(Dedicated to Michael and Fred, mit freundlichen Grueßen)
THE MOUNTAIN CLANS "GUARDIANS OF THE LIGHT" SAGA WALKTHROUGH
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¦ This walkthrough is copyrighted to Mister Sinister (2004) ¦
¦ I don't mind it being lifted in its entirity, but if you do so, ¦
¦ please make sure you give credit to the author (me) and DON'T pass it ¦
¦ off as your own. Thanks ! ¦
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THE THREE MISSIONS OF THE MOUNTAIN CLANS SAGA IN THIS EXPANSION PACK :-
1) After Ragnarok
2) The Call of Wotan
3) To Unearth a Goddess
This is a very quick key to some of the terms I'll use in this FAQ :-
In areas where I am talking about troops in cities, any troops mentioned in
[squared brackets] are within the city proper (an obvious example would be
Vithar, who would be shown as [Vithar] as he is IN the city and, in his case,
cannot leave) - all troops NOT in squared brackets are just waiting in the
city (as in, healing there, etc.)
Map directions are as follows. North on the map is up and right. South is
down and left. West is up and left, and East is down and right.
One other thing ... if when mentioning any troops I refer to them like this :-
Phantom Warrior (10) or 2 Dwarves (10/12), then the numbers in brackets refer
to their level/s of experience ... so BE WARNED !! ;)
Obviously the very nature of this game makes doing an FAQ quite a tricky task,
as you can go anywhere, do anything (within reason) and your opponents will
pretty much respond to the way you play ... so this is an account of what I
would suggest and expect, pointers I have learned, things I would pick up -
basically anything and everything which I could think of which might help you
play as the Undead Hordes in their Saga ... I have tried to keep this FAQ
both light-hearted, and informative.
Similarly, with troops garrisoned in cities, whilst my FAQ is accurate as at
MY playing the game, these may change - ESPECIALLY in cities owned by other
players (as you are doubtless aware if you've ever played this game, your
computer opponents are FOREVER changing the troops that they garrison in their
cities).
Comments are always welcome - you can reach me at shadowpath@hotmail.com.
Thanks for reading this !!
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V E R Y I M P O R T A N T N O T E
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You CANNOT complete the second level of this Expansion Pack unless you have
installed the Patch from the following web-site :-
http://www.strategyfirst.com
There is some kind of bug which prevents the final act on the level from
initialising unless the patch is installed, so basically you'll not be able
to complete the level unless you either :-
a) Download and Install the Patch; or
b) Use the "wearethechampions" Cheat to bypass the end of the level
The EXACT URL for the download when I came to download it was :-
Under the rule of Queen Yataa'Halli, the Clans were reunited. Nhiddog was
slain, the Ragnarok prevented, and the Clans returned to their mines to
write great tales of their victories in runes for all future generations to
see.
The Kingdom of the Dwarves had been struck hardest during the Ragnarok,
leaving the already fragile messenger routes crippled, and many cities
destroyed.
Now was the time to begin rebuilding the formerly GLORIOUS empire of the
Mountain Clans. To do this, Queen Yataa'Halli would need the support of as
many of the Elder Loremasters as she could find ...
HOKAY ... LET'S GOOOOOOOOOOOO BABY !! :)
Your objective on this first level is to seek Loremaster Ironhill in Fort
Ironhill.
Queen Yataa'Halli (who I'll just refer to from now on as "The Queen") starts
your first level by addressing your people, confirming that Nhiddog has been
slain, and that messengers have been sent to inform all the Dwarves that the
danger has, for now, abated. The Wyrm has fallen, and Nevendaar is, for the
moment, once again safe.
Loremaster Flinthide praises Wotan and the Valkyries, and then goes on to
say that the 12 Elder Loremasters must gather together to chronicle what has
been witnessed, as this is DOUBTLESSLY one of the greatest spectacles in their
history. The tale of the Ragnarok must be documented. To this end, Flinthide
requests that Loremaster Ironhill be approached at Fort Ironhill, for his
presence.
The path, apparently, lies due south of your Capital City.
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NOTE : Your Capital City is just inside the north-western corner of the map.
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You start off this first level with a reasonable amount of GP and Runestone
Mana (the initial starting level decreasing depending on the difficulty you
have selected), and all your level one spells already learned.
You will have unfettered access to your ENTIRE spellbook during the three
missions that make up the Legions' Expansion Pack, and can build ALL your
buildings on EACH level.
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IMPORTANT NOTE
UNIT LEVELS AND LEVELLING-UP
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You will see that there is a picture of a sword with a coloured blade above
your leader's portrait on the party screen. This is a new addition to the
Disciples 2 Expansion Packs, and serves to give you a rough guideline as
to the approximate level of the units in an enemy's pack ... and your own ;)
A unit WITHOUT a sword is Level 1 - 4
A unit with a BLUE-bladed sword is Level 5 - 9
A unit with an ORANGE-bladed sword is Level 10 - 14
A unit witha RED-bladed sword is Level 15 or higher
I would HOPE for your sakes that you have imported a leader with a RED-bladed
sword, as your leader WILL NOT GAIN ANY EXPERIENCE during the ENTIRE campaign.
That's right !! Your leader will NEVER level up again, so BE WARNED.
SO. Moving out of your Capital City, you will find a LOAD of polar bears
around ... so watch out.
If you take the Asana Tower, an Axe Thrower comments that even though the Air
Elementals had no reason to attack you, they fought with an inexhaustible rage.
An Archdruidess responds to him by saying that where there is good there is
invariably evil, and that only be resisting evil can they resist the Ragnarok.
It is for THIS reason that the Loremasters must carry the word of the clans
with them, from generation to generation.
Altogether now ... AWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW inn't that sweet !!
The City of Frakket to the south-west of your Capital City, contains a Mortis'
Venom scroll ;)
Just as you are about to enter the City of Cloverhorn, Hurden Cloverhorn the
Dwarf Champion appears to ask you how you're doing ... this has very much
got the feel of one of those "sh!t I've just been caught with my hand in the
cookie jar" moments ... hehehe. FORTUNATELY he tells you that you're more
than welcome to enjoy the comforts of his city whilst you're here, and that
you can actually go and pray at Rigga's shrine if you like ... or pop into
Brewynna's Tavern for a bevvy.
A Veteran responds to say "Thanks mate, but we must be on our way ... do you
perchance know the way to Fort Ironhill"
"Follow the yellow brick road !" says Hurden. Ok ok I'm kidding. He says
you just need to keep going south to get to Fort Ironhill.
You are then given control over Hurden Cloverhorn, who's stats are as follows.
He's quite tough, and he's Level 10, so it might be worth giving him a strong
unit to accompany him and sending him forth to do a little rod-planting ?????
Once you enter the City of Cloverhorn, a Novice pops up to tell you that the
Undead Capital lies to the south, whilst the Legions' Capital lies due east.
The City of Cloverhorn contains a Talisman of Healing, a Potion of Healing and
a Potion of Restoration.
If you visit Rigga's Statue (just to the east of Cloverhorn), an Archdruidess
pops up to tell you that this is Rigga's Shrine (DUH !!!!!), and you are
given a Healing Ointment from Saint Rigga. The Archdruidess praises him and
says that his battle with the Black Dragons will inspire the Clans to be
as brave in their battles as he was.
From Cloverhorn, instead of following the river to the south, I ventured due
west.
As you approach the City of Vaingold, a Titan asks you whether the annoying
Dragons that are increasing consistently in number have not yet ventured forth
into your lands. A novice responds, saying nope ... we ain't seen none of
those (with a thick Devon accent), where did they come from ? To which the
Titan advises him that they fly in from the south, and whilst they have been
trying to locate their lairs to sort them out good and proper, they have,
thusfar, been unsuccessful.
The novice politely thanks her for the information and leaves.
The City of Vaingold contains a Staff of Nightfall.
If you sack the Ruined Sanctuary, your Veteran says with a fweeky tone that
the Unholy Chalice you found there is stained with BLOOD !! (shocker boys)
Your Novice tells him that had you not been victorious, you COULD have been
their next sacrifice.
