map 
                  to free the mountain pass again
Hugin is DEEEEED  Kill Mage Hugin
Revive Wotan      Enact the rites to bring your allegiance to Wotan back to 
                  par

ITEMS LYING ON THE GROUND
Chain Lightning Scroll, 6 x Potion of Restoration, Fire Ward Scroll, 4 x Potion 
of Healing, Emerald, Haste Scroll, Potion of Striking, 4 x Life Potion, Orb of 
Poison, Tortio Menta Scroll, Talisman of Fear, Terror Scroll, Healing Ointment, 
Orb of Lycanthropy, 2 x Orb of Lightning, Sapphire, 2 x Ruby, Potion of 
Invulnerability, Potion of Strength, Winds of Travel Scroll, Incantare Belliarh 
Scroll, Touch of Mortis Scroll, Diamond, Potion of Swiftness, Ancient Relic, 
Highfather's Potion (being protected by a load of Greenskins just to the west of
the Hordes' Capital City), Talisman of Lightning, Tome of War, Summon II: EVil 
Ent Scroll.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
Potion of Restoration.

SHOPS

Name                          Sells

Sallat's Shop (Merchant)      Life Potion x 4, Potion of Protection x 2, Potion 
                              of Restoration x 8, Healing Ointment x 2, Potion 
                              of Healing x 8, Potion of Invulnerability x 1.
Mathemor's Tower (Magic Shop) Ymir's Blessing (900 Gp), Incantare Hellhound 
                              Illudere (200 Gp), Curse of Nygrael (400 Gp), 
                              Chant of Hasting (600 Gp)
Tralar's Shop (Merchant)      Orb of Restoration x 1, Orb of Healing x 1, Orb of
                              Strength x 1, Angel Orb x 1, Squire Orb x 1, Orb 
                              of Lightning x 1, Orb of Fire x 1, Orb of Frost x 
                              1
Thorvald's Tower (Magic Shop) Air Ward (200 Gp), Holy Armour (600 Gp), Haste 
                              (400 Gp), Strength (200 Gp), Earth Ward (400 Gp), 
                              Vengeance of Ymir (800 Gp)

ENDING

Mage Hugin and his band of mercenary Centaurs are slain, and the Ceremony to get
pally with Wotan is enacted.  Mage Hugin's Lair is explored and many strange 
writings and cryptic runes are discovered - it appears Mage Hugin was attempting
to bastardise the magic of Wotan to create a hybrid runic language HE could use 
for his own evil purposes.

Queen Yataa'Halli decrees that henceforth ALL runic lore will be protected, and 
thereby ensures that it will always be used by the Dwarves and the Dwarves alone

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

7)	The Days Before Ragnarok

BRIEFING AND COMMENTS

The Dwarves are forced to flee their homelands in the Mountains by the impending
Ragnarok.

The earth itself splits, and not even their finest magic can keep the calm ... 
violent rockslides and hot ash demolishes entire Dwarven Cities, and roads and 
other hallmarks of their fine culture are also laid to waste.

Thousands of Dwarves crowd into Morok's Keep, and pray for Wotan's intervention 
on their behalf.

GREAT !  JUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUST DANDY !!  I strive for YEARS 
to rebuild your shattered Empire and now you can't even HOLD it !!?!??!!

... sigh ...

Right.  The level begins here ... Queen Yataa'Halli calls upon the King's Guard 
to go at once to find the City of Ironhill - the only City to not send refugees 
to Morok's Keep.

The King's Guard prepares to travel south to Ironhill.

Queen Yataa'Halli warns him to travel carefully, as volcanoes and rockslides 
are EVERYWHERE, and it is consequently easy to get lost in the changing 
landscape ... she finishes her little intro by pondering what is causing their 
homelands to be devastated so ...

Hokay ... now you're MINE !!  (cracks knuckles and gets ready to whup @ss)

Your Capital City is located in the north right smack bang in the middle of the 
map ... your objective is to send a party to the Clan City of Ironhill, which is
located just south of your Capital City.

In order to fully devastate (oops - I meant explore - sorry !!) this map, I 
would suggest wiping it clean from top (north) to bottom (south) in rows, 
effectively ... there are a few little sub-quests you will pick up so you WILL 
have to pretty much move all around the map ...

As you approach the Hermit who is standing outside the Mountain Clans House to 
the northwest of your Capital City, he greets you with the following :-

"You know what ravages the land beyond this mountain range, do you not ?  It is 
Ragnarok my friends!  I saw it in a vision.  But, no one has sought my wisdom 
since the Great Wars."

... um ... right !  He's somehow managed to puzzle your Loremaster (odd - seems 
quite plain what he was saying to ME).

As you draw near to Ironhill (it's the City in Flames to the south of your 
Capital), Nhiddog appears ... for those of you who aren't in the know, Nhiddog 
in Norse Mythology (which the Clans Saga is largely based upon), Nidhogg 
(although his name is spelled different in this game) is the Dragon who sits at 
the Spring of Hvergelmir by the root of Yggdrasill in Niflheim, chowin' down on 
corpses and gnawing at the root of Yggdrasill - BASICALLY he's an EVIL mutha, 
and YOU DO NOT WANT TO FIGHT HIM.

Fortunately your butt is bailed out by the arrival of one of Wotan's Valkyrie's,
who casts a spell on Nhiddog.  She says that a MILLION Dwarves could not slay 
him, and that the Ragnarok is upon you ... the Gods are battling in the skies, 
and she must return to the fray.

Your Loremaster blubbers for a bit, and she responds by telling him to have 
patience, as his powers have grown weak ... that evil beings are no longer 
watching the action unfurl, but have allied with greater powers, and that this 
wyrm is an emissary of evil ...

DUH !!!!!!!!!

She tells you that YOU (yes little one, YOU) must correct this imbalance by 
restoring power to Wotan - you can do this by first worshipping at the Shrine 
of Hel to the south-west ... she assures you that Hel will tell you what to do 
from then on ...

Then she disappears.

DO NOT FIGHT NHIDDOG EVEN THO HE'S PARALYSED.  If you're unsure as to WHY ?  
THIS is why :-

In his present form (note that bit - it's important) he has 4,976 HP, is immune 
to Mind, Death, Fire, Water, Air AND Earth, and basically will KICK YOUR @RSE !!
Later in the game he is weakened (as Wotan becomes stronger), and THEN AND ONLY 
THEN can you kill him ;)

The Black Dragon to the west of Furren's Shop is guarding a Royal Scepter.

As you approach the Elven House en route to Hel's Ancestral Shrine in the 
south-west, a Forest Elf appears to speak with you ... your King's Guard tells 
him that he hopes the Elves here are friendlier than the Centaurs you slew in 
the previous mission, to which the Elf replies "Our Centaurs were spellbound.  
A winged wizard flew through our settlement one day last fall, the centaurs 
took flight after him.  We didn't see them again - until now.  They have 
returned in a dazed state, with no memory of their enslavement."

Your King's Guard confirms that the Wizard (Mage Hugin) has been slain, and 
that the Elves are safe from his potential return.  He also explains your 
present plight - y'know ... 'bout the Ragnarok 'n all ?? ;)

An Elf Lord who was travelling with the Forest Elf says that he has heard of 
your battle with Mage Hugin, and understands that their Centaurs have been 
released by your bravery ... they offer you a Tiara of Purity and a Staff of 
Daylight as payment for your deeds.

PWEZZIES !! =D  We LOOOOOOOOOOOOOOOOOOVE pwezzies :">

As you approach the Ancestral Shrine of Hel, Hel appears to speak with you.  
Hel (a MAN in this game - I always thought Hel was female !!) says that you 
have a great choice before you, and asks you what your plans are ...

You can either tell him that you are going to opt for a magical assault (in 
which case you are told to step onto the southernmost of his three little 
islands), a warrior's physical march against the Wyrm (in which case you are 
told to step onto the northernmost of the three islands), or you can pray to 
Wotan, in which case you are to take the middle island.

Paths to two of the three other Shrines (in the north-west and north-east) open 
for you ... You SHOULD take note that there is also a shrine in the south-east 
;)

!! ALL THREE OF HIS ISLAND CHOICES HAVE (not surprisingly) DIFFERENT RESULTS  !!

If you take the MAGIC option, you learn Ancestor's Call and Wotan's Blessing
If you take the PHYSICAL option, you gain the Ring of the Ages
If you pray to WOTAN, you get ABSOLUTELY NOTHING !!!! =(

(The dialogue also differs - an Alchemist and a Veteran speak to Hel for the 
Magic option, a King's Guard speaks to him for the Physical Option, and if you 
pray to Wotan dialogue is taken over by a Dwarf Champion and a King's Guard.)

I would strongly suggest taking the Ring of the Ages, as you SHOULD have enough 
time to learn both Ancestor's Call and Wotan's Blessing before you have need of 
them ;)

After you've spent a fair while polishing up the map from Greenskins, it is 
QUITE possible that the Empire will offer to ally with you ... you can do this 
if you like, but in MY game they broke their alliance with me later on in the 
level, so be forewarned ;)

There is a well protected Orc King to the west of Kornnat, so watch out for 
him ...

As you approach the Clan's Statue in the north-west, Rigga appears to say that 
Wotan is awaiting his assistance, but that the end of the Ragnarok is drawing 
near, and that Wotan has asked Rigga to give you a present, after which he 
hands you a Highfather's Staff and promptly disappears.

The action then pans back to the fallen City of Ironhill, where Nhiddog 
reappears and one of your King's Guards pops back up to say that it's still no 
use - Nhiddog is too strong for you.

He says that the Wyrm has vanquished the armies of Ironhill without ANY problem 
at all, and that more troops are surely needed to mount a better assault upon 
the beast.

Your Loremaster reminds him of the Valkyrie's suggestion - that of approaching 
the other shrine ... so off we go to the north-east I guess !! :)

In the south-easternmost section of the map there is a large walled off area 
which houses no less than FOUR Cities and TWO Shops ... the only entrance is 
guarded and, as you approach it, a Man at Arms stops you in your tracks to 
boast that Riddendorf has the finest warriors in the realm, and how he himself 
first saw battle at the age of 14 ...

... yes yes, very interesting ... but if you want to live to see battle AFTER 
today you'd better .................... omigod !  How STUPID !!  He's run in to 
attack you !!  =D

If you take the City of Branaugh your Dwarves urge you to continue, saying 
that the city is squalid and not worth your time ... HOWEVER, before you leave, 
one of them finds and brings you a Potion of Water Warding !  KEWL !! =D

If you take the City of Rifeborough you will be rewarded with a Diamond AND an 
Imperial Crown - EXCELLENT DUDE !!!!!  MEGABUCKS !!!!!  Oh ... and 2 Life 
Potions as well :">

If you take the City of Glidden then one of your Dwarves, after perusing the 
armoury of the City, presents you with a Skull of Thanatos (an artifact which 
poisons your enemies in battle).

There is a Life Potion to be had in the City of Slandoon (after the fall of 
which your Loremaster chastises you and says that the Wyrm is here and needs to 
be slain).

If you approach the "hidden" Clan's Statue (the only one Hel doesn't refer to 
for some WEIRD reason), then a Dwarf Champion by the name of Alvus appears.  He 
says that it has been an eternity since the Dwarves last approached his shrine, 
and that he was afraid he had been forgotten !!  He says he hasn't much time, 
and that he must aid in the battle taking place above, but confirms that your 
seemingly inconsequential actions have greatly aided the battle in the Heavens, 
and he gives you a gift to say thanks - you gain the Boots of Seven Leagues !!  
WICKED !!!  This is just like Christmas !! =D

One of your Loremasters then gives you a quick run-down on Alvus.  He says he is
a most experienced warrior who, as a BOY, managed to stop 100 imps ON HIS OWN in
the Clan Fortress.

The Loremaster says that after Alvus' death, warriors prayed to him before 
entering battle, as he was an important ancestor, and much honoured among the 
Dwarves.

Once AGAIN you are chastised from straying from your appointed task if you take 
the Greenskin City of Gardor.  ONWARD I SAY DAMMIT !! ;)

As you approach the final Clan's Statue, Gefjon appears to say "So you have 
come at last, I needed you to help break this horrible torpor.  Ah!  Wotan 
awaits!  Before I go I must thank you.  This is the Tome of Arcanum.  Please 
help by awakening the other ancestors, to battle alongside Wotan in the other 
world."

... and then he buggers off ...

... leaving you with the OH so magic, Tome of Arcanum.

... quick question here ...

... WHY THE HELL DIDN'T HE JUST LEAVE YOU WITH A LOO ROLL ??  It would be SO 
much more use !!

Once you have visited the final Clan's Statue, Nhiddog reappears once again, 
and you receive word from the Ironhill forces (what little remains of them), 
that he is showing signs of weakness !!  Your objective then changes to become 
"Kill Nhiddog" (or similar).

The City of Krogh hides a Life Potion AND a Potion of Healing (if you're in 
need), but to be honest with you, it's VERY well protected considering its 
tactical significance as a city ... so you might wanna think carefully before 
venturing there ;)

There IS, however, a Staff of Nightfall in the corner behind the City ... :">

Right !

Once you're done mopping up the map, you're ready to take on Nhiddog !!

For your information, the NEW Nhiddog is MUCH easier to take on - he only has 
2,000 Hit Points, is only immune to Mind and should prove MUCH easier to tackle 
;)

Once Nhiddog has fallen, your Saga is complete !! =D

WELL DONE !!!!!!!!!

OPPONENTS	The Empire, Legions of the Damned, Undead Hordes

CITIES

NEUTRAL CITIES

Name             Inhabitants

Kargg            Barbarian Warrior, Barbarian Chieftain
Gardor           2 Orc Champions, 4 Goblin Archers [Orc Champion]
Krogh            2 Ogres, Troll
Orlon            Troll, Orc [Orc King]
Kornnat          2 Barbarian Warriors, Barbarian Chieftain [Barbarian Chieftain]
Rifeborough      3 Spearmen, 2 Man at Arms, Imperial Assassin [5 Spearmen, Man 
                 at Arms]
Glidden          2 Peasants, 3 Man at Arms, Spearman [2 Peasants, Spearman]
Slandoon         6 Spearmen [3 Peasants]
Branaugh         2 Marksmen, 2 Spearmen, Man at Arms, Peasant [2 Peasants]
Gorgon Castle    2 Ogres, Troll

UNDEAD CITIES

Name              Inhabitants

Xinat             [Templar]
Turania           Thief

LEGIONS CITIES

Name              Inhabitants

Sorenburg         Maurezen (Banshee), Possessed [Sorcerer]

BUILDINGS

Name              Inhabitants                     Gain anything from taking it ?

Abandoned Shrine  2 Archliches                    100 Gp, Wotan's Chant Scroll
Weiser            Ogre                            100 Gp, Gold Ring
Shinkara          Ogre                            237 Gp, Illudere Terra Scroll
Ruined Tower      Orc King, 2 Orc Champions,
                           2 Orcs, Goblin Archer   58 Gp, Titan's Might Potion
Hastabal          2 Ghouls, 4 Imps                100 Gp, Elven Boots
ruined farm       Green Dragon                    194 Gp, Death Ward Scroll
Samsara           2 Orcs                          100 Gp, Winds of Travel Scroll
Kyril             Troll, 2 Orc Champions, Orc,
                                   Goblin Archer  100 Gp, Banner of War
Ruined Temple     2 Blue Dragons                  100 Gp, Fire Ward Scroll
Den               Green Dragon                    100 Gp, Rust Scroll
Grange            3 Barbarian Chieftains,         213 Gp, Winds of Restoration
                         2 Barbarian Warriors                             Scroll
Burnde            2 Master Thugs, 3 Thugs,
                                        Peasant   112 Gp, Bronze Ring
Lookout           Ogre, Troll, Orc Champion, Orc  100 Gp, Summon Death Scroll
Odell             2 Barbarian Warriors,
                           1 Barbarian Chieftain  100 Gp, Tome of Sorcery

EVENTS

Event             Notes

HOLY CR@P !!!!!   Nhiddog appears and, were it not for the Valkyrie, you'd be 
                  SCREWED !!
Hel's Shrine      Talk to Hel
Rigga's Shrine    Talk to Rigga
Alvus' Shrine     Talk to Alvus
Gefjon's Shrine   Talk to Gefjon
KILL NHIDDOG !!!  Take that mutha DOWN !! =D

ITEMS LYING ON THE GROUND
Bronze Ring, Highfather's Potion (just to the north of your Capital City), 
Potion of Vigor, Potion of Strength, 11 x Potion of Healing, Potion of Speed, 2 
x Potion of Protection, Spirit Staff, Staff of Earth Elemental Control, Ancient 
Relic, 4 x Potion of Restoration, 7 x Life Potion, Orb of Water, Staff of 
Invisibility, Ring of Strength, Potion of Earth Warding, Imperial Crown (located
just south of Hel), Talisman of Witches, Treebark Potion, Orb of Healing, 2 x 
Ruby, Bronze Ring, Highfather's Staff, Summon IV: Death Scroll, Potion of Air 
Warding, 3 x Healing Ointment, Gold Ring, Lich Talisman, Banner of Fortitude, 
Potion of Fire Warding, Banner of Resistance, Potion of Fortune (by the Clan's 
Statue in the south-easternmost corner of the map), Staff of Celerity, Projicere
Terra Scroll, Staff of Dragon-Mastering, Potion of Invulnerability, Orb of Life,
Staff of Nightfall, Potion of Striking, Sapphire, Orb of Fire.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
9 x Potion of Restoration, Ancient Relic, Orb of Lycanthropy, 3 x Life Potion.

SHOPS

Name                          Sells

Tralar's Shop (Merchant)      Life Potion x 5, Potion of Restoration x 6, Potion
                              of Healing x 10, Forestwalk Scroll x 1, Ice Storm 
                              Scroll x 1, Blizzard Scroll x 1, Potion of 
                              Protection x 2, Potion of Striking x 2
                              (This Tralar's Shop is a cottage-like building)
Ebhon's Camp (Trainer)        [Train your Troops Here !!]
Tralar's Shop (Merchant)      Life Potion x 15, Potion of Protection x 4, Potion
                              of Healing x 16, Potion of Restoration x 12, 
                              Healing Ointment x 5, Potion of Striking x 5, 
                              Treebark Potion x 3, Potion of Invulnerability x 1
                              Potion of Speed x 3, Potion of Might x 2
                              (This Tralar's Shop is a windmill)
Jolan's Tower (Magic Shop)    Tortio Menta (800 Gp), Incante Beliarh (400 Gp), 
                              Ignis Mare (200 Gp), Menta Potens (600 Gp)
Furren's Shop (Merchant)      Ice Storm Scroll x 1, Summon I: Roc Scroll x 1, 
                              Chronos Scroll x 1, Ancestor's Call Scroll x 1, 
                              Highfather's Blessing Scroll x 1, Vengeance of 
                              Ymir Scroll x 1, Healing Scroll x 1, Forestwalk 
                              Scroll x 1, Seafaring Scroll x 1, Tormentio Scroll
                              x 1
Unhira's Tower (Magic Shop)   Chain Lightning (900 Gp), Air Ward (200 Gp), Holy 
                              Armor (600 Gp), Forestwalk (200 Gp), Healing (400 
                              Gp), Seafaring (400 Gp), Chant of Hasting (600 Gp)
                              Tempest (600 Gp), Vengeance of Ymir (800 Gp)
Dennar's Camp (Mercenary)     Barbarian Chieftain (1,800 Gp), Barbarian Warrior 
                              (850 Gp), Centaur (300 Gp), Centaur Lancer (300 
                              Gp), Man at Arms (50 Gp), Spearman (300 Gp)
Yggar's Shop (Merchant)       Incantare Hellhound Scroll x 1, Call Decay Dragon 
                              Scroll x 1, Shadow Scroll x 1, Stone Rain Scroll 
                              x 1, Curse of Nygrael Scroll x 1, Celerity Scroll 
                              x 1, Ignis Mare Scroll x 1, Lightning Scroll x 1, 
                              Rust Scroll x 1

ENDING

Queen Yataa'Halli congratulates you on slaying Nhiddog.  It transpires that 
Nhiddog was aroused by the Dwarves lack of care for the runes and, whilst he 
was eventually put to rest, he slew MANY many Dwarves before they could shout 
their victory cries.

Yataa'Halli having guided the Dwarves through the Ragnarok, disaster was 
averted and they could enjoy a new reign of peace ... the Loremasters set about 
carving tales of these heroic deeds into the walls of their Clan Caves, and 
these tales would serve as a warning to future generations to heed the majesty 
of the runes at all costs, or suffer the consequences.


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

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

                                                (Dedicated to Matthew, ma vie)


THE UNDEAD HORDES SAGA WALKTHROUGH

==============================================================================
¦   This walkthrough is copyrighted to Mister Sinister (2004)                ¦
¦   I don't mind it being lifted in its entirity, but if you do so,          ¦
¦   please make sure you give credit to the author (me) and DON'T pass it    ¦
¦   off as your own.  Thanks !                                               ¦
==============================================================================

THE SEVEN MISSIONS OF THE UNDEAD HORDES SAGA :-

1)	The Search for Timmoria
2)	Uther's Blood
3)	The Council
4)	Retaliation
5)	The Accursed Armour
6)	Phantom Beasts
7)	Taladrielle the Sorceress

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

BRIEF NOTES BEFORE WE GET STARTED

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

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

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

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 Search for Timmoria

BRIEFING AND COMMENTS

Mortis patiently awaits the rebirth of her consort Gallean.  Hundreds of years 
ago, Gallean was murdered by Wotan, the God of the Mountain Clans, and his body
was so horribly mutilated that his regeneration would take an eternity.

WELL unhappy about this, Mortis turns her attention to the living ... she 
focuses in on a creature named Uther, who's body is presently serving as a 
receptacle for the soul of Bethrezen - the God of the Legions of the Damned - 
and is trapped at present in the ancient
Mountain Clan mine of Timmoria.

Mortis believes that Uther's Blood can bring Gallean back to life and, to that 
end, sends her minions to harvest his blood.  UNfortunately, nobody knows where
Timmoria is !  So in a-typical undead fashion, Mortis sends her hordes in search
of a library, to find the directions (AS you do).

The level proper begins with a conversation between Wraith Prusheen (a recurring
character in the Hordes Saga) and a Lich Queen.  Prusheen tells you that Mortis
is calling to you, with a request that you locate the Timmoria mines ... he 
tells you that you have begun what is to be the rebirth of a God ...

The level is quite basic and comparatively easy, as there is no real timeframe 
within which you must look to complete it - your goal is a structure, and that 
ain't goin' anywhere ;)

If you take the City of Frenien, a Peasant will tell you that they were 
prosperous before YOU arrived and ruined everything (ever watched an episode 
of Scooby Doo ??  And I'd have gotten away with it too if it wasn't for you 
DAMNED kiiiiiiiids !!) ... yeah right, who cares !!  We are the UNDEAD Hordes 
you little maggot - BEGONE !!

If you move around to the back of Frenien you will have an encounter with the 
Shadow Wolves - a gang of thieves under the control of Hubert de Layle.  One of 
their members approaches you and proposes an arrangement.  You kill Athron the 
Black and his band of thieves, and the Shadow Wolves will give you something in
return.

If you want to undertake this quest then to find Athron the Black you will need 
to travel west from Hollar's Shop until you reach Perthin, and then take a turn 
to the south (Athron the Black is just south of Perthin).

As you approach Hollar's Shop a Merchant angrily pops up to tell you that he 
will not trade with your kind, and you should leave the lands of the living.  
One of your Death Knights puts him in his place by threatening to make a daisy 
chain out of his nose-hair, and he gets the SUBTLE message and accepts your 
invitation to trade.

Athron the Black is QUITE well guarded (he has a band of Thugs, Master Thugs, 
Archers and others around so you'd best stock up on potions and scrolls before 
you tackle him methinks).

Once Athron has been slain, a Nosferat confirms this and reminds you that you 
now need to head back to the Shadow Wolves to receive your reward.

If you take the City of Alderin en route back to the Shadow Wolves, one of your 
Lich Queens pops up to tell you that you are nearing the Empire's Capital, and 
she advises MUCH haste in order to locate the Library before they become aware 
of your presence.  Technically she's right - the mine is nearby - it's 
north-east of your present location (Alderin), but WHICHEVER way you go to get 
to it (north from Alderin or north-east from Frenien) the Empire WILL be made 
aware of your presence.

The LOGICAL route to take would be north-east from Frenien, because you can go 
past the Shadow Wolves en route to the Library, and you will go as far away 
from the Empire's CAPITAL City as possible, and that can't be a bad thing, 
non ??

If you decide to go north from Alderin instead, you will walk right into a trap.
See the unit represented by a spearman on the map to the north of Alderin, who 
is guarding the passage to the Empire's Capital ?  He is ready to set off a 
trap ... if you get too close to him, an Archmage pops up to sound the alarm, 
and casts a Chain Lightning spell on you and tells you that he is off to tell 
Demosthene of your presence in Nevendaar ... to which a Death Knight admonishes
you, telling you that they are sure to double their efforts against you now, 
so you'd better get your skates on and FIND THAT LIBRARY !!

I would suggest that IF you really Really REALLY wanna go north, that you 
summon a creature and let HIM approach the Spearman ... that way your PROPER 
troops won't take the damage ;)

If you instead opt to go the SENSIBLE route (as in, pop back to the Shadow 
Wolves and from there head east and then north), then you should end your turn 
near the Shadow Wolves, as on THEIR turn one of their members (Ronon) will grab
some treasure and run across to you.

He says "Ynngrel sent me to thank you ... The Empire is about to fall.  
Throughout the realm, corruption has replaced justice.  Even the Emperor 
Demosthene is too weak to prevent this. Many say that he will not live long ..."

(to which your Death Knight tells him to put a sock in it, as you really don't 
GIVE a sh!t about the Empire - Mortis just wants you to find the Timmoria 
Mines ...)

He gesticulates and a section of the map to the north-west is revealed.  He 
tells you that you will find the information you seek in the Library there, 
but that you must be careful, as the Library is guarded by a powerful Magi 
named Zunther.

He also tells you that you will be aided by the Shadow Wolves when the time 
comes ...

... BUT HE DOESN'T ACTUALLY GIVE YOU ANYTHING !!!!!  In case you want to kill 
him, he is carrying a Potion of Restoration, which I assume is what he was 
going to bring you.)

[HINT : DO NOT SLAY ALL THE SHADOW WOLVES !!]

IF you slay all the Shadow Wolves (including Ynngrel the Swift), one of your 
Nosferats pops up to tell you that as you have just KILLED your backup, you 
shouldn't expect to be bailed out by the Shadow Wolves when you face Zunther.

As you move from the City of Frenien and head to the north-east, a Nosferat 
tells you that you are entering the Empire's territory, and that you must be 
cautious.  Furthermore, he says that he can see smoke from a small town up 
ahead ...

A little further in, one of your Death Knight will advise you that peasants 
are in your way (one has just run screaming from you in fact !!), and that he 
would suggest razing the village before they are able to warn others of your 
presence).

IF ONLY !! =)

Once you have taken the City of Cuneria, a Peasant pops out to tell you that 
you must leave them be, or Zunther will kick your BUTT.

We'll see shall we ?  (Makes sure everybody is watching him and then SLAPS the 
peasant).

BWAHAHAHAHAHAHAAAAAAAAAAAAAAAAAAAR :">

As you continue onwards and round the corner to the west of Cuneria to travel 
south on your final push towards the Library, a unit charges you, trying to 
prevent you going any further. This unit comprises 2 Squires, 2 Archers and a 
Spearman.  Your Nosferat urges you to press forward, as Mortis DEMANDS you find
the plans for the Timmoria mines :">

JUST as you are about to lay your bony fingers on the Library, Zunther charges 
you from the south ... that little BUGGER has been lying in wait all this 
time !!

IF you helped out the Shadow Wolves earlier in the level, a unit of Shadow Wolf
troops will appear from a clearing the mountains to the east to help you battle
Zunther, and awaits your further instructions.

