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------DISCIPLES II DARK PROPHECY-----Disciples II Dark Prophecy Quests FAQ Created by Ethel Copyright (c) Ethel.L [email protected] 1st August 2003- Version 1 3rd October 2003- Version 1.1 6th November 2003- Update 11th November 2004- Added in a response section 5th July 2006- Did some reformatting to reduce oversaturation and enable better and easier view of faq Author's note: I'm sure all of you know how tedious it is to write an FAQ, how much effort and time is put in, so as long as you don't change any part of this FAQ and don't pass it off as your own or sell it for money(well no one would want to spend money buying it anyway), you can feel free to use it. This FAQ is to appear ONLY on GameFAQs.

-IntroductionDisciples II - Dark Prophecy is a turn-based strategy game that involved a lot of gameplay. Whilst there are a number of very informative FAQs posted on the sagas, I do not find any FAQs on the quests, therefore I decided to make one based on the them. Quests in Disciples II-Dark Prophecy are short individual chapters, and there are a total of 14 playable. This is my first attempt at writing an FAQ, and I would appreciate any comments and suggestions. Please kindly forgive me if I did not do a good job. Any mistakes, please email to me at [email protected]. Well then, let's get started.

The 14 Quests: 1) 2) 3) 4) 5) 6) 7) 8) 9) 10) 11) 12) 13) 14) Battle of the Yldram Isles Crossing the Lucian Drega Zul Hellish Invasion Hureth Valley Ice-Mar In Gold We Trust Kadrath's Fall Last Stand Lunnark's Travels Power to Corrupt Terror in Moonsong Vaglan 1- The Highlands Vaglan 2- The Betrayal

Points to take note before we start: A) When I did not list the enemy's immunities, that means it is not immune to

any attack/elemental. B) Cities and unexplored Ruins listing E.g: Runia-Lv 2 1 Titan,1 Witch-Hunter Gives: Staff of Twilight This means that the city Runia is at Level 2 with 1 Titan and 1 Witch-Hunter in its defenses and that you get the Staff of Twilight from taking it over. E.g: Ruined Castle 1 Doomdrake, 1 Zombie Loot: Staff of Nightfall This means that there is 1 Doomdrake and 1 Zombie in the Ruin that you've to fight and that you get the Staff of Nightfall after defeating them. GP are not listed. C) Shops/Mercenaries/Towers Listing E.g: Jenbah's MarketPlace: Life Potion Potion of Restoration Potion of Healing This means that the shop sells Life potions, Potions of Restoration and Potions of Healing. E.g: Ice Breaker(Provide training for your troops) This means that this is a training camp and that you pay GP to increase your units' levels. E.g: Bildal's Tower: Healing Blizzard Summon II: Valkyrie This means that the Tower allows you to buy the spells Healing, Blizzard and Summon II: Valkyrie. E.g: Righon's camp(hiring): Man at Arms Spearman This means that the camp allows you to hire units of Man at Arms and Spearman (You must pay GP for them of course :D) D) Walkthrough Race listing In some quests, you'll see two parts, E.g 1: PART A: Using the Empire -------------------------------PART B: Using the Mountain Clans Whereas in some other quests, E.g 2: Using the Legions/Empire/Undead The difference is due to my observation in events of the quests as well as my purpose in keeping the FAQ shorter and to avoid unnecessary repetitions.Let me explain. Let's take a quest where you get to play as the Undead or the Empire as an example, I will see whether the events of both differ much or not. If they don't I'll usually use E.g 2 format and list the individual events after the walkthrough. But in the case where they do, then I'll use E.g 1 format. Somewhere along the line, I changed the walkthrough's format as well. I don't elaborate on the ruins and cities anymore because I don't see the need for it as I've given required information at the end of each quest's walkthrough. I kept the elaboration on step by step exploring for the first few quests but after which I did not. This is because I hope to start you off getting familiar to what the quests are like, but as we progress, there's no need for me to tell you go south, go east, then north because you will most certainly want to explore on your own and in your own way and directions:)

E) The game's way of direction on North is my East, its South is my but readable maps with directions FAQ(that way you'll know what I'm my way of direction :P

the map is different from mine(as in its West and so on) so I've provided simple so you can refer to it while reading my talking about). I've decided to keep to

F) Since there's plenty of flexibility in playing these quests, you can always explore the map in your own way, as well as fighting enemy units. An example being you using the Empire and you can always choose not to fight the human units on the map, or not to take over certain cities etc. In this FAQ, I've cleared all the maps so as to provide you with the information on the cities and stuff, but when you are playing the quests, you might not want to kill every single unit on the map, depending on your preference. G) I've included the difficulty value based on my PERSONAL opinion, this will serve as a guide to those who wish to plan their troops depending on the difficulty of the quest. '&' are used as indications, the higher the no. of '&', the harder the quest. No '&' means it's way too easy you don't even need to spend time building up your troops(Max no. of '&' :5)

============================================================================== 1) Battle of the Yldram Isles &&

- The Yldram Isles sector is one of the most strategic regions of the realm because of its high traffic of sea merchants and travelers. The Empire and the Undead Hordes are now fighting savagely for the control of this area. Your Objective: Take control of the Yldram Isles by crushing your opponent's troops and taking his capital In this quest you get to choose between using the Empire or the Undead Hordes (Pretty obvious isn't it?) Map Size: 48 x 48 North ----------------------| E H | | | | | | | West | O G | East | S | | | | K | | A U | ------------------------South E: H: G: S: Empire capital Hambourgh city Galdarth Clan city Sea Serpent

O: K: A: U:

Siria city Kraken Arkenaso city Undead Hordes capital

-----------------------------------------------------------------------------PART A: Using the Empire When your game starts, a Pegasus Knight appear and tell you that before the Empire and Undead Hordes came, the Marshdwellers and Barbarians are already fighting over this region and that they gained control of sea creatures to help them. Now get cracking! It's time to go slaughter some weaklings for experience points! After all, you'll need to upgrade your units greatly, but before that, you know that you'll ultimately need to take the capital of the Undead, and the guardian(as you always know)is extremely powerful. But this time, do not worry too much about the 900 HP guardian who can cause 250 damage to all your 6 units at one go. Ashgan(the guardian of the Undead Hordes) has been weakened much because the producer of the game pities all of us. -Stats of Ashgan HP : 190 Damage : 41 Armor : 0+50 Initiative: 34 Now, do you feel a little relieved? Good, but still, you can't really afford to be careless. So you will definitely want to choose your armies correctly. Now, let me give some recommendations from my experience. They are just based on my opinions, so you can always disagree with me and try new organizations for yourself. Now be sure to include Archers and Titans in your each of your hired unit, especially Archers. Why? you'd ask, because you can get archers to upgrade to imperial assassins and they are great because they can attack any unit and poison them as well, I use them for facing Ashgan, poison will deplete his HP every turn so you don't have to depend too much on your magician to hit him. You probably already know he is in the back row, and so your squires and whatever knights that can only aim at adjacent units won't be able to hit him at all. Titans have high HP, so she will be able to last longer in the battle, and lasting longer in that battle will cause more turns to pass, and so more HP depleted from our sweet Ashgan. If you can, forget about Squires, you can never get to upgrade them till they are very strong. If your leader manages to level up, choose leadership and you can get one more apprentice. A healer is okay, but it may not be that useful. Now try to save up money for building up your castle instead of hiring too much leaders and units. It would be good to hire Archangels to help you change territory with mines, you don't need to allocate any units under them(it's pointless, they've only got 1 leadership). Ok, now off you go clearing your map for XP and money and treasures. :) If you go a little south from your capital, you will come across the unexplored Outpost, there is only a Lizard Man guarding it, so just loot it and get the Boots of traveling. Continue your way and you should see the Arkenaso castle. However before you go near to the castle, most probably you will see a Kraken waiting there for you. Whether you want to fight it or not

is up to you. It has 504 Hp and can do 120 damage so think twice, and also... (-look at the next part) Try attacking the castle and your scout will pop up to feed you some information on how the castle is one of the greatest marshdwellers cities before war with the Barbarians. He will also say that legends has it that there is a magical item that gives great control over the sea creatures. Attack it and after you gained control of it, you will get the Holy Artifact, 1 life potion and 1 potion of restoration. Then the Kraken will be under your control all because you have the HOLY ARTIFACT!(Yay!) The Kraken is strong so make full use of it, however take note that it cannot go on land, so you might want to leave the enemies on the sea for it to take care of. The Barbarian and Wolf unit beside the city will give you a potion of restoration. To the east of the Arkenaso city, you will find another unexplored ruin. The Monastery Ruins is guarded by two Lizard Mans, after you defeat them, you get the Staff of Traveling. If you continue east, the capital of the Undead Hordes will be there, so just leave it until you are ready. East of your capital is another city called Hambourgh with 2 thugs, 1 master thug and 1 archer. You get two potions of healing after the battle. Proceed to the south and yet another city Siria awaits. As you near it, your scout will tell you that Siria is mainly inhabited by merchants and sailors who make stopovers there, but it is now under the control of the Marshdwellers. Kill them(1 Medusa and 1 Lizard Man) and you get 1 life potion, 1 potion of fortune and a tome of water. East of Siria is the Galdarth city under the Galdarth clan. A sole Babarian Chieftain guards it. Your scout appears again and inform you about the city. He mentions that the Chieftain of the Galdarth clan owns a magical item that grants him control over a powerful beast. As expected you will have to beat him to see what it is. Your reward is 1 Doragon's Eye, 1 life potion and 1 potion of restoration. You also get to control the Sea Serpent beside the castle due to possession of the Doragon's Eye, hmmm so this is the magical item. Well same thing goes for the Sea Serpent, it's no landlubber, so use it for enemies on the sea. Now one point to make is that, I would choose to fight both the Kraken and the Sea Sepent if I were you. Okay, in my first attempt, I killed the Kraken before I take over Arkenaso so I didn't know what's the use of the Holy Artifact. But killing them gives experience points, and also if you managed to get to control them, you may end up using them to kill all the sea enemies and that means lower XP obtained for your weaker units. But it's really all up to you. Slightly north of Galdarth is the Outpost Ruins and it contains an etched circlet for you to grab. If you decided to attack the human unit who is the Empire convoy near the Outpost Ruins, I'd suggest no. If you kill them, the advisor will say that since the convoy is destroyed, you have lost all your goods. There's really not much effect as far as I can see, so it's your choice again. Around this part of the game, units will begin appearing on the ends of the map, they are merchant sailors. I waited for a few turns for them to see what is this all about, they will try to find the nearest city to them and take it, even if you kill them, it's alright, not much effect, but come on, they are just merchants and sailors, after all your mission is not to kill them, but to defeat the Undead, and killing them don't give much XP anyway. After one of them takes the city of Galdarth,the advisor appear next turn and tell you that one of the convoy needs assistance near Galdarth city. They have valuable load