As you round the bend south and then west, an undead unit (spawned at their
Capital City) rides into combat range with you, and a unit of Spirit Wolves
appears just south of the city of Rock Castle to aid you.
The Vampire Virimos tells you that you're nothing but appetisers for his
hunger, and he hopes that there'll be enough of you to sustain a reasonable
pic-n-mix ... what a PUNK eh !!
The Spirit Wolves ride into combat with the undead units, saying that Wotan
will protect you. The undead units are TOTALLY atomised.
One of your King's Guards remarks out of shock that he wouldn't have believed
it had he not seen it with his own eyes ... the Spirits of Wotan are here.
He then asks of the Spirit Wolves what the heck they're doing here ... to
which they reply ... "We've been sent by Wotan to give you this message. If
you follow the text to the letter, then Wotan will appear to you."
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NOTE : Have you noticed how those wolves have familiar speech impediments ????
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You are then given Wotan's Scroll, which reveals the secret ritual referred to
by the Spirit Wolves.
If you continue to venture south and west from here (towards Rock Castle),
then when you have taken the Lost Temple, a Dwarf pops up to suggest that you
are venturing dangerously near to Mortis' Capital City, and it would perhaps
be wiser to take an alternate route.
... BUT I DON'T CARE !! :) I'm going to explore this bit first ;)
PLUS a Runemaster tells him to stop being such a wimp, which I agree with.
Rock Castle contains an Imperial Crown and a Chain Lightning Scroll.
As you approach the pit in the south-westernmost corner of the map, one of
your Dwarves comments that this MUST be the Dragon's Nest ... he suggests
covering it with earth so that no beast dwells there ever again. Your
Venerable Warrior is critical of him, saying you should look inside first.
You uncover an emerald, a ruby and a gold ring for your troubles.
The Dwarf is understandably pleased that you stopped him, or he'd have buried
all that nice loot !!
What a doodoohead eh ... ts ts ts.
The nearby City of Oldenwood contains an Orb of Fear.
If you approach the Spider's Nests to the north of Oldenwood, a Venerable
Warrior says that THESE are the legendary "Spider Den Mountains".
If you investigate the Haunted Halls due south of the Undead Hordes' Capital
City, one of your Runemasters appears to say that these poor wretches are
yet MORE Empire citizens that have been forced into hiding, and it saddens
him to think that they (the Empire peeps) must perceive the Clans as their
enemies nowadays ... =(
If you sack Cupola, one of your Dwarves pops up to remark that that is the
most OPULENT ruin he's ever seen !!
* wtf ?? Hold please *
* whips out his dictionary *
* O ... Op ... Operatic ... Operational ... ah ! Opulent !! *
* Opulent means "possessing or exhibiting great wealth; affluent*
So he means RICH then !! :) Honestly a Dwarf with a dictionary up his butt.
WHATEVER'S NEXT EH !!
As you venture north of Cupola, you will approach Sevendusk. Once you are
close enough, Gurven Sevendusk appears to greet you. Conversation goes as
follows :-
SEVENDUSK : YO Boys ... how's it hangin' ? How are things back home ?
RUNE MASTER : SOUND mate yeah ... your city's looking nice and shiny ... did
you actually sustain a single scratch during the coming of the
Ragnarok ??
SEVENDUSK : Why you cheeky sod ! YES. But we were spared the worst.
Unfortunately I hear that Clan Ironhill didn't have such luck.
RUNE MASTER : Oh poo. We're on our way there now actually.
SEVENDUSK : HAHAHAHAHA Good luck lads ... I sent three score men down there
to help, but none of 'em have come back !!
You are then given control of Gurven Sevendusk, who's stats are as follows :-
Sevendusk is a Level 8 Dwarven Engineer, so he (again) might be worth sending
into Sevendusk and equipping with some lads to kick around with ... just a
thought ;)
Sevendusk is totally unoccupied ... except for 2 Life Potions you're more
than welcome to ;)
I then worked my way up north, back towards my Capital City, whereupon I came
to the Greenskin's City of Grellarsk, which houses an Orc King so be wary.
Once Grellarsk has fallen to your troops, a Crossbowman pops up to tell you
that this place was hit HARD during the Ragnarok - in fact, so hard that the
walls crumble when touched !!
The city contains a Potion of Air Warding, and 3 Potions of Healing.
If you take Frelan's Keep, a brief dialogue ensues between a Mountaineer, a
Tenderfoot and a Runemaster. The Mountaineer comments that it is strange to
see men living this far north, to which the Tenderfoot points out that they
attacked you on first sight.
The Runemaster responds by saying that they have fled the Empire, and that
since the death of their Emperor (Demosthene) at the hands of the Demons, the
Empire has become fragmented, with many would-be pretenders to the throne
trying to stake their claim thereto.
Further east of Frelan's Keep is the City of Aphode, which contains a further
Illudere Terra scroll.
The City of Allengarbe, just south of the Legions' Capital City in the north-
western corner of the map, holds an Imp Talisman.
Venturing southwards, the City of Magog contains an Incorruptible Scroll and
2 Potions of Restoration, and the City of Rrognord contains a Life Potion, a
Healing Ointment and a Potion of Speed.
NEXT on our little hit-list as we move south is Granthead Castle, which
contains a pair of Elven Boots.
Neeeeeeeeext we come to ... Cranbere Tower (which I have named Cranberry Tower)
The tower must be sampled with its siblings ... Strawbere Tower and Raspbere
Tower, in order to FULLY appreciate its significance ... *blush*
Ok so that was cr@p ... I'll do better ... =./
Moving on we have the City of Drawgorde. Once it has fallen, a Druidess
reminds you of your main objective - to find Loremaster Ironhill. Drawgorde
contains a Staff of Celerity, and a Healing Ointment.
Just south-west of Drawgorde is the entrance to Fort Ironhill. It is
protected by members of the Legions of the Damned, being :-
As you FINALLY approach Fort Ironhill, the following conversation kicks off :-
DWARF : There she is ... Fort Ironhill ... solid as a brick sh!thouse.
RUNEMASTER : You can open up - we've despatched the Legions' Guards.
ORFOL
IRONHILL : Ta ! We've been too sh@t-yer-pants scared to leave for DAYS !!
I think that VOLCANO over there is a portal to Bethrezen's Lair.
We beat the lesser meanies, but the Onyx Gargoyle was too rich
for our blood.
VENERABLE
WARRIOR : The Gate must be CLOSED. Loremaster Ironhill can do it, he's our
man ... if he can't do it, no-one can !!
ORFIL
IRONHILL : Awwwwwwww shucks ... he's dead ;) SQUISHED during an earthquake.
VENERABLE
WARRIOR : Shiiiiiiiiiiiiiit. Ok. We'll draft in Loremaster Sevendusk
instead. He's gormless and will readily accept the challenge.
Anybody else notice how this Ironhill dude changed his name halfway through
the dialogue ? Also, the Runemaster changed into a Venerable Warrior. Heh.
Perhaps they wrote the dialogue over like ... 2 days or something ?????
Loremaster Flinthide then pops up to say that replacements will have to be
found in the Council for Loremasters Thunderhammer, Darkstone and Ironhill ...
although he has no idea who would be able to take their places ...
CONGRATULATIONS !! You have completed the First Level
Frakket Ogre (5), [Ogre (1), Goblin Archer (15)]
Cloverhorn -
Vaingold [Witch Hunter (2), White Wizard (8), Mage (2), Cleric (2)]
Rock Castle 2 Spearmen (10/10), Imperial Assassin (10), [Defender of
the Faith (5), Mage (2), Priest (2)]
Oldenwood Titan (6), [Defender of the Faith (5)]
Sevendusk -
Grellarsk Troll (1), Goblin Archer (15), [Orc King (1)]
Aphode Barbarian Chieftain (10), 2 Barbarian Warriors (5/5)
Allengarbe Barbarian Chieftain (3), Barbarian Warrior (4)
Magrog 2 Goblins (9/9), 3 Goblin Archers (9/9/9), [Ogre (4)]
Rrognord 2 Orcs (1/1), Ogres (1)
Granthead Castle Konrad (Ranger - 10), Titan (10), White Wizard (10),
[Hierophant (4), Paladin (4), 2 Holy Avengers (5/5)]
Drawgorde Savary (Archmage - 15), Marksman (2), Hierophant (10),
Grand Inquisitor (15), Holy Avenger (5), Defender of the
Faith (15), [Elementalist (20), Defender of the Faith (15)]
BUILDINGS
Name Inhabitants Gain anything from taking it?