For your information, the Shadow Wolves Unit comprises :-

     2 Thugs, 3 Archers

... and Zunther's Unit comprises :-

     2 Knights, Zunther, Priest, Mage

Zunther is an Archmage, and quite powerful ;)  I would strongly suggest that 
you weaken him with spells and scrolls before you enter battle with him ... 
it'll make it easier :">

Once you have defeated him you can concentrate your attacks on the Library.  
MAKE SURE that you fully heal all your troops and use whatever positive 
enchantments you can on them before you enter the Library - it's not just for 
books you know ;)

Once the Library has been conquered, your mission is complete ... and (again, 
IF you helped them before) a Shadow Wolf Thug pledges the allegiance of his 
band of thieves to your cause.

You depart, telling him that you will meet them again some day ...


OPPONENTS	The Empire

CITIES

NEUTRAL CITIES

Name              Inhabitants

Alderin           2 Goblin Archers, 2 Goblins, Orc
Frenien           3 Thugs, Peasant

EMPIRE CITIES

Name              Inhabitants

Cuneria           Squire, Acolyte

BUILDINGS

Name              Inhabitants                   Gain anything from taking it ?

Lost Mastaba      Master Thug, Thug, Peasant    150 Gp, Pestilence Scroll
Perthin           Titan, Archer                 250 Gp, Talisman of Vigor
Crumbled Outpost  4 Goblin Archers, Wolf        200 Gp, Banner of Striking
Library           Knight, 2 Witch Hunters,
                     Cleric, Apprentice, Mage   100 Gp

EVENTS

Event             Notes

OPERATION SHADOW  The Shadow Wolves need a hand ridding the lands of Athron the
                  Black and his troop of worthless scumbags ... fancy helping 
                  them out ??  G'waaaaaan ;)
BAD BUSINESS      Hollar's Shop doesn't want to trade with you 'coz you're 
                  dead !!  That's UNFAIR discrimination that is !!
IT'S A TWAP !!    If you approach the Empire's Capital from the south, you'll 
                  be zapped !!
THE CAVALRY !!    If you have helped the Shadow Wolves, they will bail you out 
                  in your fight with Zunther (and, if they survive long enough,
                  the Library !!)

ITEMS LYING ON THE GROUND
Emerald, 3 x Potion of Healing, Potion of Protection, Orb of Healing, Bronze 
Ring, 2 x Life Potion, Menta Minoris Scroll, Orb of Earth, 2 x Silver Ring, 
Gold Ring, Potion of Swiftness, Weakness Scroll, Potion of Restoration, 
Dwarven Bracer (Artifact - just west of the Library), Summon I: Skeleton 
Scroll, Potion of Strength, Potion of Striking.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
2 x Potion of Restoration, 3 x Life Potion, Potion of Swiftness, Boots of 
Speed.

SHOPS

Name                          Sells

Hollar's Shop (Merchant)      Life Potion x 5, Potion of Healing x 10, Potion 
                              of Restoration x 10, Elven Boots x 1
Werric's Shop (Merchant)      Life Potion x 5, Treebark Potion x 2, Potion of 
                              Healing x 10, Potion of Restoration x 10

ENDING

Along with the plans for the Timmoria Mines, the Hordes find confirmation that 
a ritual is to be performed in 3 DAYS which will seal Bethrezen's Infernal Gate,
and imprison the child Uther there for a Century ... HOW WILL YOU GET TO HIM 
THEN !?!?!?!

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

2)	Uther's Blood

BRIEFING AND COMMENTS

With the maps in her possession, Mortis raises her Undead Army, and has them 
march on Timmoria.  The Hordes would have to time their attack very carefully, 
leaving the Legions just enough time to free Uther, before they mopped up the 
remaining Cohorts and took the boy for their own dark purposes.

Timing their strike to perfection, the Undead descended like a plague upon the 
Legions JUST as they had freed Uther from his imprisonment.

AAAAAAAAAAAAAAAAAAAAAND ACTION !! =)

You're objective on this level is to kill Uther (oh THAT'S an easy one - kill a
GODLING on the second level ... THANKS !!) so that you can harvest his blood to
enable Mortis to resurrect her consort Gallean.

Wraith Prusheen is back to give you Mortis' new orders ... which I've already 
given you !! =)

Basically Mortis wants you to destroy Uther before he flees, and bring her some
of his blood.

Just as he finishes giving you your instructions the camera pans in on the 
Infernal Gate, from which Uther emerges ... your forces make their attack, and 
the fun begins ...

You are given control over a comparatively quite large army on this level ... 
at the outset you are given the following units with which to attack Uther :-

[Nb.  UNfortunately for you, before you can actually CONTROL these units, Uther 
lashes out with 2 Ignis Potens Spells in strategic positions so as to hit as 
many of your units as he can - damage has been taken into account when I 
describe what units you have]

          1)   Zombie, Fighter
          2)   Gangren (a Nosferat), 2 Zombies, Dead Initiate
          3)   Zombie, 2 Dead Ghosts
          4)   Zombie, Dead Initiate
          5)   Gozlen'Ha (a Death Knight), 2 Zombies, Dead Initiate
          6)   Zombie, Fighter

Of all these units, the ONLY one that has taken NO damage is 6).

Now ... obviously you can do this one of several ways ... Uther KNOWS he is 
surrounded, so he is going to try and make his escape as quickly as possible ...
so you DEFINITELY don't wanna withdraw your Undead troops and heal them before 
hunting him down ...

So here's the dilemma.  Uther's Unit looks like this :-

                 BACK LINE               FRONT LINE

                         D   E   M   O   N
                   UTHER
                   WITCH                 Berzerker

(Hope that makes sense - BASICALLY what I'm telling you is that your units will 
have to get through the Demon AND the Berzerker before they will be able to hit 
Uther.  The REASON for this is simple ... he has a MASSIVELY powerful ranged 
attack and, whilst it only hits one unit at a time, he will attack whatever 
ranged unit is in your team first, so the Nosferat will die almost straight 
away, and all the Ghosts and Initiates are ALREADY dead from his Ignis Potens 
spells !!)

You have three real ways of dealing with this in my humble opinion :-

     1)     Charge Uther with all your units.
     2)     Try and block off his escape to gain time (but in all likelihood he
            will just smash through the weakest of your units and run away)
     3)     GET OUT OF HIS WAY !!  Save your troops and heal them and then kick
            his ass ...

If you choose 1) then be VERY careful about how you approach him, as he has two 
Demons - one on either side of him, so to avoid wasting your troops in battles 
that do not involve Uther at all, you will need to perhaps move them away from 
him a square or two to line up with him correctly, and then charge him in a 
straight line.  You should be able to kill the Berzerker and all but kill the 
Demon (but don't forget that units not killed will gradually heal).

If you choose 2) then I would send your best units out of the Capital to try 
and hunt down scrolls etc., that can be fired off against Uther whilst he is 
being slowed by your units.

Whichever you choose it is a CERTAINTY that you will not be able to kill Uther 
using THESE units alone ... so I would concentrate on the war effort closer to 
home ... conquer as many cities as you can and use them to house troops to 
spring on Uther as he draws near ... also try and research as many summoning 
spells (Nightmare is a GREAT example) as you can ... even though Uther is 
warded against most types of attacks you can at LEAST destroy the units he is 
travelling with ;)

This would be a GOOD time to point out that you also have the City of Thaaxull 
gifted to you at the beginning of this level.  If you went for option 3) above 
then you could always withdraw your troops back to Thaaxull to heal them ... 
you'll have to fight to get there, but as you will see when he runs, Uther will
rush back to the Legions' Capital to strengthen his troops before he pushes 
northwards to what is effectively his finish line ...

[HINT: ENSURE that the passage to the south of Thaaxull is heavily protected, 
as Bethrezen MUST come through here to get to the end of the level ...]

As you enter the humans territory to the south of Thaaxull, you will be 
chastised by a Spearman who tells you that this is THEIR land and you cannot 
stay there ... ignore him and move onward with your slaughter ;)

[NOTE:  Lupenzo has advised me that if you wait long enough, the humans in this 
area will try  and make a break for their own freedom and leave the area ... a 
STUPID move on their part  which should provide you with plenty of chance to 
hone your fighting skills by annihilating  them as they run ... screaming 
.............. like a bunch of sissies ... lol ... apparently they are lead by 
a Titan in their flight]

If you take the City of Inthuric, a Spearman asks why you have returned, saying 
that their race has barely recovered since the First Great Wars, and your 
presence here threatens to vanquish them completely ... HE'S RIGHT !!  CRUSH 
THESE SCUMS !! =D

As you conquer the City of Oghock, a thief emerges from the shadows [NOTE: This
MIGHT not happen if you didn't help the Shadow Wolves in Mission One - I'm not 
100% on that tho ...] to give you some useful advice ... he says that Uther can
only escape one way, and that is to the North.  He tells you that he will be on
the move soon, but that they will alert you once he begins to move.

It's good to have mates, innit !! ;)

Once you have taken Tsullen'Hish, one of your Initiates goes to a Lich Queen 
and asks her how it is possible that there are Undead Creatures on these lands 
that are not under Mortis' control ... the Lich Queen says she will confer 
with Mortis to ascertain what is going on ...

If you take the City of Dunera, a Cultist comes out to tell you that Bethrezen 
will not allow your victory, and that you will perish ...

... erm ... what ??  You are the representative of a fallen God whos army is 
in hiding ... even NOW, with his return to you, you flee from our MIGHT (bangs 
fist on table).

                GOOOOOOOOOOOOOOOOOOOOO AWAAAAAAAAAAAAAAAAAAAAAAAAAAAY !!

Paying a visit to (and 'liberating') the City of Luycyx will cause one of your 
Death Knights to pop up and tell you that it looks like the Dwarves are 
travelling about Nevendaar once again ...  and he QUITE RIGHTLY states that 
you should have snuffed them out during the First Great Wars ...

If you travel to the south-easternmost corner of the map you will encounter a 
Lizard Man who asks you for your help ... basically he wants you to take the 
totem in the chest beside him to his tribe in the south-western corner of the 
map ... and with that, he disappears !!

... leeeeeeeeeeeeet me get this right ... this guy can seemingly TELEPORT ... 
and he wants me to CARRY his totem ?

"Oh ... I've got these tickets for me to fly by Concorde from Paris to New York
... but I need somebody to take my overnight bag BY BOAT.  Is that ok with you 
sweety ??"

You WHAAAAAAAAAAAAAAT ?????  ... oh allllllllllright ...

In order to reach this Lizard Man's tribe you need to go back to Luycyx, then 
west to the Hideout, and then south-west to Krazius.  From here, head due west 
and you will encounter his tribe.  As you approach what is a reasonably large 
gathering of Lizard Men just past the Antique Temple in the south-western 
section of the map, a Lizard Man unit comes out to tell you that you cannot go 
any further, and that you are now in Shirlllessh Tribe Territory.

A Medusa then comes hurtling out of the Lizard Man Encampment, recognising the 
Totem you are carrying as the Agshlisga Totem - a sacred totem to these 
people ... and takes it from you, telling you you are nice (bless), and giving 
you a Runestone for your troubles.

Now ... this MIGHT just be me being a *little* bit unappreciative ... but isn't 
that kinda like offering me a bag of PEANUTS after I've carried the overnight 
bag ON THE BOAT from Paris to New York ???????????!!!!!!!!!!!!!!??????????????

In a fit of what can only be described as IMMENSE dissatisfaction, I 
extinguished the WHOLE of the Shirlllessh Tribe (and why not - we ARE the 
Undead after all !!  Compassion is NOT a part of our Charter) ;)

If you take the fight to Uther and bear down on the Legions' Capital, the Thug 
that said he would warn you of Uther's moves earlier on in the level pops up 
again to tell you that he has received (as in, Uther has received) more 
reinforcements from the East, and that he will soon begin his march ... you 
must prepare yourselves ...

To the east of the Legions Capital (as in, on the edge of the map), the 
following units then appear :-

           1)     2 Fiends, Demonologist
           2)     Marble Gargoyle, Duke (Zaorish in my Saga), Demonologist
           3)     2 Fiends, Demonologist

From the next turn, Uther (who is (in MY saga at least) travelling with 2 
Cultists and 2 Possesseds now) makes a move to the east to unite with his 
other units, so that they can begin their big push towards the finish line.  
DO NOT FORGET what I said ... remember that narrow stretch just to the south 
of Thaaxull ?  Uther MUST come through there to reach his goal, so THAT is 
where I would have all my troops waiting.  Bombard him with spells whilst he 
is en route, as you will be able to take out the units he is travelling with 
... but Uther is warded against almost everything you can throw at him, so save
your troops for him.

Also try and take out as many of the OTHER units with which Uther is travelling 
(i.e. the Fiends, Demonologists and Gargoyle, etc., which have just appeared 
from the East).

I would SUGGEST that you save your summons until only Uther remains in his 
party and then use those against him ... Uther should take more damage that way 
:">

Once you have slain Uther, a Sorcerer cries out that he has fallen, and the 
legions flee for their lives ... you have won a MIGHTY victory this day.  
Well done !! :)


OPPONENTS	Uther, Legions of the Damned, Human Resistance

CITIES

NEUTRAL CITIES

Name              Inhabitants

Dunera            Hill Giant, Crossbowman
Luycyx            Hill Giant, Rock Giant [Polar Bear]
Krazius           2 Goblins, Ogre
Kuelluran         [Spearman, 2 Man at Arms]
Inthuric          [2 Spearmen, Knight, Cleric]
Oghock            [2 Orcs, 2 Goblin Archers]
Tsullen'hish      [Ghouls, Zombie]

UNDEAD CITIES

Name              Inhabitants

Thaaxull          (WHOEVER YOU PUT IN IT !!)

BUILDINGS

Name              Inhabitants                   Gain anything from taking it ?

Perthin           2 Master Thugs, Archer        150 Gp, Potion of Strength
Crumbled Fortress Goblin, Goblin Archer         30 Gp
Hideout           2 Goblin Archers, Ogre        500 Gp, Summon Living Armour 
                                                                         Scroll
Antique Temple    Deathdragon, Ghost            600 Gp, Banner of Protection
                                 (the above is the Antique Temple near Krazius)
Antique Temple    Imperial Knight, Mage,
                          2 Imperial Assassins  400 Gp, Call Decay Dragon 
                                                                         Scroll
                               (the above is the Antique Temple near Kuelluran)
Crumbled Keep     2 Goblin Archers              35 Gp, Goblin Orb
Lost Mastaba      2 Wyverns                     200 Gp, Sapphire
Ruined Tower      Deathdragon, 2 Specters,
                                     Initiate   1,000 Gp, Tome of Water

EVENTS

Event             Notes

Undead Raid !!!   You surround and assault Uther ... YEY !! :">
Human insults     The PITIFUL Humans tell you not to enter their lands.  BAH !!
Help the Lizards  Act as errand boy for the Lizard Man and his totem ... if you
                  wanna ...

ITEMS LYING ON THE GROUND
2 x Life Potion, Quicksilver Potion (at the eastern end of the valley on the 
northern border of the map (just right of the middle)), 3 x Potion of Healing, 
Treebark Potion, Silver Ring, Lightning Scroll, 2 x Potion of Restoration, 
Staff of Thunder, Bronze Ring, 2 x Potion of Vigor, Potion of Speed, Ice Storm 
Scroll, Zombie Orb, Pestilence Scroll, Call to Arms Scroll, 2 x Emerald, Bronze 
Ring, Orb of Earth, Potion of Swiftness, Agshlisga Totem, Healing Ointment, Orb 
of Vigor, Potion of Accuracy, Ruby, Lizard Man Orb, Sanctuera Scroll, Weakness 
Scroll.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
Sapphire, Gold Ring, Potion of Fire Warding, Potion of Healing, 2 x Life Potion,
Potion of Restoration, Potion of Protection.

SHOPS

Name                          Sells

Jolan's Tower (Magic Shop)    Blizzard (200 Gp), Hymn of the Clans (400 Gp), 
                              Stone Rain (400 Gp)
Werric's Shop (Merchant)      Life Potion x 5, Potion of Healing x 10, Potion 
                              of Restoration x 10, Healing Ointment x 3, 
                              Treebark Potion x 1, Potion of Protection x 2, 
                              Potion of Striking x 1, Potion of Speed x 1
Sallat's Shop (Merchant)      Orb of Healing x 1, Orb of Restoration x 1, Orb 
                              of Life x 1, Orb of Vigor x 1
Under's Shop (Merchant)       Life Potion x 5, Treebark Potion x 5, Potion of 
                              Healing x 10, Potion of Restoration x 10, Banner 
                              of Speed x 1

ENDING

With Uther's fall, you harvest his blood so that you can present it to Mortis 
to enable her to revive her long-dead husband Gallean.  Preparations for the 
ritual can now begin !!

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

3)	The Council

BRIEFING AND COMMENTS

Whilst you and your cronies were busy kicking Uther's BUTT across Nevendaar, 
the Empire was FAR from resting ... they despatched an emissary to the Mountain
Clans, requesting an audience.  The Clans responded by asking Slookarijj 
Blackstone - a member of the High Council and the Leader of the Blackstone Clan,
to meet with representatives from the Empire.

SINCE such a meeting is sure to result in a long-term alliance between these 
two Powers in such trying times, Mortis - assessing such an alliance as a 
threat to her long-term plans, for the combined forces of the Empire AND the 
Mountain Clans would surely be too much for even the Undead Hordes to oppose - 
decides that Slookarijj Blackstone must be slain.

Your objective on this level is quite simply to slay Slookarijj Blackstone 
before he can hook up with the representatives from the Empire.

The level begins with Wraith Prusheen giving you yet more instructions from 
Mortis.  He tells you that Mortis wants Slookarijj DEAD (haven't I just said 
that ... like ... THREE TIMES ?? Come on Prusheen - tell us something we DON'T 
already know !!)

... and then it's over to you !!

For your information, your Capital is located in the south-eastern corner of 
the map, and Slookarijj Blackstone begins the level in the north-eastern corner
of the map (just outside the Mountain Clans' Capital City).

If you move westwards from your Capital City, one of your Nosferats pops up to 
tell you that the lands are LITTERED with Greenskins, and you should be prudent
as you advance ...

If you take the City of Khaana, a Templar comes to you to confirm that the City
has been cleared of Orcs, but you should still remain vigilent, as others in the
outskirts may retaliate.  (This is quite possible as just to the west of Khaana 
is an Orc King !!)

From his starting position, Slookarijj moves out of the walled city 
encompassing the Clans Stronghold and proceeds westwards to the Dwarven City of 
Burick.

A couple of turns into the level, a Shadow Wolf Thug comes to your Capital to 
tell you that the lands surrounding you are infested with Greenskins (as if you
NEEDED him to tell you that !!).  A Nosferat tells him of your mission to slay 
Slookarijj Blackstone, and he responds by telling you that Slookarijj is already
on his way to Fhindar ... but that you do not need to worry unduly, as they will
attempt to delay Slookarijj any way they can ... he intimates that his master 
(whom, if you have forgotten, is the LECHEROUS Hubert De Layle) has delayed
this meeting many times already.

He tells you that they will keep you advised as to Slookarijj's progress, and 
urges you to hasten to their city of Hillgrin, where they have more information 
for you.

Then he departs.

Hillgrin, for your information, is the only city controlled by the Shadow 
Wolves on this level.  It is located just south of Fhindar, so head to the 
western edge of the map and then work your way north, and you will find 
Hillgrin.

I should point out that the only way to get OUT of the south-eastern corner of 
the map (once you have pacified the area) is a via a small channel leading to 
the west along the southern edge of the map ;)

As you are about to enter the dead looking forest to the west of the City of 
Khaana, your Nosferat comes back (again) to forewarn you of the presence of 
dangerous creatures in the forests.

We ARE dangerous creatures ourselves !!  We are inVINcible ... ONWARDS !!!!! =)

(The forests are a haven for Werewolves, and Werewolves are immune to physical 
attacks, so a modicum of caution wouldn't go amiss ... I just didn't say it out
loud 'coz I didn't want to jeopardise the butch image of the Hordes) ;)

If you move in and take the City of Genran, a Thug pleads for his life, 
offering to exchange treasure which he has buried in the Cemetery if he is 
released ... one of your Fighters then goes to the Cemetery on your behalf, 
finds the items the (presumably now DEAD) thug was speaking about, and deposits
them in the City for you ... they are :- an Emerald and a Silver Ring.

Genran is a very handy City to hold on this map as, even though it is on the 
western edge of the map, it is quite centralised from the perspective that you 
can go in practically any direction and reach a major point of interest on the 
map.  North of Genran is Hillgrin, and thereafter Fhindar.  North-east of Genran
is the Clans Capital, and south-east of Genran is your Capital City.

If you move north from Genran to Hillgrin, a Shadow Wolf Master Thug comes out 
to bid you welcome, and confirms that you may enter their city (one of the two 
units standing guard at the entrance to the city moves to the side to allow you 
to access it).

The Master Thug goes on to say that they have the means to wreak havoc on the 
Empire, and the camera then pans to the north-east of Hillgrin to reveal a 
Manticore trapped within a mountain prison.  One of your Nosferats asks what 
you must do with the beast, to whict the Master Thug responds by saying that 
the Manticore is kept drugged by the guards, who feed it poisoned food.  He 
says if you slay the guards, the Manticore will awaken and slay everything in 
its path ...........................

... sounds like a plan Stan !! =)

The Nosferat thanks the Master Thug, who then whizzes back into the walled 
confines of the City of Hillgrin, zipping around to the furthest point, so as 
to allow you full access to the city (and to Under's Shop, which is located 
there).

If you decide to be a COMPLETE b@stard and take the City of Hillgrin, one of 
the Shadow Wolves accuses you of betraying them (fair comment), and tells you 
that his Master will hear of this treachery ...

[Note :  Since this will invariably jeopardise future assists from the Shadow 
Wolves I would strongly suggest NOT taking the City of Hillgrin OR attacking 
any Shadow Wolf Units unless you are provoked] ;)

I would suggest that from here you proceed directly north-east to the Empire's 
Capital, in a bid to free the Manticore from its slumber (in the hopes that it 
will head due west to Fhindar and mop up some of the Empire's luvvies who are 
waiting there).

DO NOT GO NEAR FHINDAR.

Fhindar is surrounded by the following Empire units :-

       1)     Elementalist, Cleric, Ranger, Imperial Assassin
       2)     Archmage, Imperial Priest, Imperial Knight, Grand Inquisitor
       3)     Archmage, Hierophant, Inquisitor, Grand Inquisitor
       4)     Archmage, Hierophant, Inquisitor, Grand Inquisitor
       5)     Ranger, Elementalist, Paladin, Inquisitor
       6)     2 Hierophants, Holy Avenger, Imperial Assassin, Defender of Faith
       7)     2 Hierophants, Holy Avenger, Imperial Assassin, Defender of Faith
       8)     2 Hierophants, Holy Avenger, White Wizard, Defender of Faith
       9)     Ranger, Elementalist, Paladin, Inquisitor

With more Empire troops just milling around looking pretty ... and MORE in wait 
of your arrival.

If you APPROACH Fhindar, Wraith Prusheen HIMSELF will show up to tell you that 
you MUST NOT GO THERE ... the Empire is aware of your presence and has bolstered
its armies in preparation of your arrival.  He judges it certain death for you, 
and tells you not to venture there.

If you disregard his advice, you will AUTOMATICALLY fail the mission after you 
pass the lone Titan who is standing guard outside Fhindar ... one of the 
Empire's troops (Unit (1) on my list above) spots you and calls for 
reinforcements - BILLIONS more units teleport onto the map to bolster Fhindar, 
Wraith Prusheen tells you Mortis is displeased that you did not carry out her 
orders, and you FAIL.)

... SO ... onto the Manticore =)

The Manticore is being kept just to the south of the Empire's Capital City, 
under the watchful eye of 3 units of guards :-

              1)     2 Man at Arms, 2 Archers, Beastkeeper
              2)     2 Archers, Spearman, Beastkeeper
              3)     2 Archers, Spearman, Beastkeeper

Once the Guardians have been slain, your Nosferat comes back to confirm this, 
and to say that that Manticore should awaken soon.

[NOTE: Lupenzo has again kindly provided insight into this bit, to confirm that 
if you use summoned units to kill the guards for the manticore, you don't have 
to flee from it ...]

If *I* were you ?  I would let it do its business ;)  You COULD of course try 
and slay it to gain some tasty XP ... but I thiiiiiiink it will attack Fhindar,
and that would be EQUALLY cool :">

... did I mean that it has over 1,000 Hit Points and is immune to paralysis ???
Juuuuuuust thought you might like to know that ;)

As you flee (did I say flee ?  I meant tactfully withdraw :">) towards Unhira's 
Tower, a unit comprising a Rock Giant, Tempest Giant and Druidess approaches 
you, saying "What's that smell ?  An animal probably died in the forest ..."

NOT A CHANCE MATE !!  That's US !! =D

BOO !!!  Bwahahahahahahaaaaaaaaar (sounds of swords hitting stone as we kick 
their BUTTS)

(they do actually twig that it's us making the smell BEFORE we kill them - 
unfortunately they don't have the time to get away and tell anybody) :">

... right ... so I've released the Manticore ... I've got my popcorn and my 
super-sized coke and I'm ready to watch the mayhem unfold.

... turns pass, and the Manticore goes straight past the Empire's Capital City 
... cool ... now on to Fhindar right ?  GOOD BOY !!

... um ... nope ... what's ... he ... doing ?  He's going ... across the waves 
... to ... Hillgrin ??  Oh well ... if he kills the Shadow Wolf Clan I won't 
have to do it later ... nope ... he's ... going ... on ... he's ... coming down
to ... oh no ... NO !!  He's attacking Genran !!

That SONOFABIATCH !!!!! =O

[Note :  Since the STUPID Manticore has a weapon-based attack and, as we've 
already seen on this level, Werewolves are IMMUNE to physical attacks and, as 
the Manticore only has an adjacent striking range of 1, if you front line of 
troops comprises 3 Werewolves ?  You will be 100% invincible to the Manticore !!
Suddenly this whole "DESTRUCTION OF FHINDAR" bit has taken a TOTAL turnaround 
... but it's cool, 'coz at least you can drain this FREAK of its XP] ;)

Insofar as Slookarijj Blackstone is concerned ?  If you are quick AND strong, 
you can take him whilst he is still in the city of Burick ... this is how I 
took him ... I am quite confident, however, that if you DON'T take him there, 
he WILL make a final march to Fhindar, so be prepared ... if I were going to 
strike him en route to Fhindar, I would at Unhira's Tower, as Slookarijj will 
have to pass by this Tower to get to Fhindar, and if you did your strike any 
closer to Fhindar, there is always the chance Empire troops would see your 
ambush, and come to Blackstone's aid ...

Slookarijj is travelling with the following :-

  1)     Slookarijj Blackstone, Tempest Giant, Venerable Warrior, Flame Caster, 
         Alchemist
  2)     Ice Giant, Druidess, Crossbowman, Axe Thrower
  3)     Novice, 2 Veterans, Crossbowman, Axe Thrower

Since his unit itself is quite strong, I would suggest that you soften it up 
with some summons (Nightmares are GREAT) before you go in ... he is carrying a 
Holy Chalice (Artifact), Orb of Regeneration and Banner of Battle which you can
take after he has fallen.

With Slookarijj Blackstone's head adorning the bonnet of your car, you may 
proceed to the next level - well done !! =)


OPPONENTS	The Empire, Slookarijj Blackstone and the Mountain Clans.
ALLIES      The Shadow Wolves

CITIES

NEUTRAL CITIES

Name              Inhabitants

Khaana            2 Goblin Archers, Orc, Orc Champion
Genran            2 Thugs, 2 Archers, Apprentice
Bhagu's City      [Goblin, Orc]


SHADOW WOLF BAND CITIES

Name              Inhabitants

Hillgerin         2 Thugs, 2 Marksmen, Imperial Assassin, Master Thug

MOUNTAIN CLANS CITIES

Name              Inhabitants

Burick            [2 Flame Casters, Warrior]

EMPIRE CITIES

Name              Inhabitants

Fhindar           [2 Imperial Knights, Cleric, Priest, Wizard]

BUILDINGS

Name              Inhabitants                       Gain anything from it ?