that requires you to ensure that it reaches its destination. So I moved one of my unit there.....nothing happened, I tried to click on the castle to see whether they will start telling me what can I do to help and stuff...I wound up attacking them instead, so nothing big actually, no bother. After you have explored enough, you can get ready to take on the enemy's capital. Once you defeat the capital's defenses(and get an amount of XP, I got 2698), the capital is fallen and you have conquered it. The mission ends. You get the Skeleton spell and the quest ends. The ending: A 'Congratulations' screen telling you that you have defeated your enemy. Wow, cool ending huh? Haha well, don't expect much, it's just a quest anyway. -----------------------------------------------------------------------------PART B: Using the Undead Hordes Basically, using the Undead Hordes is no different from that of the Empire. You get the same events and the same stuff that your scout and advisor says. As for strategy, well do I need to say anything? The Undead Hordes are the best of all the four races, but in my case I used the computer's method during sagas, and that is: Hire Werewolves to occupy the front row and all powerful magicians to take up the back, it's so easy to play as the Undead. They are cool to play with anyway. Okay now everything is the same as playing as the Empire so I won't repeat them again. Again, the convoy units are up to you to decide what to do with them, but one interesting point is: when I killed the Empire Convoy unit, the Empire advisor showed his face and said the same thing about you losing the goods and stuff, funny huh? Well nevermind that though, it's a pretty short quest, and a very simple one at that. -Stats of Myzrael, Guardian of Empire's capital HP : Damage : Armor : Initiative: 190 41 0+50 34

After the Empire's capital has fallen, you acquire a potion of healing and the lightning spell. The ending: No Difference, same as that of the Empire's. -----------------------------------------------------------------------------Cities Galdarth Clan City-Lv 1 1 Babarian Chieftain Siria-Lv 1 1 Medusa, 1 Lizard Man Arkenaso City-Lv 1 1 Lizard Man(Sybarh Maal)

Hambourgh-Lv 1 1 Master Thug, 2 Thugs, 1 Archer Enemies on map Mermaid, Merman, Archer, Master Thug, Fighter, Templar, Lizard Man, Thug, Specter, Man at Arms, Medusa, Barbarian(Young Barbarian), Barbarian Chieftain, Kraken(if you fight it), Sea Serpent(if you fight it), Wolf, Spearman Shop/Mercenary/Tower Jenbah's Marketplace: Potion of Restoration Life potion Potion of Striking Potion of Swiftness Potion of Strength Potion of Might Clathum's shop: Potion of Restoration Life Potion Potion of Vigor Potion of Strength Potion of Accuracy Bildal's Tower: Shadow spell True sight spell Keriek's Camp(Hiring): Archer Spearman Man at Arms Items found in money bag/treasure chests: Chronos scroll Banner of Protection 2 Potion of Healing 2 Life Potion 2 Sliver ring Banner of resistance Skull Bracers ============================================================================== 2) Crossing the Lucian &&&

-For centuries, Lucian is the border between the Legions of the Damned and the Empire. However, now both wanted to expand their territory. A fierce battle shall begin, if the capital guardian fall, the capital will fall too. There are three other races fighting to keep their share of land too. The Orcish Deathbringer clan, the Brotherhood of the North(one of the mountain

clans) and the Koman Dun of the Barbarians. It will take nothing less than taking complete control of the enemy stronghold to win the battle. Your Objective: Capture the enemy's capital In this quest, you get to choose to either use the Empire or the Legions of the Damned. Map size: 48 x 48 North ----------------------| E K D | | V | | P B | | T | West | | East | | | | | K D S L | | | ------------------------South E: Empire capital V: Elves T: Truantia city P: Port Fenrir city K: Koman Dun Group D: DeathBringer Group B: Brotherhood of the North Group(Kalator city) S: Serune Outpost city L: Legions of the Damned capital -----------------------------------------------------------------------------PART A: Using the Empire Once the game has started, your advisor will inform you that this region is plagued by Rangers and Priests who have betrayed the Empire and he suggests that you deal with them first before confronting the Legions so that they do not come back later to sting you. Okay, as usual, try to form your units appropriately, include archers I'd say! Your enemy capital's guardian this time is Ashkael of the Legions. -Stats of Ashkael HP : 190 Damage : 41 Armor : 0+50 Initiative: 90 So based on that, try forming your units that would work best at capturing the capital. When you have finished assembling your armies, you would want to take the suggestions of your advisor and start getting rid of the enemy units around your capital. If you click on the show banner icon, you'll see that they are under the empire as well, okay we already know they are traitors, so just punish them all! There are two corrupt priests groups blocking the way to the Ancient Temple as well as a prophetess and her 3 thug minions in the

temple itself. After you defeat all of them, you'll get a life potion and the imperial priest will commend you for your actions, saying that the priests have paid the price for betraying the Highfather and that the battle has demonstrated the Empire's might. Go south a bit and the city of Truantia can be seen. Inside are 2 Lizard Man and 1 Ogre and you may have to prepare your troops well before taking it, after which you are then rewarded with a Skull of Thanatos(located in the city's inventory). When you cleared the land of the Ranger betrayers, your Ranger advisor gives you assurance that now that you have taken care of this group of Rangers, recruiting Rangers will be an easier task, with that you move on to the Elves. As you approach them, another advisor of yours reminds you that if you take time to pray to the Highfather near ancient statues, he may aid your quest. He added that there is such a statue to the east(which if you explore just a little further, you will see it, it's just right after the Elves). Near to the Empire statue is a city called Port Fenrir with 3 Spearman and 1 Titan guarding it, If you managed to take over the city(which isn't hard at all) and view the city's inventory, there is a Runestone artifact and a Diamond left behind for you. You might want to go north till the end and there are three units on sea. As you go near to them, one of them speaks. He say that he had arrived from his faraway land and has brought items that will help fight the demons. He will then join you while the other two units will leave the map. The items he had with him: Highfather's potion, Healing ointment and Banner of striking. Now you might want to go back to Port Fenrir and take the chance to heal all your units and equip them with whatever you have because to the east are the Deathbringer Clans, Koman Dun and Brotherhood of the North Clans. There are quite a bunch of them, so make sure you have enough potions and stuff to heal up when needed. You will meet up with the DeathBringer and Koman Dun first, all of their groups consist of Barbarians and Orcs, so I suggest concentrating on one clan first and after you rid yourself of them, then you deal with the other clan, in this case, I recommend the Deathbringer(they just comprises of Orcs,Orc Champions and Goblin Archers) because they have lower HP and are much easier to kill. When you go east till the end of the map and attempt to go up the slope to the higher plateau, one of the deathbringer unit stops you and order you not to go near and to go back where you belong, well who cares, just shut its mouth up. The Orcish Watch Tower ruin is up on the plateau guarded by 2 Orcs, 1 Orc champion and 3 Goblin Archers. You can get a Talisman of Vigor from it. Go down and south and another ruin is there. There are 3 Orcs in the Orc slave mine and should prove much easier to beat as compared to the former. You should probably see the city of Kalator near. It is owned by the Brotherhood of the North clan, try attacking it and a Brotherhood guard will come up with the you have no right to occupy our city blah blah blah crap, read what he said for yourself, I can't bother typing out words of a moron. Look in the city inventory once again after you took over the city, there should be 2 potions of healing, 1 life potion, and 1 boots of speed. Heal up and off we go again. Go south and you will spot the Legions territory, leave it be first, head east and there will be units of enemies for you to take on. 2 Giant black spiders, well good luck with them, if you can't defeat them as yet, pass them and proceed further west. There are mermaids and merman as well as a Kraken, nope, don't hope, this time you can't get to use the Kraken, so don't bother trying.

When you defeat the Kraken, the Legions will cast a Nightfall spell, no problem with that, just move on. Head west while clearing your way and soon you will spot the Kassel ruin, it is guarded by just an ogre, which should not be a problem for you by now. You'll get the Banner of Protection upon looting the place. East of the ruin, more DeathBringer and Koman Dun lie in wait, so just slaughter them all for XP. There is a ruin(Pandemonium) which has a fiend in it and only provide you with a life potion, decide whether you want to waste your time with it. Now when you reach the city Serune Outpost and clear it of the orc and goblins inside, you will have the Dwarven Bracer and Gold ring, equip the Bracer and you can get ready to fight the Spiders. When the Spiders are dead meat, just prepare to fight the Legions. After you take the capital, the quest ends with the congrats screen again. -----------------------------------------------------------------------------PART B: Using the Legions of the Damned Your advisor tells you that now is the time to fulfill the ancient prophecy and spread the reign of the demons. But first you will have to take care of the demon traitors(is this story copyright? I wonder...) Gorgoth and Bhaarth. By now, you probably already know the assemble your troops thing, so I'm not going to say it again. Again, you are to take over the Empire's capital. -Stats of Myzrael :) HP : 190 Damage : 41 Armor : 0+50 Initiative: 90(oops, it has increased a LOT from last time) After the traitors have been punished, your advisor appears again and praise you, and as a token of appreciation, give you an Infernal Knight orb, and tell you to keep serving well and you will be greatly rewarded. Yes Sire! Thanks for the orb! Okay equip it on someone who has the skill and it will help much. If you go directly north from the capital, a demon by the name of erm...... Gorgoth(familiar name huh?) warps in and asks for your assistance to have his revenge on the Empire because he hated it for what it stands for...oh well, anyway you get to control him and that's a pretty good addition I assume. Clear you way up north to occupy Kalator and loot the two orc ruins. West of the capital, you will find the Pandemonium ruin with the life potion and the city of Serune Outpost. Leave the Spiders for now, proceed west till the end and explore the ruin Kassel. Go up north from Kassel, and another city will be there. Truantia city should be fairly easy for you to take over. Further up north is the Empire's territory, but before going to clear the rest of the map, go to the Ancient Temple and get the life potion, it's the XP you don't want to miss out on. East of the ruin is Port Fenrir, easy to take care of. Heal your troops and continue, your other troops probably have taken out most of the DeathBringer and Brotherhood of North by now, what remains are the Spiders, Empire traitors, Elves and the Koman Dun. Is that good or bad news to you? Whichever, let's do it. Oh yeah, if you go meet up with the 3 northern convoy units on the map, the spearman will not join you(did I hear you say of course?) instead he will tell you not to think that by picking on a single merchant will you win the battle. Alright, the other two units beside him remain and you can attack them all. You can get the items of the merchant if