Asana Tower 4 Air Elementals (5/1/1/1) 484 Gp, Talisman of Stone Rain
Mountain Lair 3 Master Thugs (5/5/5),
Thug (15) 738 Gp, Banner of Fortitude
Ruined Sanctuary Master Occultist (1) 320 Gp, Unholy Chalice
Lost Temple Orc Champion (1),
2 Fat Imps (9/9), Imp (9) 105 Gp, Healing Ointment
Ogwyla Orc Champion (1) 2 Orcs (1/1) 642 Gp, Staff of Light
Haunted Halls 3 Peasants (1/1/1), Man at
Arms (1), 2 Spearmen (1/1) 400 Gp
Cupola Giant Spider (6) 400 Gp, Horn of Awareness
Frelan's Keep 2 Man at Arms (1/9), 2
Peasants (1/1), Spearman (9) 500 Gp, Talisman of Inferno
Shamas 2 Brown Bears (1/1) 289 Gp, Orb of Witches
Cranbere Tower Occultist(10) 2 Ghouls(10/10) 304 Gp, Staff of Demonology
EVENTS
Event Notes
FIND HIM ! Loremaster Ironhill must be found
HI THERE (1) ! Loremaster Cloverhorn
HI THERE (2) !! Loremaster Sevendusk is located.
OOPS !!! Loremaster Ironhill is ... DEAD !! =O
ITEMS LYING ON THE GROUND
Ymir's Blessing Scroll, Ancient Relic, Ruby, Potion of Earth Warding, Potion
of Striking, 2 x Gold Rings, 6 x Healing Ointments, Potion of Invulnerability,
6 x Life Potions, Potion of Speed, Royal Scepter, Sinestra Ignis Scroll, Orb
of Freezing, Imperial Crown, 3 x Potions of Restoration, Potion of Accuracy,
Rust Scroll, Orb of Regeneration, Ancient Relic, Potion of Fire Warding,
Touch of Mortis Scroll, Venerable Warrior Orb, Tome of Fire, Illudere Terra
Scroll, Orb of Lycanthropy, Treebark Potion, Emerald, Orb of Strength, Potion
of Healing, Lich Orb.
ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
Life Potion, Silver Ring, Bronze Ring, Healing Ointment.
SHOPS
Name Sells
Wagronk's Shop (Merchant) Life Potion x 15, Potion of Protection x 7,
Potion of Restoration x 20, Potion of Healing x
20, Potion of Striking x 5, Potion of Swiftness
x 6, Potion of Vigor x 4, Healing Ointment x 20,
Potion of Air Warding x 1, Potion of Water
Warding x 1, Potion of Fire Warding x 1, Potion
of Earth Warding x 1
Qya'an's Shop (Merchant) Life Potion x 15, Potion of Healing x 16,
Potion of Restoration x 15, Healing Ointment x
16, Tome of Air x 1, Tome of Water x 1, Tome of
Earth x 1, Tome of Fire x 1, Tome of War x 1,
Tome of Arcanum x 1, Tome of Sorcery x 1, Summon
Evil Ent Scroll x 1
Erik's Tower (Magic Shop) Lightning (200 Gp), Healing (400 Gp), Hymn of
the Clans (400 Gp), Ymir's Blessing (900 Gp)
Bandour's Shop (Merchant) Incubus Orb x 1, Orc Orb x 1, Rust Scroll x 1,
Blizzard Scroll x 1, Chant of Fortitude Scroll x
1, Wotan's Blessing Scroll x 1, Highfather's
Blessing Scroll x 1, Paraseus Scroll x 1,
Nightfall Scroll x 1, Life Potion x 15, Healing
Ointment x 20, Treebark Potion x 5, Potion of
Restoration x 20, Potion of Healing x 20,
Titan's Might Potion x 1
Aenick's Camp (Mercenary) Centaur (Level 10 - 570 Gp), Centaur Lancer
(Level 10 - 570 Gp), Griffin (Level 10 - 2375 Gp)
Master Thug (Level 15 - 515 Gp)
Zollian's Camp (Trainer) --> Train your Units here !! <--
Lergem's Shop (Merchant) Life Potion x 15, Healing Ointment x 20, Potion
of Restoration x 20, Talisman of Regeneration x 1
Talisman of Healing x 1, Talisman of Vigor x 1,
Talisman of Life x 1, Talisman of Strength x 1,
Talisman of Fire x 1, Staff of Protection x 1,
Staff of Demonology x 1, Staff of Earth Elemental
Control x 1, Staff of Travelling x 1
ENDING
Reports of the distressing news were sent back to the Queen. Several of the
Clans' BEST leaders had been lost, and Wotan's Emissaries had instructed the
Mountain Clans to perform a sacred rite. With three of the ELDER Loremasters
gone, the ceremony would not be possible =(
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DO NOT FORGET YOU CANNOT COMPLETE THIS LEVEL UNLESS YOU EITHER CHEAT OR ARE
USING VERSION 2.01 OF THE GUARDIANS OF THE LIGHT EXPANSION PACK !!!!!!!!!!!
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Since so many Loremasters died in the Ragnarok, the Clans were technically
unable to comply with Wotan's request. Interpreting this as a test of their
cunning, the Dwarven High Council convened an emergency session to discuss
alternative avenues of progress. A new Order of Loremasters was already
studying to replace the old ones, but it would take YEARS before this was
completed.
It was hoped that some of the Elder Loremasters were still alive - just unable
to make contact with the Queen, or having chosen to study on their own. These
Elder Loremasters were outsiders who did not trust the High Council or its
decisions. However, perhaps if they could be found, they could be swayed to
help old wounds heal, and reconstitute the Order.
Since it was now imperative to the Clans that Wotan's message be complied with,
the search for a solution in earnest began.
Your objective on this second level is to find the Hermit Greenflint, and the
level kicks off with a conversation between Loremaster Flinthide, Loremaster
Fogfell, and a Druidess :-
FLINTHIDE : "There is one man still capable Wotan's ritual ..."
FOGFELL : "Speaking in full sentences never WAS your strong suit, was it
Flinthide ? The man you speak of left the Order in protest MANY
years ago. He is a rebel and an outcast. A proper BAD boy."
FLINTHIDE : "Yes, but if we want results, it's time to bend the rules."
DRUIDESS : "I was his pupil until he buggered off. He lives north of the
City. I should go see him - he won't give you boys the time of
day, but he'll talk to me, I'm sure of it."
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NOTE : Your Capital City is on the Western Edge of the Map, in the Centre.
==============================================================================
==============================================================================
NOTE : The Druidess need NOT be in your party for you to meet Greenflint ;)
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A couple of pointers about this, arguably one of the MOST complicated and
yet decidedly simplistic levels in the ENTIRE game.
Hokay.
First off, you can complete the tasks set for you VERY quickly ... HOWEVER,
the final boss on this level is tough, and will IMMEDIATELY attack on of your
units - a unit that MUST remain alive. Therefore, I would ensure the
following :-
Before you move on the ceremonial grounds (at the end of the level ?), make
sure that you have :-
1) Built the Cottage and Mountain Lair in your Capital, so that you can
produce Yetis.
2) Researched the Ancestor's Call Spell (yes, it's a Level 5 spell so you'll
need to get your hands on some resources).
3) Ensured that EACH of your Loremasters' Parties (of which you will
ultimately have THREE) comprises :-
Loremaster, 2 Yetis, Dwarf
Only THEN will you stand a chance in the end game on this level.