Crumbled Outpost  Rock Giant                        200 Gp, Orb of Thunder
Abandoned Chapel  3 Werewolves, Vampire, Initiate   550 Gp, Summon Nightmare 
                                                                         Scroll
Crumbled Tower    Goblin Archer                      45 Gp, Goblin Talisman
Old Manoir        2 Orcs, Goblin, 3 Goblin Archers  300 Gp, Touch of Mortis 
                                                                         Scroll
Abandoned Fort    2 Wyverns, Ghouls                 100 Gp, Zombie Orb
Ancient Library   Ice Giant, Yeti, Druidess,
                                 Spirit of Fenrir   300 Gp, Highfather's Potion
Haunted Keep      2 Imperial Knights, Wizard,
                             2 Imperial Assassins   340 Gp, Staff of Light

EVENTS

Event             Notes

GREEEEEEENSKINS   You are told of the presence of Greenskins all over the place
                  - beware ;)
Shadow Wolf Aid   The Shadow Wolves tell you to go to Hillgrin (which he has 
                  mis-spelled), where they are awaiting you.
Free the 'Core    You are sub-quested to free the Manticore that is being kept 
                  prisoner just to the south of the Empire Capital.
Slay the Envoy    Take out Slookarijj Blackstone and his envoy to complete the 
                  level.

ITEMS LYING ON THE GROUND
2 x Potion of Healing, Orb of Fire, 2 x Silver Ring, 2 x Potion of Strength, Orb
of Water, Ignis Carn Scroll, Potion of Swiftness, Gold Ring, 2 x Life Potion, 
Hymn of the Clans Scroll, Orb of Poison, Potion of Vigor, Incantare Belliarh 
Scroll, 3 x Potion of Protection, Chronos Scroll, Potion of Striking, Unholy 
Chalice (Artifact - just south of the Abandoned Chapel), Lightning Scroll, 
Emerald, Ruby, Silver Ring, Seafaring Scroll, Diamond, Potion of Restoration, 
Squire Orb, Strength Scroll, Haste Scroll, Potion of Speed.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
Potion of Restoration, 6 x Life Potion, 2 x Potion of Healing, Ruby, Potion of 
Striking, Orb of Healing.

SHOPS

Name                          Sells

Ebhon's Shop (Merchant)       Life Potion x 4, Potion of Healing x 6, Potion of
                              Restoration x 6, Potion of Strength x 1
Thurin's Shop (Merchant)      Life Potion x 5, Potion of Healing x 10, Potion of
                              Restoration x 10, Potion of Strength x 3
Unhira's Tower (Magic Shop)   Vithar's Might (200 Gp), Healing (400 Gp), Chant 
                              of Arms (600 Gp), Ymir's Blessing (900 Gp)
Under's Shop (Merchant)       Air Ward Scroll x 1, Water Ward Scroll x 2, Mind 
                              Ward Scroll x 1, Death Ward Scroll x 1
Furren's Shop (Merchant)      Life Potion x 5, Potion of Healing x 5, Potion of
                              Restoration x 10, Healing Ointment x 4

ENDING

With Slookarijj and his team dead, and their rotting corpses having been 
resurrected to join Mortis' cause, the alliance between the Empire and the 
Mountain Clans looks ... well ... shagged, basically !! =)

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

4)	Retaliation

BRIEFING AND COMMENTS

Mortis' murdering Slookarijj Blackstone had BAD consequences, as when the 
Empire learned of this, they launched an all-out attack on the Hordes ... 
Mortis quickly decides that she needs to take control of the City of Hunneria 
if she is to thwart this attack ...

When the level begins Wraith Prusheen (bless his cotton socks) pops up to give 
you your instructions, as per usual ... he says that Mortis has ordered you to 
capture the City of Hunneria, to break the morale of the allies, and disrupt 
their communications ...

He also alerts you to the presence of a Knight named Dasannar who is on these 
lands, and who is VERY powerful, and quite possibly able to throw a spanner in 
the works.  Slaying him would be a BIG bonus ;)

Hokay ... it's the start of the level ... are you ready !! =)

First off, your Capital City is just south of the north-western corner of the 
map ... and both Knight Dasannar AND the City of Hunneria are in a walled 
enclosure in the south-eastern corner of the map.  The Empire's Capital is in 
the same walled enclosure, and the Mountain Clans Capital is located in the 
north-eastern corner of the map.

So to MY beady little eye it looks like the south-western corner of the map is 
ENTIRELY up for you to take !!  This is because not only are Hunneria and the 
Empire's Capital walled in, but there is a huge mountain range preventing them 
from travelling west without first going east and then north :)

... so I'm going to conquer the entire western wing of the map and then move 
across like a wave of terror =)

[SPOILER:  The Shadow Wolves are going to betray you on this level ... BE 
PREPARED] ;)

A couple of other things of interest geographically that I should point out 
before I get cracking ... 1) There is a LARGE expanse of water sweeping from 
the north of your Capital City down to the south-east, and this is HEAVILY 
patrolled by the Clans, who have at least SIX ships' worth of units waiting for 
you on the high seas.

Also, there is a training camp RIGHT BESIDE the Empire's Capital ... so you 
should expect the troops within the walled enclosure I keep referring to to be 
QUITE well trained ;)

Right.  Enough of my babbling.  WE RIDE !! =D

If you travel due north from your Capital City you will encounter a rather 
PANTS unit of Peasants on the open seas, who are TERRIFIED of everything !!  
First they see you ... then they flee.  THEN they see a sea serpent and they 
CACK themselves ... then one of your Nosferats tells you that this section of 
water is inhabited by merfolk ...

... which it is ... but only sparsely so compared to the Dwarven presence on 
these waters ;)

In the crumbled outpost you will find a pair of Boots of the Elements - which 
are INVALUABLE when you are travelling on the seas, as they allow you to move 
WITHOUT penalty ... i.e. no more 6 points per square on water - WOOHOO !! =D

If you take the City of Venaril, a Speamen calls after you to tell you that you 
are treacherous creatures (why THANK you little man - tell me more !!), and that
the combined forces of the Empire and the Mountain Clans Fleet (which I referred
to above) will crush you.

FAT CHANCE.  We're already dead - what the HELL have we got to worry about ???  
Hmmm ????

Get a grip you little sodbucket !!  (Slaps the Spearman and moves on)

A little later one of your Nosferats pops up to tell you BASICALLY what I 
already have - that the Mountain Clans have a great fleet upon the high seas, 
and you should be VERY careful if you travel across the waters.

For your information, the "fleet" comprises :-

          1)     Archdruidess, Engineer, Veteran, Crossbowman
          2)     Engineer, Rock Giant, Flame Caster
          3)     Dwarf Champion, Dwarf
          4)     Rock Giant, Druidess, King's Guard
          5)     2 Mountaineers, King's Guard, Alchemist
          6)     Wolf Lord, Ice Giant, Loremaster

... so AS you can see, it's quite a robust little flotilla of units they have 
there ...

If, after leaving the City of Venaril, you head due south, you will bump into a 
Shadow Wolf Thug who tells you that they have found an almighty artifact which 
you can use to smite your foes, and offers to lead you to it .............. 
sound too good to be true ?  It is.  He is TOTALLY leading you into a trap 
where little nasty pigmys will be waiting with short sharp pointy thingies to 
poke and prod you until you go EEK ! at which point they will attach electrodes 
to your bits and (wait till electricity is invented and then) fry 'em off !! =O

... so following him is not necessary.  If you are going to explore the whole 
of the map like I am, you'll find him anyway - and he leads you a LONG way off, 
which (if you're only using one unit to move around like I am), can really slow 
down the level ;)

[NOTE: Lupenzo has offered this tidbit for this situation :- Use thief to 
follow thug and you  can spring the trap without having to fight your way out.  
Instead you fight your way in at  your own leisure.  THANKS Lupenzo :) So now 
you have THREE different approaches to take ...  spoiled for choice aren't ya !!
;)]

I am not going to follow the Shadow Wolf Thug, but if you DO, you can just skip 
down a bit, and I will describe what happens for you (only difference is I will 
do it from the perspective of NOT following him, and just coming upon him later,
by chance) =)

If you head south-west from Venaril, a Ghost will pop up to warn you that you 
are about to enter Empire Territory, and that they have planned an ambush for 
you ... she's right !!  If you move onwards, 2 Titans jump you ... those 
BIATCHES !! =O

Due WEST of where you are attacked is a Cemetery ... if you approach it, Mortis 
will raise two units to help you on this level (bless her - she's such a 
CUTIE !!).  They are :-

          1)     2 Zombies
          2)     2 Zombies

                            ... wow ... HOW generous ...

   ... I'm the Goddess of Death, and I give you ?  ............. earthworms ...

                         ... ooh !  And a spade as well ...

                                   ... sigh ...

Well it's better than nothing I guess ... you could always use them to protect 
the City of Beruria once it has fallen to your military might ;)

If you take Beruria, then there is a brief dialogue between a Witch Hunter and 
one of your Death Knights which goes a little bit like this :-

(ahem)

WITCH HUNTER :  "My kind and I will search out the likes of you and extinguish 
                 you AND your evil which plagues our land like a virulent ... 
                 um ... viral thing ... in the rainy season ..."
DEATH KNIGHT :  (whips out his sword and cuts the Witch Hunter's head off in 
                 one deft move)
AUDIENCE     :  "Oooooooooooooooooooooooooooooooooooooh"

A little while later a Wizard pops up tell you that your attempt to thwart the 
alliance between the Empire and the Mountain Clans from forming has failed, as 
Slookarijj Blackstone was just one of the MANY emissaries sent to meet up with 
the Empire ... to which your Death Knight (who has just finished wiping the 
blade of his unholy sword clean from the blood of the Witch Hunter) smiles and 
says "KILLER !  That means we'll have more of you to kill !! You KNOW you're 
going to die trying little man ... play on !!"

=)

If you chose to follow the Thug from the Shadow Wolves, or you are just bumping 
into him now (if you move south from Sallat's Shop you will find him), he tells 
you that Hubert has designs on the Empire, and you are no longer of any use to 
the Shadow Wolves ...

(cough cough splutter)  We are no longer of use to THEM ???  WHAT A JOKE !!!!!

A unit of Greenskins closes the gap behind you and traps you in the valley, to 
which the Shadow Wolf Thug laughs at you and then sails off the end of the 
map ...

... I just trashed the joint - I slew EVERY SINGLE UNIT in the area ... AND 
made a mental note to kick the SH!T out of the Shadow Wolves the next time I 
saw them ... duplicitous little MAGGOTS ...

If you take the City of Allanar, an Imperial Knight pops up to tell you that 
Demosthene AND the Mountain Clans are BOTH aware of your plans, and that you 
will be crushed.

TALK TO THE HAND BUDDY ... I ain't interested ... :">

If you take the Dwarven City of Ludevic a Forge Guardian there is GOBSMACKED 
that you were able to make it past their "almighty" fleet.

BE amazed little one ... for we are the undead !!  Watch !  We can even juggle 
our own heads !

Ready boys ??  (much hilarity ensues)

If you take the City of Wunerioc, one of your Fighters confirms that you have 
stopped the supply lines that were being provided by the Barbarians ... which 
KINDA makes sense to me, but not entirely - I get the impression I stumbled 
upon these barbarians before I should have ...

... but nay matter - now they can no longer supply OR defend Hunneria, so it's 
gonna fall easier I would hope :">

If you press on towards the north-eastern corner of the map, you will be advised
that you are now entering Empire Lands (again - they only seem to occupy pockets
of land on this map), and that they are once again prepared to face you ... to 
which Knight Dasannar pops up and tells you that he fought against your kind in 
the First Great Wars, and that he will once again help to send you back to the 
shadows.

... so it's on to kick his @ss basically !!  Please take note that the Pegasus 
Knight immediately to the south-east of where you are when Dasannar makes his 
speech is NOT Dassanar.  Knight Dassanar is awaiting your arrival just inside 
the city walls ...

... and he's (shock, horror) NOT alone ...

He is hiding (the COWARD) behind the following units :-

   1)     2 Archers, 2 Man at Arms, Apprentice, Spearman
   2)     2 Archers, 2 Man at Arms, Acolyte, Spearman

... and here is the breakdown for Knight Dassanar's Unit :-

          Knight Dasannar (Defender of Faith), Matriarch, Imperial Priest, 
          Imperial Assassin

Once Knight Dassanar has been vanquished he runs away blubbering about how he 
feels really let down by the Highfather ................. BOTHERED ??  BUZZ OFF 
you CREEP !! =O

Then it's off to take Hunneria !!  I would suggest doing this in 3 stages ...

    1)     Clear all the troops from the walled city so that you can lay siege 
           to Hunneria.
    2)     Clear out the troops that are resting there, but not garrisoned 
           there.
    3)     WIPE OUT EVERYBODY INSIDE THE CITY !! =)

FORTUNATELY there are 2 shops right smack bang up next to Hunneria, so you 
shouldn't have a problem buying supplies ...

Ooh !  And one more thing ... you might like to spend all your remaining gold 
on buying XP for your best leader ;)  Juuuuuuuuuuuuust a thought =)

Once Hunneria has fallen, Mortis' victory against the Empire is complete =D


OPPONENTS	Knight Dasannar and the Empire, The Mountain Clans, The Shadow 
                Wolves

CITIES

NEUTRAL CITIES

Name              Inhabitants

Methral           3 Lizard Men, Medusa
Wunerioc          [2 Barbarian Warriors, Barbarian Chieftain]
Venaril           3 Man at Arms, Spearman

MOUNTAIN CLAN CITIES

Name              Inhabitants

Ludevic           [2 Dwarves, Warrior, Druidess]

EMPIRE CITIES

Name              Inhabitants

Allanar           [Knight, Archer, Acolyte]
Hunneria          Son of Ymir, Archmage, Marksman, Squire, Paladin
                                             [2 Squires, 2 Archers, Apprentice]
Beruria           [Squire, Acolyte]

BUILDINGS

Name              Inhabitants                       Gain anything from it ?

Crumbled Outpost  2 Mermen, Mermaid                 200 Gp, Boots of the 
                                                                       Elements
Kerthin           Rock Giant, Dwarf, Crossbowman,
                                          Druidess  250 Gp, Elven Boots
Antique Temple    2 Crossbowmen, Alchemist, Dwarf,
                       Spirit of Fenrir, Wolf Lord  1,000 Gp
Watch Tower       Warrior, Forge Guardian, Dwarf,
                                          Druidess  300 Gp, Staff of Celerity
Kassel            2 Orcs, Goblin, 2 Goblin Archers  300 Gp, Potion of Fire 
                                                                        Warding
                   (the Kassel above is just south-west of the City of Venaril)
Kassel            Defender of Faith, 2 Angels,
                                            Priest  400 Gp, Ice Spirits Scroll
             (the Kassel above is just south-west of the Empire's Capital City)
Old Keep          Beast, Fiend, Devil               500 Gp, Tome of War

EVENTS

Event             Notes

Scaredy-Cats      Peasants running (well, sailing) away from EVERYTHING !!  
                  Nellies :">
Clan Fleet !!     The Mountain Clans have amassed a fleet in the waters near 
                  your Capital !
IT'S A TWAP !!    The Shadow Wolves betray you and set you up for a fall with 
                  the Greenskins.
KILL DASANNAR     Slay the VILE Knight Dasannar who threatens to do something 
                  GOOD to you.
SACK HUNNERIA !!  Take the City of Hunneria from RIGHT under the Empire's noses 
                  =D

ITEMS LYING ON THE GROUND
4 x Potion of Restoration, Life Potion, Talisman of Icefall, Plague Scroll, 
Potion of Protection, Bronze Ring, Orb of Poison, Incantare Hellhound Scroll, 2 
x Silver Ring, Summon Living Armour Scroll, Banner of Strength, 6 x Potion of 
Healing, Summon Roc Scroll, Potion of Striking, Blizzard Scroll, Orb of Thunder,
Potion of Might, Sapphire, Bronze Ring, Spirit Staff, Potion of Speed, Potion of
Vigor, Stone Rain Scroll, Orb of Healing, Potion of Vigor, Orb of Vigor, Potion 
of Strength, 2 x Gold Ring, Ring of Strength (Artifact - just east of the City 
of Wunerioc), Tempest Scroll, Ruby, Chant of Arms Scroll, Summon Skeleton Scroll

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
8 x Potion of Restoration, 3 x Life Potion, Death Storm Scroll, Healing 
Ointment, Treebark Potion, Potion of Swiftness

SHOPS

Name                          Sells

Malavien's Tower (Magic Shop) Vithar's Might (200 Gp), Hymn of the Clans (400  
                              Gp), Chant of Arms (600 Gp), Ymir's Blessing (900 
                              Gp)
Turion's Camp (Mercenary)     Lizard Man (850 Gp), Medusa (1,310 Gp)
Sallat's Shop (Merchant)      Life Potion x 5, Potion of Healing x 10, Potion 
                              of Restoration x 10, Titan's Might Potion x 1
Nibor's Tower (Magic Shop)    Haste (400 Gp), Call to Arms (800 Gp), Celerity 
                              (200 Gp)
Kilgen's Shop (Merchant)      Life Potion x 5, Potion of Healing x 10, Potion 
                              of Restoration x 10, Potion of Invulnerability x 2
Forcecus's Camp (Trainer)     Train your units here !!
Turion's Camp (Mercenary)     Master Thug (240 Gp), Thug (40 Gp)
Thurin's Shop (Merchant)      Orb of Healing x 2, Orb of Restoration x 3, Orb 
                              of Regeneration x 2, Orb of Life x 4

ENDING

With Hunneria's Fall, the threat posed by the Empire to Mortis' plans wanes.  
Mortis orders her troops to find a location where Gallean can be revived ... in 
Nevendaar, only holy ground could be used to revive a God, and the Hordes soon 
learned that the Elven lands contained such a magnificient garden.

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

5)	The Accursed Armour

BRIEFING AND COMMENTS

During the Search for the Elvish Garden, one of Mortis' Undead Warriors broke 
free of her control and, transfixed by an enchanted suit of armour, headed off 
on his own.  The Bone Armour that now possessed him demanded a fresh blood 
sacrifice each day and, in return for being so satiated, it granted its wearer 
- the rebel Bone Lord - great powers AND eternal life.

The Armour was forged by a Powerful Necromancer during the First Great Wars, 
but was lost during an assault on Sturmir Thunderhammer's Keep.  The Power of 
the Armour had grown since then, to the point where it now possessed a will of 
its own, and Mortis decided to put a rapid stop to developments on this front, 
as the armour was still growing, and had begun to gain the Power to subvert 
other Undead units to its service as well ...

Your objective on this level is to destroy the Bone Lord's Tower.

At the start of the level one of your Nosferat's confirms that he has found the 
location of the Bone Lord's Manor, and says that it is on an island to the west 
of your Capital.

Wraith Prusheen tells you that Mortis has advised him that the Bone Lord is NOT 
to be underestimated, as he has great powers AND control over the Undead 
Hordes ...

AND WE'RE OFF !!

Right ... as soon as you come out of the area where your Capital City is 
located (i.e. as soon as you approach the shoreline to the south-west of your 
Capital City), one of your Nosferats pops up to tell you that there is a great 
island to the west (being the Bone Lord's Island), but VERY few people have 
ever ventured that far, as their flesh is devoured by the sea-witches that live 
in the area.

....... I WANNA MEET THESE SEA-WITCHES ... they can't ALL be that nasty 
surely !! =)

As you draw closer to the shoreline, a Merman darts across to you from the 
south and tells you to halt, saying that he has a message for you from his 
Queen, Tilligillash.

                                   (what a silly name)

The camera then pans to the location where Tilligillash (who I'm going to call 
Chicken Tikka from now on 'coz it's easier) will be waiting for you ...

Then he departs, saying that he hopes you decide NOT to meet up with her, for 
he hates your race ...

... if he hated us THAT much, why didn't he just forget to deliver the 
message ??  =./

Nevermind ... you'll be pleased to hear that this one ISN'T a trap ... in fact 
I would VERY strongly suggest that you meet Queen Chicken Tikka and hear what 
she has to say =)

If you fell the City of Mundian, a Nosferat pops up to tell you that there are 
rumours flying around of a sacred artifact called the DEATH STAR (sorry - just 
having a Star Wars moment) - actually it's called Doragon's Eye ... and it was 
purportedly once owned by an ancient and accursed God ... sounds PRETTY nifty 
eh ;)

(I'm going to stop exploring for a second to zip off and have a meeting with 
Queen Chicken Tikka).

When you approach Queen Chicken Tikka and her envoy of drumsticks, she comes to 
the front to greet you, and says that (and this bit is IMPORTANT for the plot) 
she needs the help of their former Goddess, Mortis ...

[Pause it]

Basically Chicken Tikka has just confirmed that Mortis used to be the God of 
the Seadwellers, but then she changed (somehow - we don't know how ... yet), 
and turned into the Goddess of the Dead ............................... VERY 
INTERESING !! =D

A Nosferat responds saying "What do you want from us ?"

Queen Chicken Tikka goes on to say that Mortis used to be called Solonielle, 
and during this time she ruled the Elves with her Consort, Gallean.  The Elves 
went to war with the Dwarves though and, in a great war, Gallean's body was 
thrown into the Sun by the Dwarven God Wotan.

THAT B@STARD !! =O

She goes on to say that Solonielle tried to save him from his fate, and her 
eternally beautiful face was burnt beyond measure by the intense heat of the 
Sun ... all she could save of her Consort was his heart, and this tragedy 
caused her soul to darken, and soon after she lost her followers (and I think 
we can guess where she went from there, right ?).

Pass me a tissue - that really is just so sad !! :'(

Queen Chicken Tikka tells you that her race is aware of your Quest to revive 
Gallean and, to that end, she can direct you to a powerful item that will help 
you against the Bone Lord's Powers (and no, it's not Doragon's Eye) ... all you 
have to do is escort her daughter Unttilliggullish, who I shall from this point 
refer to as MINI Chicken Tikka because it took me about FIVE MINUTES just to 
type the Queen's name, let alone her bleedin' daughter's ...

... ahem ...

Where was I ?  Oh yeah ... sorry ... all you have to do is escort Mini Chicken 
Tikka through Mountain Clans Territory and the item is yours.

Wraith Prusheen intercedes to confirm that Mortis has accepted Queen Chicken 
Tikka's proposal, and that her Undead Hordes will escort Mini Chicken Tikka as 
requested.

Queen Chicken Tikka voices her approval, and advises you that Mini Chicken 
Tikka must make it to her destination to participate in a ritual with a group 
of priests, and ALSO tells you that the Mountain Clans actively hunt down and 
slay her kind to make weapons from their scales, so you should be VERY careful.

The camera then pans to where you need to escort Mini Chicken Tikka ... 
basically you need to lead her right up to Underik's Tower to earn this 
precious artifact.

With that, Queen Chicken Tikka returns to her original starting position, and 
you gain control of Mini Chicken Tikka.

... I would strongly suggest that you scout ahead to clear a path ... you 
REALLY do not want to let Mini Chicken Tikka get cold (hee hee - I mean die) 
... you want to keep her safe until she gets to the end, 'coz the item you gain 
for this little sub-quest is REALLY useful ;)

If you manage to escort Mini Chicken Tikka to west-side of Underik's Tower then 
Queen Chicken Tikka pops up to thank you for your assistance, and to confirm 
that she has teleported a magic item called "Ocean's Charm" to your Capital ... 
she says that if you take it to the Bone Lord's Tower you will negate his 
powers ... WOOHOO !! =D

Queen Chicken Tikka ALSO gives you control over the two Sea Serpents that were 
standing guard whilst she was having her meeting with you ... and then she pegs 
it off the side of the map, leaving a piece of treasure floating on the southern
edge of the map as she goes !!

                               HOW COOL WAS THAT BY THE WAY !?!?!

(For your information, they aren't JUST Sea Serpents in the units you have been 
given - each unit comprises a Sea Serpent and 2 Mermen) ;)

Going back to the Underik's Tower area, if you take the City of Sumeric then a 
King's Guard comes out and tells you that they will avenge their Lost King, and 
Yataa'Halli will drive us back into oblivion.

... don't these people ever get tired of talking such UTTER rubbish ?  YOU, 
little man, are about to learn what steel TASTES like ... C'MERE !! =O

DO NOT FORGET TO HEAD BACK TO THE CAPITAL TO PICK UP THE OCEAN'S CHARM OR YOU'LL
WASTE IT !!

If you take the City of Eucmere, one of your Nosferats advises you that the 
Peasants there speak of a great treasure beyond a hidden passage in the 
mountains to the south of Eucmere ... they SAY it is guarded by our old friends,
the Shadow Wolves.

                                  P-A-Y-B-A-C-K   T-I-M-E

If you want to find this secret item, you will need to travel southwards BY 
WATER, and stage an assault on the City of Asgaaril.  Do this decisively and 
brutally, and with as MANY casualties as you can manage, remembering that these 
are the WASTERS who tried to sell you up the river on the last level (BIG time 
angry face for them).

Once you have taken the city, a Master Thug of the Shadow Wolves pleads with 
you to spare his life, saying that he will tell you everything he knows ... 
your Nosferat QUITE RIGHTLY tells him that it had better be good or you might 
change your mind ... =./

He tells you that they were FORCED to fight you, as their Master is desirous of 
taking over the Empire ... he says that de Layle has allied with the Bone Lord, 
whom YOU are tracking, in the hopes that it would strengthen his position ...

The Nosferat grills him further, asking him why de Layle allied with the Bone 
Lord, and for what REAL purpose.

He confirms that he allied with the Bone Lord because he has a Necromancer in 
his army called Erhog (a name which will be familiar to you if you have played 
as the Empire), who is the leader of the "Occultists", and that Erhog is in 
leagues with the Bone Lord, and that Erhog will be waiting for you before you 
attack the Bone Lord.  He even intimates that (shock, horror) the Bone Lord can 
possess YOUR troops !!

You let him live, but tell him that if he EVER crosses your path again you will 
spank him until his eyes pop out.

MOVING ON !! =)

Once you have killed the units just to the east of the City of Asgaaril the 
"secret" passage through the Mountains to reveal ?  DORAGON'S EYE !!  Yeah 
bayBEE =D

This item is SO cool even Wraith Prusheen comments on it ... he says (basically)

"You have found the biggest conker in the playground.  Mortis orders you to 
keep it, 'coz it just needs a little varnish and it'll be TOTALLY killer 
dude !!"

(This is no joke.  Doragon's Eye has a great power that can be used later on in
the game, and I would STRONGLY suggest taking it with you into the next 
level ... for THIS level you can just drop it back at the Capital IF you've not 
already gone that way to pick up the Ocean's Charm (otherwise you can just 
carry it with you).)

If you take the Legions' City of Kanaran, a Duke threatens you by saying that 
Bethrezen will make you PAY for what you have done ... yadda yadda yadda yeah 
yeah yeah ...

There are strange etchings carved into the inner walls of the City of Iilsta 
... Wraith Prusheen confirms that the images were carved into the walls by the 
merfolk many years ago, and depict a Great City that was destroyed by a Dwarven 
Army ... he feels that this information could be used against the Mountain 
Clans ...

After you have finished pottering about the map, and are finally ready to begin 
your assault on the Bone Lord (and, we presume, Erhog the Necromancer), you 
need to move your troops to the large island to the south of the Dwarven 
Capital City, to the south-west of YOUR Capital City, and to the north of the 
Legions' Capital City.

Once you are here, MAKE SURE THAT YOU HAVE THE OCEAN'S CHARM WITH YOU, and 
prepare your troops for the assault.