you kill him so go ahead. Once you have gotten rid of all of your enemies, and you are confident about taking on the capital, go all out, it's the last battle after all. The ending is once again the congrats screen. -----------------------------------------------------------------------------Cities Port Fenrir- Lv 1 3 Spearman, 1 Titan Truantia-Lv 3 2 Lizard Man, 1 Ogre Kalator-Lv 2 3 Dwalves, 1 Tenderfoot, 1 King's guard, 1 Veteran Serune Outpost-Lv 1 2 Goblins, 1 Orc Enemies on map Thug, Priests, Archer, Brown Bear, Master Thug, Scout, Centaur Lancer, Troll, Forest Elf, Ogre, Elf Ranger, Lizard Man, Goblin Archer, Goblin, Orc, Orc Champion, sea Serpent, Barbarian Warrior, Barbarian Chieftain, Merman, Mermaid, Kraken, Giant Black Spider, Demon, Cultish, Devil, Possessed Shop/Mercenary/Tower Mithiker's shop (This is the shop of the Spearman cum merchant guy): Life potion Potion of restoration Titan's might potion Banner of might The Mill Shop: Potion of restoration Life potion Boots of travelling Banner of resistance Kigger's camp(hiring): Air Elemental Elementalist Items found in money bags/treasure chests: 1 Ironskin potion 1 Lightning Scroll 1 Menta Minoris Scroll 1 Emerald 1 Staff of Invisibility 1 Royal Scepter 1 Potion of Restoration 2 Life Potion 1 Boots of Speed

1 1 3 1

Ruby Healing Ointment Potion of Healing Titan's might potion

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

3) Drega Zul

&&

-Briefly said, the prologue is basically about this man called Joseph who died while he was escaping from the Undead Hordes, he had his child with him and he must bring her to the Empire, he was sure that the Empire could help them, it was also mentioned that his beloved was dead (she was an Undead) and now they wanted to kill him and take the child. Your Objective: Kill Vampire Krath'du. All races will lose if Drega Zul is killed. Finally, a rather special storyline I believe. You can get to use either the Empire or the Undead Hordes. Map Size: 48 x 48 North ----------------------| C | | K L | | U | | | West | | East | | | | | R E | | F | ------------------------South U: Undead Hordes capital K: Kekkut city L: Kalajit city C: Ruined castle R: Rivend city E: Empire capital F: Fendhill city -----------------------------------------------------------------------------PART A: Using the Empire Game starts and a lady(looks a bit eerie) appears. She feels that after training with you and serving you loyally for so long, it's time she avenge her father's death. Her father was slaughtered years ago by the Nosferat who had made her the abervation she is now, she must make sure that she vindicate his death, and requests for your help in finding that demon. The Advisor agreed with her and added that the Undead Hordes have committed countless atrocities against your people and now they must feel your wrath.

You start off with Drega Zul and a random leader(as always), since Drega must not die, and her HP is like only 200, leave her for smaller and easier battles instead(now why does she reminds me of Uther? Hmm....) One important point is, you won't find Krath'du at the Undead Hordes capital, so you don't need to fight their guardian. From your capital, go out through the west exit and soon you will meet a spearman and thug unit , slaughter them and you will get a Boots of Speed, continue to go west and there will be a city Rivend heavily guarded, approach it and Drega will tell you that it is heavily fortified and resisted for years the attacks of the undead and so it will not be easy to capture. Not quite true, they are not as strong as she said of them to be. There are two guard units outside the city. One unit has 1 Rivend Spearman (basically is just a Spearman) and 1 Spearman(again), the other unit includes a peasant(wow, IMPRESSIVE), 1 Man at arms, and 1 Rivend Spearman. City's moving party consists of a Mage, a Rogue Squire(he's just a Squire really) and 1 Master Thug and city's defenses consists of 1 Archer, 1 Spearman and 1 Mage. When you killed one guarding unit, Drega Zul will recommend that you leave the area if you are not ready to take them all on, it's because they will most likely retaliate, and indeed they did, the next turn, the other guard unit will come after you, so be prepared. Take over the city and you get to hear a villager tell you about how he has heard of the name of Krath'du before and about how this Krath'du took pity on a young beautiful bride, and tried to convert her into an undead and so on, I don't wanna spoil it, read his story yourself. And of course Drega mentions that his story sounds too familiar. Right in the city's inventory is an orb of Nosferat. During the start of the second turn, the advisor informed you that one of the Empire's informant in the Undead has provided some news that a Nosferat called Krath'du has disappeared from the Undead Capital. Near the Rivend city is the Lookout Tower that gives you the Tome of Sorcery, there is a Rogue Squire guarding it denying your access, just clear your way. After looting the ruin, there will be a message of an inscription about Krath'du laying eyes on the lady blah blah, and you wonder what it means. If you continue to go west, you will come across more human and wolf units as well as the Abandoned Shelter ruin. I hope by now, your troops are strong enough to take them out, especially the unit with two Witch-Hunters and an Archmage. You can train your troops at the troops trainer for a while before you proceed even further. After looting the Abandoned Shelter, Drega Zul will give confirmation that a vampire has been there before. Now let's move on, as you attempt to enter the Undead territory(which is just north of the Abandoned Shelter), Drega Zul warns you about the danger. Proceed north and you'll see another city, this time under the Dwarves. The city Kekkut's defenses basically consists of only 1 Hill Giant, a dwarf and 1 Alchemist. After you took over it, a dwarf will curse you for what you have done. Finally you have reached the northern end of the map, you can go east, a hermit stops you from going further and casts a spell on you, it causes 15 hit points damage, it's up to you whether you want to heal, I chose not to. Explore the ruin just a little further away, it's the Alchemist's lab, clear it and Derga Zul says that it looks like Krath'du has no dealings with the dwarves. Now you might want to rest your troops a little while the rest take care of things, or you can just move on.

Go south and there are two Giant Black Spiders waiting, your troops can manage them now I think, so just show them who's boss. Go south again(you should probably see your capital again, so let's say we are going in a circle) and something attractive caught your eye, non? yeah two treasure chests. Go take them, Drega warns you again about sightings of Krakens around this area, go nearer, and a kraken appear out of nowhere! And Miss Drega begin shouting about how you have awakened a monster! It's all your fault, who asks you to be so greedy? Well, let's have some Kraken meat to calm down from the shock. South of your capital stands the Fendhill city. You will get the Spirit Staff from killing the guard unit in front of the city, and there'll only be a Man at Arms defending the city, how useless! Once the city is yours, a peasant will tell you that Krath'du's name brings horrible memories. Only a small part of fog that's not cleared, but you should see most of the stuff anyway, the wolf land(the area where groups of wolves await to devour you) and Drega Zul once again(she's pretty free isn't it, appearing here and there and everywhere) reminds you to be careful about the wolf-beast thing. The last unit of wolf blocking your way up the plateau will leave behind an Unholy Dagger Artifact when you destroy it. You will be stopped by a Rock giant when you try to go up the plateau with another city on it. He tells you to turn back or face the consequences. Empty words for he has no reinforcements. The city is Kalajit owned by the Dwarves group. Bring it under your rule and your reward is an insult from the great and mighty dwarf villager. So what remains is the Ruined Castle, and the name sure does sounds like the place where a vampire lives. Prepare your troops, heal them at Kalajit and get all the equipment and potions and whatever(I'm actually exagerrating haha) and attack the ruin. You will then fight 2 Initiates and 1 Deathdragon and you will get the staff of Nightmare after you beat them. Now where the heck is that Krath'du fellow? You vampire coward! Come out now! Alright he'll appear right away and tell you how he has been waiting and stuff, then he casts a spell on Drega Zul and she now has become your enemy. So your advisor suggests that you kill Krath'du to break the spell. Now it's up to you whether you want to kill Drega Zul or not, by now she is sort of redundant to the quest, I tried both methods, to kill her then Krath'du, as well as to kill Krath'du right away, leaving her unhurt. No difference at all, you'll still get the 'You have successfully completed the quest message' as well as the same old familiar congrats screen. But one thing is, since Drega is under Krath'du's control, she will come after your troops. She has 1 Shade and 2 Zombies in her unit. If you wait for the next turn after Drega has been transformed, a scout named Geldwin will appear just south of your capital saying that he will help you out(because you have lost a precious leader). No, don't look down on him, his unit is pretty strong- 1 Paladin, 1 Imperial Knight and 1 Imperial Assassin. -Krath'du's unit 1 Skeleton Warrior HP : 220 Damage : 75 Initiative: 50 Armor : 0 1 Phantom Warrior

HP : Damage : Initiative: Armor : Krath'du HP : Damage : Initiative: Armor : Wards :

