disciples ii return of the elves faq (walkthrough).txt

Download Disciples II Return of the Elves FAQ (Walkthrough).txt

If you can't read please download the document

Upload: balin69

Post on 23-Oct-2015

11 views

Category:

Documents


3 download

TRANSCRIPT

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

=== ===

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

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

=== ===

======= === === o f

=== ===== ======== t h e

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

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

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

r i s e

e l v e s

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

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECTION ONE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=OVERVIEW Disciples 2 : Rise of the Elves is a turn-based strategy game where the player FINALLY gets to play as a race that has eluded them thusfar throughout the Disciples 2 series - the Elves - and battle across either a pre-defined sequence of levels (the Sagas), one of a number of set individual missions (the Quests), plays in a Custom Saga, or with other human in multi-player mode. Rise of the Elves is an official Expansion Pack for the Disciples 2 title. It is a swords and sorcery type game, with a reasonably simple interface and gentle learning curve, but which boasts hours and hours of gameplay, and is quite honestly ? HELLISHLY addictive ... I heartily recommend it. I have written an in-depth walkthrough for the Elves' Saga, and this can be found at http://www.gamefaqs.com. Helpful comments and so on are always welcome, and I can be reached at

[email protected] - Mister Sinister, 2005 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECTION TWO =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=BASIC CONTROLS As with any strategy game, troop management skills are FUNDAMENTAL to your success. In order to become a good Rise of the Elves player, you will need to learn which units function well together, which units complement each other, and which units should definitely NEVER be placed together. For example, sending nothing but Elves to battle Elves doesn't SOUND like too bad an idea unless you've not paid attention to which Elven units are warded against, and immune to, air magic. Sending batches of air-immune troops to battle hordes of air-immune troops is ... in short ? Either VERY smart ? Or VEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEERY stupid. I have sub-divided this section of my FAQ into three parts :A) B) C) The World Map Combat City Management

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

BEAR IN MIND AT ALL TIMES that this is a TURN-BASED strategy game. Therefore, whilst you have the luxury of time to think your moves through, as you would in a chess game, poor troop movement can lead to units becoming isolated at the end of a turn, and easy pickings for roaming creatures ... ... always watch your back ... Each unit on the map can comprise up to SIX individual characters. So, taking our earlier example of the unit being led by the Werewolf, this unit can comprise the Werewolf that leads them, and up to FIVE other characters ... if the leader dies, the unit will still be able to move, but will do so at a MUCH slower rate, and the unit's icon on the map will change. It will still be the Werewolf, but you will see that the leader has died because a little skull shield will be displayed at the foot of the icon. This allows you at a glance to see units which have had their leaders slain. Provided at least ONE character in the unit is still alive, it is possible to heal and/or resurrect those characters in the unit which have died. You can either do this via magic, CHEATING (tut tut), at any of your Cities (provided you have constructed a Temple in your Capital City), or using potions. Your Capital City represents your seat of Power on the level. Keep in mind, however, that unlike many OTHER turn-based strategy games where there is a REAL risk of losing your Capital, and thus losing the level, in Disciples 2 each player's Capital City is occupied by (not only a maximum of 11 "normal" troops but also)an INCREDIBLY powerful Guardian, who CANNOT leave and who's SOLE purpose is to protect the Capital. Sounds like you might still be vulnerable ? In all practical reality you won't be - the Guardians are WELL powerful, and it is EXCEEDINGLY unlikely that you will ever lose your Capital ;) You will ALSO find shops on the world map ... there are several merchants in the game who have set up shop on the various levels, and with whom you can trade ... even if you can see no use for something you have picked up on a level, you can always sell it at a shop to gain extra gold ;) The currencies of the game are six-fold. You have gold (obviously), which you use to buy upgrades for your cities, to recruit new troops, to bribe the other players, and so on. Then there are the five types of mana. There is Death Mana, Runestone Mana, Life Mana, Infernal Mana and Grove Mana (a new introduction for this Expansion Pack). Both gold AND mana are generated at resources on the map, and these resources can be bled off to give (effectively) unlimited resources to your race - I say *effectively* unlimited as, whilst there is only a certain amount of each type of energy that will be generated by each resource per turn, the supply from which this is drawn is infinite - i.e. you will never deplete a gold or mana resource on the map (which is KEWL !!) One last thing. When you look at the map you will be able to see the terrain that belongs to your race by looking at the ground. Each turn, your race's terrain expands from every city in every direction, and whenever it touches an unclaimed resource, it seizes it for your race. Since it would take an eternity to gain control over the ENTIRE map this way,