The only way to gain access to the Bone Lord's Tower is through a valley at the 
TOP of the Island (i.e. on the western end of the island).  As you approach, one
of your Death Knights confirms that this is the Bone Lord's Lair, and that you 
need to prepare yourselves.  I would suggest that you amass your troops along 
the westernmost edge of the map, and then send your weakest unit in first.  
This is because as soon as you start to enter the Valley, the Bone Lord spots 
you and sends Erhog after you ... and Erhog immediately casts a Call Red Dragon 
spell on the first unit to enter the Valley (inflicting 75 points of fire damage
to all units who are not immune to fire).  Sending a weak unit to bear the brunt
of this attack means that the other units will be fine.

Once the weak unit has been toasted, remove it from harm's way and let the 
battle begin !!

For your information, the units in the Bone Lord's Island (at least, the INNER 
section of which, which is where you are right now) are as follows :-

           1)     Deathdragon, Wight, Wraith, Specter
           2)     2 Skeleton Warriors, Erhog, Wizard, Shade
           3)     Doomdrake, Phantom Warrior, Elder Vampire, Necromancer
           4)     2 Wights, Skeleton Champion, Death
           5)     Dark Lord, Templar, Skeleton Champion, 2 Specters

                 (The Bone Lord is residing in the Bone Lord's Tower)

Really speaking, owing to the layout of this area, you need to take out all the 
units in the order I have stipulated.

Once Unit 1 has fallen, you may attack Erhog the Necromancer and her Unit.

Erhog the Necromancer is powerful, but has one FATAL weakness.  She can only 
attack using death magic and, as you are the Undead and most of your units are 
IMMUNE to Death Magic, she really shouldn't give you too much hassle.

Once Erhog has fallen, you can proceed to take out Unit 3.

ONCE UNIT 3 HAS FALLEN YOU MUST MAKE SURE THAT THE UNIT WHICH MOVES TO TAKE ON 
UNIT 4 IS CARRYING THE OCEAN'S CHARM.

If this attacking unit does NOT have Ocean's Charm, the Bone Lord will take 
control over it !!

This can obviously make for an EXTREMELY more difficult level if you sent your 
best unit in without Ocean's Charm, so BE CAREFUL.

If the attacking unit has Ocean's Charm, all is well ;)

Assuming you have Ocean's Charm, once you move to attack Unit 4, you will 
receive confirmation that the Bone Lord is not powerful enough to take your 
troops, and then Unit 5 will move to attack your lead Unit.

Once you have despatched Units 1-5, I would suggest you heal yourself and then 
assault the Bone Lord's Tower !!

In the Tower are the following Units :-

            2 Phantom Warriors, 2 Imperial Assassins, Shade, Bone Lord

The Bone Lord is a fighter unit, who attacks on the front line.  He is 
REASONABLY powerful, but nothing spectacular - 400 HP, immune to mind and death,
does 65 points of damage, bla bla bla ... he DOES however, use a Drain Life 
Overflow attack (which, for those of you who have ever had the joy of 
commanding an Elder Vampire will know, is an attack which drains life from your 
opponent and gives it to whoever in your TEAM needs it (not just the attacking 
unit).  This is obviously quite a natty power, so I would hit him hard and fast
;)  ALSO remember that the Phantom Warriors can paralyse ... so it should be 
quite an interesting little battle all things considered :">

Once the Bone Lord has fallen, Wraith Prusheen praises you, saying that Mortis 
is pleased with your progress, and that you must keep Doragon's Eye for the next
level ... one of your Death Knights confirms that he will arrange for the Bone 
Armour to be transported back to the Capital City, which pleases Wraith 
Prusheen as well ...

Congratulations - another level down !! =)

OPPONENTS	The Legions of the Damned, the Mountain Clans, Bone Lord & Erhog
                the Necromancer

CITIES

NEUTRAL CITIES

Name              Inhabitants

Eucmere           2 Spearmen, Man at Arms, 2 Archers
Asgaaril          Master Thug, 2 Spearmen, 2 Archers, Marksman
Iilsta            [3 Merman, Mermaid]
Mundian           2 Spearmen, Marksman, Archer, Neutral Male (Master Thug)
Iikst             3 Lizard Men, Medusa

LEGIONS OF THE DAMNED CITIES

Name              Inhabitants

Kanaran           Duke (Baalhu in my Saga), Anti-Paladin, Sorcerer

MOUNTAIN CLANS CITIES

Name              Inhabitants

Sumeric           2 Warriors, Engineer (Goderic in my Saga), Alchemist

BUILDINGS

Name              Inhabitants                     Gain anything from taking it ?

Old Tower         Paladin                         100 Gp
Ancient Monastry  2 Onyx Gargoyles, Demonologist  450 Gp, Infernal Knight Orb
Rigel Ruins       Master Thug, 2 Thugs, Archer    200 Gp, Potion of Strength
Ancient Fort      Rock Giant, Forge Guardian      200 Gp, Orb of Restoration
Crumbled Farm     Skeleton Warrior, 2 Wyverns     400 Gp, Tome of Arcanum
Lost Temple       Blue Dragon, 2 Orc Champions    800 Gp, Staff of Dragon 
                                                                      Mastering
Bone Lord's Tower 2 Phantom Warriors, Bone Lord,
                     2 Imperial Assassins, Shade  100 Gp
Abandoned Keep    Ice Giant, 2 Wolves             650 Gp, Potion of Fortune

EVENTS

Event               Notes

MERFOLK =)          A merman directs you to an audience with the Chicken Tikkas.
THIS WAY, MA'AM     Escort Mini Chicken Tikka to her meeting, and get the 
                    Ocean's Charm.
WHO'S GOT THE EYE   The Shadow Wolves are looking for Doragon's Eye ... take it 
                    from them !!
TAKIN' IT TO 'EM    With the Ocean's Charm in tow, attack the Bone Lord's 
                    Island Fortress.

ITEMS LYING ON THE GROUND
Weakness Scroll, 6 x Potion of Healing, 5 x Life Potion, 5 x Potion of 
Restoration, Incantare Beliarh Scroll, True Sight Scroll, Sapphire, Bronze Ring,
Staff of Protection, 2 x Potion of Striking, 2 x Potion of Vigor, Orb of 
Freezing, Goblin Orb, Silver Ring, Potion of Invulnerability, Potion of 
Celerity, Healing Ointment, Lizard Man Orb, Death Storm Scroll, Potion of 
Protection, Bronze Ring, Talisman of Inferno, Ruby, Orc Orb, Seafaring Scroll, 
Gold Ring, Potion of Water Warding, Potion of Air Warding, Orb of Earth, Wrath 
of God Scroll, Treebark Potion, Summon Roc Scroll, Healing Ointment, Silver 
Ring, Zombie Orb, Ignis Carn Scroll, Orb of Lightning, Potion of Swiftness, 
Emerald, Orb of Frost, Plague Scroll, Tortio Menta Scroll, Orb of Vampire, Call 
Decay Dragon Scroll, Hag's Ring (Artifact - in the Bone Lord's Island just 
south of his Tower), Royal Scepter, Bronze Ring, Sapphire.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
3 x Life Potion, 2 x Potion of Restoration.

SHOPS

Name                          Sells

Furren's Shop (Merchant)      Has no items for sale, but is willing to buy ;)
Fraggin's Shop (Merchant)     Life Potion x 5, Potion of Restoration x 10, 
                              Potion of Speed x 4, Potion of Celerity x 2
Dennar's Camp (Mercenary)     Master Thug (240 Gp), Thug (40 Gp)
Notralar's Shop (Merchant)    Imp Orb x 1, Goblin Orb x 1, Orc Orb x 1, Orc 
                              Talisman x 1
Underik's Tower (Magic Shop)  Tormentio (200 Gp), Cursa Demoneus (400 Gp), 
                              Menta Potens (600 Gp)

ENDING

With the Bone Lord vanquished, the Bone Armour once again becomes faithful to 
Mortis.  She selects another from her ranks to wear it, and thus strengthens 
her already powerful army.

She orders the search for the sacred Elven Lands to continue ...

[NOTE:  I WOULD STRONGLY SUGGEST THAT YOU TAKE DORAGON'S EYE WITH YOU TO THE 
NEXT LEVEL.  I can foresee no further use for the Ocean's Charm, however ...]

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

6)	Phantom Beasts

BRIEFING AND COMMENTS

With Uther's Blood in her possession, the ritual to revive Gallean could begin.
In order for the rite to succeed, it had to be enacted on sacred land in Elven 
Territory.  Unfortunately the only way to reach this land was to go directly 
through the Mountain Clans territory ... namely, the Devil Mountains ...

Stories abound of man-eating beasts and terrible things that lurk in the Devil 
Mountains.

The Clan Elders had long since forbidden their people from venturing near the 
Mountains, but the soulless, fearless Undead Hordes just marched on regardless.

Your objective on this level is to take Uther's Blood to the Elven Lands so 
that the ritual can begin.

If you brought Doragon's Eye from the previous level like I had suggested, 
Wraith Prusheen will commend your decision ... even though he is unwilling to 
tell you at THIS point what can be done with it ... he reiterates that your 
mission on this level is to take Uther's Blood to the Elven Lands, and confirms 
that to help you DO this, Mortis is giving you control over the Bone Lord !!

WOOHOO !! =D

Finally, Wraith Prusheen confirms that the road ahead WILL BE guarded by 
ancient beasties ... but tells you that regardless, Mortis NEEDS you to get 
this Blood to the Elven Lands.

SO BE IT.

[NOTE:  If you DIDN'T bring Doragon's Eye with you, Wraith Prusheen's 
conversation is exactly as above, MINUS the first bit ... however, whilst HE 
won't be shouting at you for not bringing Doragon's Eye with you, I will be 
giving you some VERY piercing looks] ;)

First off ... the Bone Lord ... you are given control of a Unit including the 
following :-

                      Bone Lord, Fighter, Warlock, Ghost.

The Bone Lord is EXACTLY the same as the one you just fought (i.e. no weaker, 
no less HP, bla bla bla).  The ONLY difference is that his leadership value has 
been reduced from 5 to 3.

Your Capital City is in the south-western corner of the map, and your objective 
(the Elven Lands Marker) is in the south-eastern corner of the map.  HOWEVER, 
in order to get there, you must travel due north of your Capital City to the 
northernmost edge of the map (Clans territory), then east (through the Legions 
Lands), and only THEN can you travel south to reach the marker.

If you have brought Doragon's Eye from the previous level, MAKE SURE you have 
yous strongest unit carry it forth, as you will need it on this level ...

If you take the City of Henzador, then a Mountaineer gloats over you, telling 
you that you will never reach the Elven Lands, as the passage that leads to it 
is HEAVILY protected ...

... this is level 6 of 7 ... we KNEW it wouldn't be cake-walk little one (pats 
him on the head and knifes him in the back)

... sighs and moves on ...

If you venture to the north-east of Nvidal's Tower, a Nosferat tells you of a 
town occupied by Barbarian Forces ahead, and urges caution when "dealing" with 
it ;)

He is referring to Instar - a Barbarian Stronghold just up ahead.

Once Instar has fallen, you are treated to a sob-story by one of the Peasants 
there.  He tells you that his kiddies were eaten alive by beasts in the 
mountains (which IS sad, no questions asked), and that he and his wife have had 
to live off jellybeans ever since, because they cannot afford the money for the 
trek to civilisation ... (ok so I made that up, but dammit !!)

Your Death Knight, in his a-typical sympathetic tone, says that Mortis will 
succeed in her quest to revive Gallean, and that no mere "beasts" can stop 
them ...

If you follow the river upstream from your Capital, then just as you are 
drawing level with both the Crumbled Manoir and the Keletha Ruins, a Dwarven 
Loremaster named Dagaric calls out for you to stop ...

The conversation goes a liiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii'l bit like dis :-

Dagaric :      "Halt !"
               (Dagaric's Unit moves to intercept you)
Dagaric :      "I have been sent to slay you by da Big Boss Lady.  Pweepare to 
                DIE !!"
Death Knight : (assumes the position and motions for the music to start playing)
               (slip my Mortal Kombat Soundtrack into the CD-player)
Dagaric :      "I will pluck out your eyebrow hairs one by one and weave a fine
                mesh of armour from them"

                               (LET'S GET IT ON !!)

Dagaric travels with 2 Ice Giants ... but you should be able to take him ;)

Dagaric is an 8th level Loremaster ;)

In Penuric your Nosferat will discover a parchment detailing Queen Yataa'Halli's
orders to her Mountain Clan Troops ... it appears they are on a specific 
mission to disrupt your intended course of action ...

... good job they're so small !!  (OMIGOD I can't believe I just said that) 
ANYHOW ... the Parchment speaks of a proposed alliance between the Dwarven 
Mountain Clans and the Barbarian Peoples ... the Nosferat urges haste to reach 
your goal.

If you head all the way across the northern edge of the map to the 
north-easternmost corner and then head due south you will find the city of 
Ssemmar, in which is hidden a book worthy of note - your Lich Queen will 
comment on it, saying that it speaks of an ancient half-human, half-dragon 
being named ??  You guessed it ... Doragon.  Doragon ruled the Dragon Race for 
a thousand years before he was slain.  Since his death, the Dragons have caused 
much pain and suffering to the other races, and warred with each other over the 
thorny subject of finding a replacement ruler for their kind.

Have you guessed what Doragon's Eye does yet ?  Let me give you three guesses :-

        1)  It makes GREAT soufflé
        2)  It controls Dragons
        3)  It's a funky-@ss bowling ball !!

Let's HOPE it's 2 ... 'coz if you come out of the City of Ssemmar and go north, 
then west and then south, you will encounter a SH!TLOAD of dragons ... and I do 
mean, Dragons :">

The following units are milling about in the area to the south of your present 
location :-

        1)  Green Dragon
        2)  Blue Dragon
        3)  Black Dragon
        4)  White Dragon
        5)  Blue Dragon
        6)  Red Dragon

As you are approaching the Valley of the Dragons, Unit 2 comes screaming out to 
attack you.

You can attack Unit 1 as per normal, but as you are milling back around to 
attack Unit 3, you are advised that you should put Doragon's Eye on the Dragon 
Statue to make it work ...

The camera pans back to your Capital where a spell is cast, and then to the 
Dragons again, and ... WOOHOO !! ... Units 3, 4 and 5 switch their allegiance 
to your cause !!

This is GREAT news ... even though Wraith Prusheen warns you that you will not 
have control over them forever (and he's right) ...

I would suggest that you throw them into battle with each other, and try to 
weaken them as much as possible so that when they revert to computer control, 
you can polish them off and earn XP the EASY way ;)

As you take the City of Xundell, the Oracle Elf that resided there cries out 
that they will not let you take Uther's Blood through their lands, and that you 
WILL be STOPPED !!

(Nice words from somebody who's entire City has just been razed by the might of 
our armies.)

[NOTE:  You CAN actually attack the Dragons whilst they are still under your 
banner, but a few turns before they revert to computer control] ;)

After your little Dragon Soirée is over, you may proceed south.

As you move through the Valley your path is blocked by an Elf who proudly 
declares that their Queen Taladrielle will not allow you to accomplish your 
goal ... dispose of his unit and move on.

Just to the south of Lisallat's shop you will be advised that the Mountain 
Clans are attacking over the mountains ... and a section of the mountain range 
to your west will disappear.

You may now attack the Mountain Clans (should you wish).  Failing that, you 
could always make a mad rush for the finish line, BUT you should be aware that, 
guarding the entrance to the Elven Lands PROPER are the following units :-

               1)     Green Dragon, 2 Centaurs, Elf Lord, Oracle Elf
               2)     2 Centaurs, 2 Elf Rangers, Centaur Lancer
               3)     3 Centaur Lancers, 2 Elf Rangers

Once these units are despatched, your route to the Elven Lands Marker is 
clear !!


OPPONENTS	The Mountain Clans, The Legions of the Damned, The Barbarian 
                Peoples

CITIES

NEUTRAL CITIES

Name              Inhabitants

Henzador          2 Barbarian Warriors, Barbarian Chieftain, 2 Axe Throwers
Instar            Barbarian Warrior, Barbarian Chieftain, Polar Bear
Xundell           [2 Green Dragons, Oracle Elf]
Ssemmar           [2 Spearmen, Imperial Assassin]

MOUNTAIN CLANS CITIES

Name              Inhabitants

Penurik           Warrior, Engineer (Charulf in my Saga) [2 Rock Giants]
Grumsch           [2 Barbarian Warriors]

BUILDINGS

Name              Inhabitants                   Gain anything from taking it ?

Ruined Church     3 Archers, Thug               200 Gp, Strength Scroll
Ancient Temple    3 Goblins                     35 Gp, Bronze Ring
Crumbled Manoir   2 Polar Bears, Veteran        600 Gp, Venerable Warrior 
                                                                       Talisman
Keletha Ruins     Devil, Fiend, 2 Imps          400 Gp, Boots of Travelling
Abandoned Keep    Abyssal Devil, 2 Imps,
                                 Demonologist   400 Gp, Iron Skin Potion
Kassel            White Dragon, Green Dragon,
                                      Elf Lord  800 Gp, Ring of the Ages
Ruined Farm       Elder One, Rune Master,
                            Warrior, Druidess   100 Gp

EVENTS

Event             Notes

Dagaric           The Mountain Clans Loremaster Dagaric thinks he can take you 
                  out !!  HAHA !!
Doragon's Eye     You learn what Doragon's Eye can do, and take control over 
                  the Dragons =D
Ambush            The Mountain Clans attack from over the Mountains behind you.

ITEMS LYING ON THE GROUND
Life Potion, Potion of Swiftness, Orb of Nosferat, Chain Lightning Scroll, 3 x 
Potion of Healing, 2 x Potion of Vigor, 2 x Emerald, Blizzard Scroll, Summon 
Roc Scroll, Stone Rain Scroll, 2 x Potion of Restoration, Orb of Water, Orb of 
Icefall, Skeleton Champion Orb, Ignis Carn Scroll, Potion of Protection, Orb of 
Healing, Potion of Accuracy, Orc Orb, Treebark Potion, Potion of Strength, 
Vithar's Might Scroll, Talisman of Bane, Orb of Vigor, Summon II: Valkyrie 
Scroll, 2 x Silver Ring, 2 x Bronze Ring, Potion of Speed, Orb of Life, 
Lightning  Scroll, Ignis Mare Scroll, Potion of Water Warding, Air Ward Scroll, 
Talisman of Stone Rain, Potion of Might, Healing Ointment, Orb of Lycanthropy, 
Curse of Nygrael Scroll, Ancient Relic, Diamond, 2 x Gold Ring, 2 x Ruby, Royal 
Scepter, Imperial Crown, Etched Circlet (Artifact - being guarded by the Red 
Dragon near Xundell), Orb of Regeneration, Potion of Striking.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
7 x Potion of Restoration, Treebark Potion, 2 x Potion of Speed, Potion of 
Accuracy, 6 x Life Potion, Infernal Knight Orb, Incubus Orb, Healing Ointment, 
Potion of Celerity.

SHOPS

Name                          Sells

Nvidal's Tower (Magic Shop)   Water Ward (200 Gp), Earth Ward (400 Gp), Holy 
                              Strength (600 Gp)
Sallat's Shop (Merchant)      Life Potion x 5, Potion of Healing x 10, Potion 
                              of Restoration x 10, Potion of Vigor x 3
Thurin's Shop (Merchant)      Has no items for sale, but will buy them ;)
Furren's Shop (Merchant)      Life Potion x 5, Potion of Healing x 10, Potion of
                              Restoration x 10, Healing Ointment x 3
Lisallat's Shop (Merchant)    Vampire Talisman x 1, Lich Talisman x 1, Skeleton 
                              Champion Talisman x 1, Zombie Talisman x 1

ENDING

The Hordes finally manage to set foot on Elven Lands ... the forest are lush 
and the lands verdant ... obviously they have never been forced to endure the 
ravages of war ... until NOW !

The Elves are, however, aware that you are coming ... =./

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

7)	Taladrielle the Sorceress

BRIEFING AND COMMENTS

The entire Elven army awaited the Undead Hordes upon their arrival to the Elven 
Lands.  Queen Taladrielle had been forewarned of the arrival of the Hordes by 
her High Elf Prophets, and the Elves were resolute that nothing would enter the 
Sacred Burial Grounds without a fight.

Although not renowned for their ability to wage war, the Elves are revered for 
their high levels of agility and skill in the Magic Arts.  This will surely be 
a battle worth remembering.

Your objective on this final level is to slay Taladrielle the Sorceress, and to 
protect Uther's Blood.

The level begins with Wraith Prusheen praising you for your efforts, and 
telling you that Mortis is pleased with you.

A Death Knight asks Prusheen what Mortis' latest instructions are ... Prusheen 
responds by saying that Mortis commands you to reach the Elven Sacred Burial 
Grounds and there enact the ritual to revive Gallean.  In order to secure these 
lands, Taladrielle the Elven Sorceress must be slain.  At the start of the level
the Bone Lord pops out of your Capital and OPENLY questions Mortis' orders ... 
he says that you should be waging out and out war and slaying the Elves.  He is 
pulled back into line by Wraith Prusheen, who tells him that he is to obey 
Mortis, and her orders are NOT to be questioned.

He begrudgingly accepts this.

The Bone Lord starts this level with a Ghost, Warlock and Initiate as his 
followers.

[IMPORTANT NOTE :  I have been reminded by DMPatrickF that, if you play this 
level up until about turn 35, the Bone Lord actually betrays Mortis and runs to 
the "neutral" undead units near the center of the map and converts them to 
follow him.  This being the case I would strongly recomment that you just use 
him as cannon fodder really ;)  It's easier to deal with him whilst he's on YOUR
side, non ??]

Your Capital City is in the north-eastern section of the map (not in the corner 
- just east of the center of the map), and Queen Taladrielle is in the 
south-westernmost corner of the map.

Your objective, as has been stated above, is to SLAY Queen Taladrielle AND to 
protect Uther's Blood.  I would therefore leave the blood in the Capital City - 
there's no safer place for it !  Ashgan won't die ;)

Also ... bear in mind ?  THIS LEVEL IS ABSOLUTELY HUUUUUUUUUUUUUUUUUUUUGE !! =O

So ... off we go ...

If you take the City of Hagken, a Lich confirms that some of the relics of 
Gallean are located inside ... the Lich maintains that Gallean cannot be far ...

If you venture just south of the Rigel Ruins, a Nosferat shouts that there are 
Elves just ahead of you, and that their presence signifies that you are nearing 
your goal.

If you take the City of Lennora, an Elven Lord comes out to tell you that 
Queen Taladrielle will put an end to your evil plans (altogether ?  OH NO SHE 
BL**DY WELL WON'T !!) =">

An Archlich responds by saying that the Elves should be HELPING us to resurrect 
Gallean, and puts forth that Gallean was an Elven God in times gone by.

The Elf Lord is shocked, exclaiming "How do you know about our God Gallean ?"

The Archlich responds by saying that Mortis has sent you on a quest to revive 
Gallean's flesh ... for after his battle with Wotan he was slain, and now his 
revival is the will of Mortis ...

The Elf stands by his original statement, saying that even WITHOUT the help of 
their Gods, Queen Taladrielle will be your downfall.

(He may well be right - Taladrielle is VERY VERY VERY powerful.)

If you take the Dwarven City of Lumeric, an Alchemist screams that this is the 
beginning of the Ragnarok, and Doom for their race is near (nearer than you 
THINK little one !!)

Your Lich Queen confirms that Gallean's rebirth is at hand, and with it, Mortis 
will rule ALL.

If you take the Empire's City of Begguni, one of your Warlocks confirms that 
the well of the City contains Elven Water, and advocates caution, as he 
believes they are TOTALLY expecting you ...

If you sack the City of Sollonia, an OH-so-virtuous Oracle Elf appears to tell 
you that you had better pray that your evil forces never encounter Solonielle - 
the Elven Goddess of Life and Light !

The Lich Queen is only TOO happy to set her straight, telling her that, perhaps 
she hasn't heard, but Solonielle is DEAD - she BECAME Mortis, the Goddess of 
the Death, and does she REALLY believe that the Undead's own Goddess will try 
to stop them ??!!??  HMMMM !!!!?????!!!!

The Oracle Elf has no retort to that, and the Lich Queen presses her further, 
saying that she KNOWS the score, and has obviously neither seen nor heard from 
her Goddess in a looooong time.

The Oracle Elf responds by saying that if what the Lich Queen says is true, the 
the Elves MUST destroy the Undead, for Solonielle would never have permitted 
such a thing to transpire.

.............. don't you just HATE these do-gooders ?????

A little while on a Venerable Warrior pops up to tell you that, by Wotan's 
Beard, he and his people will destroy you.  His words are sadly echoed by a 
Paladin who confirms that the Empire will stand by the Mountain Clans to help 
rid Nevendaar of our kind.

I shoulda stood up and clapped when the Death Knight responded, simply by 
saying that they have both proven MANY times that they are cowards.  WOOHOO !!
=D

(had the desired effect too, 'coz) The Paladin responds by saying that his 
blade craves WHATEVER it is that flows through our veins, and that he will 
fight us ANYTIME.

What a KNOB.

The Death Knight is on form, saying that Mortis NEEDS no allies to achieve her 
goals, and that only FEEBLE races like the Empire and the Clans need to ally 
with each other and hide behind their paTHETIC treaties.

If you take control of the City of Timoric a Rock Giant calls for his troops to 
flee, and that the Ragnarok is nigh ... an Initiate turns to Wraith Prusheen to 
ask him what this "Ragnarok" they speak of is, to which Prusheen responds by 
saying that the Mountain Clans are a superstitious race, and they believe that 
the end of time will come soon ... he confirms that Mortis has used this fear 
against them masterfully.

There is a Spider's Nest to the north of the City of Effrezem, which I would 
suggest you clear out as it is a good source of XP - the following Spiders are 
in the nest :-

                  1)     Giant Black Spider, 2 Goblin Archers
                  2)     Giant Spider, Giant Black Spider, Goblin Archer
                  3)     2 Giant Black Spiders
                  4)     Giant Black Spider, 2 Goblin Archers

If you sack the City of Regunil, an Acolyte PLEADS with you not to proceed with 
your quest, to which a Death Knight just brushes her out of the way, and on you 
go =)

As you approach Ebhon's Shop, your Nosferat pops up to tell you that he has 
spotted an Elven Outpost, and that is SURE to signify that you are nearing an 
Elven City (he's right, of course ...)

Just to the south-west of Ebhon's Shop (across the waters) Wraith Prusheen 
tells you that before you lie the Elven Lands, and that Taladrielle, the Elven 
Queen and Sorceress, MUST be slain.

Let slip the dogs of war !! =D

In order to get to the Gates of the Elven City you will have to destroy the 
following Units :-

               1)     3 Forest Elves, 3 Elf Rangers
               2)     3 Wolves
               3)     2 Wolves
               4)     Centaur Lancer, Forest Elf, 3 Centaurs

After you have defeated this last unit, Taladrielle herself makes her 
introduction.  When challenged by one of your Arch-Lichs' as to HOW she plans 
on defeating you, when you have the support of a God and they have NOTHING, she 
responds by saying that she needs to God to destroy the likes of you - her magic
will prove more than sufficient ...

The conversation is then interrupted by an Elf Lord, who decides HE is going to 
try and take you out, and then charges into combat with you ...

... fat chance ... bomb this FREAK BISCUIT back to the Stone Age =)

       His unit comprises :-  Elf Lord, Oracle Elf, Elf Ranger, 3 Forest Elves

Moving on - STILL guarding the Gate we have :-

               5)     Forest Elf, Skylord
               6)     Centaur Lancer, Skylord, Centaur

So ... after you've destroyed all 7 of THOSE units, you can advance through the 
outermost wall of the Elven City ... there is still an inner wall that must be 
breached, however ...