320 125(Can paralyze as well) 50 0 90 14 to all 6 units 50 0 Fire and mind

-----------------------------------------------------------------------------PART B: Using the Undead Hordes When the game starts, a death knight will tell you that the Nosferat Krath'du has fled the capital with soldiers loyal to him and that he is seeking Drega Zul- the half human, half undead. Now you must stop him from spreading the dark gift. Get ready your troops and we are off! Now you only need to move a little(say, like 3 steps?) and a rogue squire will come up and call you flithy, nope he won't give you a chance to reply, he'll just attack you. He's too weak against your unit so don't worry at all. You might want to go north of your capital to explore the Alchemist's lab, and will find out that Krath'du isn't there. West of your capital locates a city Kekkut, you will get insults from a Dwarven villager when you take over it. Leave the spiders for now, you are still not strong enough for them. If you go south from your capital, you will find the Abandoned Shelter. Krath'du has been here, but there's no indications where he went. Continue and if you have the money, train your troops at the Troops training area. Now go east and try attacking the city Rivend, but it's not so easy, the people of Rivend will sound the alarm and alert the mages when you approach. A spell causing 50 HP damage is cast on your unit, so heal up, if not use another unit to fight them. It seems that Krath'du has infected more innocents than you know. Near the city Rivend is the Lookout Tower, loot it and proceed to take the two treasure chests on the sea. Your Advisor will warn you of the dangers involved(Krakens) and sure indeed, a Kraken pop up so get ready to fight it. From here, go south to take another city(You'll pass through the Empire's territory) Fendhill, still no news of Krath'du. At this point, you'll most likely see Drega Zul(remember she is working under the Empire now and so that makes her your enemy) wandering around, if you are strong enough, I believe she won't ever attack you, but it's highly unlikely that she will even if you are not because she's not supposed to die anyway. You'll find the boots of speed dropped by the Spearman and Thug unit near the Empire's capital. Now you can take the chance to take on the Spiders, one of them has so you might not want to miss out on that as well as the experience If you go east, you'll spot wolves so just clean them out and go up plateau, the last wolf unit leading up to the plateau will give you Dagger when defeated. a treasure points. the an Unholy

Capture the city Kalajit and go on north to the Ruined Castle. Attack it but

be prepared to face 1 Deathdragon and 2 Initiates. After you beat them, your Advisor will inform you that Krath'du is near, and indeed he is! He will show up and tell you how he is going to create a new, superior race with his Drega Zul, after which he will cast a spell on your unit, depleting 75 HP, so heal up again either by going into the city nearby(that's Kalajit) or by using potions. You can go after him once you gain back control, kill him and everything will end, the Undead's sacred blood will spread no longer. Congratulations! You have successfully completed the quest! -Krath'du's unit 1 Skeleton Warrior HP : 220 Damage : 75 Initiative: 50 Armor : 0 1 Phantom Warrior HP : 320 Damage : 125(Can paralyze as well) Initiative: 50 Armor : 0 Krath'du HP : Damage : Initiative: Armor : Wards : 90 14 to all 6 units 50 0 Fire and mind

Now you must take note that because you are playing as the Undead and Krath'du is an undead as well so his unit is immune to death magic attacks, so use Lich Queens as they uses fire and even though Krath'du is able to ward against it the first time, he can't anymore after that, the others is up to you. My unit consists of Lich queens, Zombies as well as Doomdrakes. Krath'du has very low HP so it will probably take at most three turns to kill him using Lich Queen's magic attack. Then you can take care of the Phantom Warrior and Skeleton Warrior, but they are quite strong so beware and be prepared. -----------------------------------------------------------------------------Cities Rivend-Lv 3 Guarding unit 1: 1 Rivend Spearman, 1 Spearman Guarding unit 2: 1 Peasant, 1 Man at Arms, 1 Rivend Spearman City's moving party: Mage, Rogue Squire, Master Thug City's defenses: Archer, Spearman, Mage Fendhill-Lv 1 1 Master Thug, 1 Spearman, 1 Archer 1 Man at Arms Kalajit-Lv 2 2 Dwarves, 1 Mountaineer, Druidress, Venerable Warrior Kekkut-Lv 2 1 Hill Giant, 1 Dwarf, 1 Alchemist

Unexplored Ruins Lookout Tower 1 Spearman, 1 Archer Loot: 1 Tome of Sorcery Abandoned Shelter 1 Brown bear Loot: 1 Staff of invisibility Alchemist's lab 1 Druidress, 1 Warrior, 1 Alchemist Loot: Talisman of life Ruined Castle 1 Deathdragon ,2 Initiates Loot: 1 Staff of Nightfall Enemies on map Thug, Master Thug, Squire(Rogue), Man at Arms, Peasant, Spearman, Archer, Mage, Wolf, Polar Bear, Giant Black Spider, Werewolf The dwarves: Hermit, Hill Giant, Dwarf, Alchemist, Axe thrower, Druidress, Flame Caster, Warrior, Forge Guardian, Mountaineer, Rock Giant, Venarable Warrior Shop/Mercenary/Tower Rivend Market: Life potion Potion of Restoration Potion of Healing Treebark Potion Potion of Fortune Potion of Celerity Lizard Man orb Staff of Travelling Kekkut Blacksmith: Life potion Potion of Restoration Potion of Strength Elven Boots Potion of Might Healing Ointment Zimraan's Tower: Ignis mare Ignis Potens Deus Talonis Ignis carn Paraseus Troops training (Provide your troops with training to upgrade them) Items found in money bags/treasure chests:

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Gold Ring Banner of Strength Silver Ring Highfather's potion Potion of Healing Ironskin Potion Potion of Swiftness Ancient Relic Tempest Scroll Incantare HellHound Scroll Emerald Thanatos Blade Treebark potion Orb of Lychanthropy Potion of Accuracy Potion of Strength Titan's Might potion Chant of Arms Orb of Freezing

============================================================================== 4) Hellish Invasion &&&

-The Empire and Mountain Clans have lived peacefully for years. However, the Red Dragon has awoken from a long slumber and now exerts power and influence over the people of the Valley. Objective: Find the Unholy Portal and capture it so as to drive the demons away from the land. Wow, the Red dragon...I wonder will it be as beautiful as the Blue dragon? You can use either the Empire or Mountain Clans. (Seems like the Empire is involved in a lot of events huh?) Map Size: 48 x 48 North ----------------------| M N E | | | | | | F | West | | East | | | | | A P I | | | ------------------------South M: N: E: F: A: P: I: Mountain Clans capital North Keep city Empire capital March Fort city Avgrundskval city Unholy Portal Inferno city

------------------------------------------------------------------------------

PART A: Using the Empire A message will say of how the Empire and Mountain clans have lived side by side but then things changes, so now you must find the source of evil and destroy it. One important to take note, the enemies of this quest are very strong, so pay heed. After you have formed your armies, you can move out to increase their levels, you'll need to really gain every experience point possible, because if you do not, you are going to regret it deeply once you advance to the Demons' land. Okay, go west of the capital, the spearman unit will tell you that they can defend themselves from the demons since you can't(since when did I say I can't?), to proceed further, you'll need to get rid of them all, plus the XP you need to earn, no matter how little it may be. The city North Keep can be taken. They have 3 Spearman, 1 Archer and 1 Man at Arms guarding it. No items given though. Move on west and you'll reach the Mountain Clans' territory, forget about them and move on, though you might want to leave a unit to guard the way because they will most probably attempt to take over your unguarded cities. On the other hand, go east from your capital with your other troops. There's a ruin Tjuvhall so do what you need to, then proceed to go south. A peasant unit appear and asks for help, you can choose to attack him, your choice, he won't thank you even if you get rid of those demons for him. Clear your way south and a unit consisting of 3 Cultists warp in and join your cause, well they can't stand the Dragonlord anymore, okay but three Cultists can't do much against those strong enemies, I leave them to buy potions and spells for me, so you make your decision on how to use them. Alright back to your troops at the Mountain Clans territory, south of their capital is the Abandoned Farmhouse, after you're done with it, just continue going southeast, and take over MarchFort, you can gain a considerable amount of Xp there as well as the Titan's Might Potion and Life potion. After clearing everything, you can detour a bit and go straight down south. You'll find Perthin(an unexplored ruin) and the city Avgrundskval. Pretty tough enemies you have there so be careful and be prepared. Talk to the dwarf near near the city and get a Healing Ointment. Okay, now let's go back to your other batch of troops, go south and you'll pass through a place that which you hope to see so much you are dreaming of it the moment you face those Demons. Yeah, a Training Camp! Make full use of it, I suggest throwing all your money into it(okay please put healing and buying potions and stuff into consideration) and train and train and train! If you don't have that much money, wait for more turns to pass to get more $$ in your pocket and train and train and train! Okay I can't emphasize enough on how important it is to train your troops. Go southeast, and there's another city. Ah-har! It's Inferno city! Even its name sounds intimidating, and it indeed is. You'll definitely have to kill a Skeleton Champion in order to be able to attack the city. Two units in the city. The moving party unit consists of a Occultist, 1 Specter and 2 Imps. So you say not too much of a problem? Yeah sure thing buddy, wait till you meet up with the Bone Lord in battle, he/it is in the city's defenses. He/It has 400 HP and does 78 Damage, not to mention that he is immune to mind and death(good thing ya not using the Undead) attacks. After you managed to take over the city, look under the city's

inventory to get the Staff of Necromancy and a Life Potion, okay not too much of a reward but let's just make do with it, heal up and proceed west to Demon's Den to meet up with the Beast, yeah 420 HP as well as causing damage of 70 to all 6 units. Great? Ho-ho, if you can't defeat him, then you can forget about completing the quest. Why? Because dear Mr Red Dragon is so much more powerful. Worry not though, no enemy is undefeatable, it just depends on how you plan the fight with it. Finally, by now all your troops are just waiting to attack the Unholy Portal. Need information on the enemy? No problem! I'll give you that, but before that, if you attack the city, a Demon will pops up, say some stuff and two Demon units appear in front of the city. Your unit suffers a spell damage of 75HP, so heal up and prepare to kill all of them to show your might!-coughThe two Demon units consist of just a Demon each so you can get rid of them quite easily I believe. The rest is up to you, I'll give you some suggestions, hope they will help you at least a little. Good luck, the Red Dragon is really awesome.(though I still prefer the Blue Dragon :P) P/S: Scroll down to after the section on using the Mountain Clans, and the information as well as comments are all there. -----------------------------------------------------------------------------PART B: Using the Mountain Clans Game starts and it will be said of how the Empire and the Mountain Clans have lived side by side for years, but now everything has changed due to the awakening of the Red Dragon, now you must find that evil and destroy it once and for all. Ah the Mountain Clans, this is the race that I always have problems with. YEAH their initiative is the main problem, why is it so low? Argh... you had better be prepared for the hard time you are going to have. But let me give you suggestions on the grouping of your troops if you want some help. Try to upgrade your Novices to Alchemists, giving one more attack is what you'll need. Include giants in some groups, giants are the best for fighting the Red Dragon as well as some other stronger enemies. I made the wrong choice by upgrading my Axethrowers into FlameCasters, so don't make that mistake. The rest is basically up to you to decide, forget about Yeti though, it's not as though it will cause more damage to flame-based enemies, in any case I don't use it at all, I'd rather hire more dwarves and upgrade them. Alright, now that everything is taken care of, let's move out! Once again, you might want to separate your troops into two groups and move in two different directions, that way you'll get to level all of them up, and also clear the map in a more systematic way. South of your capital is a ruin, Abandoned Farmhouse. After you are done with it, go southeast to take over the city March Fort, but before you even get to go near it, you'll get attacked by one of the human unit. Not a problem at all, make them regret the very fact they tried to mess around with you. Taking over March Fort will give you 1 Life potion and 1 Titan's Might potion, now don't complain too much, at least you get a place to heal up your troops. If you go east of your CAPITAL, very soon you'll see a city, North Keep.