Hokay ... let's start.
From the start of the level, I headed west to the very edge of the map and
then north. As you approach the Bear's Lair, Greenflint appears and says
"My dear girl! You warm the frozen heart of an old man! How long it has
been since I have seen you ?"
Again ! CR@P ENGLISH !! *sigh*
The druidess responds "Many years ... sadly, many circumstances have
intervened in my attempts to visit you. I come to you now on behalf of Wotan.
We've a dilemma which requires your great knowledge."
Greenflint understandably queries WHY the Loremasters now require his
knowledge - the very knowledge that they once scorned ...
The Druidess pleads with him to accompany her to the Capital, saying she will
explain what has transpired en route ...
Greenflint says he'll come along, but that ISN'T to say he'll help.
You then gain control of Greenflint, who's stats are as follows :-
Greenflint has a Leadership of 5, so you COULD stick some other units with
him if you like ...
At the start of your next level you get a :-
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NEW OBJECTIVE : Find Hermit Grimpeak and Hermit Hillrust
==============================================================================
If you move Greenflint back to the Clans' Capital, Flinthide bids him welcome.
Greenflint scoffs at him, to which Flinthide responds simply by saying that
there is something that they need to discuss.
Hmmmmmmmmm ... perhaps I've done this level a little @rse over t!t, but ...
I took the City of Allantyr AFTER the Bear's Den, and a Druidess pops up to
tell me that she can't WAIT to see Master Greenflint again ... but ... she's
just finished ... talking ... to him ??
WTF ???? In any event, Allantyr contains 2 Healing Ointments, and a Diamond.
==============================================================================
NOTE: Hermit Hillrust is in the southwesternmost corner of the map - JUST to
the north of the Elven Settlement.
==============================================================================
If you venture further south, you will come upon the City of Griggnarth. If
you take it, an Alchemist says "Gallean has returned ? He was slain by Wotan
MANY years ago. I have been told that Gods can't die, but he was made all ...
extra crispy 'n stuff !!"
There is a Banner of Resistance in Griggnarth.
Further south and then west (at the first available turning) you will find
Gargol (which, when conquered, causes a Runemaster to comments that the
Temple was once dedicated to the God Gallean and his beloved Solonielle. The
Runemaster then recounts the tale of how Wotan tore Gallean's heart from his
chest and threw it into the Sun, causing Solonielle to chase after it,
retrieving it but becoming so badly scarred by the experience that she came
back to Nevendaar as Mortis, Goddess of Death, and FURTHERMORE how Mortis had
not the strength to rule the Elves - her spirit being totally consumed with
the pursuit of her lost love Gallean), and the City of Aragor
If you keep venturing south (to the southwesternmost corner of the map), you
will find an Elf Settlement - however, before you can get to it, Hermit
Hillrust appears in your path to say that he believes Hermit Greenflint is
to the north.
WE KNOW THAT ! WE'VE ALREADY FOUND HIM !! BUZZ OFF !!!
Omigod ! He does !! Hee hee.
If you come back to Hermit Hillrust, he asks why Greenflint is looking for
him at first, but then decides it doesn't REALLY matter as he has enough
respect for Greenflint to warrant attending, regardless of the reason behind
the request.
You then gain control of Hermit Hillrust, who's stats are as follows :-
Move Hermit Hillrust to your Capital City to cause the Queen herself to
welcome him back. Hillrust comments on the Queen's rule as being "legendary"
(what a creep eh !), AND then he tries to hit on her !!!!!!! =O =O =O
To find Hermit Grimpeak you must venture to the southeasternmost corner of
the map. As you approach this point, Grimpeak will appear and say that he
has the GREATEST respect for Greenflint, and confirms that he will return
to the Capital to speak with Greenflint, no worries.
You then receive confirmation that the number of Loremasters is up to 12, once
again ... to which Queen Yataa'Halli directs that all the Loremasters be
taken to the Ceremonial Grounds (in the northwesternmost corner of the map).
Loremasters Skymine, Springfrost, Cloverhorn, Sevendusk, Cloudkeeper, Fogfell,
Cragwell, Flinthide and Greyhelm, all appear at the Ceremonial Grounds.
==============================================================================
NEW OBJECTIVE : Bring Loremasters Grimpeak, Greenflint and Hillrust to the
Ceremonial Grounds
==============================================================================
You then gain control of Hermit Grimpeak, and must (as your newest objective
suggests) bring him and Loremasters Greenflint and Hillrust to the sacred
Ceremonial Grounds in the northwesternmost corner of the map.
For your convenience, here are Hermit Grimpeak's Stats :-
*BRIEF interlude whilst he closes down the game, installs the patch and kicks
it all off again*
(( Now that I'm running V2.01 of the game (AAAAAAAAARGH), I can continue. ))
It is VITALLY important that the Loremasters do not die, so I would STRONGLY
suggest bumping them up at your Capital or Grimli's Camp to give them a better
chance of survival, 'coz we ALL know there's gonna be a boss fight right ??
*flutters eyelids*
BEFORE the end game for this level, let me go through the rest of the world
map with you ...
For starters, here are the stats of the other Loremasters who are all now
at the Ceremonial Grounds in the northwesternmost corner of the map :-
I have also taken the liberty of exploring the rest of the world map for you.
East of the Elf Settlement (in the southwesternmost corner of the map) is the
City of Protogg. The City is RATHER well stocked, with 3 Life Potions, 2
Potions of Restoration AND a Potion of Vigor.
The City of Rhian's Keep (on the southern edge of the map in the centre)
contains a Staff of Celerity.
If you take the Abandoned Mine (which is to the north of Protogg), one of your
Warriors comments that this Mine used to supply raw ore to your populace.
When you occupy the City of Noordargg (due east of the Abandoned Mine), one
of your Novices pipes up to say that he remembers Loremaster Greenflint as
being a stubborn guy, who disagreed with the Loremasters about just about
everything. He isn't sure how they will get along now ...
The City contains a Talisman of Thanatos.
Due east of Noordargg is the City of Margylla, which contains a Life Potion
and a Staff of Holiness.
Due east of Margylla is the Old Lookout, and directly north of that is the
City of Taura, which contains a Tome of Water.
Heading due north until you reach the northernmost edge of the map, just
to the west of the southeasternmost corner of the map you will find the City
of Suldon. Once it has fallen, a Tenderfoot asks why Wotan and Gallean
quarreled (read: why did Wotan rip out Gallean's HEART ???????).
An Archdruidess responds, saying that Wotan could not accept Gallean's demands
for land, but Gallean would not let it lie ... he kept persisting. His Elves
were greedy, and not content to remain in their forest homes. They would most
definitely have invaded the Dwarf lands, she maintains. She feels that Wotan
was merely protecting his children.
DEBATABLE LUV.
In any event, the City of Suldon contains a Life Potion, a Healing Ointment,
and a Quicksilver Potion, for your troubles.
Now ... back to the Ceremonial Grounds ...
SAVE THE GAME NOW PLEASE.
As your three Loremasters approach the congregation, Loremasters Skymine,
Springfrost, Cloverhorn, Cragwell, Flinthide and Greyhelm switch allegiances
from the Loremasters to the Mountain Clans, and the following dialogue is
triggered :-
GREENFLINT : We are here to have coffee and a chat with Wotan. We have
overcome MUCH to get here, so let's make merry for just a
tick.
*frantic dancing ensues*
Dark Elf Lachla'an & a Lich Queen appear to bastardise the Ceremony - the Lich
Queen corrupting the Ceremonial Grounds.
NOSFERAT : You STUNTED little MAGGOTS. Your work here is DONE.
GRIMPEAK : Leg it ! Take the runes and leg it !!
DARK LACHLA'AN : Gallean ! I CHALLENGE you.
GREENFLINT : We're too late ! The ceremony has begun - we can't stop it !
DARK LACHLA'AN : Mum brought me back from the dead no thanks to YOU sunshine.