... the troops in THIS area are as follows (you don't have to kill ALL of these 
if you are really REALLY quick !!) :-

               7)     Forest Elf, Centaur Lancer, Elf Ranger, Griffin
               8)     Forest Elf, Elf Ranger, 2 Griffins
               9)     2 Forest Elves, Elf Lord, Oracle Elf, Griffin
              10)     Forest Elf, Griffin, Centaur

The following units are guarding the gate leading to the inner section of the 
Elven City :-

              11)     Centaur Lancer, 2 Skylords
              12)     Centaur Lancer, 2 Skylords

As you approach the inner sanctum, Queen Taladrielle rips into your first unit 
with a Wrath of God spell, followed by which that Paladin from earlier pops up 
again to chivvy her on, and offer the assistance of the Empire (to which 
Taladrielle and 1 of her 2 aid units switch their allegiance and become units 
of the Empire) in the destruction of the Hordes.

Queen Taladrielle then calls forth three units of DRAGONS to assist her in 
destroying you as well !!  This is looking REALLY bad dude =(

SO !  You now have the following units to dispose of (all in the innermost 
sanctum of the Elven City) :-

              13)     Green Dragon, Oracle Elf, Centaur
              14)     Green Dragon, 2 Centaurs
              15)     Blue Dragon, 2 Centaurs, Oracle Elf
              16)     Centaur Lancer, 2 Centaurs
              17)     2 Wolves
              18)     3 Centaur Lancers, 3 Centaurs
              19)     2 Forest Elves, Elf Lord, Griffin
              20)     Forest Elf, Elf Lord, Oracle Elf, Sky Lord
              21)     Forest Elf, Centaur Lancer, Elf Lord, Skylord

AND FINALLY ... INTRODUCING THE ORIGINAL BIATCH HERSELF ...

              22)     Elf Lord, Oracle Elf, Taladrielle the Sorceress, Blue 
                      Dragon

2 pieces of advice :-

               1)   DO NOT GET HEMMED INTO THE ELVEN CITY OR YOU WILL DIE
               2)   DO NOT GET HEMMED INTO THE ELVEN CITY OR YOU WILL DIE

It's very simple really ... use the map to your advantage ... Queen 
Taladrielle has some SERIOUS range with her 2-headed dragon, so make SURE that 
she cannot pin you in or you will die like THAT (snaps fingers).  Once you have 
either lured her out into the open or defeated the other units in the Elven 
Inner Sanctum, BOMBARD that BIATCH with spells to weaken and HOPEFULLY destroy 
the units she is travelling with, and then go in for the kill.

This is one instance where I would SERIOUSLY suggest that you study your prey 
before you move in for the kill or you'll be VERY unpleasantly surprised ...

Here are her stats :-


 HP       =  Hit Points                     AR       =  Armour Rating
 IMM      =  Immunities                     WARD     =  Warded Against
 ATT      =  Attacks (methods of attacking  % HIT    =  Percentage Chance to Hit
 DAM      =  Damage inflicted               SRC      =  Source of the Attack(s)
 INIT     =  Initiative                     REA      =  Reach
 TAR      =  Targets

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

TALADRIELLE THE
    SORCERESS   800 30+20 Mind   -   Dragon Breath    95  125  Life  60  Any  6

So as you can see, with her high Armour Rating and immunity to Mind Spells, she 
is QUITE ze tough cookie ... wear her down with spells and then commence the 
final assault ... once she has fallen, your Saga is Completed !! =)

CONGRATULATIONS, HORDES !! =D

OPPONENTS	The Empire, The Legions of the Damned, The Mountain Clans, the 
                Elves.

CITIES

NEUTRAL CITIES

Name              Inhabitants

Hagken            [2 Orcs, Goblin Archer]
Lennora           Centaur, Centaur Lancer, Elf Ranger
Silveria
Sollonia          [2 Forest Elves, Skylord, Elf Lord]

EMPIRE CITIES

Name              Inhabitants

Begguni           [Defender of Faith, Imperial Priest, Knight, Grand Inquisitor,
                   White Wizard]
Regunil           [Paladin, Witch Hunter, Cleric]

MOUNTAIN CLANS CITIES

Name              Inhabitants

Timoric           [2 Flame Casters, Forge Guardian, Venerable Warrior]
Lemuric           [2 Warriors, Veteran, Alchemist, Forge Guardian]

LEGIONS OF THE DAMNED CITIES

Name              Inhabitants

Pollzien          [Marble Gargoyle, Doppleganger, Sorcerer]
Effrezem          [2 Berzerkers, Demon, Hag]

BUILDINGS

Name              Inhabitants                      Gain anything from it ?

Rigel Ruin        3 Goblins, Goblin Archer          200 Gp, Emerald
Tanheras Keep     2 Yetis, Novice                   300 Gp, Talisman of Vigor
Lair              Rune Master, Warrior, Hermit,
                         2 Crossbowmen, Druidess    500 Gp, Tome of Air
Ancient Fort      2 Marksmen, 2 Master Thugs, Thug  600 Gp, Gold Ring
Abandoned Temple  Wyvern, 2 Skeleton Warriors       500 Gp, Zombie Orb
Antique Temple    Ice Giant, Yeti, Dwarf, Alchemist 600 Gp, Ancestor's Call 
                                                                         Scroll
                            (the Antique Temple above is north-west of Timoric)
Antique Temple    2 Master Thugs, 3 Thugs           200 Gp, Death Storm Scroll
                          (the Antique Temple above is north-west of Gunner's 
                                                                         Tower)
Lost Mastaba      Beast, 2 Imps, 2 Cultists         1,000 Gp
Destroyed Halls   2 Blue Dragons, Elf Lord, Centaur 1,000 Gp, Banner of War

EVENTS

Event             Notes

TO WAR !!         Find Taladrielle and Kill Her !! =D

ITEMS LYING ON THE GROUND
5 x Potion of Protection, 2 x Seafaring Scroll, Talisman of Restoration, 3 x 
Emerald, 2 x Potion of Strength, Ice Shield Scroll, Lightning Scroll, Orc Orb, 
Orb of Life, Orb of Earth, Water Ward Scroll, Sanctuera Scroll, 2 x Potion of 
Air Warding, Orb of Vigor, Diamond, 3 x Silver Ring, Orb of Stone Rain, Summon 
I: Roc Scroll, Menta Minoris Scroll, Venerable Warrior Orb, Talisman of 
Regeneration, Orb of Healing, Death Storm Scroll, Orb of Icefall, Potion of 
Speed, Talisman of Fire, 2 x Healing Ointment, Incantare Beliarh Scroll, 
Runestone (Artifact - just south of the City of Begguni), Potion of Fire 
Warding, 5 x Potion of Restoration, 2 x Potion of Vigor, Orb of Restoration, 
Talisman of Nosferat, 2 x Bronze Ring, 3 x Potion of Healing, 2 x Potion of 
Striking, Ice Storm Scroll, 3 x Life Potion, Cursa Demoneus Scroll, Chronos 
Scroll, Orb of Fire, Imp Orb, 2 x Treebark Potion, Potion of Accuracy, Ruby, 
Potion of Water Warding, Blizzard Scroll, Orb of Icefall, Imp Talisman, Tempest 
Scroll, Ancient Relic, Potion of Fortune (in the Spiders' Nest to the north of 
Effrezem), Wotan's Blessing Scroll, Strength Scroll, Highfather's Blessing 
Scroll, Sinestra Ignis Scroll.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
16 x Potion of Restoration, 5 x Healing Ointment, 20 x Life Potion, Potion of 
Healing, 3 x Treebark Potion, Elven Boots, Angel Talisman, Talisman of 
Regeneration, 2 x Horn of Awareness (Artifact), Banner of Celerity, Infernal 
Knight Talisman, Incubus Talisman, Thanatos Blade (Artifact), Water Ward Scroll,
Potion of Accuracy, Sapphire, Banner of Fortitude, Tiara of Purity (Artifact), 
Elf Lord Talisman, Boots of the Elements.

SHOPS

Name                          Sells

Underik's Tower (Magic Shop)  Holy Armour (600 Gp), Call to Arms (800 Gp), 
                              Summon II: Golem (800 Gp)
Thurin's Shop (Merchant)      Life Potion x 5, Potion of Restoration x 10, 
                              Potion of Might x 1, Healing Ointment x 1
Furren's Shop (Merchant)      Life Potion x 5, Potion of Healing x 10, Healing 
                              Ointment x 5, Treebark Potion x 4
Gunner's Tower (Magic Shop)   Lightning (200 Gp), Chain Lightning (900 Gp), 
                              Holy Strength (600 Gp)
Tralar's Shop (Merchant)      Life Potion x 5, Potion of Healing x 10, Potion 
                              of Restoration x 10, Healing Ointment x 4
Werric's Shop (Merchant)      Orb of Healing x 1, Orb of Restoration x 1, Orb 
                              of Regeneration x 1, Orb of Life x 1
Ejella's Shop (Merchant)      Life Potion x 5, Potion of Healing x 10, Potion 
                              of Restoration x 10, Healing Ointment x 5
Malavien's Camp (Mercenary)   Barbarian Chieftain (1,800 Gp), Barbarian Warrior
                              (850 Gp)
Ebhon's Shop (Merchant)       Blizzard Scroll x 2, Ice Pillar Scroll x 2, 
                              Tempest Scroll x 2, Vengeance of Ymir Scroll x 1, 
                              Potion of Restoration x 1

ENDING

With Taladrielle dead, the Elves could offer no further resistance to the Hordes
who promptly set about reviving Gallean.  The sun rose that night, and from it 
Gallean was reborn.  But when he saw the death, destruction and mayhem that 
Mortis had caused in her quest to revive him, he disappeared, refusing to 
accept that this was his once beautiful bride ...

In unspeakable rage and sorrow at having been spurned by her long lost love 
after all she had done for him, Mortis' rage grew beyond measure.

She could not see what she had done to bring him back.  She could not see what 
SHE had become.

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

                                ACKNOWLEDGEMENTS

Thanks and credit go to DMPatrickF for his insight into Taladrielle the 
Sorceress level ... Credit and thanks go to Lupenzo for his encouragement and 
insight into several points of the  Undead Hordes saga missions ... and thanks 
also to everybody at gamefaqs.com who has posted on the messageboards and 
encouraged me to keep going !! =)


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                                SECTION NINE                                 ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

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

                                                (Dedicated to Peter, mon âme)


THE LEGIONS OF THE DAMNED SAGA WALKTHROUGH

==============================================================================
¦   This walkthrough is copyrighted to Mister Sinister (2004)                ¦
¦   I don't mind it being lifted in its entirity, but if you do so,          ¦
¦   please make sure you give credit to the author (me) and DON'T pass it    ¦
¦   off as your own.  Thanks !                                               ¦
==============================================================================

THE SEVEN MISSIONS OF THE LEGIONS OF THE DAMNED SAGA :-

1)	The Broken Seal
2)	Bethrezen's Retreat
3)	The Dark Alliance
4)	The Salty Dungeon
5)	Darkness and Light
6)	The Ambush
7)	The Prince of Hell

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

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.

Obviously the very nature of this game makes doing an FAQ quite a challenging 
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 Legions of the Damned 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 Broken Seal

BRIEFING AND COMMENTS

Ten years ago Bethrezen, God of the Legions of the Damned, was imprisoned by 
the Mountain Clans.  Without his leadership, the Legions were scattered to the
winds, fleeing the reprisals of the other races, and going into hiding as 
quickly as they could.

There they awaited a time when the power of the runic seal would weaken to 
such a degree that Bethrezen might be freed.

... but ten years later, the Mountain Clans sent High King Morok Cloudkeeper's
Son, Gymner, on a mission to enact the sacred rites which would lock 
Bethrezen's Infernal Gate for not just another ten years, but what could 
indeed prove to be a HUNDRED years ...

... but of course, if Gymner were to die BEFORE enacting these rites, the 
Legions might once again be able to unite themselves with their God ...

The first mission and it's a VERY very important one for the Legions - Gymner 
Cloudkeeper MUST be killed before he is able to enact the rites to strengthen 
the runic seal on Bethrezen's Infernal Gate.

At the start of the level a Dwarven Messenger stumbles upon your Capital City, 
and threatens you before legging it to tell the Clans of your location.  A 
Cultist wisely suggests that he be slain before he is able to alert the Clans 
and call for reinforcements.

The action then switches to you Boss :)

Basically the Cultist is right ... even thought this is your first level and you
are just starting out, I would STRONGLY suggest that you assassinate the Dwarven
Messenger before he is able to call for reinforcements, otherwise you're just 
making a rod for your own back ...

Although the Dwarven Messenger has legged it out of your field of vision, he is 
JUST beyond it to the south of your Capital ... and no ... he isn't alone ... 
he is travelling with two Axe-Throwers ... but you should still be able to take 
him with even a fledgling army without too many problems, ESPECIALLY when you 
take into account the REALLY poor initiative ratings which the Mountain Clans' 
units seem cursed with ;)

Once the messenger is slain, one of your Counselors confirms his death, and 
reminds you that in order for Bethrezen to be freed, the High King's son MUST 
be slain before he reaches the Infernal Gate ... SO !  No time for smelling the 
roses ... ONWARD !! =D

For your information, the map on this level is not only small, but vaguely 
symmetrical, and you can use this to your advantage.  BASICALLY the map looks 
like this :-

                      ==================================
                      ¦          ¦            ¦        ¦
                      ¦     M    ¦     I      ¦   L    ¦
                      ¦         ¦            ¦         ¦
                      ¦         ¦            ¦         ¦
                      ¦        ¦      ¦     ¦          ¦
                      ¦        ¦     ¦      ¦          ¦
                      ¦       ¦     ¦      ¦           ¦
                      ¦       ¦            ¦           ¦
                      ¦                                ¦
                      ¦                                ¦
                      ¦                                ¦
                      ¦                                ¦
                      ==================================

M = Mountain Clans Capital City
I = Infernal Gate
L = Legions of the Damned Capital City

Gymner Cloudkeeper starts out at the Mountain Clans Capital City and, unless 
you're REALLY really slow, you can effectively pin him in there, as he won't 
start his march towards the Infernal Gate unless you a) disturb him, or b) 
leave it for a REALLY long time before mounting your attack upon him and his 
troops.

So ... having now slain the Dwarven Messenger I would suggest that you mop up 
the troops surrounding your Capital City, to both increase the experience of 
your units, and fortify them before moving on to tackle the tougher foes on 
this level ...

Once you take the City of Dunera, one of your Cultists eggs you on, telling you 
that you MUST hurry to ensure that Bethrezen is freed ...

I KNOW THAT LITTLE MAN !  GET OUT OF MY WAY !!

(sigh)

If you move southwards from the City of Dunera, one of your Cultists warns you 
of the presence of (gulp) GOBLINS.  Eeeeeeeeeeeeeeeeeeeew I'm really quaking !!
Stop it !!!  Even with the Legions in its presently weakened state, Goblins 
should pose NO problem (thumps his fist on the table in defiance).  ONWARD 
DAMMIT !!

If you continue south (as I have, 'coz I will NOT be stopped), a Dwarf zips 
across from the waters to the west and blocks your path ... he tells you that 
you "evil creatures" (bless) are not allowed beyond this point, and that you 
must leave or perish.

... guess we'd better go home then eh !

SOD OFF YOU LITTLE PUNK !!!!!!  Kick his butt ... his unit comprises a Dwarf, a 
Novice and an Axe Thrower.  Make sure that you concentrate your attacks 
(insofar as your are able) on the unit that the Novice empowers, as he will do 
+50% Damage ;)

If (looking at my map (above)) you work your way around the mountain range that 
blocks your path to the Infernal Gate, you will encounter some Dwarves guarding 
the Neutral City of Oghock ... once you have slain the first of these units (as 
you will need to do to get past them), one of your Counselors will tell you 
that these were mere guards, and that he is sure that the Gate cannot be far 
from your present location ... (he's right - it's just north !!)

[IMPORTANT NOTE: I would strongly suggest securing the gate BEFORE attacking 
Gymner - that way, if your opening units are not strong enough to fell him, you 
can have reinforcements waiting for him nearer the gate] ;)

[IMPORTANT NOTE: Taking the City of Oghock does NOT automatically mean that you 
are able to police the corridor leading to the Infernal Gate since, as you will 
see from my diagram of the level (above), there corridor leading to the Infernal
Gate actually splits down the middle as a result of a small mountain range which
allows TWO ways to get to the Infernal Gate through the middle passageway ... 
this basically means that you should focus on using the City of Oghock as a 
barracks for the creation of units that you CAN use to better police the 
passageway leading to the Infernal Gate]

If you approach the *other* set of Dwarves outside the city of Oghock (the ones 
to the west), you will overhear a conversation between Guards Thurin and another
Dwarf, which goes something like this :-

THURIN :  "Why's Gymner being sent THIS way ?  We could be badger-baiting in 
           Gunthera !!"
DWARF  :  "Och, I denne kenn - he's supposed to be having a concert here I 
           think ... let's hope ticket sales are better than his recent tour 
           of the Underworld ..."
THURIN :  "Well I guess we'll see - gimme the ale - I'm gonna get plastered."

(ahem)

One of your Cultists shrewdly observes that they must be guarding the passage 
which leads to the Gate !  AS I believe I may have just mentioned Mr Cultist, 
you're right - this IS the way to the gate ... (shakes fist at computer screen).

A little while on, one of your Counselors points out that the sluggish Dwarves 
still don't seem to be aware of your presence on these lands, and that this 
SHOULD prove to be a powerful advantage to you ... OF COURSE IT WILL !!!!!  
What the HELL do I pay you people for ???  It's CERTAINLY not to give me advice 
like THAT !! =O

If you approach the Hill Giant to the north-west of Oghock, he will speak to 
you ... he says :- "Wotan will not tolerate this blasphemy!  Prepare yourselves 
to join your accursed god in oblivion ..."

RIGHT !!  It's a fight !!!!!  ..................... wait just a cotton-pickin' 
minute ... that CHEEKY little bugger !!  He casts a Blizzard spell on you just 
for good measure !!! (As if his words were not painful enough !!  Hee hee - 
we'll show HIM pain !!)

Time to whip out the big guns ... (I would zap his @ss with a spell or two just 
to show him who's boss and then go in all guns blazing).

Once he has fallen and the remainder of the troops surrounding the Infernal 
Gate (several of which are Mountain Clans units - advanced scouts perhaps ?) 
have been pacified, you may spend a little while concentrating on fortifying 
this area before you stage your final attack on Gymner Cloudkeeper and his 
entourage.

After you have made your assault on the Dwarven City of Inthuric, a Dwarf tells 
you that Gymner is the son of the High King of the Mountain Clans, Morok 
Cloudkeeper ... and that any harm that befalls Gymner will be vested back upon 
you BIG TIME.

OK pause it.  Ever done algebra ?  a + b = c ?

Let's look at this logically.

I foresee two ways to proceed at this juncture :-

1)  Free Gymner + Let him get to the Infernal Gate = CERTAIN DEATH for the 
Legions.

Hmmmmmmmmmmmmmmm =./ Tempting !

- or -

2)  Kill ALL the Dwarves + Rip Gymner's Head off = VICTORY !!

Ooh !  TOUGH CHOICE ... hang on whilst I phone a friend ...

BYE BYE LITTLE DWARFIE-POOS =)

Taking the City of Inthuric and turning it into an Outpost of Hell is a GREAT 
idea ... Gymner shouldn't have even BEGUN his march to the Infernal Gate yet, 
and you can use this City to create even MORE troops to halt his progress ... 
YIPPEEE !! =D

Right.  Now that we've taken practically every resource and city on the map ?  
It's time to kill Gymner.  Gymner SHOULD still be just outside the Mountain 
Clans' Capital City, and is not surprisingly VERY well protected ... you will 
find the following units outside the Clans Capital :-

1)     Axe Thrower, Crossbowman, 2 Dwarves
2)     Rock Giant, Axe Thrower, Gymner Cloudkeeper
3)     Hill Giant
4)     Hill Giant
5)     Axe Thrower, 2 Dwarves, King's Guard ("Calderic" in my Saga)

Gymner is a level 3 Loremaster and should not be underestimated.

Once he has fallen a conversation ensues ... one of your Duke's tells you of 
the demise of Gymner - Gymner then dies, vowing that his father will avenge his 
death, and the action then switches to the Infernal Gate, where a Demonologist 
eagerly awaits the rebirth of Bethrezen ...

(AND here he is ... your GOD ... B .........................................)

... what the ............................ this is just a child !!!!!  I WANT MY 
MONEY BACK !!

OPPONENTS	Mountain Clans

CITIES

NEUTRAL CITIES

Name              Inhabitants

Dunera            2 Peasants, Thug
Oghock            [2 Goblins, Orc]

MOUNTAIN CLANS CITIES

Name              Inhabitants

Inthuric          [Dwarf, Axe Thrower]

BUILDINGS

Name              Inhabitants                   Gain anything from taking it ?

Lair              3 Goblin Archers              100 Gp, Bronze Ring
Abandoned Keep    Wyvern, Goblin, Goblin Archer 200 Gp, Tome of Arcanum
Old Temple        Hill Giant                    250 Gp, Celerity Scroll
Ruined Keep       Fiend, 2 Possessed            150 Gp, Orb of Fire

EVENTS

Event             Notes

Gymner is here !  The Loremaster Gymner Cloudkeeper is going to seal the 
Infernal Gate ! LOOT AND PILLAGE  Take the map and prepare for the advance of 
Gymner Cloudkeeper. SLAY GYMNER !!!   Kill Gymner to prevent his enacting the 
rites to close the Gate.

ITEMS LYING ON THE GROUND
Potion of Protection, Life Potion, 2 x Potion of Healing, Pestilence Scroll, 
Gold Ring, Imp Orb, Potion of Striking, Potion of Swiftness, Silver Ring, 
Summon I: Roc Scroll, Unholy Chalice (Artifact).

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
3 x Life Potion, Talisman of Restoration.
SHOPS

Name                          Sells

Under's Shop (Merchant)       Life Potion x 4, Potion of Restoration x 10, 
                              Potion of Healing x 10
Malavien's Tower (Magic Shop) Pestilence (200 Gp), Weakness (200 Gp)

ENDING

With Gymner slaughtered, the Legions awaited the emergence of their evil God 
from the confines of his dark prison ... but instead, a child of just over 12 
steps from the shadows, claiming to be Bethrezen.

B-U-M-M-E-R !!

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

2)	Bethrezen's Retreat

BRIEFING AND COMMENTS

The being that emerged from the Infernal Gate was NOT Bethrezen (DUH !), but 
rather the lost heir of the Empire - the child Uther.  Ten years ago, Bethrezen 
had chosen this boy as the receptacle for his soul, and when Uther stepped from 
the shadows as the new ruler of the Legions of the Damned, trees bled and the 
soil rotted under his feet.  There could be no doubt amongst the Legions that 
this child was the reincarnated Bethrezen.

Whilst nobody could fathom WHY Bethrezen would have chosen a mere BOY to house 
his almighty spirit, this was NOT the time for such questions ... the Undead 
Hordes were drawing close, and seemed to take more than a passing interest in 
the events unfolding before them ...

Bethrezen would have to be escorted to a safe location IMMEDIATELY, as he was 
still too weak to risk a full confrontation with the Hordes or any other race 
for that matter !

At the beginning of the level, Bethrezen pops up to tell you that he is still a 
bit tired from his ordeal, and must withdraw, but that the next time you meet 
the Hordes, you will wipe them out ...

A Sorcerer responds by concurring with him, and advising him that the mainstay 
of your forces lie to the north, and that you will assure his safe passage 
there ...

....................... ME !??!??!?!?!??!?!?!  I can barely find my way HOME 
after work !!

Oh aaaaaaaaaaaaaaaaalright ... gimme a map ...

Undead forces then quickly surround Bethrezen (which is just peachy - I wanna 
see what this boy can do !!), stating that he cannot escape and that Mortis has 
ordered he be slain ... Bethrezen responds by casting two Ignis Potens spells 
upon the closest troops (one to the north and the other to the south), and then 
control switches to you !!

Your objective on this level is to get Bethrezen to the safety point to the 
north and just a little bit to the west of his present location.  UNFORTUNATELY 
a mountain range prevents you from just going in a straight line there - you 
will have to escort him south, then west, then north and finally east to get to 
the safety point ... this is NOT going to be easy ... I would STRONGLY advocate 
patience on this level, as if you just leg it with Bethrezen he WILL die and you
will lose the level ...

First thing is first.  Bethrezen is SURROUNDED by Undead Forces.  For your 
information, Bethrezen's unit comprises Bethrezen, a Devil and a Berzerker, and 
the units immediately around him are as follows (I have taken into account the 
fact that he will have already cast a spell on each unit before I comment on 
them) :-

1)     Gangren (a Nosferat), 2 Zombies, Dead Initiate
2)     2 Zombies
3)     Zombie, 2 Dead Ghosts
4)     Gozlen'ha (a Death Knight), 2 Fighters, Dead Initiate
5)     Zombie, Dead Initiate
6)     2 Zombies

Units 1-5 will have been weakened by the spells - Unit 6 (the 2 Zombies) is at 
full strength.

Take Bethrezen one way or the other ... do NOT send him around mopping up 
troops for TWO very good reasons :-

1)  He'll die, 'coz he's not strong enough.
2)  It's better to allow your chosen units (i.e. your strongest leader) to grab 
    all the XP ;)

Since you will have to go south to get to the END of this level, I would send 
Bethrezen south right from the outset.  To my mind it doesn't really matter too 
much whether you attack the Undead on the way through or not - they WILL all 
catch up with you, and if you do attack them then you are only really going to 
slow yourself down.  It's up to you really !! ;)

If you move Bethrezen around too much, one of your Cultists will chastise you, 
saying that it would be wise to ensure Bethrezen's safety before exploring the 
lands ... IGNORE HIM ... YOU are the boss - YOU know best ... in fact ?  HIT 
HIM for being so stupid ;)  There ... now we can proceed ... :">

I believe your aim should be to get Bethrezen safely entrenched within the City 
of Oghock.

It is central, which means it can easily be assailed strategically, but the AI 
on this level coupled with the fact that only the Undead are actively looking 
for Bethrezen SHOULD mean that once he is in there, you can clear a safe path 
for him with your other troops and thereby GREATLY improve your chances of 
beating this level ;)

Once you have managed to get Bethrezen safely tucked away inside Oghock you 
should make sure he is well protected and JUST LEAVE HIM THERE until much 
later on in the level.  By all means build the city up to level 5 and stock it 
fully with troops - he will be fine ;)

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Tip about playing Bethrezen

My good friend Chuck has suggested that, if you incorporate Dopplegangers into 
your army, you can actually effectively CLONE Bethrezen thus GREATLY increasing
your military might.  Imagine it !!  Having a bunch of MINI-Bethrezen's !!!!!!!

Bear in mind that it might not be possible on EVERY level where Bethrezen is 
shown to actually DO this - for example, you will not (certainly on the earlier 
levels) be able to have access to the Doppleganger level of troop development,
but I'm mentioning it at THIS stage as it is something you should NOT forget ;)

Thanks Chuck - I'm off to try this one IMMEDIATELY !! =)

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Turning now to your Capital City, you REALLY need to take the City of 
Tsullen'hish in order to avoid having your precious resources STOLEN by the 
perfidious (the narrator uses that word - I have NO idea what it means ... 
hang on a tick ...)

(runs a search on yourdictionary.com)

Perfidious = of, relating to, or marked by perfidy (GEE THANKS !!) ... oh ... 
treacherous.

QUITE why they couldn't just say treacherous is beyond me !!!  ANYWAY ... :) 
... stolen by the TREACHEROUS Undead Hordes ;).

You will find the City of Tsullen'hish to the north-east of your Capital City.  
Send some units across the waters to the east and then north once they reach 
the edge of the map, and you will find the City of Tsullen'hish ... it's quite 
well guarded, but I would suggest taking it as quickly as possible to avoid the 
Undead sending Hordes (pardon the pun) of their Hordes through the gap and 
right up to your Capital.

Once you have taken the City of Tsullen'hish an Initiate (ooh scary !!) pops up 
to tell you that Mortis will slay Uther and there's NOTHING you can do to stop 
her.

... we'll see !! ;)

If you take the Neutral City of Dunera, a Hill Giant tells you that the Clans 
will not forget your attack on the High King's son, and that you WILL pay for 
your actions ...