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

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

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

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

fight you - let's just see who WINS" moments (which you WILL have). Further options include retreat, where you really wanna get out with your life (but all attacking units get a free hit on units that are running away, so if you DO run you'd better do it en masse), and Defend - an instruction to a particular character to brace itself for an incoming attack. The variety of options on the combat screen, coupled with the variety of units and attacks they have IN TOTAL, makes for a lot of strategy in the combat screen AS YOU WILL SEE ;) Combat ends when either all six characters in your opponents unit are dead or have fled. ... there ... we've pretty much exhausted that section ... ONWARD !! =D ============================== CITY MANAGEMENT =============================== This is VITAL to your success in Disciples 2: Rise of the Elves. Basically, when a creature levels up, it GENERALLY (although not always) changes its appearance to become tougher ... harder ... MORE kick@ss ... What your creature becomes when it levels up will depend on the buildings you have erected in your Capital City. For example, your bog-standard melee fighter is the Centaur Lancer character. In your Capital you can build one of two different buildings that will alter the Centaur Lancer's Upgrade Route. If you construct the Centaur Hollow, your Centaur Lancer will become a Centaur Strider when he levels up ... if you choose instead to construct the Centaur Stables, your Centaur Lancer will become a Centaur Charger. Both routes are mutually exclusive - this means that you cannot allow some of your Centaur Lancers to become Centaur Striders, and some to become Centaur Chargers - it's all or nothing ... Fortunately, however, once you have completed a level, all the buildings in your Capital City are wiped out, so on the start of the NEXT level you can change the upgrade paths and, consequently, your units, should you wish. Certain buildings do not affect the upgrade path of units ... these are the Mage Tower (which is necessary in order for you to research spells), the Thieves' Guild (which is required before you can recruit thieves, who can spy on enemy players to reveal the characters garrisoned in Cities, etc.), and the Temple (which you need before you can heal and/or resurrect creatures). You can also conduct spell research in your capital, provided you have enough mana to learn the spell in question, and it is picked from your list of available spells. PLEASE NOTE THAT YOU CAN ONLY RESEARCH ONE SPELL, AND BUILD ONE BUILDING PER TURN. You will also take over other cities, naturally ... these cities are NOT your capital, however, and whilst the majority of the rules apply, there are certain changes. FOR EXAMPLE, you cannot build buildings in your other cities - this is because you only NEED one set, and for ease of administration those are all located in the Capital. For example, once a Temple has been built in your Capital, you can heal and resurrect characters in ALL your cities.

Each NON-CAPITAL city can "grow" as well ... there are five levels of growth, and these affect the number of characters that can be housed in a city, the rate at which your terrain sprouts forth from the city, the speed with which characters that are in the city recover their Hit Points, and so on. Each city can only grow ONCE per turn. Finally, each city can house troops and hold items. On the party screen, you will see two units of troops. On the left is a list of troops that are just healing, etc., in the city. To the right is a list of the troops which are garrisoned in the city ... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECTION THREE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=THE ELVES For those of you that are familiar with the "plot" (as complex as it is) of the Disciples 2 titles, I will first point out that (to MY mind at least), the Rise of the Elves Saga is set just AFTER the Servants of the Dark Expansion Pack ... keeping that in mind ... THE ELVES, after having waited SO long and SO patiently for the return of their God Gallean, are TOTALLY devastated when Mortis catches up with him ... for those of you that AREN'T up to speed, here's the scoop. Basically there were FIVE Gods that oversaw events on Nevendaar ... the Highfather (God of the Empire), Bethrezen (God of the Legions of the Damned), Wotan (God of the Mountain Clans), Gallean (God of the Elves) and Solonielle (Goddess of the Merfolk). Tempers gradually started to flare, as they do, and events precipitated which saw Wotan and Gallean get into a scrap. Wotan tore Gallean's heart out and threw his body into the Sun, and his beloved (Solonielle) tore off like a bat outta hell to stop it before it got there. She managed to salvage what she could of him, but she became to badly hurt and so hideously scarred by the sheer FEROCITY of the Sun's rays, that she returned to Nevendaar as the Goddess Mortis - Goddess of Death. Mortis' ENTIRE Disciples 2: Dark Prophesy Saga was dedicated to resurrecting Gallean, her long lost love, in the hopes that they might finally be re-united. UNFORTUNATELY for our mate Mortis, when Gallean WAS reborn ? He took one look at what she had become, and what she had DONE to resurrect him, and SPURNED her. Mortis then pursued Gallean seeking revenge during the Disciples 2: Servants of the Dark Campaign, and got her bitter-sweet revenge by torturing and slaying (and then 'resurrecting') Gallean's child Lachla'an. Gallean, so SHOCKED by this turn of events (and having JUST returned to his Elven children) descends into madness ... effectively leaving the Elves (to the untrained eye at least) and becoming a recluse. Gallean DOESN'T in fact leave the Elves - he just becomes somewhat harder to hear. Only those with the ability to hear him can commune with him now, and one such character falls in with your Elven heroes very soon in your Saga ...