VENERABLE WARR : Those SCUMBAGS !! It wasn't Wotan that sent us his message
at all - it was the Undead Hordes !!!!!!!!! TO ARMS !!!!!!!!
==============================================================================
NEW OBJECTIVE : Defeat the Dark Elf Lachla'an
==============================================================================
Dark Elf Lachla'an IMMEDIATELY attacks your Loremasters. His unit comprises :
Dark Elf Lachla'an (1), Archlich (30), Death (50)
Now you MAY think that the Archlich and Death will be working to the Dark
Elf's benefit ... but this is debatable. Dark Elf Lachla'an's ONLY power is
the ability to summon - ordinarily two Black Dragons and an Elder Vampire.
Since the Archlich and Death are taking up two spaces, they are preventing him
from summoning a second Black Dragon at this point ... Hmmmmmmmmmmmmmmmmm ...
Anyhow ...
REMEMBER THAT IT IS VERY VERY IMPORTANT NOT TO LET DARK ELF LACHLA'AN KILL
ANY OF THE LOREMASTERS, AS IF HE DOES ? YOU WILL AUTOMATICALLY FAIL THE
MISSION.
Assuming that Dark Elf Lachla'an's initial attack on your Loremasters fails,
I would then STRONGLY urge you to have your three Loremasters FLEE, ONE
SQUARE AT A TIME so that you are 100% CERTAIN that you're not going to have
them walk into combat range of Dark Elf Lachla'an ...
The Lich Queen's Unit (in case you're interested) comprises :-
Tifhas (Lich Queen - 1)
Yup, that's right ... just the Lich Queen, on her tod. KILL HER if you like.
Then, it's simple !
Rally your forces and beat that BITCH (Dark Elf Lachla'an) down. Don't forget
that his Death unit is immune to weapon attacks, and Dark Elf Lachla'an
himself's stats are below :-
To be honest with you I found the easiest way to defeat him was to a) despatch
his Death and Archlich units, and then hit him with as much magic as I could,
before going in with my best unit (Loremaster, 2 Alchemists, 3 Hermits) and
using the Alchemists' Give Attack Powers to allow my Loremaster to hit Dark
Elf Lachla'an THREE TIMES each round. This added up to 900 points (less the
modifier for his armour), and meant that I was EASILY able to wipe out all
his summons each round, thus effectively leaving him TOTALLY powerless to
stop me !!
Once Dark Elf Lachla'an has fallen, a Dwarf says that he looked like an Elf,
but had the stench of something LONG since dead. He cannot comprehend how
this could have been the child of Gallean.
His comments are added to by a Loremaster, who confirms that the Undead knew
the nature of their ceremony, and that they were calling upon the Gods. They
had obviously intended to bastardise the Ceremony to insult Gallean by showing
him what they had done to his child, Lachla'an.
The Dwarf asks what anybody would benefit from angering Gallean, to which the
Loremaster says there's no point in trying to comprehend the will of the
twisted and wicked Mortis. He adds that he saw SOMETHING enormous headed
towards the forest just after Dark Elf Lachla'an addressed Gallean. He says
it was moving towards the forest, and the Elves will most definitely see it
coming ...
CONGRATULATIONS !! YOU HAVE COMPLETED THE SECOND LEVEL !!! :)
Runia Konrad (Archmage - 5) Inquisitor (3), Grand Inquisitor (4)
BUILDINGS
Name Inhabitants Gain anything from taking it ?
Bear's Lair 3 Brown Bears (1/1/1) 185 Gp, Boots of Speed
Hugin's Hideout 2 Ghouls(1/1) 4 Imps(9/9/9/9) 309 Gp, Staff of Necromancy
Tower of Pru'ushiq Manticore (1) 476 Gp, Orb of Thanatos
Gargol Ogre (1), Orc (1), Troll (1) 484 Gp, Orb of Inferno
Elf Settlement 2 Skylord (1/1) Elf Lord (5),
Oracle Elf (10) 600 Gp, Staff of Nightfall
Abandoned Mine White Dragon (1) 998 Gp, Sybil's Vision Scroll
Trafer Tower Witch Hunter (2), Wizard (3),
Inquisitor (3) 886 Gp, Angel Talisman
Tower of Trinda 2 Mermen (1/1), Medusa (1) 492 Gp, Orb of Fear
Tower of Tarin 3 Peasants (1/1/1) 579 Gp, Potion of Restoration
Old Lookout Merman (1), Medusa (1) 558 Gp, Orb of Elder Vampires
Exerelle Occultist (1), 2 Imps (9/9) 720 Gp, Staff of Twilight
Old Mill Brown Bear (1) 306 Gp, Life Potion
Plinarg Barbarian Chieftain (1)
Barbarian Warrior (1)
Brown Bear (1) 700 Gp, Titan's Might Potion
EVENTS
Event Notes
FIND GREENFLINT Greenflint must be found and brought to the Capital (NW)
FIND HILLRUST Hillrust must be found and brought to the Capital (SW)
FIND GRIMPEAK Grimpeak must be found and brought to the Capital (SE)
LET IT BEGIN !! The 3 Loremasters must be taken to the Ceremony (NW)
SHIIIIIIIIIT !!! Dark Elf Lachla'an and a Lich Queen arrive to poop the party!
ITEMS LYING ON THE GROUND
3 x Treebark Potions, Chronos Scroll, Potion of Striking, 7 x Potions of
Healing, 6 x Healing Ointments, Ruby, Highfather's Potion, 8 x Life Potions,
5 x Potions of Restoration, 2 x Ancient Relics, Titan's Might Potion, 2 x
Potions of Celerity, 2 x Potions of Invulnerability, Summon Golem Scroll, Holy
Strength Scroll, Hag's Ring, Death Storm Scroll, Potion of Protection,
Maledicere Scroll, 2 x Silver Rings, Bronze Ring, Quicksilver Potion, Call to
Arms Scroll, Gold Ring, 2 x Emeralds, 2 x Sapphires, Incantare Avenger Scoll,
Imperial Crown, Paraseus Scroll, Potion of Strength, Royal Scepter, Winds of
Travel Scroll, Psalm of Death Scroll, Infernal Knight Orb, Chain Lightning
Scroll, Potion of Might.
ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
10 Potions of Restoration, 10 Healing Ointments, 10 Life Potions.
SHOPS
Name Sells
Jolan's Tower (Magic Shop) Vengeance of Ymir (800 Gp), Wotan's Chant
(1,000 Gp), Incorruptible (1,000 Gp), Summon
Stone Ancestor (1,000 Gp), Ancestor's Call
(2,000 Gp), Winds of Travel (1,600 Gp),
Chant of Hasting (600 Gp), Wotan's Blessing
(800 Gp), Chant of Fortitude (800 Gp),
Ymir's Blessing (900 Gp)
Under's Shop (Merchant) Life Potion x 10, Potion of Restoration x 15,
Healing Ointment x 15, Potion of Healing x 14,
Treebark Potion x 2, Iron Skin Potion x 1,
Potion of Striking x 1, Potion of Accuracy x 1,
Potion of Fortune x 1, Potion of Swiftness x 1,
Potion of Speed x 1, Potion of Strength x 1,
Titan's Might Potion x 1, Potion of
Invulnerability x 1, Potion of Celerity x 1,
Potion of Might x 1
Ebhon's Camp (Trainer) --> Train your Units here !! <--
Vidal's Tower (Magic Shop) Healing (400 Gp), True Sight (400 Gp), Wrath
of God (600 Gp), Pestilence (200 Gp), Shadow
(400 Gp), Rot (800 Gp), Hymn of the Clans
(400 Gp), Ymir's Blessing (900 Gp), Menta
Minoris (200 Gp), Maledicere (900 Gp),
Incantare Beliarh (400 Gp)
Furren's Shop (Merchant) Life Potion x 10, Potion of Healing x 15,
Potion of Restoration x 15, Healing Ointment x
11
Thurin's Shop (Merchant) Potion of Fire Warding x 1, Potion of Earth
Warding x 1, Potion of Water Warding x 1,
Potion of Air Warding x 1, Life Potion x 10,
Potion of Protection x 3, Potion of Healing x
15, Potion of Restoration x 16
Grimli's Camp (Mercenary) Air Elemental (Level 1 - 50 Gp), Ghoul (Level
5 - 420 Gp), Wraith (Level 3 - 260 Gp)
Ebhon's Shop (Merchant) Life Potion x 10, Potion of Healing x 15,
Potion of Restoration x 15, Potion of Accuracy
x 1, Healing Ointment x 11, Staff of Holiness
x 1, Staff of Celerity x 1, Zombie Talisman x
1, Elder Vampire Talisman x 1, Elf Lord
Talisman x 1, Runestone x 1, Tome of Sorcery x
1, Tome of Arcanum x 1, Orb of Lycanthropy x 1,
Orb of Life x 1, Orb of Vigor x 1, Orb of
Stone Rain x 1, Orb of Earth x 1, Orb of Water
x 1, Orb of Bane x 1
ENDING
The message from Wotan was a ruse intended to trick the Dwarves into serving
Mortis. She had used her powers to taunt her lover with their tortured child,
and when the Undead Hordes overran the Ceremony, many of the newly reunited
Loremasters were slain. However, the Dwarves REMAINED strong. Under the
continued rule of Queen Yataa'Halli, their empire was slowly rebuilding.