... but who cares !! ;)

If you take the City of Luycyx, a Counselor tells you that his scouts have 
spotted Undead troops on the lands, and that they come from all sides ... he 
suggests you rest there and then press on towards a safe spot for Bethrezen.

... um ... didn't I just say that ?  Nevermind ...

If you approach the Lizardman to the south-east of the City of Luycyx, he comes 
running out to you to ask for your help.  He tells you that he needs you to take
the Totem in the chest beside him to his tribe, and that they will reward you 
for your assistance.  Then he disappears !

VERY odd.  True to his word, the chest beside him contains an Agshlisga Totem, 
being a totem which represents a serpent being (or a Mr Potatohead depending on 
whether you look at the picture BEFORE reading the description or not) ;)

ANYWAY.  His "tribe" is in the south-westernmost corner of the map ... (just 
travel west from the City of Luycyx until you reach the Hideout, then west a 
bit, south-west until you reach the City of Krazius, and then due west and you 
will reach his tribe).

FOR YOUR INFORMATION, the "reward" he speaks of ?  Is POOR ... basically your 
path is blocked by a Lizard Man who tells you that this is the domain of the 
Shirlllessh tribe, and that you will be attacked if you venture further, to 
which a Medusa comes rushing past him, takes the totem off you, tells you you're
a sweety and gives you a Runestone (Artifact) in return !!

To the west of the Crumbled Keep you will find a Spearman who tells you that 
you must leave as his people cannot tolerate your presence on these lands any 
longer, and that if you DO stay, they will be forced to fight you !

Okay ... if we were the Empire ?  Or the Clans ?  I might have listened to this 
guy ?  BUT DAMMIT WE'RE THE BADDIES !!  SCREW HIM !!!!!  Rip his HEAD off or 
something :">

After a while of clearing up the map you will be able to approach a passageway 
that runs from the Human controlled lands in the center of the map to the north,
towards the Undead Capital.  As you approach the entrance to this passageway, a 
Specter appears before you to tell you that "all those who enter Mortis' 
territory shall feel her powers".

One of your Sorcerers responds by advising you that this is the only passage to 
the north, and that whilst the Undead Hordes ARE quite obviously awaiting your 
arrival, you have no choice but to fight them ...

... that being said it's time to put foot to @ss and push through the Undead 
Hordes !!

REMEMBER that Bethrezen should still be safely tucked away inside the City of 
Oghock - there is NO point in bringing him out until you are ready ...

[IMPORTANT NOTE :  Whilst you can explore the WHOLE MAP with your finest units, 
and even go right up to the point where you are supposed to take Bethrezen (I 
wouldn't suggest doing this as it will remove the blue marker from the map and 
that might lead to your getting confused as to where exactly you are supposed 
to take him), you will NOT know about the trap the Undead have planned for 
Bethrezen until it's too late ... well ... unless you're reading THIS of course
;)  Basically if you look at the map JUUUUUUUUUUST as you are crossing the final
stretch of water from the Undead Capital to the blue marker there is a hidden 
trap which ONLY Bethrezen can activate, and which he MUST activate to get to the
end of the level.  When you reach this point, a Call Decay Dragon Spell is cast 
upon Bethrezen's Unit, and the following units teleport onto the map in his 
vicinity :-

1)     Death, 2 Werewolves, Death Knight (Honir'ya in my Saga)
2)     Doomdrake, Specter, Lich Queen (Shagherul in my Saga)
3)     Doomdrake, Death, Nosferat (Zythaar in my Saga)

Once you have killed all these units (of if you are REALLY quick with Bethrezen)
you can proceed to the end !!  I would STRONGLY suggest that you take as many 
units with you as you can at this point, as it may LOOK like just three units 
to you, but the leaders are VERY very powerful, and in all likelihood if 
Bethrezen tries to take them all on by himself he WILL not make it !!]

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Tip about sacking the Undead Hordes' Capital City.

Nero has been in touch with me to say (and I quote) :-

"You can easily take over the Undead Capital with Bethrezen, a Anti-Paladin and 
a Onyx Gargoyle.  Just pump the group with all the potions you have (give 
Bethrezen the initiative boosting potions first, i got it to 102 (60+42) which 
is more than Ashgan (Undead Capital Guardian) has) and just keep attacking 
Ashgan with Bethrezen while picking the other ones off.

When the others are dead, you can almost 100% safely instant-resolve it (takes 
a while since the most damage i did was 15 with Bethrezen) And he got +2720 XP 
for it!"

Thanks Nero !!

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

OPPONENTS	Undead Hordes, Human Resistance

CITIES

NEUTRAL CITIES

Name              Inhabitants

Dunera            Hill Giant, Crossbowman
Luycyx            Hill Giant, Rock Giant [Polar Bear]
Krazius           2 Goblins, Ogre
Kuelluran         [Spearman, 2 Man at Arms]
Inthuric          [2 Spearmen, Knight, Cleric]
Oghock            [2 Orcs, 2 Goblin Archers]

UNDEAD CITIES

Name              Inhabitants

Tsullen'hish      [Wyvern, Zombie]
Thaaxull          [Warlock, Specter, Fighter, Zombie]

BUILDINGS

Name              Inhabitants                   Gain anything from taking it ?

Perthin           2 Master Thugs, Archer        150 Gp, Potion of Strength
Crumbled Fortress Goblin, Goblin Archer         30 Gp
Hideout           2 Goblin Archers, Ogre        500 Gp, Summon Living Armour 
                                                                         Scroll
Antique Temple    Deathdragon, Ghost            600 Gp, Banner of Protection
                                 (the above is the Antique Temple near Krazius)
Antique Temple    Imperial Knight, Mage,
                          2 Imperial Assassins  400 Gp, Call Decay Dragon Scroll
                               (the above is the Antique Temple near Kuelluran)
Crumbled Keep     2 Goblin Archers              35 Gp, Goblin Orb
Lost Mastaba      2 Wyverns                     200 Gp, Sapphire
Ruined Tower      Deathdragon, 2 Specters,
                                     Initiate   1,000 Gp, Tome of Water

EVENTS

Event             Notes

Undead Raid !!!   The Undead surround and assault Bethrezen !!  BUGGERHEADS !!
Help the Lizards  Act as errand boy for the Lizard Man and his totem ... if you 
                  wanna ...
Human insults     The PITIFUL Humans tell you not to enter their lands.  BAH !!
It's a Trap !!    Bethrezen is caught by the Undead in a sinister trap just on 
                  the finish line !!

ITEMS LYING ON THE GROUND
3 x Potion of Healing, Potion of Protection, 2 x Life Potion, Pestilence Scroll,
Zombie Orb, Ice Storm Scroll, 2 x Potion of Restoration, Call to Arms Scroll, 2 
x Emerald, Bronze Ring, Orb of Earth, Potion of Swiftness, Healing Ointment, Orb
of Vigor, Potion of Accuracy, Ruby, Lizard Man Orb, Sanctuera Scroll, 2 x Potion
of Vigor, Potion of Speed, Bronze Ring, Staff of Thunder, Silver Ring, Weakness 
Scroll.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
Treeback Potion, 3 x Life Potion, Quicksilver Potion.

SHOPS

Name                          Sells

Jolan's Tower (Magic Shop)    Blizzard (200 Gp), Hymn of the Clans (400 Gp), 
                              Stone Rain (400 Gp)
Werric's Shop (Merchant)      Life Potion x 5, Potion of Healing x 10, Potion 
                              of Restoration x 10, Healing Ointment x 3, 
                              Treebark Potion x 1, Potion of Protection x 2, 
                              Potion of Striking x 1, Potion of Speed x 1
Sallat's Shop (Merchant)      Orb of Healing x 1, Orb of Restoration x 1, Orb of
                              Life x 1, Orb of Vigor x 1
Under's Shop (Merchant)       Life Potion x 5, Treebark Potion x 5, Potion of 
                              Healing x 10, Potion of Restoration x 10, Banner 
                              of Speed x 1

ENDING

With Bethrezen now safely escorted from harm, it is time to turn your attentions
to rebuilding his Empire, for you will have certainly drawn yourselves to the 
attention of the enemies of the Legions with Bethrezen's 'rebirth' in Nevendaar.

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

3)	The Dark Alliance

BRIEFING AND COMMENTS

Hubert de Layle, the nephew of the treacherous aristocrat Bernard of Cahuzak (a 
noble who rebelled against the Empire during the First Great Wars and was 
discovered and slain for his treachery), was targetted by the Legions as a 
likely ally in their struggle to rebuild their shattered Empire.  De Layle's 
corrupt soul and taste for the darker side of things would surely mean he could 
be ... swayed ... to seeing the Legions' point of view ... :">

At the start of this level, De Layle pops up on your screen to threaten you and 
tells you basically that he will bomb you back to the stone age for intruding 
upon his lands.

He also sends you a letter, in response to your request to be his new friends, 
which reads :-

"Dear Mr Bethrezen,

Thank you for your recent application to become one of Hubert De Layle's 
buddies.  As you will doubtless be aware, Mr De Layle is a *very* busy man, and 
as such cannot take the time to comment on each application he receives 
personally, but in this case you will be pleased to note that he has made an 
exception, and has asked us to deliver the following message to you.

"SCREW YOU"

Trusting that the above remains clear, we remain,

The soon to be slaughtered masses,

De Layle's Castle"

NEEDLESS to say Bethrezen, who is still a bit cranky, and hasn't had a good day 
to say the LEAST, is more than a little unimpressed by this tone, and sets out 
to "convince" De Layle that he should ally with the Legions.

Right.  Your objective on this level is to ALLY with Hubert de Layle.  Note the 
key word in that sentence ... A-L-L-Y ... as in, NOT declare open war on him 
and slaughter all his troops.

In Disciples 2 there are THREE ways to become somebody's Ally :-

1)  Buy their friendship
2)  Kill their enemies to earn their friendship
3)  Ask for their friendship.

As you will see, at least at the OUTSET, option 3 doesn't seem to be working ...
De Layle is too busy with his playthings to want to be your friend ... so you'd 
best work on a combination of options 1 and 2 to complete this level.

There is, however, Option 4 which I have yet to mention, and which DOES ACTUALLY
WORK :-

4)  KILL EVERYBODY AND THEN GO FOR OPTION 1.

Obviously this has certain drawbacks ... a) You've KILLED all his troops, so 
you're going to have to be VERY rich to apologise for that ... b) It'll take 
AAAAAAAAAGES 'coz you'll have to conquer the entire map first.

How you do this level is entirely up to you, but by far the simplest (and it 
has to be said BIFFEST) way of winning here is to simply hold your units in 
your capital and pay De Layle all your gold on a regular basis ... this will 
increase your popularity and eventually HE will offer to ally with you and the 
level will end !!)

[ LATE BREAKING NEWS !!  I have just been advised by LenDBZ that there is 
ANOTHER way of getting the fat freak to ally with you, which I had NO idea 
about !!  Apparently you can get him to ally with you by taking Bethrezen and 
moving him right up to De Layle's Capital City, and De Layle's end dialogue 
will commence !!  Obviously I would still advise that you take care to mop up 
the troops en route BEFORE you send Bethrezen off to De Layle's Castle if you
you this option, but THANK LENDBZ for bringing it to my (and consequently YOUR)
attention !! ] =)

In an attempt to cover all angles, I'm going to a regular walkthrough for this 
level ...

Bethrezen charges out of your Capital and urges you to march on and conquer ... 
he makes me laugh ... whether he's Uther OR Bethrezen, he's ALWAYS got that 
totally arrogant streak !!

I would stock up and then eject your leader and his units from the Capital and 
then put Bethrezen back in there for the duration of the level ... you can send 
him out and about to mop up weak units should you wish, but if he dies it's 
MEGA badness for the Legions ;)

If you take the city of Ablliven you will get treated to a history lesson by a 
Master Thug, who tells you that Bernard of Cahuzak was Hubert de Lalye (BAD 
spelling)'s Uncle, and that Bernard rebelled against the King during the First 
Great Wars 10 years ago ...

When Hubef falls, one of your Sorcerers reminds you that it lies awfully close 
to the Clans territory, and that an abundance of caution would be a good idea 
(he's right) ;)

If you capture Tellorum, a Mountaineer tells you that they despised Cahuzak as 
much as they loathe you, and that you WILL pay for your attack on their city 
(shyeah RIGHT little man. Should you be worrying about the RAGNAROK ??) ;)

Conquering the City of Reffugia gets you chastised by a Peasant that lives 
there.  He says that if the King hadn't abandoned their people, you would NEVER 
have been able to take them, and wages that De Layle himself sent you to attack 
them (FAT CHANCE !!)

If you press east from Under's Shop one of your Counselors pops up to tell you 
that the King HAS abandoned these lands, so you should be able to take them with
ease ...

Hmmmmmmmmmmmmmmmmmmmm =./

If you take the City of Nahneen, Death threatens Bethrezen (telling him that he 
will not escape as Mortis has need of him).

Once Gunkerth Keep has been won (as you are leaving it in fact) a Cultist steps 
up to tell you that De Layle burnt this town down after they refused to deliver 
three virgin girls to him (presumably to sacrifice in one of his banquests).  
What a twisted little maggot !! =O

You MIGHT like to think twice before taking the City of Unlluven (as this is 
one of Hubert's Cities, and it will REALLY p!ss him off) ;)

Once you pass to the north of Unlluven, one of your Sorcerers confirms that you 
are now entering De Layle's territory, and says (which makes me smile) "He seems
as cruel as you are almighty !"

WOULD SUCH A FEAT BE POSSIBLE LUV !! =)

As you go beyond the path and into the field of skeletons, a Counselor tells you
that De Layle impaled all the people you see in the field ... HOW COOL IS THAT 
BY THE WAY !!  Well ... in GAME terms at least ... (( those spikes look 
sharp !! )) :(

Once you have done all the exploring you fancy doing on this level, you can 
just sit back and buy the Fat Man's friendship with cold, hard cash ... it WILL 
take a little while (he's not going to just forget the fact that you have 
UTTERLY decimated his ENTIRE army), but in the end he will give in and accept 
your alliance over the inevitable.

[HINT :  Don't try to ally with him - just keep offering him the gold, and he'll
offer to ally with you]

Once De Layle has offered to ally with you AND you have accepted his offer, he 
will enter into a dialogue which goes a bit like this :-

DE LAYLE  :  "Oother ?  Is that you Oother ??"
BETHREZEN :  "Yes De Layle ... I need your help (flashes a tenner) look !  See 
              how it shines ... aaaaaaaaaaaaaall the pretty colours :">"
DE LAYLE  :  "You so fly Oother - I will be your bestest buddy ... NOW GIMME 
              THE THING !!"
BETHREZEN :  (Quickly pockets the tenner)

OPPONENTS	Hubert de Layle (at the outset),

CITIES

NEUTRAL CITIES

Name              Inhabitants

Ablliven          2 Thugs, Master Thug [2 Thugs]
Nahneen           [Death, Dark Lord, Warlock]
Reffugia          [2 Peasants, Man at Arms]
Gunkerth Keep     2 Thugs, 2 Archers, Master Thug

MOUNTAIN CLANS CITIES

Name              Inhabitants

Hubef             [Hill Giant]
Tellorum          [2 Crossbowman, Mountaineer, Warrior]

EMPIRE CITIES

Name              Inhabitants

Unlluven          [2 Imperial Knights, Wizard, Archer]

BUILDINGS

Name              Inhabitants                   Gain anything from taking it ?

Odense            Spearman, 2 Peasants,
                       2 Apprentices, Archer    200 Gp, Potion of Might
Tower             2 Werewolves, Ghost, Shade    300 Gp, Evil Ent Scroll
Kundesa           2 Ghouls, Initiate, Warlock   100 Gp
Old Tumulus       Dark Lord, 2 Fighters, Ghost  400 Gp, Potion of Fortune
Old House         2 Master Thugs, Thug,
                           Imperial Assassin    400 Gp, Silver Ring
Lair              2 Ogres, Goblin               300 Gp, Thanatos Blade
Haunted Lair      Orc, 2 Goblin Archers         400 Gp
Crumbled Keep     Wyvern, Fighter, Ghost        300 Gp, Zombie Orb

EVENTS

Event             Notes

NEED FRIENDS      Bethrezen orders you to search the lands and ally with Hubert 
                  De Layle
OOPS !!! (maybe)  You *might* inadvertantly crush a few (or ALL) of his troops 
                  - don't worry
Threats !!        The ickle Dwarfies threaten you from time to time - just 
                  ignore 'em
BUDDIES !!        De Layle finally agrees (probably with MUCH cash spendage) to 
                  be your pal !

ITEMS LYING ON THE GROUND
3 x Potion of Healing, Silver Ring, 2 x Life Potion, Ruby, Plague Scroll, 
Potion of Air Warding, Potion of Protection, Chain Lightning Scroll, 2 x Potion 
of Striking, Orb of Healing, Orc Talisman, Potion of Strength, Potion of 
Swiftness, Potion of Invulnerability, Hymn of the Clans Scroll, Emerald, 
Talisman of Bane, Fog of Death Scroll, Orb of Thunder, Potion of Speed, Bronze 
Ring, Orb of Nosferat, 2 x Potion of Vigor, Pestilence Scroll, Orb of Earth, 
Treebark Potion, Imp Orb, 2 x Potion of Restoration, Potion of Speed, Seafaring 
Scroll, Potion of Celerity, Banner of Striking, Orb of Water.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
4 x Life Potion, 3 x Potion of Restoration, Potion of Healing.

SHOPS

Name                          Sells

Under's Shop (Merchant)       Life Potion x 5, Potion of Healing x 10, Potion 
                              of Restoration x 10
Othon's Tower (Magic Shop)    Haste (400 Gp), Holy Strength (600 Gp), Holy 
                              Armour (600 Gp)
Gunther's Camp (Mercenary)    Goblin (50 Gp), Goblin Archer (50 Gp), Orc (300 
                              Gp)
Tralar's Shop (Merchant)      Life Potion x 5, Potion of Healing x 10, Potion of
                              Restoration x 10, Potion of Invulnerability x 2, 
                              Potion of Protection x 2, Treebark Potion x 1, 
                              Potion of Striking x 1, Potion of Accuracy x 2

ENDING

Hubert, realising that his career advancement prospects would be GREATLY 
increased through supporting the Legions, establishes an alliance with their 
people ... his is tasked with creating chaos in the Empire, and attempting to 
steal the Throne from Demosthene.

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

4)	The Salty Dungeon

BRIEFING AND COMMENTS

Many centuries ago, the Clans lured the Demon Lord Asteroth in a giant cave, 
blocked the entrance and filled the chamber with seawater ...

... Asteroth struggled for many many years to free himself from the confines of 
his salty dungeon, knowing that one day he would be released ...

The were tales told of a runic key which could open this prison and release the 
beast inside, and the Mountain Clans searched in a panicked state for this key, 
with the intention of destroying it once it had been located.

Knowing that Asteroth would prove to be an invaluable ally, Bethrezen sent packs
of his demons out to search the land, in an effort to reach the key and free 
Asteroth before the Clans found the runic key ...

... so begins the search for the Demon Lord Asteroth !

Your mission on this level is quite a simple one really ... you are to find, 
liberate and recruit the Demon Lord Asteroth.

... the level begins with 4 units of human troops mounting a daring but futile 
assault upon your Capital.

DO NOT WORRY - THEY POSE NOOOOOOOOOOOOOOOOO THREAT AT ALL TO YOUR CAPITAL CITY.

For your reference, the 4 units that are staging their assault as as follows :-

           1)     Spearman, 2 Peasants
            2)     Man at Arms, 2 Peasants
             3)     2 Man at Arms, Peasant
              4)     Man at Arms, Peasant, 2 Archers

I would begin the level by building a structure, hiring as many units as your 
leader can handle, and exiting the city with him (he should try and avoid 
combat) ... then send him off to explore the map and wait for these IDIOTS to 
attack your capital.

TRUST ME YOU DO NOT NEED TO WORRY.  Ashkael can easily despatch anybody 
attacking your Capital.

Your Capital City is in the north-west of the map ... you need to tackle this 
level in two stages :-

           A)    Find the Runic Key (which is to the south-south-west of you)
           B)    Find, release and recruit Asteroth (who is to the east of you)

(The only way you CAN go to begin with is south)

[QUICKIE DIRECTION GUIDE FOR THIS LEVEL :-

Pick up the Runic Key in the south-western corner of the map.  Then go to the 
City of Kellara and head east ... slay the Green Dragon and keep going East 
until you reach the Mountain Clans Capital City ... then turn north until you 
reach Pender's Hall - go west from there until you reach Nvenn, and Asteroth's 
Prison is to the north of that, just north-west of Hammerpass and south-east of 
Gameric]

If you take the City of Nyceril, one of your Counselors observes that the 
city's defences were quite weak, and that the lands have probably endured 
quite a bit of suffering ...

If you take the City of Bhaalu the one of your Sorcerers confirms that he can 
feel Asteroth's presence on the lands, and that he must be somewhere nearby ...

If you then try and enter the corridor to the south-west of Bhaalu, a Duke 
issues a cry for your troops to withdraw, as Undead Forces are pouring forth 
from the corridor.

Before you actually get a chance to comply, however, guess what ?  Undead Forces
come pouring out of the corridor !!

You are attacked by a unit comprising a Specter, 2 Zombies and an Initiate.

For your information, however, there are PLENTY more Undead baddies in this 
corridor for you to attack (should you wish).  They are as follows :-

     1)     2 Zombies, Initiate, Ghost
     2)     Deathdragon, 2 Initiates
     3)     Skeleton Champion, Zombie, Initiate, Warlock, Ghost
     4)     Doomdrake, Occultist
     5)     Lich, Ghost, 2 Dark Lords

As you approach units 3 and 4, the Occultist (Unit 4) comes rushing to you to 
tell you that you have strayed too near your enemies, and that Mortis will now 
crush you and take what she wants from you ...

Before you enter the Ancient Dwarf Keep (to the south-west of Jolan's Tower in 
the south- western corner of the map), one of your Arch-Devils tells you that 
he feels uneasy about entering the ruins ... he feels that mighty guardians will
be protecting the structure ...

AAAAAAAAAAAAAAAAAAAAND he's KINDA right - there's a Son of Ymir guarding the 
Keep =./ ... but you HAVE to take the Ancient Dwarf Keep because it contains 
(fanfare) the Runic Key that is required to free Asteroth !! =)

As you approach the City of Kellara, three units (2 Skeletons, 1 Evil Ent) 
materialise to the east of you.  What is strange about these units is that they 
are obviously Undead, but they march under the banner of the Mountain Clans !!  
VERY odd.  ANYWAY ... a Necromancer pops up to tell you once AGAIN that Mortis 
demands the handing over of the child Uther for her own dark purposes.

Just to see what would happen, I fled beyond the movement range of the units, 
and the 3 units that arise from the ground ARE under the control of the Mountain
Clans !!  They move on the Clans turn and, as they only last for one turn and I 
was out of their range, they attacked the City of Kellara !!

This COULD be used to your advantage to weaken the troops garrisoned there 
before mounting your own assault on Kellara ... I guess it depends on whether 
you can outrun the Mountain Clans UNDEAD (sheesh !!) summons or not :">

Once Kellara has been taken, one of your Counselors confirms that the entireity 
of the populace there is dead ...

As you approach the Green Dragon to the east which blocks your path through the 
Mountain Clans Territory, you are challenged to a scrap (basically) by a Rock 
Giant !!  He tells you that you are not welcome and you should go, to which 
Bethrezen responds by saying that these lands will all be his, and bla bla 
bla ... and the Rock Giant tells him to naff off or suffer the consequences !!

REEEEEEEEEEEEALLY !! =O

Once you have mopped up these IDIOTS and made your way through the Mountain 
Clans turf, you will almost be at Asteroth's Prison !!  Yippee !!! =)

If you decide to take the City of Pender's Hall, a Hill Giant mistakenly 
heralds you as the bringers of the Ragnarok ... which isn't TECHNICALLY true, 
but it's a cool mis-identification to be sure !! :)

The Orcs inhabiting Luferin refer to you as "Fire Skins" - a term which I think 
is rather flattering actually !! ;)

Hammerpass has a Veteran in it who is SO surprised to see you that he exclaims 
"By Wotan's Beard !" ................... isn't that kinda like saying "Oh my 
hairy butt I'm so surprised !" ???? Just a thought (I'll shut up now) =./

INTERESTING NEWS if you take the City of Nvenn, however ... a Dwarf tells you 
that, following the death of Gymner Cloudkeeper (at your hands - Mission One), 
High King Morok Cloudkeeper has fallen into madness, and obviously caused SOME 
sort of disruption amongst the Clans, as this City has seemingly declared its 
independence !

GREAT NEWS !! =D  AND we're almost at Asteroth !!  Life is SWEET =)

As you approach the City of Gameric, one of your Sorcerers stops you in your 
tracks to confirm that he senses Asteroth's Prison is VERY near.  The camera 
then pans to the north just a bit and the Sorcerer goes on to say that THIS 
seems to be the sources of the aura he has been sensing ... that Asteroth's 
presence is very strong there, and that it is perhaps the entrance to the 
prison ?  The Runic Key must be brought to that location ...

If you take the City of Gameric, a Rock Giant pops up to tell you that your 
efforts are all for naught without the Runic Key ..............................
........................ you mean this one ??  (He says, whipping it out of his
pocket).

DOH !! ;)

Once you have taken the Runic Key to the point the Sorcerer was talking about, 
one of your Demonologists uses the Key to open Asteroth's Prison, and a 
Counselor then shows up to tell you that you have opened the prison gate, and 
Asteroth can't be far (this is true - he's just inside).

Stroll in and you will complete the level !!

OPPONENTS	Mountain Clans

CITIES

NEUTRAL CITIES

Name              Inhabitants

Nyceril           2 Spearmen, Archer, Apprentice
Bhaalu            2 Zombies, Fighter, Death
Kellara           Templar, Wyvern, Specter [2 Zombies]
Nvenn             3 Dwarves [2 Dwarves, Axe Thrower]
Pender's Hall     2 Hill Giants [Hill Giant, Venerable Warrior]
Gameric           Engineer (Drogon in my Saga), Rock Giant [Druidess, Warrior, 
                  Rock Giant]
Luferin           [2 Orc Champions, Ogre]

MOUNTAIN CLAN CITIES

Name              Inhabitants

Hammer Pass       [2 Forge Guardians, Veteran]

BUILDINGS

Name               Inhabitants                   Gain anything from taking it ?

Ancient Dwarf Keep Son of Ymir                   500 Gp, Runic Key
Old House          2 Titans                      200 Gp, Potion of Strength
                     (the Old House above is to the east of the City of Bhaalu)
Old House          Troll, 2 Orcs                 300 Gp, Staff of Travelling
                    (the Old House above is to the east of the City of Kellara)
Kassel             Archlich, Dark Lord,
                              Ghost, Initiate    300 Gp, Projicere Terra Scroll
Abandoned Outpost  Ogre, Orc                     500 Gp, Sapphire
Ruined Tower       2 Dwarves, White Dragon       400 Gp, Banner of Might
Rigel Ruin         Mountaineer, Forge Guardian,
                                  2 Crossbowmen  300 Gp, Orb of Freezing

EVENTS

Event             Notes

Find the Key      It's in the Ancient Dwarf Keep in the south-west of the map.
Find Asteroth     He is east of your Capital City (north of the Clans Capital 
                  City).
FREE Asteroth     Use the key on the gate and enter !!!!

ITEMS LYING ON THE GROUND
Orb of Restoration, Emerald, 3 x Potion of Healing, Hymn of the Clans Scroll, 4 
x Life Potion, Imp Orb, Gold Ring, Potion of Protection, Zombie Orb, Talisman of
Poison, Highfather's Potion (just to the south of Jolan's Tower), Treebark 
Potion, Talisman of Vigor, Summon I: Skeleton Scroll, Potion of Fire Warding, 
Banner of Strength, 2 x Potion of Accuracy, 2 x Potion of Restoration, Goblin 
Talisman, Healing Ointment, Tortio Menta Scroll, Tempest Scroll, Potion of 
Water Warding, Shadow Scroll, Orc Orb.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
2 x Potion of Restoration, 4 x Life Potion, Potion of Invulnerability, Holy 
Chalice.