Humans are guarding it, they aren't very happy to see your face, and strictly warn you that clansman stay away, only humans.(Yeah buddy, when I was playing as the Empire, you told me to stay away as well, stop trying to act so BIG) Slaughter them all. Now proceed on your way and very soon you will have reached the Empire's territory. If you don't mind your cities being taken over, then you can leave them be, but if you do, leave a unit(the weakest unit) to guard the small path that separates the territory of both races. Just beside the Empire's capital is the Tjuvhall ruin. Upon looting it, well south we go! Reaching the Demons' land(I call them Demons' land because it is flooded with Demons as well as all the little evil creatures that you find so familiar), you will most likely meet up with a peasant unit asking for help. Alright, now the best thing to do is to go heal up your troops at March Fort(which you have taken over earlier I assume). After equipping and healing process has taken place, south is the direction we head. Go along the pathway down west and there's a ruin Perthin as well as a city Avgrundskval, if you go along the pathway down east, there's also a city Inferno and a ruin Demon's Den, yeah and a training camp as well(just what you really need!!!!!!!). Do what you need to, and very soon, what remains is the Unholy Portal.......... Huh? Oh yeah I know I know you want to know more about those ruins and cities? Fine, Perthin and Avgrundskval shouldn't be a problem, just some Devils, a Demon and Fiend. Talk to the solo dwarf unit near Avgrundskval to get a Healing Ointment. However Inferno and Demon's Den are rather annoying. Demon's Den has only 1 Beast(you get a little dizzy) but has 420 HP and causes 70 damage to all 6 units in battle. Okay to even attack Inferno, you'll need to get rid of a Skeleton Champion(you scream). Inferno's moving party consists of just 2 Imps, 1 Occultist and 1 Specter. The city's defenses has only 1 Bone Lord. Bone Lord is not called Lord of the Bone for nothing, it/he has 400 HP and does 78 damage to 1 unit but is immune to mind and death attacks(you pull at your hair). Look under Inferno city's inventory, you will see a Life potion and also a Staff of Necromancy, erm okay not too much I guess, but better than nothing right? Now gather your troops, and be prepared to attack Unholy Portal. But take note of 1 thing: when you attempt to attack the city, a Demon will spout some intimidating words and attack you with a spell that depletes 75HP, at the same time, two units with a Demon each warp in, guarding the city. Heal up as and when you need for these final battles. When you've completed the quest, the lava pits/holes of the evil source will disappear and the land shall soon be transformed. Congratulations! -----------------------------------------------------------------------------Unholy Portal(Level 5) Moving party unit: -Demon HP : 270 Initiative: 35 Armor : 0+30 Damage : 80 -Devil HP : Initiative: Armor : Damage : 170 35 0+30 50

-Pandemoneus HP : 135 Initiative: 40 Armor : 0+30 Damage : -60 HP to all 6 units City's defenses: -Red Dragon HP :800 (WOW) Initiative:40(The game producers understand the plight of us gamers) Damage : -125 HP to all 6 units (Now now I was just wanting to thank them! But look at this!!) Armor : 0+30 Immune to Fire Now the real bad thing is that you can't use field spells on the Red Dragon, unlike when you are facing Demon Uther(the Empire's saga last boss) even though the latter is stronger, huh? Why did I mention Uther? Oh well because the Red Dragon just reminds me of how I had a hard time completing that saga. Okay back to beating the Dragon, I recommend that you use summons. I always use them to check unexplored ruins as well as enemies' information because using my units are just too much of a risk. Bad when using them due to the fact that they don't do much damage and do not have very high HP either, and you had to waste so much mana to summon them. Good thing is you won't feel that pain when they die and they can give a little damage to the enemy, no matter how small, it's still something, though one thing I hate is when they miss in battle. So overall, try using summons to deplete however little HP from the Red Dragon, it will help somehow, trust me. Of course to use those summons, you need plenty of mana, so you might want to wait for turns to pass to gain more mana, no harm done right? Then gather your units and go after it one after another, as always, expect to lose troops, but it's part and parcel of each play I guess. Good Luck! -----------------------------------------------------------------------------Cities North Keep-Lv 1 3 Spearman, 1 Archer, 1 Man at Arms Inferno-Lv 1 1 Occultist, 1 Specter, 2 Imps, 1 Bone Lord Avgrundskval-Lv 2 1 Fiend, 1 Demon, 1 Devil March Fort-Lv 1 3 Spearman, 1 Peasant Unexplored Ruins Tjuvhall 2 Thugs, 1 Master Thug Loot: 1 Emerald

Abandoned Farmhouse 3 Master Thug Loot: 1 Boots of Speed Demon's Den 1 Beast Loot: 1 Runic Blade Perthin 2 Devils Loot: 1 Horn of Awareness Enemies on map: Man at Arms, peasant, Spearman, Master Thug, Thug, Wolf, Squire, Archer, Zombie, Demon, Demonologist, Specter, Possessed, Cultist, Occultist, Devil, Fiend, Fat Imp, Ghouls, Anti-Paladin, Berzerker, Imp, Skeleton Champion Shop/Mercenary/Tower Warwick's shop: Life potion Potion of Healing Potion of Restoration Furren's shop: Life potion Potion of Healing Potion of Restoration Potion of Might Titan's Might Potion Potion of Fortune Sallat's shop: Life potion Potion of Restoration Potion of Healing Othon's Tower: Wrath of God Holy Strength Summon II: Valkyrie Tempest Ice Spirits Yggar's camp(Provide your troops with training to upgrade them) Items found in money bags/treasure chests: 1 Lich Orb 1 Banner of Restoration 1 Potion of Accuracy 1 Potion of Healing 2 Life Potion 1 Silver Ring 1 Incantare Berliarh Scroll 1 Potion of Striking 1 Diamond

1 1 1 1 1 1 1 1 1 1

Tome of Sorcery Banner of Celerity Orb of Restoration Orb of Icefall Potion of Fire Warding Menta Minoris Scroll Treebark Potion Talisman of Bane Potion of Celerity Touch of Mortis Scroll

============================================================================== 5) Hureth Valley &

-Before Dark Prophecy came, there lived a great witch Thalrisa who exerts her power and force over the greenskins to do her bidding until they could stand no more. They hunted her into a Valley known as Hureth. She thus imprisoned herself with 3 Elemental Guardians, who at the time, melted away into forms of mana crystals. In this quest, you choose either the Empire or Mountain Clans. Map Size: 48 x 48 North ----------------------| | | M | | T | | | West | R | East | G | | | | E | | V | ------------------------South T: Thalrisa's unit(the magic land) M: Mountain Clans capital R: Runia city G: Gnarthwood city E: Empire capital V: Entrance of the Valley -----------------------------------------------------------------------------PART A: Using the Empire Your Objective: To capture the Mountain Clans' capital. This quest's purpose is rather unclear, but nevermind that. When the game starts, a Pegasus Knight will appear and begin telling you some stuff on how the Mountain Clans will send for help and so on and the Empire have laid a siege at the mouth of the Valley to force the Clans into submission, and how you have an experienced warrior Sir Glorcliff to lead the attack on their capital. Well this Sir Glorcliff is not really that experienced as you imagined him to be. He's only at level 1, but good thing is he had an Imperial Assassin with him. Now let me give you some information on the guardian of the

Mountain Clans' capital. -Stats of Vithar HP : 98 Damage : 66 to all 6 units Initiative: 90 Armor : 0+50 Shouldn't be too much of a problem I believe. We can move out once preparations are complete. This is a rather short quest, not too many enemies around the map, all of them are Greenskins and Wolves. Only a small amount of events, and no particularly hard enemies. Relieved? Hope so. Let's get moving then. Start by going north from your capital and clear your way of all the Greenskins units and very soon you'll reach the city, Gnarthwood, you'll get a tome of war after taking it over. Further up is the Abandoned Farm, it gives the Talisman of Life when you defeat the Ogre inside. Okay, now you can choose to go east or continue north. North- the magical land, where you find plenty of mana resources(WOW), and also the witch Thalrisa(so she's just a specter huh?) If you attack her, she will go blabbling about revenge and cast a spell on you, and that does like only 30 damage? Eh oh well, she is just too weak(a specter only paralyses, remember?) but she had a Dreadwrym(450HP, 65 damage to all 6 units) with her, so that make things harder. After you defeat her, the path to Thalrisa's temple open up but I suggest you heal up first. Attack the temple and two Thalrisa's servants units appear, not too much of a hassle, just that there's a Doomdrake in one of them. Once you've cleared the whole area, Thalrisa is considered complete history, and now you'll go after the Greenskins! and the Mountain clans! East- Wolves and Greenskins packed the land, but just kill them all, once in a while as you proceed, those Greenskins units will insult you and some will attack you as well. Abandoned Farm is just after them, as well as Runia(city). Heal up your troops at Runia once you've taken it over, you should be ready to attack the Clans' capital(which is just slightly north of Runia). Good luck in taking the capital. Basically the city defenses that you met with will be different from mine(I think the units are just randomly chosen) but it's very likely that the Clans will use tenderfoots to increase the attack strength of Vithar, so be prepared for that.(Vithar's attack damage will be something like: 66+16 to all 6 units) after a tenderfoot uses boost on him. Ending: Do I still need to say it? It's the all too familiar congrats screen. :) -----------------------------------------------------------------------------PART B: Using the Mountain Clans Your Objective: Get a scout past the Empire's siege at the mouth of the Valley Game starts and it is said of how you need to colonize the valley to collect large amounts of mana crystals. But the Greenskins that feared magic won't allow you to do so, and the Empire wants the land for themselves.