... the Oracle Millu ... ... so the Elven Saga sees you and your Elven Brethren trying to understand just what it is that their God wants of them, and do it ... As an army, the Elves are quite well balanced. They have some GREAT ranged units, as you would expect, and have their own range of healer-units, similar to the Empire (save the Elven ones bestow wards as well). There are, of course, other "mini" races in the game, but you cannot play as these ... they include the Marshdwellers, the Greenskins, the Barbarian Tribes and the Occultists. They help add variety and spice to the game, and to generally keep it interesting =) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECTION FOUR =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=TACT & DIPLOMACY Although not of PARAMOUNT importance - at least not on the easier difficulty settings, is the notion of tact and diplomacy. You play against other races ... those races have rulers ... those rulers can be spoken to, and negotiated with ... The Disciples 2 Diplomacy interface is kinda limited ... but it's very much a secondary aspect of the game anyway, so it doesn't really DETRACT from it or anything ... basically you have options for Diplomacy ... you can offer gold to another player, you can offer to sell them a magic spell, you can propose an alliance with them, or you can even break an existing alliance with them and go to war with them ... You will find that, as you attack another player's enemies, your popularity with that player will naturally increase and, over time, the other players may well offer to ally with you. Alliances are NOT set in stone, however, so always make sure to watch your back at all times ;) When you are allied with another race you cannot attack their troops or cities, or steal their resources unless the treaty is broken ... the treaty can be broken at any time, but whilst it is in place, you too can feel reasonably safe from attacks by that race ... Similarly, you will find that your allies will, from time to time, attempt to sell YOU spells and other niceities, and they will frown upon you if you do not take them ... even though 99.9% of the time they inflate the price ;) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECTION FIVE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=TYPES OF ITEMS There are LOADS of different types of items that you can pick up ... these include :POTIONS Only good once, and can only affect one character for

SCROLLS ORBS TALISMANS STAFFS ARTIFACTS BANNERS

TOMES

TRAVEL ITEMS

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

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SECTION SIX =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=r i s e ======== ===== === === ===== ======== o f t h e ======== ===== === === ===== ======== ======== ===== ===== ===== ===== ========

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

(Dedicated to Twee, the Gweenjelleebeen Queen) THE ELVEN "RISE OF THE ELVES" SAGA WALKTHROUGH ============================================================================== This walkthrough is copyrighted to Mister Sinister (2005) I don't mind it being lifted in its entirity, but if you do so, please make sure you give credit to the author (me) and DON'T pass it off as your own. Thanks ! ==============================================================================

THE EIGHT MISSIONS OF THE RISE OF THE ELVES SAGA IN THIS EXPANSION PACK :1) 2) 3) 4) 5) 6) 7) 8) The Sins of Our Fathers The Hunt Conquest of Thelena Korbach's Fort The Betrayal The Trader War Dividing Line Gallean's Promise

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Name Twinbirch's Shop (Merchant)

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

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

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

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

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

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

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

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

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

Unshank

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

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

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

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

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

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

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

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

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

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

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

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

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

HP AR

IMM WARD ATT

% HIT DAM SRC INIT REA TAR

Gramel 165 0 - Earth Fall 87 65 Ea 30 Any 6 ============================================================================== Gramel travels with an Elder One (4), Druidess (3) and Venerable Warrior (4) ============================================================================== NOTE : THIS IS GRAMEL WOLFBANE - THE SECOND BROTHER YOU HAVE TO SLAY !!!!!!!!! ============================================================================== Once Golben Wolfbane and Gramel Wolfbane have BOTH been slain, Breberik (one of the Dwarves) cries out that both Golben and Gramel have been slain, and Kor