SHOPS

Name                          Sells

Redden's Shop (Merchant)      Life Potion x 5, Potion of Healing x 10, Potion 
                              of Restoration x 10, Treebark Potion x 3
Jolan's Tower (Magic Shop)    Summon I: Skeleton (200 Gp), Summon I: Roc (200 
                              Gp), Incantare Hellhound (200 Gp)
Under's Shop (Merchant)       Life Potion x 5, Potion of Healing x 10, Potion 
                              of Restoration x 10, Healing Ointment x 3
Tralar's Shop (Merchant)      Talisman of Icefall x 1, Ice Shield Scroll x 5, 
                              Blizzard Scroll x 5, Ice Spirits Scroll x 2

ENDING

With the addition of Asteroth to his army, Bethrezen has amassed an army large 
enough to DESTROY the Empire and, with this notion in mind, he begins his march 
towards the Empires' Lands.

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

5)	Darkness and Light

BRIEFING AND COMMENTS

In response to the impending threat of a full-scale assault upon the Empire by 
the Legions of the Damned, the Empire and the Mountain Clans ally together.

Bethrezen surveys the situation and decides that in order to strengthen his 
chances of success in the upcoming war his NORTHERN frontier needs to be 
strengthened, and so he sends his best troops (i.e. YOU) to seize control of at 
least 3 Cities in the north, to help maintain the Legions' foothold in that 
region.

Once Bethrezen has vanquished the Empire, he will be able to assume his "true" 
form, you are assured ...

Your objective on this level is to capture the Cities of Sullonia, Tunnsen's 
Hall and Mallorin.

Right.  The level kicks off ... BRACE YOURSELVES - I'm going to try VERY slowly
to go through the plot here, 'coz it confused even me to begin with ...

Hokay.  Your goal is to capture the three cities I have mentioned above ... 
Bethrezen and Asteroth both give you instructions to this effect ... but just 
before you are able to begin conquering and looting and pillaging (as only the 
Legions can), an Onyx Gargoyle appears outside the Legions Capital, claiming to
be a herald FROM Bethrezen ...

"... isn't ... Bethrezen ... in the Capital then ?" is Asteroth's response ...

The Onyx Gargoyle responds by saying that Bethrezen FORBIDS you to take your 
chosen course of action, and that you must cease what you are doing IMMEDIATELY.

Bethrezen (as in, YOUR Bethrezen - the possessed child Uther) lashes out, 
telling you to attack and slay this timewasting traiter.

The Onyx Gargoyle, suitably UNimpressed, braces himself for an attack.

... so basically I am to understand that some doubt has just been cast on the 
sincerity AND VALIDITY of YOUR Bethrezen as being THE Bethrezen.

... riiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiight ... OKAY !  Let's go on shall we :">

First off, you have ASTEROTH to keep you company ... and he ROCKS !!  So this 
shouldn't be TOO tricky ... just remember that whilst he's very strong, you 
need to keep your eye on his health - he WILL be quite an easy target ;)

Your Capital City is located in the south-eastern corner of the map ... all 
three cities are in REASONABLY close proximity to your north-west ...

There is a mountain range to the south of your capital, but there is a path 
around it to the east, and if you go around it and along the southern edge of 
the map one of your Counselors will tell you that these lands are STILL plagued
by the Undead ... but you guys STILL don't know why !!

HOWEVER ... if you continue from your present location to the west, just as 
you cross the body of water blocking your path you will be ambushed by three 
units of summons, which appear out of thin air around you.

A Nightmare engages your units in conversation, the bare bones of which are as 
follows :-

NIGHTMARE :    "GIMME THAT BEBE"
DEMONOLIGIST : "YA WOT ?  NO WAY DUDE !  DIS MAH BEBE !  TELL ME WAH YOU WON 
                HEEM"
NIGHTMARE :    "WE JUS WON HEEM ... NAH GIV HEEM HIAR NAAAAAAAAAAAAAAAAH !!"

Quick question here.  Are you actually going to LISTEN to this idiot ???

I didn't think so ............................ TO WAR !! =D

The three units that have been summoned are :- Nightmare, Evil Ent, Evil Ent.  
The Nightmare is a powerful summon for the Undead but, for some reason, all 
three units are flying under the banner of the Empire !

[NOTE :  I reckon this is because (as with the level where you were ambushed 
by Undead Units under the control of the Mountain Clans, if Undead Units are 
summoned onto a map where the Undead has no presence, one of the other players 
must control them ... this is a bit odd to say the least, considering that 
other races don't seem to have this problem =./]

After you have despatched these morons and are en route to the City of 
Shrrakha, an Occultist challenges you by saying (in a TOTALLY unecessarily 
heroic booming voice) "Do you not learn, beasts ?  Your evil blood shall be 
spilled on these battlefields !"

WHICH, when you think of it, are PRETTY hollow words coming from a man who's 
ONLY power is to summon demons in battle ... =./

If you take the City of Shrrakha, a Lizard Man responds by saying "Shrrakha" 
(with as many extra s's and h's as he can cram in it seems) ... which is 
interesting !

... do you suppose that when he's doing other things he just cites nouns at 
random like that too ?

"Teeeeeeeapot" ... "Laaaaaaaamp Possssssssssssssst" and so on ... hmmm ... 
very interesting !

ANYWAY ... onward !! :)

If you complete the loop north and east back to the Capital you can take the 
City of Davonnin on the way ... to which a Spearman pops up to tell you 
(basically) that there's no need to be so violent ......................... 
what ... like you'd just GIVE us your city if we asked you to ?  GET OUTTA MY 
FACE !! =O

If you take the City of Stollgeth, one of your Counselors tells you that he 
can hear the sounds of giants echoing through the mountains to the north, and 
that these giants must be ... like ... MEGA giants or something, 'coz they 
sound BIIIIIIIIIIIIIIIIIIIIIIIIIIIG =">

JUST what we needed eh !!

If you approach the Den in the south-westernmost corner of the map (it can 
only be approached directly from the north of it) you will see first hand what 
the Counselor was talking about ...

... before you get to the Den, your Counselor comes back to tell you that many 
scouts have disappeared in this are, and that it's obvious SOMETHING is 
responsible for their failure to return to you ...

... and here they are !!!  The place is SWARMING with Primitive Giants !!  
These things are HUGE, and they will openly stalk the continents of the map 
and attack ANY troops they encounter - yours or your enemies ...

Once you've taken out this MASS of muscles, you have the DUBIOUS pleasure of 
taking on the Den ... WHICH you would expect to be controlled by something 
really *shiver* bad, wouldn't you ?

WRONG DUDE.  It's got 3 USELESS Goblin Archers and 1 Goblin in it !!

TOTAL waste of time ... take out this area ... but ONLY for the XP ;)

By the way - for your information ?  The leader of the Primitive Giant Clan is 
called Ukkhenga ... and whilst he has more HP than the other Primitive Giants, 
ASIDE from that he's not really any different to them ...

Once Ukkhenga has fallen one of your Counselors tells you that "the King of 
the Giants" has been slain, and that henceforth the Giants will fear you ...

... um ... (taps him on the shoulder) ... WHAT GIANTS WOULD THOSE BE ??  WE 
JUST KILLED THEM ALL !!!!!!!!!!!!!!! =O

The Empire's Capital City has several Angels floating around it - avoid them 
unless you fancy a scrap (as they are backed up by a variety of Empire 
Healers ...

Once you have taken all 3 Cities, the Northern Borders are yours and the level 
ends !! =)

OPPONENTS	Mountain Clans, the Empire.

CITIES

NEUTRAL CITIES

Name              Inhabitants

Davonnin          Thug, Master Thug [Man at Arms, Spearman]
Stollgeth         2 Fighters, Specter, Necromancer [Skeleton Champion]
Shrrakha          3 Lizard Men, Medusa

EMPIRE CITIES

Name              Inhabitants

Sullonia          Archer, Ranger, Squire, Mage [2 Witch Hunters, Hierophant, 
                  Inquisitor]

MOUNTAIN CLANS CITIES

Name              Inhabitants

Tunnsen's Hall    Dwarf Champion, Warrior [Dwarf, Elder One, Hill Giant]
Mallorin          2 Crossbowmen, Engineer, Dwarf [Rock Giant, Warrior, Druidess]

BUILDINGS

Name              Inhabitants                    Gain anything from taking it ?

Haunted Tower     Orc Champion, Goblin Archer    200 Gp, Strength Scroll
Abandoned Temple  3 Lizard Men, Medusa           400 Gp, Lizard Man Orb
Ruined Tower      Demon, Devil                   400 Gp, Ignis Potens Scroll
               (The Ruined Tower above is just north-west of your Capital City)
Ruined Tower      3 Angels, White Wizard,
                         Hierophant, Prophetess  800 Gp, Tome of Fire
             (The Ruined Tower above is in the north-western corner of the map)
Tower             Zombie, Elder Vampire, Vampire 300 Gp, Staff of Protection
Old House         Orc Champion, 2 Orcs           100 Gp
Den               3 Goblin Archers, Goblin       50 Gp, Bronze Ring

EVENTS

Event             Notes

Undead Assault    Mortis sends a Nightmare and 2 Evil Ents to take Uther/
                  Bethrezen.
Giant Footsteps   A Counselor detects the presence of HUGE Giants on the lands.
Giant ATTACK !!   Primitive Giants pour forth from the den to flood the map.
TO WAR !!         Capture the 3 Cities !! =)

ITEMS LYING ON THE GROUND
8 x Potion of Healing, Celerity Scroll, Orb of Nosferat, 2 x Potion of 
Protection, Stone Rain Scroll, Potion of Air Warding, Skeleton Champion Orb, 
Sapphire, Boots of Travelling, Healing Ointment, Skull Bracers (Artifact), 2 x 
Potion of Swiftness, Orb of Earth, Potion of Strength, Ice Shield Scroll, 
Potion of Speed, Orb of Inferno, 6 x Life Potion, Summon I: Roc Scroll, 2 x 
Silver Ring, Call Decay Dragon Scroll, Ruby, Potion of Accuracy, Potion of 
Striking, Forestwalk Scroll, 2 x Gold Ring, Skeleton Champion Talisman, Staff 
of Holiness, Ancient Relic, Tormentio Scroll, 6 x Potion of Restoration, Holy 
Armour Scroll, Bronze Ring, Potion of Might, Pestilence Scroll, Summon II: Evil
Ent Scroll, Touch of Mortis Scroll, Orb of Vigor, Emerald, Rot Scroll, Orb of 
Icefall, Potion of Strength.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
4 x Life Potion, 3 x Potion of Restoration, Talisman of Life, Orb of 
Restoration.

SHOPS

Name                          Sells

Unhira's Tower (Magic Shop)   Ice Shield (200 Gp), Healing (400 Gp), Chant of 
                              Hasting (600 Gp), Wotan's Blessing (800 Gp)
Kilgen's Shop (Merchant)      Life Potion x 5, Potion of Healing x 10, Potion 
                              of Restoration x 10, Healing Ointment x 5, Orb of
                              Healing x 3, Orb of Restoration x 2, Orb of 
                              Regeneration x 2, Orb of Life x 2
Tralar's Shop (Merchant)      Life Potion x 5, Potion of Healing x 10, Potion 
                              of Restoration x 10, Treebark Potion x 3
Lergem's Shop (Merchant)      Summon II: Evil Ent Scroll x 2, Call Decay 
                              Dragon Scroll x 1, Summon Nightmare Scroll x 1, 
                              Stone Rain Scroll x 3, Iron Skin Potion x 1

ENDING

With Bethrezen's Army having taken the Northern Reaches, news returns via 
Bethrezen's Scouts that an Undead Army amasses in the East ...

... Bethrezen sends his Legions to engage the Undead Hordes HEAD-ON !! =D

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

6)	The Ambush

BRIEFING AND COMMENTS

Aware of the increasing level of Undead Troops amassing in the East, Bethrezen 
sends Asteroth and the Legions of the Damned to engage the Undead Hordes in 
battle.  Being FAR from foolish, Bethrezen decides to prepare an ambush for 
the Hordes in the narrow pass through the Mountains of Lorrimik ... there, the 
Legions would be at their strongest.

Your mission on this level is quite straightforward really ... DESTROY THE 
UNDEAD ARMY !!

Right ... so that is your mission ...

Get this ...

You start off, and a Counselor tells Bethrezen that scouts have examined the 
terrain, and no trace of the alleged Undead Army could be found !

Bethrezen responds by saying that he knows this already ...

The Counselor questions him, asking whether he has been misinformed as to the 
intended plan - i.e. to set up an ambush for them in the Lorrimik Mountain 
Pass ...

Bethrezen responds by saying that he is NOT Bethrezen (his name now changes to 
Uther) ...

The Counselor is obviously quite surprised by this ...

Uther then turns to Asteroth and commands him to destroy YOUR army !! =O  
Asteroth and Bethrezen, it seems, have plans to rule Nevendaar together (VERY 
cosy) !!

Your objective now changes to "Destroy the Demon Lord Asteroth", and 2 Abyssal 
Demons draw closer to your Capital City ............... BAAAAAAAAAAD NEWS =(

HOWEVER !!  Representatives from the REAL Bethrezen's Army then arrive (being 
as follows) :-

             1)   Abyssal Demon
             2)   Demon and IMP !!!!!!!!!! (HOW cr@p !!)
             3)   Demon and Cultist

           ... to tell the pseudo-demons controlled by Uther to bugger off ...

AND now it's over to you ...

... so all this blurb about Mortis' Undead Army looks like a loada rubbish 
basically ...

Let's go find Asteroth !!

You will be pleased to note that the map on this mission is QUITE small.  Your 
Capital is in the south-western corner, and the Empire's Capital is in the 
north-eastern corner.

Asteroth is just north-west of the Empire's Capital.

Also interesting to note is that almost ALL the troops on this level are 
EMPIRE troops ... hmmmmmmmmmmmmmmmmmmmmmmmmm =./ ...

[HINT:  If you want to complete this level like a pro, don't faff around - 
concentrate on eliminating the summoning circle in the north-west FIRST, and 
then you can explore after ] ;)

As you exit the section of the map where your Capital is located (basically its
in a clearing in a mountain range in the south-west of the map), one of your 
Dukes pops up to tell you that the Empire has allied with Asteroth, and that 
the two have entered into some sort of Alliance !  It looks like Uther has 
bewitched the Empire, and De Layle is almost CERTAINLY involved somewhere down 
the line ... =./

As you explore the map you are advised that demons are pouring across the 
plains !!  There is apparently some sort of summoning circle that the FILTHY 
Asteroth and his little pals have been using to summon Demons from the 
Underworld to plague the living !!

The Summoning Circle is in the north-western corner of the map, guarded quite 
heavily by Fiends, Cultists, a Moloch, Marble Gargoyle, Onyx Gargoyle and 
other nice types ... but it's DEFINITELY worth a visit, otherwise demons will 
just continue to flood the map ... and the LAST thing you need whilst you're 
en route to kill that PUNK Asteroth is an army of Onyx Gargoyles blocking your 
path - BELIEVE ME ;)

If you enter the south-eastern section of the map, one of your Counselors urges
you to be cautious, as the seas in this area are controlled by "sea-witches" as
he puts it (he means merfolk), and that they prey upon anything which enters 
their realm.

Just to the south of Ebhon's shop is an Orc with a dilemma.  One of his 
brothers is lost and he asks for your help ... the camera pans across the 
waters to the north-east, where a lone orc is standing on the shoreline ... 
this orc then switches to be controlled by you, and the orc YOU are talking to 
asks you to guide him to you, in return for which he will give you a pressie ...

The Orc unit you are given control of comprises an Orc and 2 Goblin Archers ...

Once the Orc is safely returned you are given three things :-

1)  An Ancient Relic.
2)  Advise from the Orc you were speaking to that you should look for treasure 
    in the 'Big City' (VERY helpful).
3)  Control over the following units :-

  a)  Orc, 2 Goblin Archers (being the unit you just brought across the waters)
  b)  Orc, Goblin Archer, Goblin (being the unit with whom you were speaking)

If you take the City of Gromdam, a Marksman comes out to chastise you for not 
giving in and accepting Uther's inevitable rule of the Empire.

... NO !  BETHREZEN will rule the Empire.  NOT Uther.  BUZZ OFF !! =)

Once Rotturdam has fallen to your might a Knight pops up to tell you that 
Uther, their SAVIOUR, will punish you for your transgressions and you should 
just BACK DOWN ...

It's a pity there isn't an option to raze cities in this game like you can in 
Master of Magic ... I would SO love to annihilate these idiots once and for all 
:">

As you finally approach Asteroth he flips, telling you that Bethrezen's reign 
has ended and how he himself will destroy you ...

For your information, Asteroth isn't alone ... he fights with a Hag and a 
Pandemoneus.

AND Asteroth is MUCH stronger than when he was under your control (which just 
SUCKS).

I would suggest bombarding Asteroth's units with spells to kill the Hag and 
the Pandemoneus whilst falling back (he will follow you once you have 
triggered his little dialogue (above)) and then coil up and spring on him with 
everything you've got basically !!

Asteroth is carrying a Wight Blade and 2 Healing Ointments ... and you will 
gain these after he has fallen (incidentally this will also trigger the end of 
the level).

CONGRATULATIONS !! But all is not won ... Asteroth, whilst defeated, escapes 
in a ball of flame and is sure to be back ... and there is still Uther to deal 
with :(

OPPONENTS	The Empire (who are in leagues with Asteroth and Uther)

CITIES

NEUTRAL CITIES

Name              Inhabitants

Gromdam           2 Spearmen, 2 Marksmen, Matriarch, Imperial Knight

EMPIRE CITIES

Name              Inhabitants

Rotturdam         2 Marksmen, Knight, Ranger (Dagar in my Saga) [Titan, 
                  Marksman]

BUILDINGS

Name              Inhabitants                   Gain anything from taking it ?

Hideout           3 Peasants                    100 Gp, Potion of Accuracy
Crumbled Post     Brown Bear, Centaur Lancer    100 Gp, Elven Boots
Ruined Tower      Titan, 2 Marksmen,
                         2 Imperial Assassins   500 Gp, Titan's Might Potion
Haunted Halls     Wraith, 2 Specters,
                           2 Skeleton Warriors  200 Gp, Lich Orb

EVENTS

Event             Notes

BETRAYAL          Uther has been posing as Bethrezen and now turns tail and 
                  flees back to the Empire WITH Asteroth !!
Orc Troubles      The Orcs have lost one of their brothers - can you find him 
                  for them ?
Summoner's Cast   A Summoning Circle in the north-west of the map is acting as 
                  a portal to the Underworld from which demons are flowing ...
                  CLOSE IT !!
Kill Asteroth     Shut that Mamma's Boy up once and for all :)

ITEMS LYING ON THE GROUND
2 x Potion of Restoration, Weakness Scroll, Life Potion, Potion of Striking, 
Ymir's Blessing Scroll, Infernal Knight Orb, Potion of Fire Warding, Gold Ring,
Orb of Venom, Potion of Strength, Potion of Vigor, Potion of Air Warding, Orb 
of Water, Imp Talisman, Diamond, Emerald, Chain Lightning Scroll, Treebark 
Potion, Ring of Strength (Artifact).

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
8 x Life Potion, 8 x Potion of Restoration, Potion of Healing, Wight Blade, 2 x
Healing Ointment.

SHOPS

Name                          Sells

Othon's Tower (Magic Shop)    Water Ward (200 Gp), Earth Ward (400 Gp), Mind 
                              Ward (600 Gp), Fire Ward (800 Gp),
Ebhon's Shop (Merchant)       Life Potion x 5, Potion of Healing x 10, Potion 
                              of Restoration x 10, Healing Ointment x 4, Tome 
                              of Sorcery x 1
Under's Shop (Merchant)       Zombie Orb x 1, Skeleton Champion Orb x 1, 
                              Vampire Orb x 1, Vampire Talisman

ENDING

Uther has betrayed you and fled ... on reflection it looks like at least a 
PART of the Mountain Clans Rituals of 10 years ago were successful, as a part 
of Bethrezen's Soul is contained in the child Uther ... things are looking to 
get VERY interesting on ... the final level ...

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

7)	The Prince of Hell

BRIEFING AND COMMENTS

Uther leeches power from Bethrezen, who begins to weaken ... fearing that if 
Uther is not slain he will eventually bleed Bethrezen dry of ALL his power and 
become a God himself, the Legions assemble for one final push to destroy the 
Demon Infant ...

Uther by now has already taken control of a sizeable portion of the Empire, 
and controls many Cohorts of your fellow Demons from previous battles ... 
things are looking desperate, as the Legions still loyal to the TRUE Bethrezen 
seem ill equipped AND vastly outnumbered.

Asteroth rears his ugly head again, standing firmly at the side of Demon Uther.

Time to kill two birds with one stone methinks !! =)

The level begins with a dialogue between Demon Uther and one of your 
Demonologists ... they have a war of words, and a rift opens to the south of 
the Capital, through which your Demonologist is certain Bethrezen will be able 
to send aid ... your PRIMARY objective on this level is two-fold.  Slay Demon 
Uther, and protect the Infernal Rift.

This isn't going to be easy, as later on in the level, Demon Uther will 
actively come across the map SPECIFICALLY to destroy the rift ... so first 
thing's first, MAKE SURE THAT YOU GET TO THE RIFT AND FORTIFY IT EXCEEDINGLY 
WELL.

[IMPORTANT NOTE - BEFORE WE BEGIN ?  TemjinGold has contributed a supplement to
my walkthru for this level and I have placed it after mine just to present the 
two options in a clear  format - either scroll down to it, or search for 
*** TemjinGold's Guide ***]

You gain control (at the beginning of the level) of a unit comprising a 
Demonologist, Devil and Berzerker.  I originally thought that THIS was the 
Demonologist who was talking to Demon Uther at the beginning of the level, and 
guided him all the way down to the Infernal Rift as he seemed to know what he 
was doing there ... but I am now satisfied that you don't actually NEED to take
the Demonologist anywhere if you don't want to ;)

... I would suggest you do, 'coz it adds to the pace of the level, but as I 
say I'm not 100% sure that it's necessary if you don't want to ;)

AS you would expect, this level is BIIIIIIIIIIIIIG.  It includes all four 
races and some sub-quests for your interest ... so let's get cracking !! =)

[For your information, the Legions are in the north-west, the Hordes in the 
south-west, the Clans are in the north-east and the Empire are in the 
south-east ...]

Shortly into the level, the Demonologist requests that he be allowed to enter 
the Infernal Rift, as he feels sure that Bethrezen will communicate with him 
directly if he does ...

A little while later, Knight Droggon calls to you to say that EMPEROR Uther, 
the Saviour of the Empire, will destroy the Legions ... obviously I wasn't the 
only one to pick up on that, as the Demonologist who responds basically says 
"EMPEROR Uther, eh ?  NOT BAD !! =D"

Once Avonnir falls and has been inspected by one of your Dukes, he reports 
back to you to say that it is strange, but there is evidence that both the 
Empire AND the Undead were inhabiting the City ... bizarre !!

If you take the City of Chammell an Orc Champion comes out to say that (as far 
as I can interpret) you are both fighting the same enemy, and they the 
Greenskins are looking for an ally.

This is technically true, as an Orc envoy is en route to your Capital with a 
message from his Master, the Black Dragon Gurkenash.

There is a White Dragon with its own design of flag in the north-easternmost 
corner of the map, but I have never figured out quite what his significance 
is ... he doesn't seem to want to speak to you, nor react to anything - so I 
just annihilated him for good measure :">

As you approach the Mountain Clans Capital City, one of the King's Guards 
jumps out to say that tho you may be demons, you are both fighting the same 
foe at this juncture ... one of your Dukes confirms that it would be a sound 
strategic move to allow the Dwarves to take the brunt of the Empire's fury ... 
why not !! ;)  The Clans will offer to ally with you at the start of their next
turn.

[IMPORTANT NOTE - Whilst I would strongly suggest that you remain allies with 
the Mountain Clans, I have immediately broken my alliance with them, as the 
POINT of my walkthrough is to give YOU as much information as possible, and I 
can't report to you on conquering Clan Cities, etc., whilst I am allied with 
them] ;)

If you either do not want to ally with them, or break the Treaty as I did, then
you can attack the Clans as per usual ... taking the City of Zimmuria you will 
learn that the Clans have been greatly weakened as a result of SOMETHING (we 
know not quite what, but SOMETHING) having happened to their High King, Morok 
Cloudkeeper ... hmmmmmmmmm ... very interesting !!

If you take the City of Nimboria, a King's Guard tells you that it's luck 
Morok is DEAD, but that it doesn't really matter as his daughter Yataa will 
"take care of you" ...

... so Morok is DEAD eh !  WOW !! =D

Taking the Empire City of Hollunen causes an Archmage to scream at you that 
Uther has come back, and that the Empire will prosper that Uther is a Saint ...

Looks like Uther may have been giving out sweeties to delude the Empire into 
thinking he's NOT the next Hitler !! =O

Down in the south-western corner (in addition to the Hordes' Capital) is a 
large gathering of Occultists ... led by a Master Occultist, these magic users 
worship Mortis, and are out to put an end to your quest ;)  Despatch them if 
you're in the area - they give reasonable XP ;)

If you take the City of Oshuallesh, an Elder Vampire tells you that when 
Mortis' Consort is reborn, you will have NO way of standing in their 
way ........................... so now we know what Mortis is up to ... but 
why does she want Uther ?  That's still unclear =./

When Nchuzia has fallen, a Templar tells you that Uther will soon replace 
Bethrezen as the Lord of Hell ... why try to fight the inevitable ?

So it looks like the Undead have allied with the Empire, which is now under 
the control of Uther and Asteroth ... and we have the Mountain Clans on our 
side.

....................................................................... yey ...

DON'T FORGET your primary objective ... the Rift is just to the south of 
Nchuzia ;)

Once you arrive at the Rift your Demonologist will confirm that it is 
PARAMOUNT that the Rift be protected at ALL costs.

When Ghunnera has fallen to the might of the Legions, ANOTHER Elder Vampire 
emerges to tell you that once Gallean has been revived (Gallean being Mortis' 
Consort), then they will feast on your flesh ... bla bla bla yadda yadda 
yadda ...

One of your Cultists remarks that he thought Gallean was an Elvish God ...

... interesting !

As you approach Nibor's Tower, an Orc comes sailing across the waters to tell 
you that his King, Gurkenash, is waiting for you, and has something to discuss 
with you ...

One of your Counselors FREAKS OUT when Gurkenash approaches you, but to his 
(and most likely your) relief, Gurkenash only wants to speak with you ... he 
tells you that his Greenskin tribe are MOST p!ssed off with Uther, and that 
they will help you vanquish him ...

... with that, you gain the following units :-

              1)   Gurkenash (Black Dragon), Orc
              2)   Orc, 2 Goblin Archers
              3)   Orc, 2 Goblin Archers

[HINT:  TRY YOUR BESTEST NOT to kill any more Greenskins as, if you attack 2 or
more units of Greenskins, all THREE of the above units will rebel against and 
attack YOU !!]

Just after you have taken the City of Arpellba, Demon Uther sees you 
approaching, and sends Asteroth and his minions out to kill you ...

Best make sure you're up for a good scrap before the end of THIS turn (I'd 
suggest hiding in the City - you'll get its defensive bonus) ;)

Asteroth has his unit and two units of foot soldiers to protect him ... 
collectively you are looking at the following :-

              1)   Abyssal Devil, Anti-Paladin, Doppleganger, Pandemoneus
              2)   Abyssal Devil, Incubus, Onyx Gargoyle
              3)   Asteroth, Incubus, Succubus

Once Asteroth and his minions have fallen, you can mount your final assault on 
Demon Uther and the Empire ... THAT IS, of course, unless he's already en route
to the Rift ...