Playing the Mountain Clans sure is hard, but this time, you get a real big bonus, because all you need to do is send a messenger to the Valley's entrance to seek reinforcements from neighboring Clans. You can even just go along the path down to the entrance of the Valley and clear just enemies along that path. No, that's not cheating, but you just won't get that feeling of satisfaction of exploring the whole map. And I suppose it's my responsibility to provide you the whole walkthrough(gives myself a pat on shoulder) so here we go. Two directions to go from your capital: south and west. South- City Runia, guarded by the Greenskins. Take it over, heal up, and raid the unexplored ruin Abandoned Farm further south. Brace up and off we go, cleaning the land of Greenskins and wolves, quite a lot of them. One more thing is: there are werevolves as well so be sure you have magicians or something like that before you attack their unit. Very soon you'll reach the Empire's territory. West- The magic land, full of mana resources for you to take over, nope that's not the destination, but detouring off a bit and making them yours won't hurt. Unless you are so afraid of taking on Thalrisa and her few minions. Right, upon seeing you, Thalrisa promises revenge on you and casts a spell on you. It causes 75HP damage...hey it wasn't like that when I used the Empire!! :( Heal up and take care of her, she has a Dreadwyrm with her, and that Dreadwyrm has like 450 HP, so take your time depleting its HP. Cast whatever spell you have learned on it. AFter defeating Thalrisa's unit, the path to Thalrisa's temple cleared but when you approach the temple, two units warp in, they are Thalrisa's servants, and have come to avenge her. One of the unit has a Doomdrake, so be careful, the rest are just pushovers. After you are finished with the magical land, go south and you'll come to the Greenskin Outpost. Very near to the Greenskin Outpost is the city Gnarthwood, that which belongs to the Greenskins, now you can take over it and obtain a tome of war. If you go down south, you will reach the entrance of the Valley, and your mission for this quest is complete! (Easy isn't it?) No big fights! -----------------------------------------------------------------------------Cities Gnarthwood-Lv 2 1 Ogre, 1 Troll Runia-Lv 2 Moving party unit: 2 Orcs, 1 Goblin City Defenses: 1 Orc Champion, 1 Goblin Unexplored Ruins Greenskin Outpost 1 Orge Loot: 1 Talisman of Life Abandoned Farm 2 Orcs, 1 Goblin Loot: 1 Treebark Potion Thalrisa's Temple 3 Shades Loot: 1 Zombie Orb

Enemies on map: Ogre, Goblin, Orc, Orc Champion, Polar bear, Troll, Goblin Archer, Wolf, Werewolf, Dreadwyrm, Specter(Thalrisa) Shop/Mercenary/Tower Gruntwort's Goods: Potion of Healing Life potion Potion of Restoration Potion of Striking Potion of Speed Yuggin's Tower: Holy Armor Mind Ward Stone Rain Summon II: Evil Ent Tralar's shop: Life Potion Potion of Restoration Potion of Healing Righon's Camp(hiring): Yeti Items found in moneybags/treasure chests: 1 Elven Boots 2 Potion of Protection 1 Staff of Nightfall 1 Soul Crystal 1 Summon II: Golem Scroll 1 Potion of Vigor 1 Healing Scroll 1 Orb of Restoration ============================================================================== 6) Ice-Mar &&&

-Region of Rheal, the Ice-Mar, an offshoot of the Mountain Clans have declared war on the three races(Empire, Legions and Undead). Having gained allegiance of the Rheal Elves, they wanted total destruction of all that is foreign to them. Your Objective: Capture the city, Ice-Beacon. Three races for you to choose from: the Empire, the Legions of the Damned, as well as the Undead Hordes. Map Size: 72 x 72 -----------------------------------------------------------------------------Using the Empire/Legions of the Damned/Undead Hordes

The map for this quest is rather huge, so as expected there are plenty of enemy units around, you'll most likely be able to level up your units till they reached the last upgrade. One thing to keep in mind though, the enemy units are very strong, ensure that you make the correct choice in building your castle. Map: North -----------------------------| | | D K E | | | | N | | R I | West | | East | | | G V | | | | | | U B | -------------------------------South D: K: E: N: R: I: G: V: U: B: Legions of the Damned capital Khazan Keep city Empire capital Necropolis city Runia city City Ice-Beacon Gryshana city Elven city Undead Hordes capital Glory-Berg city

Finished forming your troops? Let's go kick some butts then. Like always, you can clear the area around your capital before proceeding on to harder enemies, you don't get much events in this quest for all the three races, but I will list the differences below under the Events section. Since your aim is to take over Ice-Beacon, you actually can ignore other units and cities and go straight after it. Not only will it not affect the story, you'll find that in most cases, the events aren't really that important. Okay, let's get started. This map, though larger, is not much different from others that you've played through, there are Ice-Mar units spread throughout the whole map, as well as their ally the Rheal Elves. The elves and Ice-Mars themselves actually don't pose much threat, it's just the number of them, you'll need to be prepared to spend quite some time on this quest. There are also a considerable number of Greenskins around the map, not to mention the Legions and Undead. Try hiring more units to guard and explore simultaneously, things will become less tedious this way. There are a total of six cities on the map, so make full use of them to heal up. Along the way clearing up enemies whilst exploring, you'll meet up with units that attack you when you approach them, as well as units that blast you

with tonnes of insults when you attempt to take over their cities, plenty of sarcasm but I'm sure we have all gotten pretty used to it. One last thing is about the Dragons. There are a total of 4 Dragons on the map (excluding the white dragon which is in a city) 3 Green and 1 Red Dragon:) They are random in the sense that you can choose not to fight them because they are located at more desolate areas so they WON'T be blocking your path or way that makes you HAVE to attack them. I hope that's good news to you. When you are ready to capture Ice-Beacon, be sure to use whatever strengthening and guarding potions and spells on your units because the you've to fight the White Dragon. Use Summons if you have them. Good Luck. Ice-Beacon-Lv 5 1 Dwarf HP : 259 Armor : 0+30 Damage : 46 Initiative: 40 1 White Dragon HP : 700 Armor : 0+30 Damage : 100 HP to all 6 units Initiative: 40 Immune to Air IMPORTANT EVENTS: a)For all three races -Your advisor or someone from your troop will tell you about the secret of Khazan Keep. It is said that on the 25th of the month, the owner of the city will get a powerful beast/creature as an ally. For my case, nothing appeared on the 25th. -At the area around Ice-Beacon as well as Glory-Berg city where there are plenty of polar bears, spells will be cast on your units continuously as long as you are moving around in that area, the source remains unknown. The spell casting stuff will end once and for all when you've completely cleared that area of all the enemy units. From some of the conversations, I believe it has something to do with the weather there, but the exact reason remains unknown. -Units of Ice-Mar will keep on warping in on the map so don't leave your cities unguarded. b)For the Empire: -The Archangel Belle near just beside the capital will become your ally when you talk to her. She talked of how the witch-hunters have forced her out of the city Runia and asks that you help her get back to the city. Once you move her near the city, she will become neutral again, after which she'll tell you to take care of the witch-hunters then she will reward you. Once you've taken over the city, she disappears and Darius the Dark angel pops up and calls Belle a fool to ask for your help, she also says that the curse has been lifted. The witch-hunter Artemis will then question your actions and tell of how he and his group are loyal to the Empire and now they are being attacked by the Empire's soldiers(in his conversation he said 'brothers').

-South of the capital locates a sole wolf unit and when you attempt to attack it, an Acolyte will inform you about this rabid wolf mutilating bear cubs and that if you slay it, the animal trainers can tame the bears for the Empire's cause. So do as she says, and indeed you get to control the Polar Bear unit nearby. c) For the Legions: -If you slay the wolf unit south of the Empire's capital, the Polar Bear unit just behind will become the property of the Empire. Duh! =( d) For the Undead Hordes: -If you slay the wolf unit south of the Empire's capital, the Polar Bear unit just behind will become the property of the Empire. Argh! :( -Take over the city Necropolis and you get to control the Mantis Spider! =) -----------------------------------------------------------------------------Cities Gryshana-Lv 2 1 Titan, 1 Witch-Hunter Gives: Orb of restoration Necropolis-Lv 1 1 Titan, 1 Witch-Hunter Gives: 1 Orb of Life Khazan Keep-Lv 1 2 Elf Rangers, 1 Forest Elf, 1 Centaur Lancer Gives: 1 Silver Ring and 1 Emerald Runia-Lv 1 1 Witch Hunter, 2 Squires Gives: 1 Life potion and 1 Ruby Glory-Berg-Lv 1 3 Dwarves, 1 Warrior Gives:1 Diamond,1 Ancient Relic and 1 Gold Ring Elven City-Lv 3 Moving Party unit:1 Forest Elf, 1 Centaur, 1 Centaur Lancer City Defense unit:1 SkyLord(420 HP, Damage 140), 1 Elf Ranger Gives: 1 Silver Ring, 1 Life Potion, Emerald, 1 Mjolnir's Crown Unexplored Ruins Spectrums 1 Ghouls, 1 Wyvern Loot: 1 Boot of traveling Ice Warrior