Their attentions now turned to the Undead Hordes, who had certainly just
provoked them into full-scale war with this latest act.
In spite of their reputation, the Dwarves only really wanted peace. Having
said this, however, they were renowned for their swift and unforviging brand
of justice.
In spite of the shame that the Loremasters were collectively feeling at having
allowed their runic magic to be abused by the Hordes, the ENTIRE Mountain
Clans Armies were rallied with one single purpose in mind - the obliteration
of the Undead Hordes.
Thus, they marched on the Hordes' Capital City.
Your objective on this final level is to "demolish the Capital of the Undead
Hordes"
Ooh ! A nice easy one then. WHAT ABOUT ASHGAN ?????????????? *sigh*
==============================================================================
NOTE : On this final level, your Leader CAN gain Experience up to Level 18
==============================================================================
At the beginning of the level, Queen Yataa'Halli shows up to call her Dwarven
Armies to arms, saying that whilst many of the Clan Loremasters felt that they
had failed Wotan, in TRUTH Wotan had never set them a task to complete, and
that NOW would be the time to demonstrate their devotion to him, by wiping out
those that would seek to taint his name ... the Undead Hordes ...
Her comments are echoed by a Venerable Warrior (who seems kinda itcihng to
get stuck into battle)
A Mountaineer cheers them on, and we're off !! :)
Omigod ! We actually get to control Queen Yataa'Halli !! :) :) :)
She has a leadership skill of 5, and can therefore be taken along for a good
Skeleton-Bashing should you wish ...
==============================================================================
YOUR CAPITAL CITY IS ON THE NORTHERNMOST EDGE OF THE MAP, IN THE CENTRE
==============================================================================
The City of Korgall, due west of your Capital City, contains an Orb of Fear.
If you venture to the west until you reach the Lost Temple, and then turn
south, you will come upon Garrell's Keep. Sacking it will cause one of your
Rune Masters to comment that Garrell's Keep USED to be under the rule of
Emperor Demosthene, but he had heard that it had broken away from the Empire,
following the Emperor's death ...
His thoughts are confirmed by a King's Guard, who advises that the present
King has had to struggle to retain his control over the Empire, and that
Emperor Demosthene retained a very weak hold over his people when HE was in
charge. He says that many Lords tried to overpower the throne, and praises
Wotan that the Dwarves are better mannered.
The City contains a Talisman of Venom.
A little further south lies the Empire's Capital City.
The City of Argless lies due west of the Empire Capital City, and it contains
a Holy Armour Scroll.
Gorgaan Castle lies to the east of the Empire Capital City - once it has
fallen, a Druidess says that a banner fastened to one of the walls of the
City has magical properties, and should be taken. She is referring to a
Banner of Celerity that is located inside the City for your pleasure.
C
I am now going to double-back on myself (i.e. go north), and then venture
due east, and complete the map in a snake-like motion like this :-
----------------------------->
|
|
|
|
V
<-----------------------------
|
|
|
|
V
----------------------------->
(Just in case you wondered where the Hell I was going) ;)
Once the City of Sargonk (about 2/3 of the way eastwards across the northern
edge of the map) has fallen, your Druidess asks when the time of peace will
finally arrive. She cannot understand why even the most DIVINE of beings,
such as your God Wotan, must fight in the heavens ...
An Archdruidess tells her that, as Disciples, they must live in the world that
their Gods have forged for them. It is not for them to choose the life they
lead - it is for their God Wotan to decide what is best for them.
Sargonk contains an Elder Vampire Talisman.
Once Gamaar (a little City that is further north-east of Sargonk) has fallen
to your Mountain Clan Armies, a Dwarf comments that the air up there is FOUL.
A Dwarf Champion responds by telling him to shut his cakehole, saying that the
Clans have dug deep into the earth and smelled things FAR far worse. He also
says that in his FATHER'S time, Gamaar was a Dwarven Stronghold, but that it
was abandoned a loooooooong time ago ...
Gamaar contains a Talisman of Freezing.
Mendrik's Tower (the Magic Shop in the northeasternmost corner of the map) has
got LOADS and LOADS of cool spells including the KICKASS Damage Ward, and the
Death Ward Spell, BOTH of which I would think would be of GREAT use to you
during the coming days, non ?? ;)
Now we turn southwards and move down the map !! :)
Raven Fort is the first City I shall smite, even though it is actually VERY
well guarded indeed !! The City contains a Tome of Air, Life Potion and
Healing Ointment.
Moving back to the west now, the City of Brisburg contains a Healing Ointment.
If you take the City of Krassar, a Crossbowman reminds you that you still
have a LOOOONG way to go before you can face Mortis ...
*Taps him on the shoulder*
Actually mate ... all we'd need to do is like ... head SOUTH instead of doing
the snakey thing we're going ??
*Gives him a thumbs up and winks*
A Forge Guardian tells the Crossbowman that there is a shop further south
where the Clans' Forces can replenish their supplies. He means Under's Shop,
the stats for which I've put in the shops section ;)
As you enter the Elven Lands to the south-east of the Empire's Capital City,
the Elf Queen Drullia'an appears before you to say that they have heard a
great deal about your deeds of late and that, whilst it saddens them that
Lachla'an came to such an end, they are grateful to you for having ended his
torment.
She says that the Elves have a new-found respect for the Dwarven people, and
that she hopes that this respect will be extended to them in kind, whilst you
travel through their lands (i.e. they WILL be watching you) ;)
To that end, the Queen asks whether the Dwarves would be willing to fight as
allies to the Elves in the upcoming conflict. Drullia'an says that if you
would like to attend the forthcoming Council Meeting to discuss this matter
further, you should meet them tomorrow outside the Elven City of Crisielle.
Phew ! That's NOT one of the Cities I've already taken ... hee hee.
With that, Drullia'an disappears.
The Elven City of Crisielle (which you are directed to) you CAN actually
take without side-effects (as far as I can tell). It's totally undefended
and so there's no problem with taking it. If anything this will mean that
you don't HAVE to have your units in the vicinity ? 'Coz you can just wait
for Drullia'an to materialise outside, create a unit in Crisielle or a summon
outside to "attend" the meeting, and keep on adventuring with your strongest
unit/s ;) :)
The next turn, the following units materialise outside of Crisielle :-
If you approach them, Queen Drullia'an bids you welcome, and says that the
Elves are pleased at the prospect of renewed peace with their Dwarven friends.
A Dwarf replies, saying that whilst the past holds no love between your two
peoples, now that you have a common goal, perhaps the future will yield
greater prospects for peace for you both.
Queen Drullia'an recommends that an attack be commenced in the morning. She
says that the Elves will rely upon the War Experience of the Dwarves and that
they, in turn, can rely upon the Elves' command of Magic to assist them in the
battles ahead.