Either way, as you would expect given that he is the FINAL Boss in this Saga, 
Demon Uther is SERIOUS bad news ...

... Since there is no point in holding ANYTHING back, I would just pound on him
with spells and troops as much as is possible ... BEAR IN MIND THAT HE IS 
HEAVILY WARDED, so most of your offensive "on the map" spells won't work ... 
but summons ?  Why not !!

ALSO remember that there is Xennon's Mercenary Camp should you have the 
cash ... you can recruit as many Mercenaries as quickly as possible, as Demon 
Uther will take a few turns to get to the Rift, so you should use this time as 
productively as possible ... he should wind up having quite a nasty surprise by
the time he gets to the rift (if he even makes it THAT far !!)

For your information, Demon Uther's "Party" comprises 3 teams, as did 
Asteroth's ... they are :-

              1)   Tiamath, 2 Infernal Knights
              2)   Modeus, Marble Gargoyle, Onyx Gargoyle
              3)   Demon Uther, Tiamath, Doppleganger, Succubus

Your spells should definitely be powerful enough to slay the troops WITH Demon 
Uther, even if you find they don't do that much damage to him ...

Once Demon Uther has been slain, the mission is over and you have completed 
the Legion's Saga !

CONGRATULATIONS !! =)

*** TemjinGold's Guide ***

As an alternative to doing this level *my* way, you can follow the advice of my
fellow player TemjinGold - I have taken the liberty of copying his guide as 
follows :-

1) Dispatch the Undead capital for their spells.
2) Research ALL the curses that you can (damage/initiative/hit % reduction).
   Prioritize Hit % curses.
3) Research as many summons as you can.

By the time you get to Demon Uther, you should control all the land/resources 
(roughly 75% of the map) that the Empire and the Clans (I kept the alliance) do
not.  Your income plus the stash in the Undead capital should put each of your 
mana types (with the exception of Runestone maybe) in the 2-3k count (so 
casting lots of spells in 1 turn shouldn't be a problem).

4) Use all your damage spells/scrolls on Demon Uther's unit with the purpose of
killing the Tiamath, Succubus, and Doppleganger.

5) Cast all your curses on Demon Uther (don't forget the Undead ones too!) This
should put a dent in his damage output, slow him down enough that almost 
anything you can summon will get to go first, and, most importantly, bring his 
hit % below 50.

6) Use the Call Ancestor scroll just to be safe (the 33% armor to all your 
units one).

By doing this, I wiped Uther out easily. Hitting less than 1 in 2, he didn't 
even survive through my summons.

*** End of TemjinGold's Guide ***

OPPONENTS	Demon Uther, Asteroth, the Empire, the Mountain Clans, the 
                Undead Hordes

CITIES

NEUTRAL CITIES

Name              Inhabitants

Avonnir           [2 Zombies, Ghost]
Nchuzia           [Fighter, Wyvern, Templar]
Chammell          [Orc Champion, 2 Orcs]

MOUNTAIN CLANS CITIES

Name              Inhabitants

Nimboria          [2 Dwarves, Axe Thrower, Rock Giant]
Zimmuria          [3 Crossbowmen, Tenderfoot]

EMPIRE CITIES

Name              Inhabitants

Hollunen          [Imperial Knight, Demonologist, Squire, Wizard]
Arpellba          [2 Demons, Squire]

UNDEAD HORDES CITIES

Name              Inhabitants

Oshuallesh        [2 Warlocks, Templar, Specter]
Ghunnera          [Werewolf, 2 Fighters, Initiate, Elder Vampire]

BUILDINGS

Name              Inhabitants                           Gain anything from it ?

Hideout           Man at Arms, 2 Spearmen, Archer,
                                  Imperial Assassin     250 Gp, Squire Orb
Abandoned Altar   Troll, Orc, Goblin                    800 Gp, Potion of 
                                                                       Celerity
Old House         2 Axe Throwers, Tempest Giant         400 Gp, Ancient Relic
Haunted Tower     2 Sorcerers, Witch, 2 Berzerkers      300 Gp, Tempest Scroll
Abandoned Farm    Phantom Warrior, Skeleton Champion,   400 Gp, Elder Vampire
                                     Skeleton Warrior                       Orb
Abandoned Tower   3 Lizard Men, 2 Medusas               400 Gp, Summon Stone 
                                                                 Ancestor Scroll
Haunted Halls     Dark Lord, Zombie, 2 Shades           100 Gp, Healing Ointment
Old Tower         2 Goblins, Goblin Archer              75 Gp, Bronze Ring
Abandoned Temple  Polar Bear, 2 Yetis                   600 Gp, Venerable 
                                                                    Warrior Orb
Abandoned Fort    Beast, Witch, Possessed, Knight,
                                   Imperial Assassin    400 Gp, Banner of War
Odense            Brown Bear, Rock Giant, Hill Giant    500 Gp, Etched Circlet

EVENTS

Event             Notes

THE RIFT !!       An Infernal Rift opens that MUST be protected at all costs.
Allies !!         The ickle Dwarfies need pals, and you might just be the guys 
                  for the job !!
Ze Okkult ...     A Master Occultists and his band of Occultists need 
                  spanking ... hard ;)
King Gurkenash    King Gurkenash offers to help you defeat Demon Uther.


ITEMS LYING ON THE GROUND
2 x Life Potion, Potion of Vigor, 3 x Potion of Protection, 6 x Potion of 
Healing, Lightning Scroll, Hymn of the Clans Scroll, 3 x Emerald, Ignis Mare 
Scroll, Orb of Life, Orb of Poison, Orb of Healing, Summon II: Valkyrie Scroll,
3 x Silver Ring, Potion of Fire Warding, 2 x Stone Rain Scroll, 3 x Potion of 
Restoration, Potion of Speed, Vengeance of Ymir Scroll, Royal Scepter, Talisman
of Fear, Water Ward Scroll, 2 x Potion of Striking, Tome of Earth, Ignis Potens
Scroll, Incante Belliarh Scroll, 2 x Treebark Potion, Death Storm Scroll, 2 x 
Goblin Orb, 2 x Orb of Earth, Touch of Mortis Scroll, Potion of Strength, 3 x 
Potion of Swiftness, Silver Ring, Pestilence Scroll, Orb of Thunder, Lizard Man
Orb, Summon I: Skeleton Scroll, Sanctuera Scroll, Banner of Speed, Bronze Ring,
Potion of Water Warding, Ruby, Ancestor's Call Scroll, Runic Blade (Artifact), 
Potion of Might, Call Decay Dragon Scroll, Diamond, Infernal Knight Talisman, 
Tempest Scroll, Orb of Lycanthropy, Orb of Fire, Plague Scroll, Zombie Orb, 
Shadow Scroll.

ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
7 x Life Potion, 2 x Potion of Protection, Paraseus Scroll, Weakness Scroll, 
Orb of Restoration, Potion of Accuracy, Talisman of Vigor, Talisman of Inferno,
3 x Potion of Restoration, Potion of Healing, Potion of Might, Chant of Arms 
Scroll, Incantare Avenger Scroll

SHOPS

Name                          Sells

Under's Shop (Merchant)       Life Potion x 5, Potion of Healing x 10, Potion 
                              of Restoration x 10, Healing Ointment x 2, Orb of 
                              Healing x 3, Orb of Restoration x 3, Orb of 
                              Regeneration x 2, Orb of Life x 4
Zoltar's Camp (Trainer)       Train your units here !!
Sallat's Shop (Merchant)      Life Potion x 3, Potion of Healing x 5, Potion of
                              Restoration x 5, Healing Ointment x 2
Nibor's Tower (Magic Shop)    Strength (200 Gp), Haste (400 Gp), Holy Strength 
                              (600 Gp), Holy Armour (600 Gp), Call to Arms (800
                              Gp)
Werric's Shop (Merchant)      Life Potion x 5, Potion of Healing x 10, Potion 
                              of Restoration x 10, Healing Ointment x 5, Spirit 
                              Staff x 1
Thurin's Shop (Merchant)      Life Potion x 5, Potion of Healing x 10, Potion 
                              of Restoration x 10, Staff of Dragon Mastering x 1
Xennon's Camp (Mercenary)     Barbarian Chieftain [1,800 Gp], Barbarian Warrior
                              [850 Gp]

ENDING

The Battle to save Bethrezen is won, but Bethrezen has still not returned to 
the Legions.  Until the day he does, the Legions will patiently lie in wait, 
preying upon the helpless, and plotting for the return of their evil deity :">

WELL DONE !!!!!

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

                                      ACKNOWLEDGEMENTS

Thanks and credit go to the LenDBZ for his insight into The Dark Alliance level
... thanks also to TemjinGold for his help on the "Prince of Hell" level (VERY 
cool), and also thanks to everybody at gamefaqs.com who has posted on the 
messageboards and encouraged me to keep going !! =)


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                                 SECTION TEN                                 ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

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

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

==============================================================================
¦ 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 section :-

          % HIT    =  Percentage Chance to Hit
          A        =  Air
          ADJ      =  Adjacent only
          Ai       =  Air
          AR       =  Armour Rating
          ATT      =  Attacks (methods of attacking)
          Br       =  Breath (usually of Dragon's)
          CHIEFTN  =  Chieftain [used once - Barbarian Chieftn = Barbarian 
                      Chieftain]
          D        =  Death
          DAM      =  Damage inflicted
          De       =  Death
          De.      =  Death (usually "Death Touch")
          E        =  Earth
          Ea       =  Earth
          F        =  Fire
          Fi       =  Fire
          HP       =  Hit Points
          IMM      =  Immunities
          INIT     =  Initiative
          Li       =  Life
          Low      =  Lower [used once - Low Init = Lower Initiative (for the 
                      Hermit)]
          M        =  Mind
          Mi       =  Mind
          Po       =  Poison
          REA      =  Reach
          SRC      =  Source of the Attack(s)
          TAR      =  Targets
          Un.      =  Undead [usually "Undead Blade" (Un.Blade)]
          W        =  Water
          Wa       =  Water
          WARD     =  Warded Against
          We       =  Weapon

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

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

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

                             THE UNITS OF THE EMPIRE

                        LEADER UNITS (Party Leaders, etc.)

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

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

                           SUBORDINATE UNITS (Group Members, etc.)

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

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

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

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

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

                          THE UNITS OF THE MOUNTAIN CLANS

                         LEADER UNITS (Party Leaders, etc.)

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

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

                       SUBORDINATE UNITS (Group Members, etc.)

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

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

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

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

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

                        THE UNITS OF THE LEGIONS OF THE DAMNED

                          LEADER UNITS (Party Leaders, etc.)

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

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

                             SUBORDINATE UNITS (Group Members, etc.)

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

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

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

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

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

                            THE UNITS OF THE UNDEAD HORDES

                          LEADER UNITS (Party Leaders, etc.)

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

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

                       SUBORDINATE UNITS (Group Members, etc.)

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

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

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


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

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


                                 THE NEUTRAL UNITS

                         LEADER UNITS (Party Leaders, etc.)

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

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

AIR ELEMENTL 100  0  Air    -    Slash            80    30  Air   40  Any  1
BARBARIAN
     CHIEFTN 275  0   -     -    Great Claws      80   100  Wea   40  Adj  1
BARBARIAN
     WARRIOR 250  0   -     -    Axe              80    80  Wea   40  Adj  1
BLACK DRAGON 800  0  Death  -    Acid Breath      75    125 Death 40  Any  6
BLUE DRAGON  700  0  Water  -    Steam Breath     75    100 Water 40  Any  6
BROWN BEAR   270  0   -     -    Claw             80    60  Wea   65  Adj  1
CENTAUR      140  0   -     -    Arrow            80    40  Wea   60  Any  1
CENTAUR
   LANCER    165  0   -     -    Lance            80    65  Wea   55  Adj  1
ELF LORD     195  0   -    Air   Lightning        80    50  Air   50  Any  6
ELF RANGER    45  0   -     -    Arrow            80    25  Wea   65  Any  1
FAT IMP      100  0   -     -    Slash            70    30  Wea   50  Adj  1
FOREST ELF   100  0   -     -    Spear            80    40  Wea   65  Adj  1
GIANT BLACK
      SPIDER 370  0   -     -    Pincer/Paralyse 80/90 120  We/De 35  Adj  1
GIANT SPIDER 420  0   -     -    Pincer/Paralyse 80/80 130  We/Mi 35  Adj  1
GOBLIN        50  0   -     -    Spear            80    15  Wea   30  Adj  1
GOBLIN ARCHER 40  0   -     -    Arrow            80    15  Wea   50  Any  1
GOLEM        150 50  Ea,Po  -    Earthquake       80    70  Earth 70  Any  6
GREEN DRAGON 600  0  Fire   -    Fire Breath      75    60  Fire  40  Any  6
IMP           50  0   -     -    Tail Whip        80    20  Wea   30  Adj  1
KRAKEN       350  0   -     -    Tentacle         80   120  Wea   40  Adj  1
LIVING
     ARMOUR  175  0  Mi,Po  -    Great Sword      80    65  Wea   55  Adj  1
LIZARD MAN   200  0   -     -    Swords           80    75  Wea   50  Adj  1
MAN AT ARMS   95  0   -     -    Axe              80    25  Wea   50  Adj  1
MASTER THUG  110  0   -     -    Shrt Sw/P'lyse 80/80   35  We/De 75  Adj  1
MEDUSA       115  0   -     -    Petrify          60     0  Earth 20  Any  6
MERMAID       75  0   -     -    Maelstrm,P'lyse 60/50  20  Wa/Mi 20  Any  6
MERMAN       140  0   -     -    Trident          80    40  Wea   50  Adj  1
OCCULTIST     75  0   -     -    Summon           100    0  Death 40  Any  1
OGRE         300  0   -     -    Giant Club       80   130  Wea   20  Adj  1
ORACLE ELF   125  0   -    Air   Healing          100   60  Life  10  Any  6
ORC          200  0   -     -    Axe              80    55  Wea   40  Adj  1
ORC CHAMPION 220 20   -     -    Flail            80    80  Wea   40  Adj  1
ORC KING     295 30   -     -    Mace             80   115  Wea   55  Adj  1
PEASANT       40  0   -     -    Pitchfork        75    15  Wea   30  Adj  1
POLAR BEAR   300  0   -   Water  Claw             80    80  Wea   70  Adj  1
PRIMITIVE
     GIANT   310  0   -     -    Giant Mace       80   100  Wea   30  Adj  1
RED DRAGON   800  0  Fire   -    Fire Breath      75   125  Fire  40  Any  6
SEA SERPENT  400  0   -     -    Bite             80   125  Wea   70  Adj  1
SKELETON     100  0  Death  -    Bone             80    40  Wea   60  Adj  1
SPEARMAN     140  0   -     -    Spear            80    50  Wea   50  Adj  1
SPIRIT WOLF  200  0   -     -    Spirit Howl      90    50  Air   40  Any  6
THUG          65  0   -     -    Daggers          80    25  Wea   65  Adj  1
TROLL        350  0   -     -    Slash            80   120  Wea   40  Adj  1
VALKYRIE     250  0   -     -    Ice Storm        80    55  Water 60  Any  6
WHITE DRAGON 700  0  Air    -    Vapor Breath     75   100  Air   40  Any  6
WOLF         180  0   -     -    Bite             80    55  Wea   50  Adj  1

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

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

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

                                         UNIQUE UNITS

[Obviously THIS section contains the stats for as many UNIQUE units as I have 
encountered.]

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

ASTEROTH (good) 523   0   Mi,Fi -     2x Infern Bld 80    99  Wea   50  Adj  1
ASTEROTH (bad) 1020   0   Mi,Fi -     2x Infern Bld 80   150  Wea   50  Adj  1
ATHRON T. BLACK 110   0    -    -     Short Sword   80    35  Wea   75  Adj  1
                                      Poison        80    35  Dea   75  Adj  1
BEASTKEEPER     140   0    -    -     Spear         80    50  Wea   50  Adj  1
BETHREZEN       300   0    -  MDFWAE  Fire Ball     90   100  Fire  60  Any  1
                                      Paralyse      90     0  Mind  60  Any  1
BONE LORD       400   0   Mi,De -     Dra Li Ovrflw 80    65  Wea   50  Adj  1
DARK ELF LYF    300   0   Mi,Wa -     Summon       100     0  Life  60  Any  6
DAGARIK 
    STORMCALLER 185   0    -    -     Crossbow      85  65+16 Wea   50  Any  1
DEMON UTHER    1500   0   Mi,Fi DWAE  Inferno       90   150  Fire  65  Any  6
                                      Paralyse      60     0  Mind  65  Any  6
ELF LORD HYLLIA 275   0    -   Air    Lightning     84    70  Air   50  Any  6
ERHOG THE DARK   95  0+15  -   FWAE   Drain Life    80    45  Dea   40  Any  6
ERHOG THE 
   NECROMANCER  300   0    -   FWAE   Drain Life    80     60 Dea   50  Any  6
FRELAN          135   0    -    -     Dagger, Poi  85/75   60 We/De 60  Any  1
GURKENASH       800   0  Death  -     Acid Breath   75    125 Dea   40  Any  6
GYMNER 
    CLOUDKEEPER 115   0    -    -     Earth fall    82     40 Ea    30  Any  6
HEL              95   0    -    -     Earth fall    80     30 Ea    30  Any  6
HUBERT DE LAYLE 200  30    -    -     Mace          90     75 Wea   60  Adj  1
HUBERT'S GUARDS 135   0    -    -     Dagger/Poi  85/75    60 We/De 60  Any  1
HUBERT'S SCOUT  130   0    -    -     Falcon Arrow  84     60 Wea   60  Any  1
KALEN            95   0    -    -     Lightning     80     45 Air   40  Any  6
KELEGGH         220 20+10  -    -     Flail         80     80 Wea   40  Adj  1
KING AKGRAAK    295 30+25  -    -     Mace          80    115 Wea   55  Adj  1
KING GURKENASH  ---------------------> [See Gurkenash] <---------------------
KNIGHT DASANNAR 225   30   -    -     Sword         80    125 Wea   70  Adj  1
LORD HYLLIA     ------------------> [See Elf Lord Hyllia] <------------------
LOLLENA 
      GREENLIEF 225   0    -    -     Lance         84     89 Wea   55  Adj  1
MAGE HUGIN      900   0  Mind  Air    Tornado       80     70 Air   40  Any  6
MANTICORE      1152  30  Mind   -     Poi Tail/Poi 80/90  199 We/De 50  Adj  1
MASTER OCCULTST 310   0    -    -     Summon        100     0 Dea   90  Any  6
MOROK 
    CLOUDKEEPER 691  40    -    -     War Hammer    80    132 Wea   55  Adj  1
NEUTRAL MALE    110 0+10   -    -     Sh Swd/Poi   80/80   35 We/De 75  Adj  1
NHIDDOG (V.1)  4976   0  MDFWAE -     2x Bite/Poi  90/90  150 We/De 50  Adj  1
NHIDDOG (V.2)  2000   0   Mind  -     2x Bite/Poi  90/90  150 We/De 50  Adj  1
NOBAR THE
       TRAVELER 135   0    -    -     Dagger/Poi   85/75   60 We/De 60  Any  1
PEASANT EMAND    40   0    -    -     Pitchfork     75     15 Wea   30  Adj  1
SLOOKARIJJ      250   20   -    -     Ice Shd       80     60 Wa    48  Any  6
   BLACKSTONE                         Lower Init    33     60 Wa    48  Any  6
TALADRIELLE THE
    SORCERESS   800  30+20 Mind -     Dragon Breath 95    125 Life  60  Any  6
THUG RONON       65   0    -    -     Daggers       80     25 Wea   65  Adj  1
UKKHENGA        446   0    -    -     Giant Mace    80    100 Wea   55  Adj  1
UTHER (Human)   300   0    -  FWAE    Sword/Para  80/60    80 We/Mi 50  Adj  1
UTHER (Demon)   300   0    -  MDFWAR  Fire Ball     90    100 Fire  60  Any  1
                                      Paralyse      90      0 Mind  60  Any  1
WIZARD HOREK     95   0    -    -     Lightning     80     45 Air   40  Any  6
WIZARD TIOREK    95   0    -    -     Lightning     80     45 Air   40  Any  6
YNNGREL         110   0    -    -     Short Sword   80     35 Wea   75  Adj  1
      THE SWIFT                       Poison        80     35 Dea   75  Adj  1
ZUNTHER          95   0    -    -     Lightning     83     45 Air   40  Any  6


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                               SECTION ELEVEN                                ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

RULERS AND LEADERS

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

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

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

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

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

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

Switching now to your leaders ...

Your Unit Leaders will level up just like any other unit ... however, certain 
types of Leaders (three per race) will an extra skill per level UP TO AND 
INCLUDING LEVEL 15 when they level up.  These skills are VITALLY important, so 
don't just choose them willy-nilly.  They can range from the humble Pathfinding
(which increases your movement rate by 20%) to the FANTASTIC First Strike 
(which increases your initiative by a whopping 50% !!), so I would pay GREAT 
attention to the skills you pick when you level up if I were you.

The skills you pick will depend on what you, as a player, place emphasis on in 
your leader.

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

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

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                               SECTION TWELVE                                ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

COMMENTS ON UNITS AND SUGGESTED UPGRADE ROUTES

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

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

THE EMPIRE

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

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

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

M A G E   U N I T S

Library --> Tower  --> Arcane Tower
Mage    --> Wizard --> White Wizard

The Elementalist being the only other option for these guys, and him only being
able to summon (which is no good if you are in a unit which is already maxed 
out with 6 characters), I think this is a fairy decisive win for the White 
Wizard (PLUS Gandalf - the ORIGINAL White Wizard - ROCKS !!) =D

R A N G E   A T T A C K   U N I T S

Archery Range --> Imperial Guild
Marksman      --> Imperial Assassin

There's no other option !!  But the Imperial Assassin ROCKS, which is faBOO :">

S U P P O R T   U N I T S

Church --> Cathedral --> Basilica
Cleric --> Matriarch --> Prophetess

The choice here is a clear-cut one.  The Priests heal more damage, but can only
heal one character at a time ... the Clerics heal less damage, but can heal ALL
your characters at the SAME time which makes the TOPS in my book :">

MY BEST EMPIRE UNIT COMPRISES :-

                 Archmage, Prophetess, White Wizard, 3 Holy Avengers

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

THE MOUNTAIN CLANS

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

Brewery --> Outpost     --> Snow Den
Warrior --> Mountaineer --> Hermit

I LOVE using the Hermits !!  These guys ROCK - they hit for six, are tough 
enough to stand in your FRONT line, and lower their enemies initiatives with 
successive strikes too !!  GO HERMITS !! =D

M A G E   U N I T S

Cottage --> Alchemy Tower
Novice  --> Alchemist

Alchemists are KICK@SS dude ... even though their initiates are low, they feed 
another unit an extra attack, so stick two of these on the back line with a 
strong spellcaster and that spellcaster will be able to hit THREE TIMES PER 
ROUND !! =D

R A N G E   A T T A C K   U N I T S

Shooting Range --> Engineer's Guild
Crossbowman    --> Flame Caster

Flame Casters can hit for six and are warded against Fire Attacks, which 
prolongs their life-expectancy against Legions' Units - a great freebie bonus 
:">

S U P P O R T   U N I T S

Mountain Peek --> Cloud Keep     --> Bifrost Bridge
Rock Giant    --> Tempest Giant  --> Elder One

I personally favour units which can hit for six as they can greatly weaken the 
overall combat effectiveness of your opponent without really DOING anything 
special ... that's why I have gone for the Tempest Giant and Elder One ... I 
personally wouldn't use giants in combat, as I would prefer Alchemists and 
Hermits, but there you go :">

MY BEST MOUNTAIN CLANS UNIT COMPRISES :-

                      Loremaster, 2 Alchemists, 3 Hermits

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

THE LEGIONS OF THE DAMNED

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

UPGRADE ROUTE

Unholy Portal --> Tower of Souls --> Bethrezen's Idol
Berzerker     --> Anti-Paladin   --> Infernal Knight

Infernal Knights are the mainstay of your melee fighters ... there is no other
way to go, and it's probably just as well, as the Infernal Knights are KICK@SS
fighters ;)

M A G E   U N I T S

Occult Abbey --> Soul Keep
Sorcerer     --> Doppelganger

Doppelgangers are THE coolest units in the game in my humble opinion, as at 
the start of each combat session they can assume the form of any other single-
square (i.e. no Giants, etc.) character on the field ... the only thing they 
CANNOT mimic is experience ... but using a Doppelganger to mimic an Empire's 
Hierophant or similar is HILARIOUS !! =">

Doppelgangers are SUPAFLY =D

R A N G E   A T T A C K   U N I T S

Spire           --> Onyx Spire
Marble Gargoyle --> Onyx Gargoyle

You don't have a choice on the upgrade path here - there's only one ;)

S U P P O R T   U N I T S

Unholy Gate --> Torment Chapel --> Unholy Altar --> Slave Dungeon
Demon       --> Moloch         --> Beast        --> Tiamath

I would opt for the Beast and the Tiamath, because they hit for six and, as 
stated above, that is something I DEFINITELY look for ;)  It can EASILY help 
turn the tide in battle ... six-hitters are SO COOL !! =D

MY BEST LEGIONS OF THE DAMNED UNIT COMPRISES :-

              Arch-Devil, 2 Doppelgangers, 3 Infernal Knights

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

THE UNDEAD HORDES

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

UPGRADE ROUTE

Unholy Ground --> Graveyard        --> Vault of Souls    --> Crematorium
Zombie        --> Skeleton Warrior --> Skeleton Champion --> Phantom Warrior

Phantom Warriors are FANTASTIC fighters that have a HIGH chance of paralysing 
their opponents with a successful strike.  I strongly suggest incorporating 
them into your armies if at all possible.

M A G E   U N I T S

Dark Temple --> Occult Temple --> Crypt   --> Stronghold
Warlock     --> Necromancer   --> Vampire --> Elder Vampire

Elder Vampires are GREAT spellcasters who have Drain Life Overflow as their 
sole attack - it's a life-stealing attack that heals characters in your unit 
where needed - it's a GREAT troop-management unit to have ;)

R A N G E   A T T A C K   U N I T S

Sepulchre --> Catacomb
Specter   --> Shade

No alternative, but Shades ROCK 'coz they have a six-hit paralysis attack !! =)

S U P P O R T   U N I T S

Cavern    --> Boneyard     --> Cursed Cemetery
Doomdrake --> Death Dragon --> Dreadwyrm

Dreadwyrms have a two-tier attack that can leave an opponent poisoned ... 
KILLER ;)  I wouldn't ordinarily include them in my units though, as they take 
up 2 squares and you can do better ;)

MY BEST UNDEAD HORDES UNIT COMPRISES :-

               Lich Queen, Shade, Elder Vampire, 3 Phantom Warriors


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                            SECTION THIRTEEN                                 ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

TIPS AND TRICKS

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

HEAL YOUR TROOPS

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

MAKE THE COMPUTER FLUFF UP ITS CHANCE OF HITTING YOU ?

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

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
¦                            SECTION FOURTEEN                                 ¦
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

CREDITS

Credit must go to the following people :-

My best friends Peter, Matthew and Simon, for being there for me through thick
and thin - I have NUTHIN but luv for ya ;), my brother Simon, for always 
keeping me on the straight and narrow, and to my parents for being a non-stop 
source of love and encouragement for me.

On a work-note, a big up to Michy, Angel and Juliet ... thanks for keeping me 
sane !! =)

Thanks also go to Chuck for his suggestion about cloning the almighty Bethrezen
during the levels you can play him on :)

Cheers to Nero for his input into the Legions of the Damned second stage, and
sacking the Undead Hordes' Capital City.  Thanks mon ami ;)

This FAQ has been in no small part inspired by the people on the gamefaqs.com 
message boards, without who's insight and suggestions I would not have had the 
interest to do this FAQ.

THANK YOU ALL !! =D

                                                       - Mister Sinister, 2005

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

                                                 Copyright David Booth, 2003-5

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

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