1 Warrior, 1 Novice Loot: Horn of Awareness Ice Tower 3 Yetis Loot: 1 Bethrezen's claw(Great Artifact!) Beggars Tower 2 Thugs, 1 Peasant No loot, just 350 GP(yeah I don't consider GoldPoints as loot) Lost Temple 1 Axethrower, 1 Warrior Loot: 1 Potion of Invulnerability Ice Hideout 1 Forge Guardian, 1 Dwarf No loot, just 150 GP Frozen Tower 1 Centaur Lancer, 1 Griffin No loot, just 400 GP Gryshana Prison 1 Dwarf, 1 Flamecaster, 1 Elf Ranger, 1 Centaur Lancer Loot: 1 Potion of Air Warding Dungeon 1 Orc King, 2 Goblin, 1 Goblin Archer Loot: Staff of Twilight Enemies on map: Demon, Forest Elf, Elf Ranger, Centaur, Centaur Lancer, Wolf, Kraken, Orc, Orc Champion, Spearman, Man at Arms, Griffin, Wizard, Squire, Devil, Archer, Berzerker, Goblin, Goblin Archer, Green Dragon, Red Dragon, White Dragon, Thug, Zombie, Initiate, Titan, Witch-Hunter, Fighter, Warlock, Mantis Spider, SkyLord, RockGiant, Alchemist, Dwarf, King's Guard, Hermit, Hill Giant, Polar Bear, Axethrower, Warrior, Novice Shop/Mercenary/Tower Kilgen's shop: Life Potion Potion of Restoration Potion of Healing Middle City Market: Tome of Fire Tome of Air Tome of Earth Ice Tower: Summon III: Stone Ancestor(Buy this if you can, helps a LOT in battles) Ice Spirits Tempest Healing Necropolis Spells:

Forestwalk Ice shield Blizzard Vithar's Might Gryshana shop: Life Potion Potion of Protection Banner of Protection RuneStone Potion of Healing Ice Breaker(Provides training for your troops) Items found in moneybags/treasure chests, from enemies: 2 Potion of Fire Warding(Specially for use when you want to fight Dragons) 1 Boots of Seven Leagues 1 Orb of Water 1 Orb of Lightning 1 Potion of Might 1 Holy Chalice 1 Banner of Might 1 Unholy Chalice 1 Potion of Earth Warding 1 Staff of Earth Elemental Control 1 Banner of War 1 Banner of Striking 1 Orc Talisman 1 Potion of Strength 1 Etched Circlet 1 Potion of Swiftness 1 Orb of Frost ============================================================================== 7) In Gold We Trust &&

-The people of Bythazar were against Prince Daxam's rule because he was so different from his father. In order to protect his monarchy, Prince Daxam sent royal security officers into cities and continue control of all the gold resources as his own, that includes those belonging to the Legions and the Clans. (That punk!) Your Objective: Defeat Prince Daxam by capturing Bythazar castle. You can use either the Legions of the Damned or the Mountain Clans. Map Size: 48 x 48 -----------------------------------------------------------------------------Using the Legions of the Damned/ Mountain Clans North ----------------------| P B | | | | R | | |

West | | East | | | M | | | | L C | ------------------------South P: B: R: M: L: C: Phonycian city Bythazar castle Rottingdam city Mystash city Legions of the Damned capital Mountain Clans capital

As you can see from the map, whether you are using the Legions or the Clans, Bythazar castle is quite a long way from your capital, but the good thing is that you don't have to worry about not having enough enemies to level up your troops :P Alright for both Legions and Clans, you'll find plenty of Greenskins units outside your capital, blocking your path. Your advisor will point out that those not-so-intelligent Greenskins won't be able to think of such a plan and that most likely it's that BRAT Daxam's doing! I'm going to kick his butt so hard he'd kiss the moon!(Eh? Does that sound familiar? ;P) As soon as you've finished preparing, you can Greenskins units surrounding your capital for to capture cities and gain resources. There's this quest, and you can complete it in around start off by clearing all the XP, after which you can proceed no extremely tough enemy here on 2 hours or so.

Remember to train your troops whenever you get the chance and have the money. Like I've always said, waiting a few turns to earn some mana and GP isn't that bad an idea, as long as you stay out of the way of enemy units, they won't attack you, so don't worry about their movements. Right, as you go exploring around the map, you'll meet up with mainly two groups of enemies: Those supporting Daxam and those against him(Phonycians). You'll find that most Phonycian units are of Undead origin, and of course those supporting Daxam are of Human origin. Even though you are fighting against Daxam, the Phonycians won't incline themselves to you either. One thing to note is that at the Phonycian area, there is a Giant Spider, so make sure your troops are fairly strong before you go after it. When you are done with them, it's time to face Daxam and his minions, It shouldn't be a problem for you except that the defenses at Bythazar castle have high Armor protection, so take note of that. Now show that Daxam the punishment he must suffer for eyeing your gold resources. Ending: Congratulations! You've successfully completed the quest! (......) Bythazar castle-Lv 5 Prince Daxam(He's an imperial assassin hoho) HP : 108 Armor : 40+30 Damage : 60(can poison as well) Initiative: 60 Spearman

HP : Armor : Damage : Initiative:

112 30+30 45 50

Spearman(yeah there are 2 Spearman with slightly different stats) HP : 112 Armor : 30+30 Damage : 60 Initiative: 50 Priest HP : Armor : Heal : Initiative: 60 0+30 40 10

Green Dragon(Probably the only that you should worry about) HP : 480 Armor : 0+30 Damage : 79 to all 6 units Initiative: 40 Immune to Fire Kill the Priest as soon as you can, you don't want some healer to back your enemy up. Include someone who can attack all 6 units at the same time, it will help a lot. Concentrate on killing those at the back row(the Priest and Daxam) first. The Spearmen should expire very fast, and what remains is just the Green Dragon. It will be pretty pointless to heal in this kind of battle because one attack from the Dragon and your unit is at least half-dead. Unless of course if you have scrolls or something that heals all 6 units at least 75 HP or more at one go, otherwise just keep on attacking. IMPORTANT EVENTS: a) For both races - As you approach the Phonycian area(where Phonycian city is), the Spearman unit guarding it will stop you from going further, saying that it is by order of Prince Daxam and King Virgil that the area is off-limits. -Inside the Phonycian area, as you go south, a Thug appears and tells you to pay him some money because he has been such a savior to you by blocking the path that leads to the Giant Spider. Yeah right....*gives Thug a punch to the face* -Your units will get blasted with all sorts of spells at the area near Bythazar castle. The highest damage that my unit suffered is a -60 HP spell. b) For the Mountain Clans -If you pass by the Obelisk statue, it will be said that the statue is only for the demons, only the Legions can use it, and that if anyone else goes near it, he'll get cursed. I don't know about the curse thing, but my unit got hit by a spell even though it's out of the Bythazar castle area. -Your advisor will give you some information on the heavy taxes that Daxam forces the people to pay, and so his elite guards had the finest armor(that gives a little clue to the HIGH Armor rating of his unit in the castle) c) For the Legions of the Damned

-Ashkael, your Guardian(cool) will appear on two turns. First one informing you on the finest armor and weapon that Prince Daxam's elite guards are wearing. Second on the small kingdom of Bythazar having high concentration of gold, and also to teach Daxam what it means to insult the Legions. -This is not exactly an event, but I figured I'd put it down just in case anyone wants to know. I can't use Summons in this quest for whatever reason I don't know. I summoned an Avenger but he can't attack any enemy, and the strange thing is, after a turn has passed, he doesn't disappear. You people can try it for yourselves but just make sure you don't regret wasting mana as I did. =( -----------------------------------------------------------------------------Cities Mystash-Lv 1 2 Thug, 1 Master Thug, 1 Man at Arms Gives: 1 Ruby Rottingdam-Lv 2 Moving party unit: 2 Squire, 1 Archer, 1 Imperial Assassin City Defense unit: 1 Man at Arms, 1 Mage Gives: 1 Life Potion, 1 Emerald Phonycian-Lv 4 Moving party unit: 2 Zombies, 1 Ghost, 1 Warlock City Defense unit: 2 Fighters, 1 Doomdrake Gives: 1 Potion of Restoration, 1 Horn of Awareness Unexplored Ruins Zyamber 1 Squire, 1 Archer, 1 Apprentice Loot: 1 Potion of Strength Tygor Manor 1 Fighter, 1 Ghouls Loot: Potion of Strength Gothyck 1 Templar, 1 Warlock No loot, just 400 GP Orc Tower 1 Orc Champion, 2 Goblins No loot, just 300 GP Enemies on map: Necromancer, Doomdrake, Fighter, Warlock, Templar, Vampire, Orc, Orc Champion, Imperial Assassin, Thug, Master Thug, Marksman, Giant Spider, Priest, Wolf, Squire, Pegasus's Knight, Polar Bear, Goblin, Goblin Archer, Peasant, Archer, Man at Arms, Apprentice, Zombie, Lich Queen, Wyvern, Death Knight, Mage, Ghost, Werewolf, Witch-Hunter, Spearman, Green Dragon, Specter, Deathdragon Shop/Mercenary/Tower

Zoltars's Camp (Provides training for your troops) Ebhon's shop: Potion of Healing Life Potion Potion of Strength Potion of Might Turion's Camp(hiring): Orc Orc Champion Items found in money bags/treasure chests, from enemies: 4 Potion of Healing 1 Silver Ring 1 Talisman of Healing 1 Bronze Ring 2 Emerald 1 Life Potion 1 Sapphire 1 Banner of Strength 1 Etched Circlet 1 Hecatomb Scroll 1 Diamond 1 Banner of War 2 Gold Ring 1 Vampire Talisman 1 Holy Chalice 1 Royal Scepter ============================================================================== 8) Kadrath's Fall &&&&