Units 1), 2) and 3) above then become allied with the Dwarves, and Queen
Drullia'an disappears.
If you venture either west, south, east and then north of Crisielle (or south-
east and then west of Crisielle) you will find the City of Arphos, which
contains a Banner of War.
The City of Davon Fort (further east) is reasonably easy pickings and, given
its close proximity to the Undead Hordes' Capital City, you MIGHT feel it is
worth not only pillaging, but also beefing up as a staging ground for assaults
on the Hordes' Capital City ?? Hmmmmmmm ? Yeeeeeees ??
Furthermore, the City contains a Projicere Terra Scroll.
Isha Castle (on the northern shores of the next land mass to the east) contains
2 Life Potions if you're at all interested =./
The land mass itself has a THRIVING tourist trade ... and a cute little garden
tearoom where I myself have been known to succumb to the occaaaaasional
temptation posed by a rogue cucumber sandwich ... *blush*
The City of Venretia contains a Tome of War.
The City of Gallymar is LUDICROUSLY poorly protected (at least durings its
occupation by neutral forces), and contains an Angel Talisman. Sinister
Recommends !! ;)
The City of Delos (in the southeasternmost corner of the map) holds a Hecatomb
scroll
Avonia Castle houses an Orb of Freezing and a Call to Arms Scroll.
Northwards of Avonia Castle, the City of Asmara contains a Tome of Arcanum.
... and NOW we can begin our final assault on the Undead Hordes Lands !! :) :)
Moving east to west, Vollosburg contains SQUAT, but once you have taken it and
try and move via the road to the west ? A Phantom Warrior cries out at you,
saying that by Order of Mortis, no living thing shall pass through the gates
ahead of you. A Level 9 Doomdrake then appears in your path.
Next up is Khazan Keep. Once taken, a Dwarf pops up to tell you that Mortis
took it to house her minions, and remarks YET AGAIN that he cannot believe
that Mortis - BRINGER OF PLAGUES, was once Solonielle - Goddess of the Elves.
He asks how her purity abandoned her.
A Clan Lord responds by telling him that SHE deserted her purity ... (which I
personally think is a BIT harsh - she kinda melted ... THAT'S what p!ssed her
off). He says that she became obssessed with replacing her husband, and gave
up on considering the effects this may have on others - or the lives of those
she trod on in the pursuit of her goal.
Khazan Keep is also devoid of goodies.
As you come upon Mortis' Capital City itself, a Mountaineer remarks in shock
that it is a "horrible monument to Mortis' depravity".
I myself think that it's rather special actually ... nice and black and shiny.
One of your Flamecasters squeals, saying that he hears a noise that sounds
like the screaming of a million tortured souls ...
Sure enough, a Grave Golem appears in between you and Mortis' Capital City.
==============================================================================
NEW OBJECTIVE : Take the Undead Capital. The Guardian MUST be Destroyed
==============================================================================
The Grave Golem's stats are as follows (he's a BIG lad, so be careful)
Death (95) 640 0 We,De - Death Touch 86 300 Dea 60 Any 1
Poison 56 300 Dea 60 Any 1
Grave Golem 2800 40 Mind DFWAE Phantom 95 200 Life 60 Any 6
Paralyse 60 0 Mind 60 Any 6
Wight (95) 590 0 We,De - Death Touch 86 300 Dea 50 Any 1
Drain Level 86 0 Dea 50 Any 1
To make matters worse, he isn't alone. He travels with Death (95) and a
Wight (95)
BEFORE I get stuck into HIM however, I'm going to finish exploring this level
for you. To the WEST of the Grave Golem is the City of Henzador, which
contains a Call Red Dragon Scroll.
Further west is the City of Yrunra, which contains a Talisman of Icefall.
The City of Vrrudarr is bereft of goodies.
HOKAY.
NOW I'm going to deal with those ANNOYING little Undead Maggots.
First off, make sure you have all the units you want to throw at the Grave
Golem within travelling distance of him ... since he and his units heal a
percentage of their damage each turn, unless you have MASSES of mana it's
probably best to try and finish him and his goons off in one turn.
Secondly, fire off ALL your troop-based negative enchantments (i.e. damage
spells, spells that produce negative combat effects - i.e. negatives to hit,
reductions in initiative, etc., etc.), at him.
Thirdly, use as many wards as you can on your boys ...
And finally, use as many positive troop-based enchantments (i.e. damage
increases, bonuses to accuracy, etc., etc.) that you can on YOUR boys.
And we're off !!
Once you've slain him, (which shouldn't take long if you've explored the
whole map - you'll have PLENTY of things to throw at him), he says "It isss
time for usss to sssleep again.", and off he pops)
One of your Rune Masters comments that he was a FOUL creature ... just like a
walking graveyard that came marching in to defend Mortis' City. He prays that
this SACRILEGE has been brought to an end.
Now then ... HE was easy ... NOW comes the hard part ... you have to take
the Undead Hordes' Capital City from Ashgan ... to DO this you will need to
go through the same preparation routine as you did before you fought the
Grave Golem (so technically speaking if you were able to despatch him in one
round and still have enough movement points to march on the Undead Hordes'
Capital that's GREAT) ...
Three other things I will say for Ashgan :-
1) He ISN'T immune OR warded against mind, so he CAN be paralysed.
2) He has a HUGE amount of Armour points, so you will do VERY little damage
when you strike him ... 30 points MAXIMUM per hit, and he has 900 HP !!
3) He will regenerate 35% of his HP PER DAY by virtue of being in the Capital,
so you REALLY don't want to have to retreat and come back ;)
Once Ashgan has fallen (with his MIGHTY death cry of "baaaaastaaaaaaards"),
Death calls to the Hordes to flee, saying that they can no longer hold the
Capital City.
Then your Rune Master comes up with a CLASSIC quote that I really like ...
"Do not let them escape, brothers" There is no honour in fighting the dead;
there is no dishonour in throwing axes into their backs!"
Yyyyyyyyyyyyyyyyyyyyyeah ... riiiiiiiiiight ... I believe ya !
Queen Yataa'Halli then praises the Clans, saying how PROUD they have made her.
She says that it is a GREAT moment to see the Dwarves working with their one-
time adversaries the Elves, to overcome their common foe, and that never
again shall the Dwarves allow themselves to be the unwitting puppets of evil.
Barn Manticore (1) 207 Gp, Potion of Celerity
Lost Temple 3 Spearmen (10/10/10),
Peasant (1), 2 Marksmen (2/2) 500 Gp, Tome of Fire
Cransell Ogre (1) 619 Gp, Call to Arms Scroll
Abandoned Mine Blue Dragon (1) Red Dragon (1) 234 Gp Vengeance of Ymir Scroll
Perthin Mines 3 Brown Bears (15/1/15) 392 Gp, Tiara of Purity
Abazonia 2 Manticores (1/1) 338 Gp, Royal Scepter
Thug's Lair Master Thug (20),
2 Brown Bears (20/20) 374 Gp, Staff of Necromancy
Temple 2 Angels (15/15),
Hierophant (15),
White Wizard (15),
Elementalist (20) 104 Gp, Staff of Earth
Elemental Control
Lair Troll (1), 2 Ogres (1/1) 684 Gp, Wotan's Chant Scroll
Odense Green Dragon (1) 1000 Gp, Summon Death Scroll
Olian 3 Lizard Men (1/1/1) 298 Gp, Boots of Seven Leagues
Ghenkia Troll (1), 2 Orcs (1/1) 305 Gp, Major Healing Scroll
Hellish Gate 2 Lizard Men (10/10),
Medusa (10) 800 Gp, Sanctuera Scroll
Kassel Zombie (2), 2 Ghouls (1/1) 100 Gp, Staff of Tempest
Tower 3 Wolves (1/1/1), Barbarian
Chieftan (1), 2 Barbarian
Warriors (1/1) 900 Gp, Life Potion
Tranzaar 2 Master Thugs (10/1) Thug (5) 192 Gp, Illudere Terra Scroll
Chrylere 6 Wolves (1/1/1/1/1/1) 158 Gp, Chant of Fortitude
Scroll
Toria 2 Deathdragons (3/3),
Doomdrake (2) 800 Gp, Summon Golem Scroll
Crumbling Tower 2 Man at Arms (10/10),
Peasant (1), Spearman (10) 400 Gp, Healing Ointment
EVENTS
Event Notes
TO WAAAAAAAR !! Queen Yataa'Halli calls the Clans to wage WAR on the Undead.