-22 Years ago, Overlord Anthael came and declared war on the Empire and Clans. Many inhabitants surrender to Anthael. After the war, Anthael sent his great general Kadrath to maintain his reign. Kadrath sent his 3 spiritual children to spread his evil influence. They took over three cities and named them under their individual names- Babalon, Baphomet and Menkhaos. Legend has it that Kadrath's disciples took years to build a gigantic magic citadel, which is to be protected by an immortal Guardian and that Kadrath's power came from the magical sigil formed by the three cities. Your Objective: Destroy Kadrath to put an end to his reign You can choose to use the Empire or the Mountain Clans. Map Size: 72 x 72 -----------------------------------------------------------------------------Using the Empire/Mountain Clans North -----------------------------| F E |

| M | | | | | | K P | West | | East | | | | | | | B A M | | | -------------------------------South F: E: M: K: P: B: A: M: Frondburg city Empire capital Menkhaos city Kadrath's Fortress Baphomet city Babalon city Asmara city Mountain Clans capital

I've had a real hard time here on this quest -wipes tears- besides the Greenskins, the enemy units are really tough to get rid of. =( Kadrath's minions spread throughout the whole map. Fighting them feels like fighting against 80% Legions and 20% Undead. Not to mention that they are not level 1 whiny weak units, most are at level 2 or 3. I hope I don't sound like a wimp, and I hope I don't demoralise you either. Please form your troops wisely...... ready? Alright! Here goes... Game starts and your advisor will inform you on the spread of chaos and destruction throughout the realm and that thieves and Greenskins have started to roam the lands. For the Empire: You will get to use an extra Scout unit(Rainon). He has two Squires and 1 Acolyte with him. All are at Level 1. For the Clans: You will get to use an extra Engineer unit(Baldaric). He has two Dwarves and 1 Axethrower with him. All are at Level 1. Some suggestions if you want, please remember to turn mana resources and mine under your rule as and when you get the chance. For the Empire, I suggest you let your Knights upgrade to Paladins, Paladins have Armor rating and it will prove to be very useful. Try to include apprentices in your troops, because as you know, some of the enemies are Undead, and the Undead have units that are immune to weapon. Archers will help too. Just remember though that Imperial assassins can't poison most of the Undead units(because they are immune to death attacks). For the Clans...erm well... Alchemists and Giants are what you don't want to do without. Yetis are okay just that I personally think that they don't do much damage. I let my dwarves upgrade into Hermits because it will take forever to reach Dwarf king or Runemaster. There are no important events going on, so you can go ahead and clear your way without worrying which unit to attack and which not to.

Raid all the ruins because they give you items which will help a lot in facing those tough enemies. Before you decide to attack Kadrath's Fortress head-on without exploring the whole map, please look who's guarding the path to the fortress. You:"Okay, let's see..." You:"Oh, it's just a Demon, so he's the Guardian huh?" Me:"Yeah, that's him" You:"What? Then what do we have to be afraid of? a Demon has like only 270HP, even those with higher HP like 300 or a little more, I can kill it all too easily, with my best unit!" -attempt to fight GuardianMe:"No...w-wait! d-don't!...STOPPPPP!" Ending: Your BEST unit dies and vanishes into thin air. To prevent the above scenario from happening, please KINDLY take the advice of your advisor when he say that you can't defeat the Guardian and that you'd better take over the three cities Babalon, Baphomet and Menkhaos. No, don't think twice about that, you are going to regret it deeply and greatly if you were to attack that Demon Guardian because he has 2056 HP, and his attack damage is rated at a maximum of 300. So please continue clearing the map. As you approach each of the 3 damned cities(they actually formed a triangle around Kadrath's Fortress), your advisor will appear to give you certain information on the city. Baphomet, Babalon and Menkhaos(the 3 spiritual children of Kadrath) are all cultists, just that they have different stats. Babalon has the highest with 400 over HP, but still a cultist really can't do much, so I believe you'll have no problems taking over the cities. Once all the three cities are under your rule(villagers will thank you), it's the time to strike! So your advisor says! and yeah, you'll see an Armageddon spell blasting the Guardian, and he's gone! Now you can attack Kadrath's Fortress with your best unit =) Good luck though, he's tough. Kadrath's Fortress- Lv 5 Kadrath(He's an Abyssal Devil..urgh looks disgusting) HP : 720 Armor : 0+30 Damage : 140(can petrify as well) Initiative: 40 Demonologist HP : 105 Armor : 0+30 Damage : 45 to all 6 units Initiative: 40 Anti-Paladin HP : 220 Armor : 0+30 Damage : 75 Initiative: 50 IMPORTANT EVENTS(In this quest, the events for both Empire and Clans have NO difference at all): -As turns begin to pass, your advisor will inform you the findings of the Priests of the temple of Aptha. They believed that the Guardian of the tower

gathers his power from the magical trigonal formed by the 3 damned citiesBabalon, Baphomet and Menkhaos. -A few turns later, he will pop up to remind you that only the one that controls the 3 sides of the trigonal can cast out the demon contained within. -Treasure above Asmara city- attempt to take it, and a unit consisting of a Deathdragon and a Skeleton Warrior warp in. -Elf messenger appear to inform you about the magical sites that Kadrath used to summon creatures. -Units of Kadrath's minions will continuously warp onto the map(most are demonologists) so, don't leave cities unguarded. -----------------------------------------------------------------------------Cities Baphomet-Lv 2 Baphomet(Cultist), 1 Cultist, 2 Imps Gives: Imp Talisman Frondburg-Lv 1 1 Necromancer, 1 Skeleton Warrior Menkhaos- Lv 2 Menkhaos(Cultist), 1 Anti-Paladin, 1 Berzerker, 1 Incubus Gives: Incubus Talisman Babalon- Lv 3 Babalon(Cultist),1 Infernal Knight Gives: Infernal Talisman Asmara-Lv 1 Lich Unexplored Ruins Empire Castle Ruins 2 Fighters, 1 Ghost Loot: 1 Lightning Scroll Manbatha Temple 2 Zombies, 1 Warlock Loot: 1 Ring of Strength Temple of Thunder 2 Templar, 1 Warlock Loot: 1 Staff of Thunder Dark Temple 2 Templar, 1 Shade, 1 Wraith Loot: Boots of Speed Anthael's Garrison 2 Skeleton Warrior, 1 Vampire, 1 Shade

Loot: Staff of Twilight Greenskins Hideout 2 Orcs, 2 Goblin Archers Loot: Treebark Potion Haunted Halls 1 Moloch(pretty tough) Loot: 1 Holy Chalice Anthael's Monastery 1 Zombie, 1 Death, 1 Shade, 1 Lich Loot: 1 Tome of Sorcery Enemies on map: Master Thug, Thug, Peasant, Ghost, Zombie, Initiate, Specter, Man at Arms, Goblin, Goblin Archer, Orc, Orc Champion, Centaur, Centaur Lancer, Sorcerer, Demon, Cultist, Imp, Fighter, Mermaid, Lich, Spearman, Necromancer, Berzerker, Doppleganger, Anti-Paladin, Devil, Gargoyle, Archer, Demonologist, Skeleton Warrior, Marble Gargoyle, Ghouls, Shade, Kraken, Doomdrake, Merman, Death, Skeleton Champion, Incubus, Ogre Shop/Mercenary/Tower Furren's Shop: Life Potion Potion of Healing Hunder's Shop: Life Potion Potion of Restoration Potion of Healing Potion of Speed Potion of Vigor Sallat's Shop: Life Potion Treebark Potion Potion of Vigor Potion of Restoration Werric's Shop: Life Potion Treebark Potion Potion of Restoration Potion of Healing Potion of Accuracy Potion of Invulnerability Jolan's Tower: Strength Ice Pillar Tempest Yggar's Tower: Holy Strength Strength

Oro's Camp(hiring): Archer Man at Arms Spearman Items found in money bags/treasure chests, from enemies: 1 Potion of Healing 3 Bronze Ring 2 Ruby 5 Life Potion(only 5?? we need more :P) 1 Elven Boots 1 Potion of Striking 2 Sapphire 1 Potion of Accuracy 1 Spirit Staff 2 Boots of Traveling 1 Potion of Water Warding 2 Potion of Restoration 1 Diamond 1 Potion of Protection 1 Banner of Strength 1 Skull Bracers 1 Boots of Element 1 Potion of Fortune 1 Unholy Chalice ============================================================================== 9) Last Stand

-The Mountain Clans have lived peacefully in their land for quite some time. However the High King Norric had thought of seeking out beyond the mountains where the Clans lived. Little did he know that there resides the Undead. For honor(the only thing that which the Clans know of), they must avenge the death of their fallen comrades. The Undead cannot carry on the battle without Mortis' heir, the Dark Lord Tace. Thus Norric decided to send his son, Prince Bjorn to destroy Tace. You can choose to use either the Undead or the Mountain Clans Map Size: 48 x 48 North ----------------------| P| | U | | | | | West | M | East | | | | | | | H | ------------------------South

U: P: M: H:

Undead Hordes capital Freedom Point city Mountain Clans capital Hg'unfy city

-----------------------------------------------------------------------------PART A: Using the Undead Hordes -At the start of the game, there will be a message on how Lord Tace had been placed head of the armies and that plans for expansion are coming along perfectly. However, before that, you must send Lord Tace to assassinate the Prince Bjorn of the Clans. You get to use Tace, he's a Death Knight(Lv 1) unit and has a Doomdrake(Lv 2) with him. This quest is very easy to complete, it is because all the enemies are so weak(as compared to the rest of the quests), even though there are a pair of Green Dragons here on the quest, but their stats are so different from those on the Ice-Mar quest. Take the chance to ENJOY fighting them :) From your capital, go east and you will spot an Elven settlement with a few Elven units. You might want to go exploring the map in a circle, this is because the Mountain Clans capital(where Bjorn is) is somewhere in the center, so you'll most probably reach it way before you clear the whole map. And since this is such a simple quest, and perhaps it has been a long time since you had such a nice time exploring and killing, so you might want to raid all the ruins as well as the cities. But still, the choice is yours. Bjorn is really nothing so you can even just go ahead and attack him. One event worth noting(because it makes me laugh for like 30 seconds) is the ambush wonderfully done by a group of Master Thug and Thugs at the most south-western end of the map(near the Thieves Forest Shop). Our dear Master Thug, left his job of guarding his treasure chest, chose to attack you when you approach the Thieves Forest Shop. "Ha-ha! This is an ambush, now you shall die by our hands!" He's pretty brave I must say, co