ALLIANCE !?!?! Queen Drullia'an proposes an Elf-Dwarf Alliance ... wtf !?!
BACK TO WAAR !! Back at the Undead Hordes boys !! :)
ITEMS LYING ON THE GROUND
14 x Healing Ointments, Potion of Healing, 9 x Life Potions, 3 x Treebark
Potions, Healing Scroll, Potion of Strength, Water Ward Scroll, Tempest
Scroll, Potion of Fire Warding, 3 x Imperial Crowns, 4 x Potions of Celerity,
Tortio Menta Scroll, 3 x Rubies, 4 x Potions of Restoration, 2 x Diamonds,
Potion of Air Warding, Mind Ward Scroll, 2 x Potions of Vigor, 4 x Sapphires,
Call to Arms Scroll, Potion of Striking, 4 x Royal Scepters, Potion of Might,
Wotan's Blessing Scroll, 4 x Ancient Relics, Iron Skin Potion, True Sight
Scroll, Summon Roc Scroll, Gold Ring, Nightfall Scroll, 2 x Potions of Fire
Warding, Potion of Invulnerability, Potion of Accuracy, Potion of Water
Warding, Menta Potens Scroll, Bronze Ring, 2 x Emeralds, Potion of Speed,
Silver Ring, Potion of Strength, Terror Scroll, Potion of Earth Warding.
ITEMS RETRIEVED FROM ENEMIES (COULD HAVE BEEN ON THE GROUND ORIGINALLY)
5 x Potions of Restoration, 5 x Life Potions, 5 x Potions of Healing.
SHOPS
Name Sells
Malavien's Tower (Magic Shop) Holy Armour (600 Gp), Mind Ward (600 Gp), Fire
Ward (800 Gp), Summon Golem (800 Gp), Major
Healing (1000 Gp), Ymir's Blessing (900 Gp)
Mendrik's Tower (Magic Shop) Incorruptible (1000 Gp), Summon Stone
Ancestor (1000 Gp), Incantare Avenger Illudere
(1000 Gp), Illudere Terra (2000 Gp), Tortio
Menta (800 Gp), Summon Thanatos (1000 Gp),
Hecatomb (1000 Gp), Damage Ward (1000 Gp),
Winds of Restoration (2000 Gp), Major Healing
(1000 Gp), Death Ward (1000 Gp)
Ebhon's Shop (Merchant) Potion of Life x 10, Potion of Restoration x 10,
Healing Ointment x 7, Tormentio Scroll x 1,
Summon Skeleton Scroll x 1, Chronos Scroll x 1,
Pestilence Scroll x 1, Shadow Scroll x 1, Earth
Ward Scroll x 1, Air Ward Scroll x 1, Lightning
Scroll x 1, Summon Roc Scroll x 1, Potion of
Might x 6, Treebark Potion x 10
Underik's Tower (Magic Shop) Chant of Hasting (600 Gp), Summon Valkyrie (600
Gp), Ice Spirits (1200 Gp), Vengeance of Ymir
(800 Gp), Wotan's Chant (1000 Gp), Holy Armour
(600 Gp), Mind Ward (600 Gp), Daylight (1600 Gp),
Armageddon (1000 Gp)
Under's Shop (Merchant) Life Potion x 15, Healing Ointment x 10,
Potion of Restoration x 10, Potion of
Protection x 3, Highfather's Potion x 1, Potion
of Speed x 1, Potion of Fortune x 1, Potion of
Swiftness x 2, Quicksilver Potion x 1, Potion
of Air Warding x 1, Potion of Water Warding x 1,
Potion of Fire Warding x 2, Potion of Earth
Warding x 1, Potion of Might x 5
Luther's Camp (Mercenary) Ice Giant (Level 3 - 1300 Gp), Spirit of Fenrir
(Level 1 - 2300 Gp), Wolf Lord (Level 4 - 2300
Gp), Yeti (Level 1 - 400 Gp)
Furren's Shop (Merchant) Life Potion x 10, Healing Ointment x 11, Potion
of Protection x 5, Potion of Healing x 10,
Potion of Restoration x 10, Potion of Striking x
2, Potion of Accuracy x 1, Potion of Swiftness x
2, Potion of Speed x 1, Potion of Vigor x 2,
Potion of Strength x 1, Potion of Might x 1,
Potion of Celerity x 1, Potion of Invulnerability
x 6
Yggar's Shop (Merchant) Life Potion x 10, Healing Ointment x 10,
Potion of Restoration x 9, Hymn of the Clans
Scroll x 1, Ice Shield Scroll x 1, Haste Scroll
x 1, Armageddon Scroll x 1, Lich Orb x 1, Orb
of Lycanthropy x 1, Spirit Staff x 1, Staff of
Invisibility x 1, Staff of Holiness x 1,
Talisman of Restoration x 1, Talisman of
Strength x 1, Orb of Fear x 1, Orb of Witches x
1, Touch of Mortis Scroll x 1, Tortio Menta
Scroll x 1, Potion of Might x 6
Jolan's Tower (Magic Shop) Divis Nocte (600 Gp), Menta Potens (600 Gp),
Sanctuera (600 Gp), Sinestra Ignis (800 Gp),
Incantare Avenger Illudere (1000 Gp), Pestilence
(200 Gp), Curse of Nygrael (400 Gp), Weakness
(200 Gp), Shadow (400 Gp), Mind Ward (600 Gp),
Holy Strength (600 Gp), Chant of Arms (600 Gp),
Summon Valkyrie (600 Gp)
Unnen's Camp (Trainer) --> Train your Units here !! <--
Xennon's Camp (Mercenary) Medusa (Level 1 - 1310 Gp), Mermaid (Level 1 -
1310 Gp)
Othon's Tower (Magic Shop) Call Decay Dragon (600 Gp), Fog of Death (600
Gp), Psalm of Death (1200 Gp), Mortis' Venom
(1500 Gp), Incantare Hellhound Illudere (200 Gp),
Cursa Demoneus (400 Gp)
Werric's Shop (Merchant) Life Potion x 11, Potion of Protection x 6,
Potion of Healing x 15, Potion of Restoration x
17, Potion of Air Warding x 2, Potion of Water
Warding x 2, Potion of Earth Warding x 2,
Potion of Fire Warding x 2, Healing Ointment x
15, Terror Scroll x 1, Hecatomb Scroll x 1,
Pestilence Scroll x 1, Weakness Scroll x 1,
Touch of Mortis Scroll x 1
A Dwarf prizes peace above all else, but if that peace is threatened, they
will defend it with fervour. This chapter of Clan history proved to all of
Nevendaar, especially the Elves, that the Dwarves were no longer naive to the
ways of the world.
Nevertheless, even as the Dwarves were celebrating their triumph, Queen
Yataa'Halli could not rest. Her race remained vulnerable. For although the
Dwarves were adept at the art of war, the weapons of politics and subterfuge
were mysteries to them.
Yataa'Halli decided that the era of Dwarven isolation must end. Spies were
sent to observe and report any hits of trouble, and diplomats were appointed
to work closely with her allies. The Clans would become an active force in
the history of the world instead of unwilling participants.
Thanks to all the people at gamefaqs.com with ONE exception (and you KNOW who
you are, you little maggot), for being nothing but supportive and encouraging
of me during the process of creating this walkthrough and its siblings.
As I mentioned at the top, this walkthrough is dedicate to my friends Michael
Jarboe and Fred Kösters, who always makes me smile when I'm down, and give me
support and encouragement when I need it. Thanks guys, you're the best :)